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Growing and still maturing district will keep calling in cims, so once the district mature, the traffic will subside and traffic will be low. So I try to play at x3 speed at all times so they mature faster.
Tourists like a tourist district with outside connection passenger trains, ships, and airports. Then use metro/trams/whatever in the district to move them around the district as their only job is visit tourist attractions.
But balancing job/worker ratios and freight ratios for commerce/industry will also keep other traffic down.
But I don't bother too much on transportation options much. They are designed to lose money so I use them sparingly and temporarily then I removed a large amount of them after my districts mature.
But I wouldn't know how to balance out the totals. It's just too much effort. Just figure out the capacities of each vehicles and amount of cims at stops and cure their demands so they don't clog your city.
Tourists want outside connections (planes, trains, and ships)
Visitors and others want local routes (subway, trams, and mostly buses)
Residential want buses as they have little noise pollution (station should be outside of residential as it is noisy)
Commerce, tourism, leisure, etc. likes metro or trams (other train type services)
An imbalanced city have cims failing their destinations and despawn back home and try again, fail again, and try yet again. They do this over and over.
Population, is just a number. A 300k city doesn't actually have 300k cims roaming the streets. In fact, there is a 80k limit. 64k citizens and 16k vehicles.
If you look at your 300k city, you will see parts of your city lacking in traffic and others heavy traffic. It's just some walk some drive, some stuck at stops until they time out and respawn.
The citizen instances is the total citizen and you are near your limit of 64k, which will give you lag and many issues of spawning as you will be at your max. with no more available to spawn, until someone else makes it on time or despawns.
But there is no magic formula. Agents are dependent on a lot of factors. You can have 64k citizens instances at 120k population, just as easily as 32k citizen instances at 300k population.
The ratios are what need addressing. Job to worker ratios per district. Freight ratios of industry to commerce. Import to export. You balance those out, and you can have almost a ghost town at 300k pop.
i.e. if you have tons of people waiting at transportation stops, then you are way out of balance. Those cims can't get to where they want to go.
Here's a city I finished not long ago. It has no transportation at 335k population and 9-tiles unlocked. Citizen Instances are only 18k while Vehicles are 8k. This city is still out of balance as I made a large amount of changes recently. It should be relatively stable. It uses only Snowfall DLC, and no workshop is required.
https://steamcommunity.com/sharedfiles/filedetails/?id=1817332955
Hope this makes more sense.
In chemistry terms, I'm asking the chemical formula for water, while you're going off on the volatile composition of long period comets and what it could have meant for the evolution of life on earth. One is a simple formula: H2O, while the other is a PhD thesis for some branch of astronomy.
Riders / X = Mass Transit %. Is X total population, or current citizen instance count? That's all I want to know.
Edit; The mod request? I think no, there is nothing like that, but the IPT is my mod for transit.
They don't try again till a change in the route is noticed. Then they will attempt again. If they fail again then it's back to teleporting till the next observed change.