Cities: Skylines

Cities: Skylines

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Noth May 26, 2020 @ 3:26am
Cities Skylines: Can anyone recommend a good industry layout?
I've been struggling with traffic in my industry area! It's painful, but the traffic flow is currently at around 84% because I've managed to make a lot of highway connections and utilise the traffic manager mod. However, I've noticed in YouTube videos that most people have a general idea of an industry flowing one-way rather than having two-way roads. What's the purpose of this? Is there a stock-standard reliable road layout?
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snowflitzer May 26, 2020 @ 3:47am 
I do have one which works really well.

https://drive.google.com/drive/folders/122LAKojkBMLpg1CMYCCrkz04_Ou9JRKa?usp=sharing

the main trick is you do the 2 big intersections like I show in the picture.

Where the offices are you could put a trainstation, metro, or tram.
Last edited by snowflitzer; May 26, 2020 @ 3:49am
Noth May 26, 2020 @ 5:23am 
Thanks, I’ll give that a try!
me22ca May 26, 2020 @ 12:14pm 
Originally posted by Noth:
However, I've noticed in YouTube videos that most people have a general idea of an industry flowing one-way rather than having two-way roads. What's the purpose of this?
I think there's a few reasons:
- It keeps trucks from turning around, which they're not very good at.
- It keeps trucks from turning left to make a delivery, which blocks both lanes.
- It gives a lane for the left side of the street and one for the right side.
- One-way intersections have fewer conflict points, making traffic flow simpler.

Something I've been meaning to try, but don't think I've tested yet:
https://steamcommunity.com/sharedfiles/filedetails/?id=2078857126
The idea there is that for every square neighbourhood, traffic enters by small roads on two opposing sides, and leaves by the large roads on the other two sides, and it has full Lane Mathematics so there's minimal conflicts inside.

Also, if you're doing Industries DLC buildings (as opposed to zoned industry), check out this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1903378494
It gives much wider sidewalks so that trucks can unload without blocking other traffic on the road.
Mytwo Centsworth May 26, 2020 @ 1:01pm 
Akruas built a beautiful (if you can call it that) industrial zone at https://youtu.be/l6IdbqUkDlc

Key takeaways for me:

1. Wide one-way streets, and using Traffic Manager, to prevent delivering trucks from blocking through trucks.

2. Distribution roadways designed to prevent traffic from crossing over each other - trucks margin in from right don't soon exit to left.

3. He doesn't actually say this, but note what direction trucks enter and leave cargo rail terminals, and position them on one-way roads so trucks leaving don't cross the path of trucks entering.

4. Provide passenger trains, (or monorails, or dedicated bus roads) for workers to keep all of their personal cars out of the industrial zone.
Noth May 27, 2020 @ 5:15am 
Thanks heaps! I'll see what fits best in my city and watch that video for reference as well!
TOPCTEH May 27, 2020 @ 7:09am 
My attempt to get less dense traffic is less dense zoning. So in my industry areas I mark 4x4 tiles, then leave 4 tiles free space whilst marking another 4x4 on the other side of the road. And I mix industry and high density commercial to keep the supply chain short (hoping the company which needs someting is next door or down the street).
me22ca May 27, 2020 @ 4:23pm 
Originally posted by CoolantCorrie:
The industrial roads don't connect easily or at all at certain angles; and at roundabouts I've found it best to use ordinary roads then join the industry roads to those.

I whipped something up quickly for you:
https://steamcommunity.com/sharedfiles/filedetails/?id=2111075564

Separating the roads going onto the roundabout is a good idea for traffic speed (it avoids 90-degree angles) and Lane Mathematics (note the dedicated leave-the-roundabout lane on that even without TMPE) anyway.

Originally posted by CoolantCorrie:
To avoid bottlenecks I've taken to using Perafilozof's highway change side in combo with roundabouts and one-way roads, but I'm still working on finding the ideal layout.
I'm really not a fan of the direction changer. If you're willing to go 3-levels you don't need traffic to change sides -- you can just raise one side and run whatever road off it you might want.

Changing sides can be useful in a 2-level interchange, though, like
https://steamcommunity.com/sharedfiles/filedetails/?id=2082452330

Originally posted by CoolantCorrie:
Click my moniker for screenshots if interested - residential and commercial zones, not yet started industry in my newest city [on map Delta Range Enhanced] (I've been trying to get individual screenshots posted into a discussion, can only get my profile page linked so haven't worked it out properly yet, sorry.)

Just put the URL of the screenshot in your post. For example,
https://steamcommunity.com/sharedfiles/filedetails/?id=2110641858
ends up looking like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2110641858

Looking at that screenshot, I'm worried that the crossover is pushing you towards very adhoc ramps. It's really easy that way to end up in a situation where there's no good way to get on or off the highway in one of the directions...

Originally posted by CoolantCorrie:
"left-hand drive" = driving on the lefthand carriageway, sorry if not clear, as opposed to "left-hand drive cars" whose steering wheels are on the left inside the car :-)

To avoid confusion I suggest LHT and RHT: https://en.wikipedia.org/wiki/Left-_and_right-hand_traffic
Last edited by me22ca; May 27, 2020 @ 4:24pm
Mytwo Centsworth May 27, 2020 @ 5:27pm 
Originally posted by me22ca:
I'm really not a fan of the direction changer. If you're willing to go 3-levels you don't need traffic to change sides -- you can just raise one side and run whatever road off it you might want.

I agree. No reason to cross over per Perafilozof. Just elevate one side higher than the other. Even leave the other on the ground.
wilky May 27, 2020 @ 5:44pm 
I like this one, which uses one-way streets at the entrance/exit, and uses a separate entrance/exit location to spread out traffic:

https://steamcommunity.com/sharedfiles/filedetails/?id=482947010
me22ca May 27, 2020 @ 6:11pm 
I've seen video of that IHT flowing really elegantly. It looks like it's calling out for an update to add some Lane Mathematics to it, though -- it's a real waste to have two 6-lane one-way roads joining into a single 6-lane road. Would be nicer as 2+2+2 -> 6, or 3+3 -> 6 using NExt2 or
https://steamcommunity.com/sharedfiles/filedetails/?id=2055988423

Lane Mathematics, however, reminds me of another thing I tried:
https://steamcommunity.com/sharedfiles/filedetails/?id=2111160519
(No workshop item, but it's really easy to build in the intersection editor)

Worked surprisingly well -- the lane math encourages traffic to come in on a lane corresponding to where it's going -- except that I couldn't come up with a good way to get it service coverage. Hopefully someone here can come up with more than I could :steamhappy:
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Date Posted: May 26, 2020 @ 3:26am
Posts: 10