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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.
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
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.
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