• 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.

Jason9870

Recruit
5 Badges
Feb 5, 2015
5
0
  • Cities in Motion 2
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
I played cities in motion 2 before and it couldn't let you build the road intersection without the traffic lights, so for some of the roads will become so congested. Hope that for cities skylines can let us have the choice that if we put a intersection with traffic light or not, it would help the traffic for some roads that do not have much cars using it.
 
Upvote 0

jonathanredden

Private
11 Badges
Feb 3, 2015
21
4
  • 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
  • Prison Architect
  • Cities: Skylines - Campus
I played cities in motion 2 before and it couldn't let you build the road intersection without the traffic lights, so for some of the roads will become so congested. Hope that for cities skylines can let us have the choice that if we put a intersection with traffic light or not, it would help the traffic for some roads that do not have much cars using it.

I've never thought of this you are a genius.
 

Bjorn0305

First Lieutenant
28 Badges
May 14, 2013
216
40
  • Cities in Motion
  • Cities in Motion 2
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
I played cities in motion 2 before and it couldn't let you build the road intersection without the traffic lights, so for some of the roads will become so congested. Hope that for cities skylines can let us have the choice that if we put a intersection with traffic light or not, it would help the traffic for some roads that do not have much cars using it.

You could indeed build road intersections without lights. It just depended on the road size. Larger roads always had lights whereas small two lane roads had stop signs. Here is a screen of an intersection without lights in CIM2:
http://steamcommunity.com/sharedfiles/filedetails/?id=166210107

Nonetheless - I agree and would love to have the ability to place lights, stop signs, select amount of turning lanes (or change which lanes can turn).
 

Bjorn0305

First Lieutenant
28 Badges
May 14, 2013
216
40
  • Cities in Motion
  • Cities in Motion 2
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
So you want to make something like a avenue intersection without traffic lights? xD

The traffic would be something like this: https://www.youtube.com/watch?v=rdHkRkwJvww
YES!!! (but we will need bikes and scooters with polocies to restrict the heavier traffic)

However, near where I live, we have 4 lane avenues without traffic lights (and I do not live in the sticks either). Our suburb district is small enough that traffic lights would impede the car flow.

And what if you want lights at an intersection with the exception of one small road leading into it with light traffic where a stop sign would make more sense. Not every intersection with lights has lights for every road joining to it.
 

Amiths

Captain
Jan 18, 2015
320
0
YES!!! (but we will need bikes and scooters with polocies to restrict the heavier traffic)

However, near where I live, we have 4 lane avenues without traffic lights (and I do not live in the sticks either). Our suburb district is small enough that traffic lights would impede the car flow.

And what if you want lights at an intersection with the exception of one small road leading into it with light traffic where a stop sign would make more sense. Not every intersection with lights has lights for every road joining to it.

That dont make sense, if your suburb is small why do you have a 4 lane avenue? oO

Anyway i like this idea but i dont think its possible to make in C:SL since the engine is ready, maybe in the sequel? Anyway citybound may offer what you are looking for otherwise maybe google for a Traffic light simulator? XD
 

Bjorn0305

First Lieutenant
28 Badges
May 14, 2013
216
40
  • Cities in Motion
  • Cities in Motion 2
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
That dont make sense, if your suburb is small why do you have a 4 lane avenue? oO

Anyway i like this idea but i dont think its possible to make in C:SL since the engine is ready, maybe in the sequel? Anyway citybound may offer what you are looking for otherwise maybe google for a Traffic light simulator? XD

Because the two lane road was heavily traveled during rush hour... In the last ten years, the suburb has doubled in size. They have plans on adding lights to the intersections for the avenues (and removing the traffic lights from the highway and building proper exit/entrance ramps). In a couple of years, my town will have cought up wit hthe traffic rules in and lanes in place by CO. :D
 

Hannodb

Major
12 Badges
Dec 10, 2014
645
51
  • Cities in Motion
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • 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
Because the two lane road was heavily traveled during rush hour... In the last ten years, the suburb has doubled in size. They have plans on adding lights to the intersections for the avenues (and removing the traffic lights from the highway and building proper exit/entrance ramps). In a couple of years, my town will have cought up wit hthe traffic rules in and lanes in place by CO. :D

I think this applies in cases where 2 lane roads crosses wider avenues. You must be able to restrict the number of traffic lights on these kinds of intersections, otherwise the avenues become pointless. I experienced the same problem with CXL.

