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Cities skylines efficient road layout
Cities skylines efficient road layout





On the surface world with roads is a square that a citizen can't live or work on. Second generation patterns made use of my discovery that only above-ground things matter. Solution because at high loads they clog up easily. They're not a bad way to go! They're not the most efficient These are cheap toīuild and keep traffic mostly under control. Squares or rectangles of streets that cross the landscape. Tiled Roadwaysįirst generation patterns were grids. So I set to work building tileable roads with progressively greater and greater efficiency. If I could buildĪ pattern that was tileable, traffic-efficient, and (best of all) profitable, then it could be repeated across an entire

cities skylines efficient road layout

In order to best accomplish what I wanted to do, I thought a repeating pattern would be best.

  • Service placement - placing civic buildings to maximize their coverage.
  • Efficiency - the widest streets aren't always the most cost efficient.
  • Traffic management - knowing where cars will go given the lanes they have.
  • I spent a lot of time building cities for fun and got a feel for which patterns work and which ones don't. Best guess is thatĬity-wide population is calculated differently than what the squares themselves provide. To be honest, I can't explain why I got such a number. So the maximum theoretical population is around 105,000? That's if every square was Maximum Theoretical Population At high density and full upgrade status, a single square can support two citizens. Every purple column (fire departments in this case) are clusters of civic buildings.

    cities skylines efficient road layout

    Mostly grid-pattern with the edges having most of the custom stuff.

    cities skylines efficient road layout

    You can see the general layout of the city above. That means there's a total buildable area of 52,900 squares. Maximum Buildable Land The starter tile has about 230 x 230 buildable squares when fully flattened and leveled. Is highly complex so a scientific approach would take a long time. I'll try to stick to the broad strokes because this game I don't want to learn all theįiner points of how C:S works, and I won't relay that here.

    cities skylines efficient road layout

    When I set out to do this, I made an effort not to try to reverse-engineer the game.







    Cities skylines efficient road layout