Cities: Skylines

Cities: Skylines

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Dumb question - is there an advantage using pedestrian paths over pedestrian only roads?
Aside from the size difference, and the fact that the road also allows 'emergency vehicles' (which I'm guessing is everything under the emergency icon?), is there any benefit sim path'ing wise or anything else that involves future city planning?
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Showing 1-12 of 12 comments
wilky Apr 28, 2021 @ 9:45am 
Yes (good question) We had a thread about this the other day, but cims walk approximately twice as fast on a pedestrian path as on a sidewalk, which seems to imply that they will walk twice as far also (instead of hopping in their cars and adding to your traffic congestion).

You should always try to put little walking path shortcuts to connect different neighborhoods. If you give cims the opportunity to walk to work, they totally will. By the hundreds.
Last edited by wilky; Apr 28, 2021 @ 9:46am
M.S.Referee Apr 28, 2021 @ 9:56am 
Pedestrian path is good, it can reduce traffic flow. But it can't let service vehicles running, so if you got like building fire, firetruck can't going to the building with it.

You can do like this to make 'Road' like pedestrian path got some limited. Just build a road, then use "Traffic Manager President Edition" to ban other type of vehicles from this road, and you will got only service vehicles can running on the road.
Last edited by M.S.Referee; Apr 28, 2021 @ 9:56am
BucketBrain Apr 28, 2021 @ 11:16am 
Originally posted by wilky:
Yes (good question) We had a thread about this the other day, but cims walk approximately twice as fast on a pedestrian path as on a sidewalk, which seems to imply that they will walk twice as far also (instead of hopping in their cars and adding to your traffic congestion).

You should always try to put little walking path shortcuts to connect different neighborhoods. If you give cims the opportunity to walk to work, they totally will. By the hundreds.

Sorry , but your implementation is not correct . Even the different speed settings of different pathes have no influx on the max distance of pedestrians .
Some guy´s looked at the code after Parklife presentation but the only thing was a higher setting bound to the walking tours .
l´m aware that some of us have seen pedestrians walking across the map - me too - , but this are very rare and buggy special situations . They are showing more an issue than a common behavior and l never would base any planning on that data .
Maybe there is an option in a mod to higher the walking range , l don´t know - l don´t use TMPE



Originally posted by Mist of Majora:
Aside from the size difference, and the fact that the road also allows 'emergency vehicles' (which I'm guessing is everything under the emergency icon?), is there any benefit sim path'ing wise or anything else that involves future city planning?

suggestion:
Try to see it like 2 different networks in your city
1 moving delivery and services : road access , trains , ships
2 moving people : pedestrian and bike pathes + public transport
sbmarauderman03 Apr 28, 2021 @ 11:40am 
I used a pedestrian only road and cars still drove on it...
Mist of Majora Apr 28, 2021 @ 11:51am 
Thank you everyone so far!

To sum up the posts so far for the differences:

1) Use pedestrian path when I'm focused on moving pedestrians specifically (and bicycles in some cases),

2) Use pedestrian road when I'm focused on services & vehicles because pedestrians walk half as fast as paths? (& thank you BucketBrain - I can def see a lot of situations to use it as road access to buildings without wanting an actual vehicle road)
wilky Apr 28, 2021 @ 12:01pm 
Originally posted by BucketBrain:
Sorry , but your implementation is not correct . Even the different speed settings of different pathes have no influx on the max distance of pedestrians .
Some guy´s looked at the code after Parklife presentation but the only thing was a higher setting bound to the walking tours .
l´m aware that some of us have seen pedestrians walking across the map - me too - , but this are very rare and buggy special situations . They are showing more an issue than a common behavior and l never would base any planning on that data .
Maybe there is an option in a mod to higher the walking range , l don´t know - l don´t use TMPE

So how does the game determine whether a cim walks or drives to work? (or even rides a bike?)
Last edited by wilky; Apr 28, 2021 @ 12:02pm
BucketBrain Apr 28, 2021 @ 1:02pm 
The general rule is : they take the quickest route but there are coded preferences how to start a journey
https://steamcommunity.com/sharedfiles/filedetails/?id=2470659605
This shot shows a part of the Lifecircle Rebalanced Revisted mod options panel where you could change those preferences - l never used this mod
ln my experiences , the quickest route rule works well and as long walking + public transport or bikes are a good ( quick = distance / speed ) option they are willing to keep their cars in their pockets .
My main city is about 90 k pop + 55 k tourists , l use mixed vanilla and DLC farming industry , fishing industry and here and there all kinds of commercial , but there are only about 6000 vehicels in use and more than 2000 of them are bikes , trams , cables , subway ...
My road network is working fine for services and delivery , but pathes and public transport are the key shortcuts to move a public volume of 25000 at pub trans + > 20000 pedestrians
https://steamcommunity.com/sharedfiles/filedetails/?id=2446855705
Last edited by BucketBrain; Apr 28, 2021 @ 1:04pm
OneJasonBradly Apr 28, 2021 @ 1:05pm 
Originally posted by BucketBrain:
Originally posted by wilky:
Yes (good question) We had a thread about this the other day, but cims walk approximately twice as fast on a pedestrian path as on a sidewalk, which seems to imply that they will walk twice as far also (instead of hopping in their cars and adding to your traffic congestion).

