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HOW TO TRAFFIC
By Soushi [SSRB] and 1 collaborators
If you're having traffic problems I feel bad for you son. I'm a traffic engineer and I made you a guide.
















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Guide Index

Overview

About

Introduction

"Good for you, but how do I do that?"

Trucks! Trucks everywhere!

Public Transit

Regional network

Buses: picking up the passengers

Special cases

Pedestrian paths: The oft-forgotten public transit option

Problem solving

Starting out - Building to 10 000 Cims

Miscellaneous tips

:D

Comments
About
This is cross-post of a very popular traffic guide, made by Reddit user drushkey, real life traffic engineer and a gentleman :)
It outlines the basic principles of how the traffic works and can really help, if you are struggling with making functional cities.
Original post can be found here.
Here is the map, used in this guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=406001868
Same map, but with highway directions switched for Right-Hand Drive:
http://steamcommunity.com/sharedfiles/filedetails/?id=411742548
Save file, for those interested:
http://steamcommunity.com/sharedfiles/filedetails/?id=411917463
Also, here's a few translations of this guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=420663128
http://steamcommunity.com/sharedfiles/filedetails/?id=889628796
http://steamcommunity.com/sharedfiles/filedetails/?id=411981260
It outlines the basic principles of how the traffic works and can really help, if you are struggling with making functional cities.
Original post can be found here.
Here is the map, used in this guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=406001868
Same map, but with highway directions switched for Right-Hand Drive:
http://steamcommunity.com/sharedfiles/filedetails/?id=411742548
Save file, for those interested:
http://steamcommunity.com/sharedfiles/filedetails/?id=411917463
Also, here's a few translations of this guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=420663128
http://steamcommunity.com/sharedfiles/filedetails/?id=889628796
http://steamcommunity.com/sharedfiles/filedetails/?id=411981260
Introduction
"Good for you, but how do I do that?"
Local roads should be where most people live; they're basically an extension to your driveway, letting you get to the real road network. They don't bring you anywhere themselves, other than maybe the corner store.
Connecting roads get you around the neighborhood. They're wider, faster, and people travelling on them get higher priority at intersections than those on local roads. That said, you can still live or work on them.
Regional roads are even faster: no intersections, no driveways, high speed limit. Highways obviously fit this, but any kind of road can fit this description if built the right way, e.g. feeding the outskirts of your city with a 6-lane road with intersections hundreds of meters apart.
"But why not just make ALL the roads 4 or 6 lanes, if they're faster and have higher volume?"
That in turn means that, as planned, the only traffic on local roads is going to be those cims who have to use them. Even with relatively long stretches of high-density development, that's only a few sims an RL minute at the fastest speed, versus many, many more on the bigger routes.
(The following is based on 15 minutes of me watching intersections with a stopwatch).
Conveniently, intersection signals in Cities: Skylines seem to be based on detectors: they'll stay green for the last direction to have traffic, until either ~5 seconds elapse or vehicles arrive in a conflicting lane, whichever comes first. If both roads have similar loads, that's 50% green time for each, cutting the capacity of both in half. In the case pictured, however, over 5 minutes the 4 lane avenue got 32 seconds of green for every 5 on the local road.
There's also the issue that you need more intersections, since the services may have to travel around the block, slowing them down. Still, I like them.
Trucks! Trucks everywhere!
Fortunately, the game provides a few very powerful solutions, unique to industry:
1) District policies
Just don't forget that cargo has to go SOMEWHERE. If you don't provide any routes, your industries aren't going to be happy.
2) Cargo trains
First, if you're facing the front of the station, know that trucks always enter on the right and exit on the left. Build it on a one-way road going that direction, and at least you won't have the added problem of them yielding to each other.
Second, you can just build the train station somewhere where lines won't bother anyone, and then hide that section when you're showing off the low traffic in your city :/
(credit to u/gliph for sharing this)
Dem clever industries
Do note that this will create some MEAN traffic between them. I gave them a dedicated set of onramps. It would be nice if the train could offload directly to the ships, but what can you do.
Anyway, those are the overall strategies I can think of right now. I'll end with a few...
Public Transit
- Every person using mass transit is one less car on the road. That's up to 30 per bus, 240 per train.
