FIX TRAFFIC and make Interesting City Layouts with Road Hierarchy - Cities Skylines 2

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  • เผยแพร่เมื่อ 13 ธ.ค. 2024

ความคิดเห็น • 256

  • @negativespace3233
    @negativespace3233 ปีที่แล้ว +204

    For some reason my immediate reflex was to start suburban gridlock immediately out of the freeway, and my cities were failing because of it. This is so helpful it almost seems like it should be common sense. Thank you!

  • @mewr11
    @mewr11 ปีที่แล้ว +243

    "Cities player plans" is fantastic. Absolutely love it.

    • @shaneintheuk2026
      @shaneintheuk2026 ปีที่แล้ว +40

      It’s not a knock off of City Planner Plays of course 🤣🤣

  • @homeuser1478
    @homeuser1478 ปีที่แล้ว +292

    cities player plans ;)

    • @YUMBL
      @YUMBL  ปีที่แล้ว +49

      And I do ;)

    • @Moshimulations
      @Moshimulations ปีที่แล้ว +33

      ​@@YUMBLhehe we know where that comes from ;)

    • @Felipeah95
      @Felipeah95 ปีที่แล้ว +16

      I never laughed so hard watching any cities skylines content :D

    • @aaron62688
      @aaron62688 ปีที่แล้ว +2

      Hillarious!

    • @Kalabajooie
      @Kalabajooie ปีที่แล้ว +5

      I see what you did there. Wink emoji.

  • @five_weeks
    @five_weeks ปีที่แล้ว +69

    Another excellent video from Cities Player Plans

    • @nanatsureina
      @nanatsureina ปีที่แล้ว +4

      oh wait it's called that? I thought it was supposed to be Cities Planner Plays 😅😅

    • @Alpha-Eridani
      @Alpha-Eridani ปีที่แล้ว +9

      @@nanatsureina no, because that's the other guy

    • @YUMBL
      @YUMBL  ปีที่แล้ว +38

      Hi I’m YUMBL, a cities player who plans!

    • @jonleibow3604
      @jonleibow3604 ปีที่แล้ว +2

      @@nanatsureina Nope, Cities Player Plans is YUMBL's nickname

    • @JimmyFisher
      @JimmyFisher ปีที่แล้ว +1

      great bit immediately subscribed

  • @kleinerprinz99
    @kleinerprinz99 ปีที่แล้ว +79

    One annotation to your European style city: Most European City Cores are Historical Old Towns with lots of Sightseeing and they will not have a lot of tall building, skyscraping so only a few and rest of the taller buildings including apartments will be in a ring or distributed in districts around the city centre. Cheers. But the spider wheel looks really nice.
    PS: Your American layout was really convincing, too.

    • @inyobill
      @inyobill ปีที่แล้ว +9

      And, of course, heavy traffic is usually routed around using ring roads, and analogous.

  • @Anderson_LS
    @Anderson_LS ปีที่แล้ว +8

    I noticed that this system works under a certain amount of sims. When your population grows over 150k the income traffic from the freeway just breaks the first intersection in the city. The first intersection on the arterial after a freeway is a weak point.

    • @YUMBL
      @YUMBL  ปีที่แล้ว +13

      Your arterial may now require the capacity of a freeway. Contextually that first intersection now deserves to be an interchange.

    • @jefffinkbonner9551
      @jefffinkbonner9551 4 หลายเดือนก่อน +2

      One way (pun intended) of future proofing that is to make your arterials parallel one-way streets. There are way less turns, and the intersections are simplified. 3 lanes provide plenty of flow. The block in between can either be a heavy rail line or a classic city block. Or you can have the one ways two blocks apart with a local street for commercial in between.
      These lend pretty well to tram lines.
      I don’t know if this would help, but having a freeway exit at the edge of town go only to a passenger train station with tons of parking so that tourists can get onto your mass transit into town. Newcomers will drive their car to their new residence, so those population booms will still be a traffic wave.

  • @Maxmilion6004
    @Maxmilion6004 6 หลายเดือนก่อน +1

    out of all the road hierarchy videos i have watched this broke it down so easily for me to understand. thank you for making this

  • @pjasparagus
    @pjasparagus ปีที่แล้ว +4

    I like you’re series that’s called cities player plans, that would be my favorite series of your channel.

  • @thembones1895
    @thembones1895 ปีที่แล้ว +2

    YUMBL don't rush or sweat the granularity in your data. I have been listening to you present road hierarchy literally for years now, and here I still am. =)

  • @fingerdrop
    @fingerdrop ปีที่แล้ว +5

    I was feeling lost in the new cities. Even though this is core, this helped center my current build. thanks as always Yum

  • @tinear4
    @tinear4 ปีที่แล้ว +14

    I don’t have the system performance yet to dig into this game, but it really feels like C:S2 has given better support for road hierarchy through the decision to not tie road unlocks to overall population.

