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I think I understand what you're saying kristofburger, but I don't think that applies here either.
Just to clarify. I do not have the output and input of this highway right next to each other like the game starts you out with. I found out how dumb that was straight away. The outbound lane turns 90 degrees and enters from down the road a bit (it runs parallel to my 4-lane main road). And that lane flows fine. This is just where the inbound highway lane directly intersects, by itself, with a 4 lane road with grass, at 90 degrees. No other roads near this intersection.
But it always backs up. Because only one car at a time is permitted to leave the highway and go onto the 4-lane road. Occasionally, very occasionally, two will go through. The 4-lane road isn't really ever very busy either. Traffic map shows it as mostly green except at the intersection. And it does allow the ones turning right to proceed faster, but they also stop momentarily every single one of them every single time one reaches the intersection regardless of stop sign or traffic signal. If both stop sign and traffic signal are off, then the ones turning right will not stop unless there is a car to avoid. So turning on controls makes right turns worse. Left turning vehicles always go one at a time when the signal or any stop sign is turned on. When they are off it gets pretty chaotic. Sometimes it will flow well, other times it gets backed up. Frankly, I have found chaos to be the most efficient option. But the irregularity of it can result in long long periods of gridlock.
Also the highway bends around the corner of my city. At this corner is where industrial areas are zoned. And I put another highway junction on the other side around the corner. This lets off map inbound traffic from one direction use one interchange and that from the other direction uses the interchange leading to the messed up intersection. So only half the inbound traffic is coming in this way. Likewise for outbound, but outbound is not problematic. I have the same setup at the other interchange but it doesn't back up as much. I see similar behavior over there however. There is just less traffic there because that one is much closer to the edge of the map. Opening this alternate way in really helped since initially all inbound traffic went though just the one problem child. But the help was mostly in the form of shorter waiting lines, not better inbound flow. Still backs up, just not as far.
I think your issue is you focus on roads to fix your problems
While you need a decent road layout, the issues are always zoning. Each building you place in your city creates traffic. So you need to build with purpose. It helps to zone like things together, and in proportion. Cims want to walk to work at a distance about 1km (half a map tile long). So try to keep workers near jobs.
Transportation can help if you want to make large districts of one type and move cims to another district or two.
If too far away cims will spawn a pocket car and attempt to drive to work.
Pro tip, share your city and we can offer advice on how to fix your city properly. Otherwise, we can only guess.
From the game's main menu, go to content manage> savegames and find your city and click share button, make sure it is set to public. Then copy the link address and we can see it firs hand and offer specific advice.
Plus it's much quicker resolution than playing 20 questions for days.
Please clarify "half a map tile". How big is that in comparison to an oil generator?
I'd go along with that logic at later stages when my city is big and dense. But this city is only about 12 k population. There are pretty big un-zoned areas where I've laid the roads but nothing else yet. Only about 5% of my zones are high density ones. Maybe 10% at most. Traffic around the city is very very light except at about 4 or 5 key points. The flow meter regularly says traffic flow is above 80, and typically its above 90. The entire size of the city occupies only about 2/3 of the initial square you get, although I've already purchased 4 of the adjacent ones. One of which I only needed in order to add the second highway interchange in. There are no districts, no industries I haven't learned how to do those yet. I made only one tiny zoo area. I am not rushing to expand fast is what I'm getting at. So I am not overburdening things by laying down huge zoned sections all at once. I am playing very slowly and methodically adding only a few new zones at a time, then analyzing the effects, changing what needs changing, then expanding again according to the demand meters.
As far a zoning, I pretty much had all the industry in one corner by the highway, then all the residential on the other side of town from that, with commercial and office and parks and services sandwiched in between. Scattered some taxis around and put in 4 bus routes. There is no rail on this map.
One - When building industrial, I ALWAYS have at least 6 in/outs from the main throughway (highway), and direct connections to all commercial areas. I add multiple public transit options from residential neighborhoods to commercial/industrial zones so that citizens are more likely to use public transit. I also promote biking and free public transport. It usually amounts to close to 50-70% of my citizens biking/taking public transport keeping the roads clear for public services and commercial vehicles.
I also like turning 4 square blocks in the center of my main downtown/commercial zone into a transportation hub, connecting rails, subways, busses, and usually a express subway to the airport - Honestly your job is to limit traffic, not create it.
Also I disagree. My job isn't to prevent traffic, it is to handle it effectively as it gets more necessary.
Vanilla city, needs DLCs mentioned but 0 mods or assets used. Traffic flows very nicely.
Traffic simulation itself is perfectly fine, but i do agree that allowing left turns and straight at the same time with traffic lights is silly.
Like I always say, nothing good will ever happen from deleting stuff. Files are tiny and have zero affects on you PC.
That's you tiles you buy. You start with only one 2km x 2km tiles. You can buy 8 more. So they can walk half the tile in any direction.
If on only 1 tile, that should be fine.
But watch your unemployment. Keep it 5% or above. I shoot for a steady 10% early on. So when you build jobs, then it won't unemployment drop very low.
Always keep residential demand low as possible. There is no bad effects from high unemployment.
I agree with others here who assert that at its heart, CS is a traffic simulator.
The game really started working for me when I started taking much more advantage of the foot and bike path tools. Pedestrian shortcuts woven throughout your city can give it great flavor and incentivize your Cims to travel by some means OTHER than personal automobile.
Some networks in this game work better when thought of as branching hierarchies ending in dead ends, such as the pathways in your lungs. Others work better when designed more like the lymph system or nerves with redundant and looping paths. IMO, a big part of the joy of this game is experimentation, and watching complexity of the overlapping networks emerge from what began as planned simplicity.
That said, I agree with you that the simulator does punish reliance on traffic lights pretty harshly. But FWIW, IRL, I live in NYC and I'd much rather walk, bike, or take transit than drive. Because it takes FOREVER to get anywhere by car, simply because of traffic lights. So PDX's numbers might not be as unrealistic as you are claiming.
You can upgrade the lights to 3way-traffic-lights if you choose different angles at the intersection to avoid the trouble
https://steamcommunity.com/sharedfiles/filedetails/?id=1647262643