- Thanks to the former, you end up indirectly increasing the capacity of your roads, since you can fit more people in less vehicles.
- Less cars = less noise, increasing land value (though transit stations also generate noise, so it's not perfect).
- Transit stations count as a service, directly producing happy faces in their vicinity. If you want to max office levels, you pretty much need public transit access.
- It's fun to follow trains around. I could do it for hours.
The basics: placing an efficient single line.
A fact true both IRL and in Skylines is that most trips are from A to B, and then back to A. Therefore, just connecting two places together isn't enough: it should be just as easy to get back to the start. This may seem obvious to you if you've been using mass transit regularly, but look at this:
I did not make that red line.
The green (good) line is as bog standard as you can get, but it's standard for a reason: all you have to do to get back home is to take the bus across the street from where you got off. It's also a perfectly straight line which, while not always practical, to do, means the bus is taking the shortest possible path between any two stops. As a consequence, this line has a moderately OK "trips saved" stat of 32% (which isn't bad, considering these are the only lines in the city and took all of a minute to make).
The blue "less good" line is the kind of thing you'd do if you were just trying to maximize coverage. The problem is that it's like travelling on the hands of a clock: getting from 12 to 3 is pretty efficient, but to get back you have to go through all the other nine hours. The cims seem to realize that, and as a result the "trips saved" are only 26%. That's not to say this kind line is useless though, as I'll show later.
The red line is an extreme case, but one I know for a fact people do on occasion. I could go into all the problems, but as a rule of thumb, if it's not immediately obvious where people would use the line to go, it's not going to be very efficient. The result is that this line saves only 12% of trips, despite having the most buses and covering the most zones.
The result is amazing effectiveness, both lines giving me 100% car trips saved. That said, they also take 4 buses each, and transport a whopping 80 people/week total. Not amazingly efficient, but since the road with the green line on it feed a huge area to the right, I think it's worthwhile in this case.
Anyway, you'll note that in both the above pictures, these loops connect to several other lines. Without these connections, there is no way they would reach 100%, since the only viable trips would be within residential zones, e.g. visiting your neighbors. Which brings us to...
Networking your transit lines
The above image gets the idea across, but is *extremely* idealized. The only case I can see applying that directly is if your city is super dense, a perfect grid, and shaped like an elongated rectangle.
I say dense, because subway stations that close together are not particularly efficient: trains carry a lot of passengers, but are slow to accelerate and decelerate, so minimizing stops is good (this MAY be less true in the game than IRL, but it seems similar enough to me).
And there's one more problem: what if you want to go from the end of one of the bus lines to the one next to it? It's a pretty big detour by mass transit.
TL;DR: If you want to network a non-hypothetical city, you have to adapt this simple idea to whatever you've got. Fortunately, the map I'm playing (Raerai's Cove, by u/aKiss4Luck or Eva on Steam) - combined with my relatively improvised play-style, present a good variety of scenarios to deal with.
NOTE: The following is in descending order of the aforementioned hierarchy. While you should probably *plan* things in this order, early-on starting with bus lines is probably a more cost-effective option.
Regional network
Unlike road traffic/highways which are a concern immediately, your city should already be relatively developed before you start plopping the serious transit lines. As such, you should have at least some idea of which direction you're going to expand the different zones in, and this is the main (but not only - see below) thing to consider when planning out your regional network.
Essentially, the main non-cargo trips your city will have are residential-industrial/office and back, residential-commercial and back, and residential-industrial/office-commercial-back. The later is somewhat less common, but is important in making your commercial buildings happy - thus the "not enough customers" complaint you can get (I may be conflating real life with the game on this, but it seems to hold up).
An ideal network, therefore, should gather all your users towards the commercial zones (via the horizontal red lines in the picture, generally buses) before pumping them towards the main places of work (via the vertical lines, usually either trains or subways).
It is important to keep in mind that excessive transfers will turn cims away from your transit lines, regardless of how straight and efficient they otherwise are. 2-3 transfers seems ok, but of the cims I've followed none seem willing to do more than that.
