Cities: Skylines II

Cities: Skylines II

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Xamurai Jul 10, 2024 @ 11:57am
Traffic update?
Since relelease, has there been a traffic update?

They tried to make car accidents happen to make it more immersive, but instead it made it less immersive with cars vanishing. Has there been a update regarding this?
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Stealthy Jul 10, 2024 @ 12:01pm 
No.
Narf the Mouse Jul 10, 2024 @ 12:04pm 
They are still on vacation. As per a Bing search:
Originally posted by Bing:
Employees accrue holiday leave for the first year of employment at a rate of two days per holiday credit month and at a rate of two and a half days per holiday credit month for each year after that. This means that employees earn between 24 and 30 vacation days per year (equivalent to roughly five or six weeks).
Which sounds like a great place to work, don't deny it. We are waiting until I think someone said August 5th? but come on, you'd totally do the same.
Caprea Jul 10, 2024 @ 12:14pm 
Originally posted by Xamurai:
Since relelease, has there been a traffic update?

They tried to make car accidents happen to make it more immersive, but instead it made it less immersive with cars vanishing. Has there been a update regarding this?

Cars did vanish in CS1 too. Just to avoid a gridlock, which could make playing very nasty
Xamurai Jul 10, 2024 @ 12:18pm 
Originally posted by Caprea:
Originally posted by Xamurai:
Since relelease, has there been a traffic update?

They tried to make car accidents happen to make it more immersive, but instead it made it less immersive with cars vanishing. Has there been a update regarding this?

Cars did vanish in CS1 too. Just to avoid a gridlock, which could make playing very nasty

i know but i am talking about CS2. I don't mind nasty....
Caprea Jul 10, 2024 @ 12:21pm 
Originally posted by Xamurai:
Originally posted by Caprea:

Cars did vanish in CS1 too. Just to avoid a gridlock, which could make playing very nasty

i know but i am talking about CS2. I don't mind nasty....

I suppose many do mind nasty traffic.

But I also played CS1 without vanishing cars by using a mod. That mod also gave the possiblity do delete all traffic in case of gridlock.
But so far, such a mod does not exist for CS2.

I have very seldom seen a verhicle disappear in my CS2 city so far. So not really a problem, if traffic is ok, it is a rare thing
Last edited by Caprea; Jul 10, 2024 @ 12:23pm
ThaJay Jul 10, 2024 @ 5:21pm 
In CS1 I played with "Disable despawning" from TMPE. When this feature is available in CS2 I will enable it as well.

Another thing I have noticed is that in a city with no public transport, people walk huge distances. In CS1 They just used cars, causing more traffic. Now I have pedestrian paths connecting parts of the city full of traffic but the roads almost empty.
Stealthy Jul 10, 2024 @ 10:58pm 
Originally posted by ThaJay:
In CS1 I played with "Disable despawning" from TMPE. When this feature is available in CS2 I will enable it as well.

Another thing I have noticed is that in a city with no public transport, people walk huge distances. In CS1 They just used cars, causing more traffic. Now I have pedestrian paths connecting parts of the city full of traffic but the roads almost empty.

In C:S1 people walked easily 2km distances and used bikes for a lot longer than that. Plus in C:S1 you had an active vehicle limit of 32k, which isn't present as a hard limit in C:S2. Algorithm reduces trip amounts when cities get larger, but you can have a lot more vehicles than 32k on the roads.

In C:S2 people prefer different things, cost, comfort, time, etc. One reason to walk is if there isn't a free parking spot at the target. Or if it costs too much compared to alternatives.
Narf the Mouse Jul 10, 2024 @ 11:01pm 
I set all my parking lots to ¢50 to encourage walking, and use the road tool to plant trees on both sides of the road; which, for some reason, disables road-side parking.
john.glossop Jul 11, 2024 @ 3:58am 
Originally posted by Caprea:
But I also played CS1 without vanishing cars by using a mod. That mod also gave the possiblity do delete all traffic in case of gridlock.
\In extremis, demolishing the gridlocked area roads and relaying using wider replacements might damage your infrastructure, but would almost certainly get things moving again. If you take that approach, start at the "head" of the gridlock, and work backwards.
Narf the Mouse Jul 11, 2024 @ 5:34pm 
Also, after you've gotten your economy going, don't put buildings or zone anything next to your main roads. Put those on side roads. And rebuild your original area up to standard (when you can afford it; make sure you can afford it, first).
Last edited by Narf the Mouse; Jul 11, 2024 @ 5:35pm
john.glossop Jul 11, 2024 @ 10:36pm 
Originally posted by Narf the Mouse:
Also, after you've gotten your economy going, don't put buildings or zone anything next to your main roads. Put those on side roads. And rebuild your original area up to standard (when you can afford it; make sure you can afford it, first).
I must admit, I hadn't thought of that, but it makes sense. Build your main thoroughfares with room for expansion of your road network should you later need it, and do that for all major roads. Don't have any other buildings abutting your main thoroughfares. Build everything along roads lower in the hierarchy, which aren't likely to be crowded with traffic. Lay your tram tracks CLOSE to your major roads, but NOT on your major roads.
And you can start your main roads as simple two way streets, knowing that you can improve them as traffic increases, tight up to and including 5 lanes each way!
If you end up NEEDING the spaces that your main roads take up. either elevate them, or put them underground - that will free up space for development. Just a thought - if you intend to put them underground, make sure that you have sufficient exit/entry points to cater for local traffic, otherwise you'll just be moving the traffic jam, rather than eliminating it.

Nice. must keep that in mind in future.
Thank you from a complete tyro in this genre,
John
Narf the Mouse Jul 12, 2024 @ 5:03pm 
Originally posted by john.glossop:
Originally posted by Narf the Mouse:
Also, after you've gotten your economy going, don't put buildings or zone anything next to your main roads. Put those on side roads. And rebuild your original area up to standard (when you can afford it; make sure you can afford it, first).
I must admit, I hadn't thought of that, but it makes sense. Build your main thoroughfares with room for expansion of your road network should you later need it, and do that for all major roads. Don't have any other buildings abutting your main thoroughfares. Build everything along roads lower in the hierarchy, which aren't likely to be crowded with traffic. Lay your tram tracks CLOSE to your major roads, but NOT on your major roads.
And you can start your main roads as simple two way streets, knowing that you can improve them as traffic increases, tight up to and including 5 lanes each way!
If you end up NEEDING the spaces that your main roads take up. either elevate them, or put them underground - that will free up space for development. Just a thought - if you intend to put them underground, make sure that you have sufficient exit/entry points to cater for local traffic, otherwise you'll just be moving the traffic jam, rather than eliminating it.

Nice. must keep that in mind in future.
Thank you from a complete tyro in this genre,
John
Yesterday I found out that my city needed a bunch more jobs. We're all learning here.
Vuldaen Jul 13, 2024 @ 1:50am 
I've found with this update that my gridlocked highways in my 280K people city are now almost empty or at least a very comfortable drive... to the point that I will reduce the lanes because it's just excessive now. I'm a little curious about what updates or changes elicited this!
Narf the Mouse Jul 13, 2024 @ 2:56am 
Originally posted by Vuldaen:
I've found with this update that my gridlocked highways in my 280K people city are now almost empty or at least a very comfortable drive... to the point that I will reduce the lanes because it's just excessive now. I'm a little curious about what updates or changes elicited this!
I'm guessing you already ruled out the day/month traffic fluctuation? Did you add or modify any public transit? I think there were also some cim pathing updates.
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Date Posted: Jul 10, 2024 @ 11:57am
Posts: 14