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In terms of personal cars, they are very inferior means of transport, as they only allow 1 person at a time, and parking space is never enough...you could compromise by using cars as "busses" and have a lot of those in your City, it will at least create the illusion of more traffic, and you can run those with some personal cars.
But in fact, further you will encounter even more problems that are no longer related to traffic. For example, with the import of food and goods and the removal of thousands of tons of garbage outside the huge city. To do this, you need to plan in advance and think through the railway freight terminals in the city itself. A large network of storage and distribution centers.
And what about heating? The heating plant must be located no closer than 700 meters from the nearest houses, otherwise it will kill your population with its toxic emissions. But no further than 1700 meters, otherwise all the heat will be lost in the pipes and your population will escape from the ice city.
I would say that you took on the most difficult task without sufficient experience. First, try to establish life, production and supplies in several small cities (5-6 on the map). Then build a large city, a capital, connected with these smaller cities. While you do this, you will learn to solve problems and plan infrastructure in advance. I think after 5-10 attempts you will feel the strength to build a metropolis.
This is not a game where you can gain experience in 100-200-300 hours. Good luck!
thanks for the reply, but unfortunately, Ive already tried following your suggestions. I even made separate roads just for specific types of vehicles, but it didnt change much. It usually only solves the problem temporarily. I think the main issue is that there are always too few personal vehicles compared to the maximum population, which is unrealistic.
ive also noticed that the biggest traffic jams happen at night when people are returning from work outside the city. It takes them all night to get to a parking spot, get out of it, and reach their destination. In the end, the traffic is too heavy compared to the number of personal cars.
Transport hubs dont seem to work either. Why is it that if there’s a train station fairly close to the city with bus and possibly metro connections, people don’t use public transport to get there or leave their cars in a designated parking lot to take the train to another station far from the city?
Of course, every city resident will want to have their own car. So, if you plan to build a city for 50,000 people, be prepared for the fact that all 50,000 will want to ride in their own cars.
Whether you allow them to do this or not is up to you.
The citizens of our republics are quite stupid. But they have a wise leader who must explain to them where to go, where to get on the bus, where to get off the bus, where to get on the train and at what station to get out.
Bballjo is basically saying: yes it is possible to build very large cities - but without a lot of personal cars.
So the answer to you question is essentially "no".
WRSR is really a different game than CS, with much more emphasis on industrial logistics including transport of workers, and a greater reliance on mass transport if you want to build big.
(In part because of that) WRSR does not have several of the traffic management facilities that CS has: no real multi-lane roads/highways (you can make a two lane road one way but that hardly counts and is rarely necessary), no dedicated turn lanes, no lane pre-selection, no "no turn" road signs. Some of that can be hacked in with single direction single lane roads but that's finicky at best.
Workers' happiness (and loyalty and productivity) is negatively affected by traveling long distances (longer than ~3 to 4 km, 6km already has a very noticeable effect), in that respect is better to have multiple separate cities than to have one very large city.
*Very different than CS*, in WRSR industry complexes (including associated service buildings) are generally very large compared to the size of a city needed to supply enough workers to those industries, so you don't naturally get cities growing into one large metropolis - unless you have workers travel long distances.
Probably the closest thing to a metropolis you can get without sacrificing too much efficiency, is a long relatively thin city with industries on both sides. Using public transport you have control over which part of the city supplies workers to nearby industries, with personal cars they'll probably travel all over the place.
To get smooth transport of workers out of even a modest size city (20k or so) to large industries outside the city, requires multi-platform(more than 2) train stations with multiple dedicated 1-way-tracks. It still works with a smaller station with only two 1-way tracks, but it will be a bottleneck that prohibits a steady supply of workers to outside industries, which reduces industry efficiency.
even though I mentioned this in my first post, i need to really stress that when you're building cities in CS that aim for a population of 1 million and up, planning is super important. this includes even the tiniest details like a meter of pedestrian sidewalk or a single tree. With this experience in mind, I tried to apply the same approach in WRSR. I get the feeling that the game has a set simulation pattern that isnt quite realistic. the best proof of this is what I read here: https://workers-resources.fandom.com/wiki/Traffic_simulation
According to that, vehicles look for the fastest possible route without considering anything else. This seems to be true because even if I build 10 roads in different directions, vehicles still get stuck in parking lots. Lets say a residential block has about 80 residents, so I build at least two parking lots with a capacity of 30 each. There's no way the cars won't get jammed because there have to be more blocks and parking lots.