- Universities. Up to 4500 students at each means people are constantly coming and going.
- Airports/passenger harbors. With up to 100/200 passengers at a time, respectively, these don't generate a HUGE number of trips, but make up for it by releasing them all at the same time. Remember, rush hour IRL isn't caused by people commuting, but by them commuting in the same direction at the same time.
- The Space Elevator. This is the big one. People come out of it constantly, and in big numbers. If it isn't directly adjacent to a subway or train station, you're in trouble. (Incidentally, are the people coming out tourists from space? What's up with that?)
Of course, high schools, elementary schools and all the unique buildings generate visitors on their own. None however are notably more than the equivalent area of high density zoning, so I don't give them more than the same bus service I give everyone.
Green = subways
Red = trains
Blue = buses acting as regional lines (I'll explain this one later)
Orange circle are transfer stations; trip generators and the industrial zones are marked (universities are directly on transfer stations, since both are helped by being right in the middle of things). Unmarked areas are mostly combined commercial/residential/office.
The goal of this network is twofold: to be within (at most) a few minutes bus ride from every home or place of work in the city, and to offer the straightest path possible.
- Highways were placed to make vehicular traffic as convenient as possible.
- To be competitive, mass transit has to be at least as convenient to get to the same places.
- Slightly cheaper to place (but more expensive to operate... what. It's literally the same tracks, just sans the tunnels)
- Better able to cross terrain, thanks to bridges
- Slightly higher capacity
- More fun to watch
TO REITERATE: Subways and trains should make up the backbone of the public transit of a decently large city. Their goal is to be FAST, and therefore both trace relatively straight lines, and have stops as far apart as reasonable bus routes allow. Speaking of which...
Buses: picking up the passengers
Bus routes were dictated largely by topography. When I wanted to reach far, I stuck to a straight line (light blue). Closer in, the short distances let me stick to a small loop so as to maximize coverage.
This is also where I started the subway, which I plopped at what was already my "central station".
Functionally, it acts as two lines (indicated by the red arrows): on either side, if you want to get to the subway you can just pick the appropriate direction for the shortest route. In addition, since it runs part of the way parallel to the subway, it allows some interconnectivity that you wouldn't get directly applying the idealized diagram above.
The green line is the same basic idea (granted it's mostly offscreen). South, it acts as the main access to a large, low density residential neighborhood. To the north, it provides the same "act as two lines" role as the black line, albeit connecting to a different subway line.
- The red+black lines connect everyone along the outside to either the white bus line or the train station.
- Since they would be a bit far from the middle, the white line covers it. Its main goal is however providing direct access to the larger area in the background and the subway station there - local coverage is just a side benefit.
- The train line, as shown earlier, has its next stop waaaay across the city. Since I can't conceive of a reason why someone would take the white line out here just to go twice as far in the opposite direction, I don't directly connect
There are two things worth special note however:
- The red subway line is the one subway not to follow a highway. I placed it largely by feel to be honest, based on the long stretch of high density to either side with all in/egress limited to relatively narrow bottlenecks to the picture's North/South. While I could possibly have replaced it with a bus line, the added capacity of a subway afforded me convenient places to anchor other buses, again cutting their effective max distance from a subway in 2 or more.
- The blue line (pointed to by the arrow) does some weird stuff and looks like it doesn't follow any previous pattern, but it does: the large number of subway stations let me twist about to gain some coverage. It acts as "multiple lines", except some of them are loops. (If this strikes you as confusing, that's because it is. It took me a few minutes to confirm that the line wasn't completely ridiculous. Point is, you don't have to rigidly adhere to too many rules to have effective buses).
One question you may be asking yourself is whether it wouldn't be better to just have multiple lines, instead of lines pretending to be 5. The answer is: I'm asking myself the same question. Both have upsides:
- Multiple lines allow shorter routes, decreasing the chance of a 1 hour wait followed by 6 simultaneous buses.
- Single lines minimize transfers, facilitating semi-local (read: not requiring the subway) trips.