There is a mod available for SC2013 which allows you to do this. Hopefully, this functionality will be available either on release date, or shortly afterwards.
 

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
Definitely need a way to ban traffic lights on roundabouts where one is trying to emulate a traditional UK roundabout. The cars already on the roundabout should never be required to stop to allow cars onto it. Also most small residential side roads usually have to wait for a gap in the traffic on the main road. This is the one aspect of traffic management that I don't think any citybuilder game has ever got right.
 

Amiths

Captain
Jan 18, 2015
320
0
Definitely need a way to ban traffic lights on roundabouts where one is trying to emulate a traditional UK roundabout. The cars already on the roundabout should never be required to stop to allow cars onto it. Also most small residential side roads usually have to wait for a gap in the traffic on the main road. This is the one aspect of traffic management that I don't think any citybuilder game has ever got right.

Man i hope that to haha. But i think we'll only be able to get that with mods. :/ But i might be wrong.

Anyway i hope someone make a mod for this, i would love to make some india crazy traffic. :D
 

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
Definitely need a way to ban traffic lights on roundabouts where one is trying to emulate a traditional UK roundabout. The cars already on the roundabout should never be required to stop to allow cars onto it. Also most small residential side roads usually have to wait for a gap in the traffic on the main road. This is the one aspect of traffic management that I don't think any citybuilder game has ever got right.

From what I've seen, roundabouts in the game function very well. And no they don't have traffic lights as far as I recall.
 

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
No that example didn't show me the principle. I didn't see any example of a car approaching the roundabout when one was on the roundabout already just about to meet at the junction, to see which one would give way. I think not only do we need to be able to get rid of traffic lights, but also to assign "priority" to certain roads.

Edit: Actually no we don't need that to be player-set, just make it that any T junction without lights the road going across the top has priority and road joining has to give way. That should cover it.
 

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
No that example didn't show me the principle. I didn't see any example of a car approaching the roundabout when one was on the roundabout already just about to meet at the junction, to see which one would give way. I think not only do we need to be able to get rid of traffic lights, but also to assign "priority" to certain roads.

Edit: Actually no we don't need that to be player-set, just make it that any T junction without lights the road going across the top has priority and road joining has to give way. That should cover it.

Are you blind or something? Hell, there was an issue where a car joined the roundabout and clipped into a car already on it. Of course that was much earlier in development so issues like that are expected. It's true that for a moment on the intersection roundabout that some on the roundabout gave way to cars joining, but that didn't look like it was supposed to be like that (cars certainly weren't sat waiting patiently at a line), it's looked more like some asshole pulled out in front of someone and made them stop (which happens in real life) then the simulation was trying to get itself going again. And either way, the rounabout clearly doesn't have traffic lights, nor does the traffic flow act like it does.
 

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
Well thanks for the unnecessarily rude way of putting it, but no I admit I missed that. Though obviously that's not really right as the one joining shouldn't have pulled out. But anyway....
 

DEY123

First Lieutenant
78 Badges
Sep 27, 2011
289
79
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Knights of Pen and Paper +1 Edition
  • King Arthur II
  • Heir to the Throne
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • For the Motherland
  • Europa Universalis IV: Art of War
  • Crusader Kings III
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Knights of Honor
  • BATTLETECH
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Cities: Skylines
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
I thought I read this (but I could be imagining it)... I thought the devs stated that if you have a smaller road crossing a bigger road then the smaller road would have stop signs and the bigger road would have the right of way without lights.

I may be imagining this of course (or maybe it is a SC2013 feature).