Roundabouts and Junction Priorities

  • 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.

CNightwing

Second Lieutenant
55 Badges
Sep 4, 2013
161
245
  • Europa Universalis IV: Wealth of Nations
  • Stellaris
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Parklife
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Tyranny - Bastards Wound
  • Imperator: Rome Deluxe Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Galaxy Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
Having seen a few in action now, the obvious advantage to building a pre-made roundabout is that the ring itself seems to have priority when it comes to junctions - that is, if you want to go round and round you will never have to stop at a light, but if you want to enter the ring, you might have to stop.

Now, if this is possible in a pre-built component, is there any way the road building tool can enable this for other junctions? For instance, a simple tick box that means the roads you are placing have a lower priority to everything that already exists - that way you can create all sort of priority junctions that don't interrupt existing traffic flow.
 

CNightwing

Second Lieutenant
55 Badges
Sep 4, 2013
161
245
  • Europa Universalis IV: Wealth of Nations
  • Stellaris
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Parklife
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Tyranny - Bastards Wound
  • Imperator: Rome Deluxe Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Galaxy Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
Yes, a simple system would be that more lanes have priority over fewer lanes, and one-way has priority over two-way. Still, the ability to choose priority when placing a road would be incredibly useful.
 

charlesnew

Colonel
10 Badges
Aug 20, 2014
1.096
93
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities in Motion 2
One thing I noticed in some videos was that 2 way roads don't have traffic lights OR yield/stop signs, and they can be quite busy. There should also automatically be traffic lights where there are 2 lane 1 way roads. It makes sense like that.
 

Inge Jones

Colonel
7 Badges
Apr 2, 2013
951
159
  • Cities in Motion 2
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Parklife
  • Prison Architect
One thing I noticed in some videos was that 2 way roads don't have traffic lights OR yield/stop signs, and they can be quite busy. There should also automatically be traffic lights where there are 2 lane 1 way roads. It makes sense like that.

Not to me! For me it's one or the other, and only the player can know whether both roads need a phase of priority or whether one of the roads really needs permanent priority.
 

charlesnew

Colonel
10 Badges
Aug 20, 2014
1.096
93
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities in Motion 2
Not to me! For me it's one or the other, and only the player can know whether both roads need a phase of priority or whether one of the roads really needs permanent priority.

Well, this is why we should be able to change turning lanes and add/remove traffic lights.
 

Jeruntje

Second Lieutenant
15 Badges
Nov 12, 2014
135
9
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • 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
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
It seems to me that cars at an intersection without traffic lights the rule right before left applies. So if this is the case you could lay the roundabout the other way around so that the cars on the roundabout are always coming from the right. (the only disadvantage with this is that cars need to cross each other when turning off/on a roundabout. )
 

NorthStars

First Lieutenant
10 Badges
Jan 8, 2015
254
62
  • Europa Universalis IV
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
On a related note, have you noticed how cars pass through intersections sometimes at a very high rate of speed, passing within a hair's width of other cars going in other directions? At first, I thought that's not very realistic, then I realized they're simulating traffic in Russia.
 

Inge Jones

Colonel
7 Badges
Apr 2, 2013
951
159
  • Cities in Motion 2
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Parklife
  • Prison Architect
It seems to me that cars at an intersection without traffic lights the rule right before left applies.

That's too simple. I know it applies to France, or used to last time I was there... For instance, in England, when you get a T-junction, the road going across the top of the T always gets priority unless there are traffic lights. The road joining has to wait for a gap.
 

Inge Jones

Colonel
7 Badges
Apr 2, 2013
951
159
  • Cities in Motion 2
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Parklife
  • Prison Architect
When no signals or traffic lights are placed in most countries there is the rule of priority to the right (even in the UK).

I am afraid that is incorrect for the UK. Oh, sorry if you mean specifically roundabouts, then yes, because the traffic coming from the right will be traffic already on the roundabout. But not just any junction.
 

Ne0Que

Second Lieutenant
9 Badges
Feb 14, 2011
174
51
www.citymania.info
  • Cities in Motion 2
  • 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: First Colony Edition
At SimNation's stream I asked if he could build a roundabout using only the highway ramp road. And it worked. You can build nice, little 1 lane wide roundabouts for your small, low density residential area :). Kinda 'hackish' but it works.
 

CNightwing

Second Lieutenant
55 Badges
Sep 4, 2013
161
245
  • Europa Universalis IV: Wealth of Nations
  • Stellaris
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Parklife
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Tyranny - Bastards Wound
  • Imperator: Rome Deluxe Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Galaxy Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
At SimNation's stream I asked if he could build a roundabout using only the highway ramp road. And it worked. You can build nice, little 1 lane wide roundabouts for your small, low density residential area :). Kinda 'hackish' but it works.