I lean towards the former because it worked in Cities in Motion 2, but I need to do more testing to be sure.
Special cases
Special case #1: Long, linear path between subway stations
I can't imagine this happening on most maps, but it did on mine. I had a long stretch of offices going between the airport/space elevator and the main area of my city. Not enough demand for a subway station, but that wouldn't stop me from forcing some mass transit down their throats.
Doesn't get much simpler than this: linear bus route between the two subsequent subway station. Bam: super (borderline unrealistically) effective.
Special case #2: Bus terminals
When posted the first version of this guide, u/velcrox posted this impressive bus terminal. My first thought was "Wow, why didn't I think of that that's amazing." The second was "I can't imagine a situation where this isn't complete overkill".
Second view to highlight how it works.
The idea is simple: you have one or more primary line (typically long-distance and high capacity, i.e. trains or subways) bringing users to the terminal. They get off the train, take pedestrian paths (or crosswalks) to the bus stop leading where they want, and voilĂ . Where my typical bus lines just stop in front of subway station - which would cause serious traffic if more than 3 or 4 lines converged in the same area - this design allows for a whopping 20 buses (assuming 2 lines per stop, which in my experience is the limit).
If you want to have a more realistic bus network, or if you prefer shorter, more direct lines to my long ones, this is an excellent idea.
Of course, you can always use a scaled-down version.
This is the result of my expanding over a river, only to realize it was too deep to also extend the subway. Since this was the end of the map (and thus also the last planned stretch of subway tunnel) I replaced said last leg with an express bus directly from the station to here, arriving over the bridge just barely visible to the north. Effectively, I'm using a bus as a regional route, instead of a connecting one.
From there, cims can either take one of the 5 other buses covering the local area, or walk over the pedestrian paths if their destination is nearby.
Note that placing a bus terminal inside a roundabout is a profoundly stupid idea. IRL, this would cause accidents pretty much every day. In game, it made managing traffic a pain. But I think it's pretty, and now you've looked at it. So there.
Doesn't get much simpler than this: linear bus route between the two subsequent subway station. Bam: super (borderline unrealistically) effective.
Special case #2: Bus terminals
The idea is simple: you have one or more primary line (typically long-distance and high capacity, i.e. trains or subways) bringing users to the terminal. They get off the train, take pedestrian paths (or crosswalks) to the bus stop leading where they want, and voilĂ . Where my typical bus lines just stop in front of subway station - which would cause serious traffic if more than 3 or 4 lines converged in the same area - this design allows for a whopping 20 buses (assuming 2 lines per stop, which in my experience is the limit).
If you want to have a more realistic bus network, or if you prefer shorter, more direct lines to my long ones, this is an excellent idea.
This is the result of my expanding over a river, only to realize it was too deep to also extend the subway. Since this was the end of the map (and thus also the last planned stretch of subway tunnel) I replaced said last leg with an express bus directly from the station to here, arriving over the bridge just barely visible to the north. Effectively, I'm using a bus as a regional route, instead of a connecting one.
From there, cims can either take one of the 5 other buses covering the local area, or walk over the pedestrian paths if their destination is nearby.
Note that placing a bus terminal inside a roundabout is a profoundly stupid idea. IRL, this would cause accidents pretty much every day. In game, it made managing traffic a pain. But I think it's pretty, and now you've looked at it. So there.
Pedestrian paths: The oft-forgotten public transit option
Fortunately, pedestrian paths are smaller, can make sharper turns and can be steeper (think stairs, though you don't see them) than even the smallest roads. Added benefit: cims have no qualms with making 100m vertical climbs in their daily commute. Effectively, these paths extend the range of the stations below at almost no cost.
Their small width also allow you to minimize damage while you trace them through neighborhoods. You can often squeeze them between existing buildings (unless you on a grid, where those gaps don't exist).
Unfortunately, path or no, that old man seems to have missed his bus :(
You'd think they could use that crosswalk right there and then WALK ACROSS THE OPEN ASPHALT, but no.
Fortunately, a path over the avenue and curving behind that building gets them right to class.
Problem solving
I warn you in advance: the solution is a little anti-climactic. The steps in between, however, consist of most of my bag of tricks, so hopefully you'll get something useful out of it.
