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Some road assets have paths, some don’t so make sure you’re using the correct ones for the area’s you’re dealing with.
Also make sure cims can still cross roads by adding bridges/tunnels if you have disabled crossings using TM:PE
one of these might help.
good luck and enjoy
I don't know how much good it does but I always have the Encourage Biking policy on my city at all times. You can also try setting all public transportation to free to see if it entices people to take it more.
And you would get IT Cluster , they produce digital goods for your generic shops without delivery traffic
Another option , as you don´t like to battle the traffic : get the Procedural Objects mod and you can convert any building ( and more objects ) into PO = only deco - no function = no traffic .
As said above , pedestrians and bikes are a great tool to manage traffic as anything that moves will take the quickest route = distance / possible speed . Building shortcuts for them to get to public transport and their destination can cut down the use of their pocket cars enormously
edit link
https://steamcommunity.com/sharedfiles/filedetails/?id=1094334744
You can't stop people from pulling cars from their pocket, but free public transport and making your cities walkable helps a lot.
You can safely surround a single low-density commercial shop with either high or low-density residential zoning, and you can have a high-density shop surrounded by high-density residential. If you have After Dark, enable the "Prefer Bicycles" policy and use the roads with bike lanes, or create a bike network separate from the roads.
What's important when placing a commercial plot inside a residential zone is to space them out - one per block or so, and to make sure that other sources of noise are kept far away. You can also use tree-lined roads to reduce the noise and keep your citizens happy.
To make your cities walkable, try making your grid larger, with footpaths/multi-use trails as shortcuts. My first city I tried to maximize zoning density, but I found it creates traffic. Instead, leave spaces unzoned and run footpaths/multi-use paths in the spaces. If your cims can walk somewhere faster than driving, they will.
Use transit to move your cims between your leisure/work and residential zones (I prefer metro for this, one stop in each residential area, with buses that circulate to pick people up and drop them off at the metro stations.)
Here are some screenshots of some of my cities illustrating how I zone:
https://steamcommunity.com/sharedfiles/filedetails/?id=2754922755
https://steamcommunity.com/sharedfiles/filedetails/?id=2754922726
https://steamcommunity.com/sharedfiles/filedetails/?id=2754922690
Good luck!
I personally do use TM:PE with “realistic parking” to avoid pocket cars. The problem becomes, cims start randomly driving in circles looking for parking and then eventually vanishing (I don’t know if they teleport or despawn).
I kind of regret connecting to the highway. Originally I just placed some residential buildings and they magically filled up. However, I saw no citizens on the street. I think they appeared after connecting to the highway. Logic of the game and/or TM:PE isn’t very straightforward in this regard.
Free public transport, I saw it mentioned before somewhere but couldn’t find any way to enable. I decided it must be a mod someone used so I didn’t even google this, but now you mention it I should take a longer look.
I did not know about this policy! Though I added a bunch of bicycle roads before, and people do bike. Maybe the policy will help.
I find paths finicky. For some reason, placement doesn’t click in many places when I want to connect e.g. a path to an undeground parking lot. I use pedestrian streets though, my commercial/office district is like that.
I do this a lot, buses/monorail, but I have no idea why some cims just insist on driving. Added more monorail trains, but there’s already a bunch of buses going to high-rise residential blocks so I have no idea.
Best scenario is they ride a circle and then decide to take transit. But those pointless rides add a lot of traffic and block roads.
Thank you for the pointers!
I'm glad you found it helpful!
They likely despawn (unless you have despawning turned off in TP:ME.)
Did they fill up, or you just had houses that were built but with nobody living there? I believe that you need some sort of outside connection to get your initial population. (CityPlannerPlays released a video a few days ago about severing your outside connections, might be worth watching to see more.) I think even if you used a map with an inter-city passenger rail (or something similar) and no highway connection, you'd still see your cims driving cars.
It's a policy (on the "Services" tab of the policy panel - it's unlocked at the "Busy Town" milestone.) I think it's part of the base game, and doesn't require any DLC (although I could be wrong.)
I think that some cims will always drive, unless it's faster to take another route or there is no other way to get there. If you see someone driving, try clicking on them to see where they live and where they're going, and try to provide a better solution. (Cims will try to find the "fastest" route, and take road speed limits into account, but I don't know transit and cycling factor in.) I once saw a road that was clogged with passenger vehicles, and when I looked all the vehicles were owned by tourists - not much you can do about that.
Good luck with your build. :)
I find cims taking trains and buses pretty far to go to work, university, school. They can pick one even if it is only available by train or ferry! If I set up correct a walkable shortcut, they often walk home from the nearest train station for example. I love having control over road congestion through traffic line configuration, and I love not having to design complex interchanges yet at 127k cims living quite densely (but pretty happily, with parks and stuff, and I don’t have pollution solution enabled in this city either).
Occasionally I notice a cim taking a ferry all the way to airport island (which is unconnected except by water and metro) just to shop at a convenience store, but I am guessing they don’t tell a difference between commercial buildings and can randomly choose to go to one on the other end of the map.
I tried to start a new city with private transport, roads jamming with vehicles with one cim in each are so frustrating to see. Thought I could solve the insanity of traffic in a dense city with some underground parking, but they fill up quickly and roads get jammed.
Planning private roads so that it takes longer to drive makes total sense, though for now I don’t trust this logic yet and just ban private vehicles. I wish TM:PE allowed banning private cars by default or per road type, otherwise it takes too much time.
6666666666666666666666
6........................2.........................6
TPCCCCCCCC2CCCCCCCCPT
6........................2.........................6
6666666666666666666666
This system can be easily expanded with more collectors and culdesacs between the main roads at the top and bottom (I usually do 3 or 4 culdesacs between each collector, and 6 or 8 culdesacs between each main road.) and the dimensions don't need to exactly match this graph, plus main roads can be 4 lanes in areas with less traffic (mainly from commercial zone suppliers and buses) although this can lead to unnecessary traffic lights.
The important part is that the citizen AI looks at the road layout and determines that to drive it needs to drive down the culdesac, up the collector, and down a main road just to leave their grid, and would need to do the opposite at the other end, or it could just walk down the street and across the path to the transit station which will take it to it's destination easily, (especially with free public transit on and good routes that take people everywhere they need to go.) or it could walk directly to their destination if it's close enough by crossing bridges over the main road intersections. (I highly recommend getting the pedestrian overpass mod for building these.)
On a sidenote, island cities sound fun, I want to do one someday but it would definitely need to be non-car focused, having to build everything car related around 2-lane roads in harbours would suck.