Also, I've noticed in the most populated cities that from point A to point B, there's a line of cars along the entire length of the road, which could be 500 meters, 2 kilometers, or even 8. The more population and cars = the more cars lined up one after another, blocking the road all the way - this matches with the link I sent because they force themselves onto one road without considering other factors.
As for the rest of the planning, i'll highlight that theres absolutely no problem. Even large amounts of public and cargo transport work fine. The issue arises with personal cars, which really bums me out because I dont see the point in centralizing everything in a huge city and not using personal cars at the same time. It really hurts me :(
Mass parking for cars works best when you have a stretch of road they can enter and wait in to park instead of backing up into intersections. I like to use the 16 car parking lots because you can have a line of them with a one-way road on one side for entering the parking lot and another on the other side for leaving it. If you keep the road directions going counter-clockwise, then drivers looking to park will enter the left lane to turn in while the rest stay on the right and pass them.
The biggest cause of traffic in this game is intersection design, followed by mixing in slower vehicles like slow trucks or buses, and then personal car selection:
I think I have the best guide on personal cars if you want to know some more tricks for using them, like extending the distance citizens can reach with them or ensuring workplaces are fully staffed via cars:
https://steamcommunity.com/sharedfiles/filedetails/?id=2840936507
I have built cities with 70,000 population and 2000 car owners before and there are no traffic issues. The solution is just to turn off the damn traffic lights. They are unrealistic anyway. The lights stay red for 1hr of simulated time which is what causes the traffic jams. Set the traffic simulation to "simple" and the lights will disappear.
Modded buildings will help if you really want a huge population.
https://steamcommunity.com/sharedfiles/filedetails/?id=3059563760
https://steamcommunity.com/sharedfiles/filedetails/?id=2642436768
https://steamcommunity.com/sharedfiles/filedetails/?id=2438482060
https://steamcommunity.com/workshop/filedetails/?id=2908132693
Second, water and sevage water is toootaly different beast than in CS where is like almost "non existing":)
And third: good luck with FPS with one huge city, not even talking about to build city big as whole map 😁 This game is not build to make that happen.
Any simulation is only an approximation of reality, and different implementations have different strengths and weaknesses. No doubt traffic simulation is not WRSR's strength.
At any rate, different strengths and weaknesses require different planning. Even with better traffic simulation WRSR is not suited for having everything centralizing in a huge city, for reasons i mentioned in my previous post.
I'll add one point: using personal cars, an industry complex that requires 1000 workers (not insanely large by WRSR standards), would have traffic from 1000 cars 3 times per day and require parking space for 1000 cars.
The same relative production capacity in CS would have a fraction of that amount of traffic, in part because it does not actually show traffic from all citizens, and in part because the size and worker capacity of industry is unrealistically small.
Another way to put it is that the scale of WRSR is different than CS, kind of like how the scale of The Settlers or Banished is different: residential centers are smaller, it's not a 1-to-1 scale with reality.
The gameworld of WRSR is not city-sized but is country-sized, and you can/'are supposed to' build multiple cities (small cities compared to reality) in your country.
Also the scale is deceptive: as far as citizens are concerned distances are much larger than it looks to you. If you go by the game's calendar time, traveling 4 km to work takes them like 3 days, and they don't really like doing that whether it's by public transport or personal car.
I have to disagree here. Many maps from the workshop can certainly be played as a region with a large city. This fits much better to the scale of the map and the buildings.
I have been building a city for a long time that now has over 100,000 inhabitants. Some 100 of them also have a car to have a bit of traffic on the streets. However, I can't do more than that, and I can only advise against supplying entire industries with workers. On the one hand, of course, because of the performance problems mentioned and because of the problems with traffic management. On the other hand, the capacity utilization will be worse because the jobs on the long journeys are already occupied. WRSR works best with public transportation, in the socialist states there were nowhere near as many cars, which is simulated here within the limitations of the game.