So there I was, expanding my city to some new land. Take a short break to admire what I've done so far, and...
STEP 1: Localise the problem
STEP 2: Identify the problem behavior
Essentially, trucks are slowing to a standstill, turning almost 90 degrees, and then inching their way into a forced 2-lane change. Appalled by this reckless behavior, drivers upstream are stopping.
-> traffic
STEP 3: Troll the forums
STEP 3: Has something changed that might cause this?
STEP 4: Confirm suspicions.
Aside: I once had the task of stopping road traffic and asking them this exact information IRL. For 16 hours. In Nowheresville, northern Canada. It sucked.
Suspicions confirmed
STEP 5 (Optional): It wasn't like this before, right?
Fortunately - thanks to kindly redditors asking for my save - I had a prior version of the city on the workshop. Looking at the same area, things were ok... but barely. This kind of merger was happening, just not regularly enough to cause more than a few second of slowdown on occasion.
STEP 6: Can I just fix the interchange?
STEP 7: Add capacity somewhere else?
STEP 8: Manually reticulate some splines
STEP 8.5: WAIT
Don't forget that your city needs some time to readjust, as vehicles either chose a new path or simply new vehicles spawn with knowledge of the new road layout. Then they have to actually get to the affected area. Meanwhile, the problem areas need some time to clear out, even if everything is technically A-OK.
STEP 9: Did it work?
No.
STEP 4, again
STEPS 10+: What else can I do?
Add a speedy onramp (orange) or alternate highway (purple)? Fits, but then the weird-merger problem just happens in the new interchange. Right.
Direct, coast highway? Would work, but impossible to make not hideously ugly.
Train over the other islands, bringing goods to the commerces' doorstep? Nowhere to fit it at the destination, islands would look like a jumbled mess
But wait... what about some econ 101? Instead of increasing capacity, decrease demand?
Again, we wait for the situation to reach the new equilibrium...
Bingo.
Moral: sometimes all the traffic engineering in the world can't beat a slight adjustment to your urban planning.
(told you it was anti-climactic)
Time to end with some...
Starting out - Building to 10 000 Cims
Anyway, you hit New Game and you're staring at this. You have three immediate problems:
- You have very little space with which to spread things out.
- You have relatively little money with which to build infrastructure.
- Most of said infrastructure isn't unlocked in the first place.
Essentially, most of this guide doesn't really apply to you yet... But if you completely forget about it, you can easily paint yourself into a corner. Step one is to figure out the most basic part of your plan: which way are you going to expand?
Option 1: You want to extend away from the existing highway
Above is the (recreated) before-after of my city. Here's the thought process:
- I'm going to want a highway up the middle, even though I can't build one now. I'd better leave some room for it.
- For now I'll use an avenue, connected to the highway with 2 1-way-2-lanes.
- Off this road, I'll need connector roads for sure. May as well build them now.
An important thing to note with any start is that it's very unlikely you'll get it perfectly right right at the start. You can see the highway junction I ended up with is an absolute (but functional) mess, and that what used to be a grid of pure industrial on the left has become an elongated roundabout serving a bunch of incinerators and a cargo train station. Real cities change, and yours probably should too.
Option 2: You want to extend alongside the starting highway.
The initial connection was the same, but industry was concentrated near the highway for easier access (they're the ones who will use it most, and the least likely to mind the noise). This kind of city is arguably easier to plan out, since you can just repeat the same pattern again and again. There's also the advantage that only on a few stretches of road do cargo and personal vehicles intersect (particularly after I build a massive commercial district across the highway).
However, you need a higher density of connecting roads parallel to the highway (as you can see going through the office/commercial) since very few internal trips will path on the highway itself.
Said connecting roads are more concentrated around the high density zones on the right, since those generate more trips. Looking at these for the first time in a while, I realize they seem to contradict what I've been saying thus far. I'll go over them in a tip later.
Note that where the line of offices is now used to be empty space, left to isolate people from the industries. I filled it in later as the industry leveled up.
Sorry if this section is short - to be honest I never put any thought into how I do this. It's mostly trained reflex from decades of city builders, but hopefully you can gleam something from the basic layout and idea.
Miscellaneous tips
MISCELLANEOUS TIP #1