That's really neat. I think you can do larger ones with highway (which is one-way of course). Still, it would be nice to be able to give priority to other kinds of road, for nice T-junctions or preferential crossroads.
 

timorous

Recruit
Mar 4, 2015
2
0
From what I have seen of the game so far this is probably my biggest gripe. They obviously have the logic for it to work correctly as you can see with the way highway intersections work, they just need to allow that sort of junction to be an option for the non highway roads so you can have your priority roads and side streets without each side street causing an equal priority junction to form. A simple right click on junction mechanism to cycle through different options like priority on road a, priority on road b, equal priority, traffic lights etc would probably work well enough as it only really matters in the high traffic zones and you can leave it to the default junctions for your lower traffic areas.
 

McWrisk

First Lieutenant
10 Badges
Feb 9, 2015
231
10
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
These testers need to build a proper intersection into their cities and no just attach any ole road to their highway! It would be interesting to see how THAT would help road systems. But something that won't likely be shown or done till Tuesday when people with more road sense get their hands on the game.

The systems that the current testers have built are nothing short of well, crap. No offense, but it took Quill18 till Part 5 to realize he could build a "diamond" interchange, and a VERY crude one at that.
 
Last edited:

charlesnew

Colonel
10 Badges
Aug 20, 2014
1.096
93
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities in Motion 2
I though of this once.
What if you use the highway ramps to enter roundabouts? Like the road splits into them before it gets to the roundabout. Maybe this will work?
 

timorous

Recruit
Mar 4, 2015
2
0
I though of this once.
What if you use the highway ramps to enter roundabouts? Like the road splits into them before it gets to the roundabout. Maybe this will work?

Using highway ramps for the circle works as can be seen in this video. You can also see that the on ramp gets top priority so the roads coming onto it have to give way to traffic already on the roundabout which is exactly as it should be. This shows the logic for priority roads is already in the game as the Highway and the On Ramp are obviously set to be high priority with other roads set to a lower priority to make this functionality work. Provided these values are open for modders to change I can see a bunch of new roads with varying priority so you can make your junctions as you want them but from a UX perspective I am not sure that having multiple versions of each road for the different priority levels is the best solution, especially if there are more than two levels. Perhaps they can add another painting tool like the districts but for roads so you can a) name them and b) set priority levels for each section of road.

Other than the junctions though what I do see of the game is fantastic and I am really looking forward to Tuesday so I can get my hands on it and I reckon that the time it takes me to get a city large and complex enough for this kind of micromanagement of junctions to really make a difference there will be some sort of work around or change made.
 

CNightwing

Second Lieutenant
55 Badges
Sep 4, 2013
161
245
  • Europa Universalis IV: Wealth of Nations
  • Stellaris
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Parklife
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Tyranny - Bastards Wound
  • Imperator: Rome Deluxe Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Galaxy Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
On a similar theme, another nice feature would be the ability to have roads and rails snap to nearby roads and rails, especially when they aren't straight, so we can make tight highways and multi-lane rail junctions that look tidy.
 

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
Having seen a few in action now, the obvious advantage to building a pre-made roundabout is that the ring itself seems to have priority when it comes to junctions - that is, if you want to go round and round you will never have to stop at a light, but if you want to enter the ring, you might have to stop.

Now, if this is possible in a pre-built component, is there any way the road building tool can enable this for other junctions? For instance, a simple tick box that means the roads you are placing have a lower priority to everything that already exists - that way you can create all sort of priority junctions that don't interrupt existing traffic flow.
Pre-made roundabout use highways I think, streamers try to do it with one way roads.
 

charlesnew

Colonel
10 Badges
Aug 20, 2014
1.096
93
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities in Motion 2
Using highway ramps for the circle works as can be seen in this video. You can also see that the on ramp gets top priority so the roads coming onto it have to give way to traffic already on the roundabout which is exactly as it should be. This shows the logic for priority roads is already in the game as the Highway and the On Ramp are obviously set to be high priority with other roads set to a lower priority to make this functionality work. Provided these values are open for modders to change I can see a bunch of new roads with varying priority so you can make your junctions as you want them but from a UX perspective I am not sure that having multiple versions of each road for the different priority levels is the best solution, especially if there are more than two levels. Perhaps they can add another painting tool like the districts but for roads so you can a) name them and b) set priority levels for each section of road.

Other than the junctions though what I do see of the game is fantastic and I am really looking forward to Tuesday so I can get my hands on it and I reckon that the time it takes me to get a city large and complex enough for this kind of micromanagement of junctions to really make a difference there will be some sort of work around or change made.

Oh, great. If the cars on the roundabout have priority, then it works. I didn't exactly mean it in that way, but it works, and that's what matters.