Cities: Skylines

Cities: Skylines

3,603 ratings
Traffic Manager: President Edition
File Size
3.631 MB
Dec 25, 2015 @ 3:48am
Aug 19 @ 1:30pm
195 Change Notes ( view )

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Traffic Manager: President Edition

Traffic Manager: President Edition
helps you manage your city's traffic. This mod allows you to
  • toggle traffic lights at junctions,
  • add yield and stop signs to junctions,
  • define timed traffic lights that can adapt their behavior depending on live traffic measurements,
  • modify speed limits,
  • define vehicle restrictions (e.g. disallow vehicles on certain roads),
  • define junction restrictions (e.g. disallow pedestrians to cross the street),
  • define parking restrictions (e.g. prohibit cars from parking road-side),
  • change lane arrows and connect individual lanes with each other,
  • clear traffic and
  • toggle despawn on/off
It additionally includes
  • its own Advanced Vehicle AI that modifies the way your cims choose their lanes,
  • modified lane splitting/merging rules on highways (read the manual!),
  • a Parking AI which disallows "pocket cars" and improves the simulation regarding parking space usage, and
  • Dynamic Lane Selection (DLS), a lane selection algorithm that allows cims to switch to alternative lanes while en-route

This mod is based on the original Traffic Manager Mod by cbethax and Traffic Manager Plus by seiggy. If you have subscribed to another Traffic Manager mod, please first deactivate it in your Content Manager (in-game) before trying this one out.

Current version: 1.10.3 Changelog, Source code[]
  • New feature: Dynamic Lane Selection
  • New feature: Adaptive step switching
  • New feature: Individual vehicles may be removed from the game
  • Updated for game version 1.8.0-f3
  • Improved performance
  • Bugfix: Pedestrians sometimes ignore red traffic light signals (thanks to @(c)RIKUPI™ for reporting this issue)
  • Bugfix: Timed traffic lights do not correctly recognize set vehicle restrictions (thanks to @alborzka for reporting this issue)
  • Bugfix: Setting unlimited speed limit causes vehicles to crawl at low speed (thanks to @sethisuwan for reporting this issue)
  • Bugfix: Vehicle-separated traffic lights do not show up for trams & monorails (thanks to @thecitiesdork for reporting this issue)
  • Hotfix: Vehicle-separated traffic lights do not show up for bus lanes (thanks to @Dafydd for reporting this issue)

User Manual

Supported languages (% translated)
  • Chinese, simplified (100 %) (thanks to @Lost丶青柠)
  • Chinese, traditional (90 %) (thanks to @clarinetism76)
  • Dutch (90 %)
  • English (100 %)
  • French (90 %) (thanks to @simon.royer007 & @LondSW)
  • German (100 %)
  • Italian (90 %) (thanks to @Admix)
  • Korean (100 %) (thanks to @ Toothless FLY [ROK]
  • Japanese (50 %) (thanks to @Akira Ishizaki; Japanese Localization EX Mod is required)
  • Polish (100 %) (thanks to @Krzychu1245)
  • Portuguese (90 %) (thanks to @igordeeoliveira)
  • Russian (90 %) (thanks to @FireGames)
  • Spanish (90 %) (thanks to @FoXiL)

The language is automatically determined based on your settings in "Options" -> "Gameplay".
Please contact me if you want to help translate this mod, add missing translations or correct translation mistakes. E-Mail: (#=@)

Incompatible with:

In case problems arise / you need help
If you see an error message or something is going wrong, please e-mail me your "output_log.txt" (Windows), "Player.log" (Linux, Mac) and "TMPE.log" files immediately after you encountered the bug. You can find the log files in your ...\SteamLibrary\steamapps\common\Cities_Skylines\Cities_Data\ (Windows) or ~/.config/unity3d/Colossal Order/Cities: Skylines/Player.log (Linux) or Users/<username>/Library/Logs/Unity/Player.log (Mac OS) folder. Please describe the problem, attach the files and send everything to:, with #=@. Please tell me what you did when the error occurred so that I can reproduce the situation. Some screenshots or a savegame could be helpful, too. Visit this page to find out where your savegames and screenshots are located:

If you like this mod:
Popular Discussions View All (203)
Oct 16 @ 8:56am
[BUG] When placing a cemetry
Oct 15 @ 2:11pm
Skipping timed traffic light sets
Don't ram me bro!
Oct 2 @ 4:16pm
Pedestrian crossing restrictions messing up sidewalk traffic
< >
Apples 3 hours ago 
Is there a fork of this mod that just has the parking AI no pocket cars?
Angelhearth 6 hours ago 
About CPU/GPU usage, FPS, and this mod. My CPU (Intel i7 5960) uses between 30% and 40% (CS using most of it) evenly distributed among the threads. My 2 GPU's (GTX 1080ti) uses a total of around 25-30% evenly distributed. So, why do I still only get 15-20FPS in the densely populated urban area (20-25FPS in rural areas and 40-45FPS in deserted areas with only trees and water)?
Rubik 14 hours ago 
mod icon has been disappeared today
Artemis *Seven* 20 hours ago 
There's simply no other explanation. I just don't know if it's because the game engine design (even if so, simply dividing the mods across threads would help tremendously, and I believe it's standard these days), or because the mods simply aren't written for multithreaded performance.
Artemis *Seven* 20 hours ago 
From my own extensive tests I came to a conclusion that it's actually just mods that are handled by a single thread. When launched as Vanilla, i can run a 650k city more less stable at 60 fps, with nearly perfect work division among my 12 threads.

But with around 60 mods enabled, especially this one (which, if you go into detail about how it works, adds tremendous amount of additional calculations that scale with population), I can barely get a stable 60 fps on an empty map. After 1k pop, it's around 37-45, at 10k it almost never exceeds 30 fps (at any angle or zoom level) and at 50k it's a constant sub-20 fps with drops as low as 7 fps depending on zoom and position.
And this is all because the thread 1 is completely flooded (it's at 90+ average on empty map) while the rest are almost idle (between 0-6% usage).
SonOfNitrous 20 hours ago 
@Artemis *Seven* so absence of multithread support for simulation is in the base game or it's just case of tmpe?
Artemis *Seven* 22 hours ago 
@Dave Parking AI is already too advanced for the average CPU in a gaming PC. The process could likely be improved but at the cost of additional stress on the CPU (unfortunately the whole TM:PE runs off of the first core only) and at (i7-5820K 6C/12T at 4.2 GHz OC) only 500 citizens and some highway traffic you already lose the capability for 60 FPS and at 10k+ pop you lose the capability for 30 fps.
This is what I'd like to see improved...
Dave Oct 16 @ 11:40pm 
really would like to see a better parking ai
Klabauter Oct 15 @ 10:48am 
Großes Kompliment an Victor (LinuxFan) für diesen gelungenen Mod. Sollte jeder nutzen, weil er einem die Planung des Verkehrs um unglaublich nützliche Möglichekeiten erweitert.
Bei Gelegenheit muss ich mir den Source Code betrachten. Da kann ich als Wirtschaftsinformatik-Student sicher einiges lernen!
Eurekta Oct 14 @ 5:03am 
Ah I see. Thanks!