Ironically, buses can be a major source of congestion. Despite apparently emptying and filling up almost instantly, they wait a set amount of time at the stops, making buses behind them block up a lane while they wait. If you have a lot of lines converging in one place (say, at a subway station) try having a few adjacent bus stops for the different lines. One stop for every two lines seems to work for me.
MISCELLANEOUS TIP #2
The game warns you about this in extreme cases, but don't have intersections too close together! This avenue acts as a service road for the highway, but bends away from at the exists so as to avoid backing up traffic into the roundabout. Speaking of which...
MISCELLANEOUS TIP #3
Traffic lights only matter when they're red!
This section of my second city is probably the densest grid possible, and is full high-density development. In many cities, this would be a serious problem, but here it works perfectly fine. Why?
Simple: all the roads leading to the places people might actually want to go are huge. They could conceivable get somewhere by going north long enough, but they would end up going through blocks and block of suburbs, and no one wants that when they're a big fat avenue just sitting nearby. The only people who would want to use them would be those pulling up to their homes - at most 2 per block.
The end result is that there is almost no demand for a green light in the vertical axis, and therefore the 6-lanes are free to give green lights almost all the time.
Of course, the zoning in your city has to be just-so for this to work... but it can.
"roundabouts are so great why aren't you building them everywhere omg"
Roundabouts are indeed pretty sweet. To be honest, you can ignore almost everything you just read and plop roundabouts everywhere. As an added bonus, they look nice and are a central tool for ton of the amazing cities I see on [the Cities: Skylines] subreddit. The only downsides are that they take a little longer to build, and they take a lot more space.
Personally, I feel like relying too much on roundabouts is a lot like sticking to grid-based cities: it can definitely work, but it gets a bit repetitive to build. That said, I do use them where I need to (mostly to connect to highways) and occasionally make random ones since they're undeniably pretty. Like everything else in this game, what you do is up to you.
MISCELLANEOUS TIP #4
Stay flexible and have fun.
Remember that this guide has been more about building solid cities than perfect ones. I would rather play around faults in the AI than abuse them, and I prefer having cities work despite their flaws than building ones that are flawless.
Consequently, I suggest seeing everything here as helpful suggestions, not strict guidelines. After all, if being a traffic engineer made me infallible, traffic wouldn't exist.
MISCELLANEOUS TIP #2
MISCELLANEOUS TIP #3
This section of my second city is probably the densest grid possible, and is full high-density development. In many cities, this would be a serious problem, but here it works perfectly fine. Why?
Simple: all the roads leading to the places people might actually want to go are huge. They could conceivable get somewhere by going north long enough, but they would end up going through blocks and block of suburbs, and no one wants that when they're a big fat avenue just sitting nearby. The only people who would want to use them would be those pulling up to their homes - at most 2 per block.
The end result is that there is almost no demand for a green light in the vertical axis, and therefore the 6-lanes are free to give green lights almost all the time.
Of course, the zoning in your city has to be just-so for this to work... but it can.
"roundabouts are so great why aren't you building them everywhere omg"
Personally, I feel like relying too much on roundabouts is a lot like sticking to grid-based cities: it can definitely work, but it gets a bit repetitive to build. That said, I do use them where I need to (mostly to connect to highways) and occasionally make random ones since they're undeniably pretty. Like everything else in this game, what you do is up to you.
MISCELLANEOUS TIP #4
Remember that this guide has been more about building solid cities than perfect ones. I would rather play around faults in the AI than abuse them, and I prefer having cities work despite their flaws than building ones that are flawless.
Consequently, I suggest seeing everything here as helpful suggestions, not strict guidelines. After all, if being a traffic engineer made me infallible, traffic wouldn't exist.
260 Comments
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djslay32
Nov 6, 2024 @ 4:34pm
thanks for this Traffic for Dummies guide

Kwali
Oct 24, 2024 @ 8:32am
I GOT 99 PROBLEMS BUT CONGESTION AINT ONE

Explorer
Sep 22, 2024 @ 6:06pm
Prove how good you are as a civil engineer! Set all the high density to have the same default probability of using cars as low density. :)

Walton The Walrus
Apr 4, 2024 @ 8:12pm
Instructions unclear: Mayoral Tophat caught in blender

The King
Mar 11, 2023 @ 9:35am
if you have traffic build more roads duh
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