I have no idea what more I can do to alleviate traffic

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

MarkJohnson

Field Marshal
16 Badges
Feb 19, 2015
3.466
716
  • Cities in Motion 2
  • Europa Universalis IV
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
traffic lights aren't the end of the world if they are spaced out appropriately. The problem most people run into is putting the intersections too close together and that will seriously hinder a traffic lights max capacity. Literally a stop light with 16 tiles in between intersections can handle twice as much as one with only 8 tiles of spacing. Of course left turns and other factors can effect this as well.

Also you can use avenues without traffic lights if they are connected by the ramps on both ends...

I do that sometimes for my bridges that go over the highway or whatever. basically only use avenue for the bridge itself.

Ah, I see now what connected means on the chart. That could come in handy.

Well, if you're really "gamey", there's a mod in Steam Workshop that gives you the option of adding or removing traffic lights in an intersection.

http://steamcommunity.com/sharedfiles/filedetails/?id=411833858

Yeah, now that is more what's needed. stop lights should be optional for all road types. A bit more micromanagement, but would make all avenues more useful.

btw, I noticed on my custom roundabout, that my 6-lane, 2-way street that connec ts to the highway circle, that there is no stop lights, but the chart says there will be a stop light. I did end up with one stoplight, but that was because the 6-lane avenue had a cutback to it. Once I straighented it out (perpendicular) the intersection, the circle at that point had the 6-lanes still. I was able to upgrade it to highway and now no more stop lights.


Here's a pic of my custom roundabout without traffic lights with 6-lane, 2-way avenues.

2015-04-05_00001.jpg
 
Last edited:

JerkyJerry

There was never a good war or a bad peace.
22 Badges
Jan 15, 2013
2.176
1.278
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Arsenal of Democracy
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • 500k Club
  • Cities: Skylines
Mark, that building on the right side of the round-a-bout. It has a nice bright green color to it. Is that something you made? It looks like a stadium?
Thanks
JJ

PS
I don't mean to derail this post. I just don't recall seeing that building before and I don't think I have it in my downloaded assets.
TY
JJ
 
  • 1
Reactions:

MarkJohnson

Field Marshal
16 Badges
Feb 19, 2015
3.466
716
  • Cities in Motion 2
  • Europa Universalis IV
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
Mark, that building on the right side of the round-a-bout. It has a nice bright green color to it. Is that something you made? It looks like a stadium?
Thanks
JJ

PS
I don't mean to derail this post. I just don't recall seeing that building before and I don't think I have it in my downloaded assets.
TY
JJ

It is called The Eden Project. It looks like a futuristic garden or something? Maybe it is under Monuments instead of parks?

TheEdenProject.jpg
 

barrygreybeard

Major
15 Badges
Feb 13, 2015
793
250
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
It is called The Eden Project. It looks like a futuristic garden or something? Maybe it is under Monuments instead of parks?

Yes its in monuments and nothing like the real thing which is in Cornwall in he UK, www.edenproject.com

Now back to roundabouts :) I found using highways to build roundabouts (3 lanes) are a lot more efficient than one way six lane roundabouts as the latter have traffic lights at every junction.
 

Person012345

Field Marshal
92 Badges
Jan 27, 2010
2.594
914
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Cities in Motion 2
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Leviathan: Warships
  • Hearts of Iron III
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Necroids
  • Crusader Kings II: Conclave
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
traffic lights aren't the end of the world if they are spaced out appropriately. The problem most people run into is putting the intersections too close together and that will seriously hinder a traffic lights max capacity. Literally a stop light with 16 tiles in between intersections can handle twice as much as one with only 8 tiles of spacing. Of course left turns and other factors can effect this as well.

Also you can use avenues without traffic lights if they are connected by the ramps on both ends...

I do that sometimes for my bridges that go over the highway or whatever. basically only use avenue for the bridge itself.
They also simply aren't suitable for very-high traffic intersections. In the time it takes them to go green you have a tailback that covers half your map.
 

Balakompi

Corporal
11 Badges
Apr 12, 2013
43
24
  • Cities in Motion 2
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
I didn't understand the "gamey" comment either. This game is focused on the fact that it's possible to mod it -- you're meant to use mods, they're a crucial part of the game -- and I think someone who doesn't take advantage of that has seriously misunderstood things. The traffic lights removal mod is really one of the MUST HAVE mods, along with the 25 tile unlock.
 

MN121MN

General
4 Badges
Nov 12, 2012
1.785
139
  • Cities: Skylines
  • Stellaris Sign-up
  • Imperator: Rome Sign Up
  • Age of Wonders: Planetfall Sign Up
That's not gamey. It's the opposite of gamey. Real life traffic planners can choose if an intersection has traffic lights or not.

I didn't understand the "gamey" comment either. This game is focused on the fact that it's possible to mod it -- you're meant to use mods, they're a crucial part of the game -- and I think someone who doesn't take advantage of that has seriously misunderstood things. The traffic lights removal mod is really one of the MUST HAVE mods, along with the 25 tile unlock.

Well... I come from another discussion forum where, apparently, any helpful mod is considered "cheating" .....

And besides, it's "gamey" as in not meant by design to be controlled manually since those features are mods, not vanilla ....
 

Balakompi

Corporal
11 Badges
Apr 12, 2013
43
24
  • Cities in Motion 2
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
Well... I come from another discussion forum where, apparently, any helpful mod is considered "cheating" .....

And besides, it's "gamey" as in not meant by design to be controlled manually since those features are mods, not vanilla ....

Support for mods is included in the vanilla game. That means it was meant by design to be modded.

I would say the vanilla game is rather raw and really needs the mods.
 

Person012345

Field Marshal
92 Badges
Jan 27, 2010
2.594
914
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Cities in Motion 2
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Leviathan: Warships
  • Hearts of Iron III
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Necroids
  • Crusader Kings II: Conclave
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
Well... I come from another discussion forum where, apparently, any helpful mod is considered "cheating" .....

And besides, it's "gamey" as in not meant by design to be controlled manually since those features are mods, not vanilla ....
Vanilla games can be gamey. In fact "gamey" generally refers to behaviour done in vanilla games. I agree that deleting all the traffic lights in your city would be gamey, but having the ability to toggle them is not gamey. And gamey is in no way synonymous with cheating. A lot of things that people do in the base game are gamey because they're specifically designed to exploit imperfect game mechanics.