You should always try to put little walking path shortcuts to connect different neighborhoods. If you give cims the opportunity to walk to work, they totally will. By the hundreds.

Sorry , but your implementation is not correct . Even the different speed settings of different pathes have no influx on the max distance of pedestrians .
Some guy´s looked at the code after Parklife presentation but the only thing was a higher setting bound to the walking tours .
l´m aware that some of us have seen pedestrians walking across the map - me too - , but this are very rare and buggy special situations . They are showing more an issue than a common behavior and l never would base any planning on that data .
Maybe there is an option in a mod to higher the walking range , l don´t know - l don´t use TMPE



Originally posted by Mist of Majora:
Aside from the size difference, and the fact that the road also allows 'emergency vehicles' (which I'm guessing is everything under the emergency icon?), is there any benefit sim path'ing wise or anything else that involves future city planning?

suggestion:
Try to see it like 2 different networks in your city
1 moving delivery and services : road access , trains , ships
2 moving people : pedestrian and bike pathes + public transport
+1
wilky Apr 28, 2021 @ 1:49pm 
Originally posted by BucketBrain:
The general rule is : they take the quickest route but there are coded preferences how to start a journey

[...]

ln my experiences , the quickest route rule works well and as long walking + public transport or bikes are a good ( quick = distance / speed ) option they are willing to keep their cars in their pockets .

Does this not lend credence to my assertion above that pedestrian paths will cause cims to be more likely to walk, due to the higher travel speed on the path vs. on a sidewalk?

The reason why I said a cim will probably travel farther on foot on a walking path is because of what you said. The higher walking speed on the path should allow the cim a "larger walking radius" such that if his/her destination is inside the walking radius, then it's faster to use the pedestrian path vs. driving.

But if you're not using walking paths, if you're only using sidewalks... then that walking radius is going to be smaller (the point at which it becomes faster to drive). Right??
Last edited by wilky; Apr 28, 2021 @ 1:56pm
BucketBrain Apr 28, 2021 @ 3:22pm 
Originally posted by wilky:
Originally posted by BucketBrain:
The general rule is : they take the quickest route but there are coded preferences how to start a journey

[...]

ln my experiences , the quickest route rule works well and as long walking + public transport or bikes are a good ( quick = distance / speed ) option they are willing to keep their cars in their pockets .

Does this not lend credence to my assertion above that pedestrian paths will cause cims to be more likely to walk, due to the higher travel speed on the path vs. on a sidewalk?

The reason why I said a cim will probably travel farther on foot on a walking path is because of what you said. The higher walking speed on the path should allow the cim a "larger walking radius" such that if his/her destination is inside the walking radius, then it's faster to use the pedestrian path vs. driving.

But if you're not using walking paths, if you're only using sidewalks... then that walking radius is going to be smaller (the point at which it becomes faster to drive). Right??

lf you install a path paralel to the sidewalk they will use the path because of a higher speed , yes . Will they walk a longer distance ? No . The max walking distance is bound to the object pedestrian . The speed difference between the different kinds of pathes let them choose the faster one but does not change the general distance they are able to walk .
You can test it . Build or mod a path to higher or lower speed ; the travel time is different and the max walking distance does not change .
wilky Apr 28, 2021 @ 5:03pm 
Originally posted by BucketBrain:
Originally posted by wilky:

Does this not lend credence to my assertion above that pedestrian paths will cause cims to be more likely to walk, due to the higher travel speed on the path vs. on a sidewalk?

The reason why I said a cim will probably travel farther on foot on a walking path is because of what you said. The higher walking speed on the path should allow the cim a "larger walking radius" such that if his/her destination is inside the walking radius, then it's faster to use the pedestrian path vs. driving.

But if you're not using walking paths, if you're only using sidewalks... then that walking radius is going to be smaller (the point at which it becomes faster to drive). Right??

lf you install a path paralel to the sidewalk they will use the path because of a higher speed , yes . Will they walk a longer distance ? No . The max walking distance is bound to the object pedestrian . The speed difference between the different kinds of pathes let them choose the faster one but does not change the general distance they are able to walk .
You can test it . Build or mod a path to higher or lower speed ; the travel time is different and the max walking distance does not change .

OK, fair enough. I think what I said might still be true, up until the maximum walking distance you mentioned is reached. Maybe we're both right XD

I think I also remember reading that someone mentioned cims will walk up to like 2 km?? But I have no way of knowing if that's exactly true. I think the point in the post I saw was that they will walk pretty far. Farther than you or I would probably walk to work ourselves in real life. ;)

I also have no way of knowing if a cim's max walking distance is the same as his/her max biking distance, btw, but I would naturally assume that the max biking distance should be greater.
Last edited by wilky; Apr 28, 2021 @ 5:04pm
me22ca Apr 28, 2021 @ 9:47pm 
Originally posted by sbmarauderman03:
I used a pedestrian only road and cars still drove on it...
The ones from NExt2? Those are car roads too, in how they're implemented. You have to TMPE them to make cars not use them.
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Date Posted: Apr 28, 2021 @ 9:27am
Posts: 12