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Limits trucks/buses to 80 kph.
°Speed limit drops to unlit road type if power is lost.
Most trucks and buses do not need to slow down at night on asphalt roads, and going 38.5 kph while covered in snow is over 50% faster than traversing snowy gravel roads. The cost is pretty prohibitive early on though, so usually it isn't worth it until you start making asphalt on your own or you are rolling in money.
Asphalt roads take a lot of time to build cheaply, so building them at the start also means slowing down your construction at the start of the game when you want it to go quickly, so I usually just stick with gravel or if I really want the speed, panel roads.
Double road highways are best if you can get them because you can work on one side while the other remains open, which lets trucks work on your city while the road is being built and saves you some time in construction.
At the start or in new expansions, I usually just plop a free CO down near the end of roads or near construction sites and move them there on their own, as the long trip just needs to be made once and then they just need to make short trips to each site.
In more established areas, I like to give them dedicated trucks, as this disrupts traffic a lot less and typically saves time (though they have to be driven to each job instead of just driving between them as they finish).
If you design your road network for future upgrading, you can do asphalt roads with minimum issues.
Remember that asphalt not only allows faster travel but further travel for your peeps and their walking distance.
ALWAYS use open hulls to haul bulldozers and excavators. Use the truck/trailer version as it can carry the most.
Very interesting ! I did not know that roads speed changed at night and with rain. Which make a lot of sens obviously. I did know for snow tho.
But I'm playing with always day on, because night make it so dark and I hate it lol
So I assume that I do not suffer from night speed penalties then.
I dont understand why I do not have rain tho. Only snow. Which mean I do not suffer from rain speed penalties neither.
I would have like a always day option but with rain.
There is no need to upgrade a dirt road to gravel before upgrading it to asphalt; creating the gravel bed on which the asphalt road surface will sit is part of the construction process for an asphalt road and will be done automatically as part of the upgrade process if you order a dirt road to be tarmacked.
I have done many experiments starting with realistic mode and paving everything with gravel proved to be speed up the early game significantly which helps me to build all basic services and move in residents before first winter.
If you don't really care about progressing quickly then I guess mud roads can do the job... excruciatingly slow.
I usually only pave with asphalt after I build a refinery and start producing my own bitumen. But I always pave with gravel first, then upgrade.
I think I understand that, I tried it in my game and gravel roads that are upgraded to asphalt do not need gravels. At least it look like that. My dumpers only delivers asphalt to these roads. And no bulldozers were sent to these roads. Which mean, building gravels for the beginning then upgrading later might offer a time saving not only from the start by avoiding building asphalt but later also by reducing the time to upgrade to asphalt.
This is exacly where upgrating later to asphalt look complicated and could possibly lead to problem. I can already imagine a catastrophic situation where by example I would upgrade to asphalt a connection road to emergency buildings like Firestation and then by doing so the building would be desactivated. Then, a fire would happen and I would be in deep ♥♥♥♥.
I guess that in these situation when you upgrade your roads to asphalt, you're doing so only nodes by nodes, one at once, with nearly multiple OC designed only for roads upgrading with a lot of dumpers, easy access to asphalt, and paver and roller (but for one road project you can only use one paver and one roller at a time, which is inconvenient).
Would you suggest that making some critical building road connection asphalt since the beginning would be better ?
With the result that all the inmates escaped.
A few roads I upgrade quite early.
Some others later and take the challenge.
This is quite funny haha
So we could assume that some building's road connections are better being upgraded to asphalt roads since their construction while the rest of the early roadworks are gravels. Or at least before they will being operational.
I'm not sure which buildings but these could be a beginning :
Hospital
Police station
Prison
Firestation
And maybe more...
And like said earlier, build double-way roadworks and use mud path to be sure connections are still possible when upgrading.
-No need to upgrade in the future.
-Long segments can be built without needing any workers. If you have the mechanisms may as well put them to work while you have the time.
-Gravel roads are very slow with snow on them. Unless you want to build a giant fleet of snowplows ashfalt is a big help.
-You can add traffic lights and 2 lane roads to ashfalt which is a huge help for managing traffic later in the game.
-Cars need fast roads to pass slower trucks. I noticed this a lot in early starts where a 65KPH car would get stuck behind a 30KPH truck because it could not go fast enough to pass. This can be a huge issue for bringing workers to key areas such as power or heating plants since the cars can get bunched up.
If the entrance is done while the exit is not, vehicles will stuck there.
But the problem is still the lack of workers. The asphalt plant need workers I think and using CH workers isnt efficient.
https://steamcommunity.com/sharedfiles/filedetails/?id=3114013456
As far as I can tell, vehicles prefer to only pass on long segments; chains of short ones seem to stop most vehicles from passing others.
I had those guys driving through a rather dense area...
https://steamcommunity.com/sharedfiles/filedetails/?id=3113985883
...and as soon as out of town he took over.
https://steamcommunity.com/sharedfiles/filedetails/?id=3113985813