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City Planner Plays and Biffa do this a lot in their YouTube videos.
Here are recommended gradients from the Indian Road Congress:
Plain or Rolling Area:
- Ruling gradient: 1 in 30 (3.3%)
- Limiting gradient: 1 in 20 (5.0%)
- Exceptional gradient: 1 in 15 (6.7%)
Mountainous Area:
- Ruling gradient: 1 in 20 (5.0%)
- Limiting gradient: 1 in 16.7 (6.0%)
- Exceptional gradient: 1 in 14 (7.0%)
Steep Area:
- Ruling gradient: 1 in 16 (6.0%)
- Limiting gradient: 1 in 14.3 (7.0%)
- Exceptional gradient: 1 in 12.5 (8.0%)
https://civiljungle.com/limiting-gradient/
Exceptional gradient should only be used for very short stretches of road.
Steeper slopes than this do exist, and there are some examples here:
https://en.wikipedia.org/wiki/Grade_(slope)#Roads
The way I build road networks is that I use the Planning Roads mod first to build roads. These are no-cost, non-functional - or to be more precise, barely-functional - roads. Since they're free, one can demolish them at no cost if not satisfied. The colour of the Planning Roads also makes it easier to see the gradient underneath. Move It can be used to raise/lower roads to get acceptable gradients. Also essential for this is Toggle It! mod, so one can show contour lines and zoning grid while working with roads.
Other very useful mods for this work include:
Node Controller Renewal (to restore slope to flattened nodes), Network Multitool, Zoning Adjuster, Precision Engineering, Fine Road Tool and Fine Road Anarchy.
When satisfied with the road layout and gradients, I upgrade it to normal roads.
In addition to road layout, gradient should also affect land use. Industrial areas like flat land as freight vehicles carrying heavy loads are better-suited to shallow gradients. Same with high-density areas. Steeper slopes are best-suited to low-density residential.
https://steamcommunity.com/sharedfiles/filedetails/?id=2738352458
https://steamcommunity.com/sharedfiles/filedetails/?id=2738373658
https://steamcommunity.com/sharedfiles/filedetails/?id=2738405292
One can see the road in the bottom-left is probably around 5% gradient.
This is not really needed if the terrain is kinda flat or not very hilly, but still have some height variations. After all even gridded roads can go up and down in elevation. That comprises the majority of the ingame vanilla maps, most of the time.
This works best on very hilly or mountainous terrain.
More important than just blindly following the terrain is, in my opinion, having an awareness of why roads are built curved in the first place. Elevation is just one piece of the puzzle.
Another reason, very easy to omit in CS because players have total control, is that roads are often built to skirt around local-specific properties. Often roads cannot be built straight due to obstacles such as buildings, parks, etc. In this case, roads can be build by following along the limits of these obstacles.
Also, it is very easy to overlook that speed limits, on which the angle of attack of the curve is important too. It is very easy to do sharp angles - i.e. two straight roads meeting at an angle - when a gentle curve is much more appropriate and realistic, due to the above and also vehicle speed limits. This is much more of a problem in rail networks, from what I see, but also happens all the time in road networks.
In this screenshot, I want to take a road up the hill in the top-right. I think a road straight up the hill is too steep, so the road will have to bend and spiral up the side of the hill.
https://steamcommunity.com/sharedfiles/filedetails/?id=2738619309
https://steamcommunity.com/sharedfiles/filedetails/?id=935041955
https://steamcommunity.com/sharedfiles/filedetails/?id=2738664374
https://steamcommunity.com/sharedfiles/filedetails/?id=2738666456
May it inspire.
Nice to hear Sim City 4 music again. I might try and get it into Skylines.
Another good thing about realistic gradients is that it makes for a much smoother ride when driving around in first-person view.