Cities: Skylines

Cities: Skylines

3,154 ratings
Traffic Manager: President Edition
File Size
3.562 MB
Dec 25, 2015 @ 3:48am
May 28 @ 8:30am
189 Change Notes ( view )

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Traffic Manager: President Edition

Traffic Manager: President Edition
helps you manage your city's traffic. This mod allows you to
  • toggle traffic lights at junctions,
  • add yield and stop signs to junctions,
  • define timed traffic lights that can adapt their behavior depending on live traffic measurements,
  • modify speed limits,
  • define vehicle restrictions (e.g. disallow vehicles on certain roads),
  • define junction restrictions (e.g. disallow pedestrians to cross the street),
  • define parking restrictions (e.g. prohibit cars from parking road-side),
  • change lane arrows and connect individual lanes with each other,
  • clear traffic and
  • toggle despawn on/off
It additionally includes
  • its own Advanced Vehicle AI that modifies the way your cims choose their lanes,
  • modified lane splitting/merging rules on highways (read the manual!) and
  • a Parking AI which disallows "pocket cars" and improves the simulation regarding parking space usage.

This mod is based on the original Traffic Manager Mod by cbethax and Traffic Manager Plus by seiggy. If you have subscribed to another Traffic Manager mod, please first deactivate it in your Content Manager (in-game) before trying this one out.

Current version: 1.9.6 Changelog, Source code[]
  • New feature: Parking restrictions
  • New feature: Speed limits can be set up for individual lanes with the Control key
  • New feature: Added timed traffic light and speed limit support for monorails
  • New feature: Copy & paste for individual timed traffic lights
  • New feature: Rotate individual timed traffic lights
  • New feature: Lane customizations may come into effect instantaneously
Changes in version 1.9.6:
  • Updated Simplified Chinese translation
  • Bugfix: Vehicles cannot perform u-turns at junctions with only one outgoing segment (thanks to @Sunbird for reporting this issue)
  • Bugfix: Path-finding costs for large distances exceed the maximum allowed value (thanks to @Huitsi for reporting this issue)
  • Bugfix: Under certain circumstances path-finding at railroad crossings allows switching from road to rail tracks.

User Manual

Supported languages (% translated)
  • Chinese, simplified (100 %) (thanks to @ Lost丶青柠)
  • Chinese, traditional (99 %) (thanks to @clarinetism76)
  • Dutch (99 %)
  • English (100 %)
  • French (99 %) (thanks to @simon.royer007 & @LondSW)
  • German (100 %)
  • Italian (100 %) (thanks to @Admix)
  • Korean (100 %) (thanks to @ Toothless FLY [ROK]
  • Japanese (60 %) (thanks to @Akira Ishizaki; Japanese Localization EX Mod is required)
  • Polish (100 %) (thanks to @Krzychu1245)
  • Portuguese (99 %) (thanks to @igordeeoliveira)
  • Russian (99 %) (thanks to @FireGames)
  • Spanish (99 %) (thanks to @FoXiL)

The language is automatically determined based on your settings in "Options" -> "Gameplay".
Please contact me if you want to help translate this mod, add missing translations or correct translation mistakes. E-Mail: (#=@)

Should work with:

Incompatible with:

In case problems arise / you need help
If you see an error message or something is going wrong, please e-mail me your "output_log.txt" (Windows), "Player.log" (Linux, Mac) and "TMPE.log" files immediately after you encountered the bug. You can find the log files in your ...\SteamLibrary\steamapps\common\Cities_Skylines\Cities_Data\ (Windows) or ~/.config/unity3d/Colossal Order/Cities: Skylines/Player.log (Linux) or Users/<username>/Library/Logs/Unity/Player.log (Mac OS) folder. Please describe the problem, attach the files and send everything to:, with #=@. Please tell me what you did when the error occurred so that I can reproduce the situation. Some screenshots or a savegame could be helpful, too. Visit this page to find out where your savegames and screenshots are located:

If you like this mod:
Popular Discussions View All (177)
Jul 19 @ 1:47pm
Vehicles getting stuck since Mass Transit and the Taxi Dance
Jun 20 @ 6:26am
Hearses won't spawn
Jun 18 @ 6:45pm
Some pedestrians ignore the signal
< >
with advanced AI enabled, cars on the highways are doing really ridiculous crazy lane changes, basically on every node
53P73R 16 hours ago 
I keep getting an error message: Field '.PathUnit.m_vehicleTypes' not found. [System.MissingFieldException]
Anyone else had this message? LinuxFan?
The error message pops up repeatedly and may have to to turn the mod off after making changes and see if that helps. :(
Muffinkopp 18 hours ago 
Do I have to keep the mod activated manually by keeping the mod menu open or is it also active in the background? My impression is that it's not always active...
Kenneth Jul 21 @ 1:31pm 
Use the instersection editing thing and use that to allow vehicles to enter blocked intersections!
Kleppo Jul 21 @ 12:43pm 
Oh really like the idea of the mod, but even this doesnt seem to make the roundabouts work correctly... Tried to make roads leading to roundabout yield to traffic already in the roundabout, but the result is a complete stand still... Cars just stop completely, and start to pile up.
WA-Numenor Jul 21 @ 11:26am 

I don't knolw if it works, but I did see the option to turn off stop works under the junction options.
WA-Numenor Jul 21 @ 11:25am 
Yeah my service vehicles work fine, and this mod is compatible with NEXT2. I put in like a good 44 hours on my current city that I just started on Saturday with this mod and NEXT2.
Mornach Jul 21 @ 9:23am 
Same here. Using this mod and NEXT2 without any troubles.
Kenneth Jul 21 @ 9:17am 
All you guys with issues got to be doing either something wrong or you are using outdated/incompatible mods since I'm using this mod with all its features without a single issue.

AND NO, this mod is not incompatible with NEXT2. It works without a single issue for me, been playing 50hrs+ with those mods together
Trav Jul 21 @ 8:35am 
I Can confirm this is currently broken in some manner or another. I've attempted various settings to no affect, the only solution was to disable the mod. ---- at about 16,000 residents, the garbage and police systems stop working - with the typical 0 or 1 vehicle working at a time. Instantly jumps back from 2 to 1 unit the moment it tries to spawn one. Removed mod, and the flood gates of service trucks come pouring out of the facilities.