  • @Pystro
    @Pystro ปีที่แล้ว +1

    A correction about 2:01. "Access" can refer to two things: Connectivity (within the road network) OR access to property (off the road system). The graph is labeled as "access to property", but in reality both change in lockstep as you go through the 4 road types.
    Connectivity means things like grade separation, block size, modal filters (on the ends of side roads touching a certain road), if there's junctions with a solid median (which governs if vehicles can turn from a certain driving direction to the left hand side of a road and vice versa, ... and other network-focused factors.
    Access to property means if vehicles can stop on the road to load/unload, how many driveways there are, and how often these features get used. Stuff that relates to the properties that border a certain road.
    In cities:skylines (2) it *IS* important to build your road network with connectivity in mind (as you explain in this video). But it is also important to choose the zones correctly. If you have a road that you can not afford to get choked down or backed up (which is often a faster road, but it can also be true for certain vital pieces of 2-lane road), then you'll want to avoid commercial or industry zones along that road. Instead you'll want to prefer office zones, or you can make sure that the zoned buildings face another road (place a fence or path between the road and the zoning). Also, avoid putting bus stops on that road (those lazy drivers must be taking a whole cigarette break at every stop or something.)

  • @carstarsarstenstesenn
    @carstarsarstenstesenn ปีที่แล้ว +3

    I haven't watched Yumbl in a while, there's something so comforting about these videos :)

  • @icsde2002
    @icsde2002 ปีที่แล้ว +7

    0:21 "10k population, 15k population, 20k population on the way to 30k population; you start to notice" that your damn pc its suffering and that you're playing in 10 fps. I think you ment to say that.

  • @leftcoastfunk
    @leftcoastfunk ปีที่แล้ว +9

    Great simple descriptions of road hierarchy, with three classic examples YUMBL!!! In CS1, mastering proper road hierarchy is one of the single most important things a player can possibly do to positively influence their traffic flow - and thus the viability of their city overall - and I see it being no less important in CS2
    It's a much more difficult concept to master than it is to understand, so I always appreciate when creators such as yourself take the time to cover the basics in such an easy way to understand and put into practice

  • @shaneintheuk2026
    @shaneintheuk2026 ปีที่แล้ว +1

    On the subject of severed roads. In the UK they often still exist but have literally been blocked with a barrier or sidewalk (pavement in the uk).

  • @Zreezy
    @Zreezy ปีที่แล้ว +7

    Fantastic video, as always, Yumbl!

  • @vadmal5210
    @vadmal5210 ปีที่แล้ว +2

    This is all about essentials! You can't emphasis this enough! Thank you

  • @tomasa-m5643
    @tomasa-m5643 ปีที่แล้ว +2

    Love that European style, really shows the circles from the CBD to the Rural-Urban Fringe very distinctly.

  • @joshuasims5421
    @joshuasims5421 ปีที่แล้ว +11

    Your twitch city looks incredible! I love the circular design.

  • @iepplays5038
    @iepplays5038 ปีที่แล้ว +1

    I have finally understood road hierarchy, thank you for the explanation!

  • @Pratalax
    @Pratalax ปีที่แล้ว

    Yes! Always bringin' the chill fresh beats!
    Hahaha "Cities Player Plans" is a great title xD

  • @marlopainter8246
    @marlopainter8246 ปีที่แล้ว +1

    Brilliant video! It welcomes newer people, as well as refreshes players that may have to dust off their building skills. I need this. Thank you!

  • @julianafachini35
    @julianafachini35 7 หลายเดือนก่อน +1

    Você é um ótimo professor, finalmente entendi como planejar as ruas!! Thank you!

  • @ericnstuff
    @ericnstuff ปีที่แล้ว +2

    this video is incredibly helpful. following the basic principles have made planning so much more exciting.

  • @adeptgaming101
    @adeptgaming101 ปีที่แล้ว +1

    These road layouts are really cool!

  • @rileywhetstone1755
    @rileywhetstone1755 ปีที่แล้ว +2

    Thank you for your time and energy in making these videos!😃

    • @redbug3696
      @redbug3696 ปีที่แล้ว

      I agree, it ain't easy!

  • @jeramiahcoffey103
    @jeramiahcoffey103 ปีที่แล้ว

    The video we needed, but didn't deserve. Much anticipated! :D

  • @rodrigobola
    @rodrigobola 4 หลายเดือนก่อน +1

    Amazing layout! ill start my city again because Im struggling with traffic so bad!!!!

  • @jiraya83
    @jiraya83 ปีที่แล้ว +1

    I'm archtect and your explanation was wonderfull, the game is terrific, wish you the best

  • @upchessbyabzolute
    @upchessbyabzolute ปีที่แล้ว +1

    In between arterial and freeway I’d put parkway. High speed, no access to business, but has ground parclo interchanges with freeways (other than that, it’d be limited access)

  • @shaneintheuk2026
    @shaneintheuk2026 ปีที่แล้ว

    Well done Yumbl. There’s a whole new generation to educate on all the things you covered on CS1. If all your videos I found the original of this the most useful.

  • @Armydog-wc3hd
    @Armydog-wc3hd 9 หลายเดือนก่อน

    Thanks for the road hierarchy video....this should help my hi pop city traffic problems.

  • @inyobill
    @inyobill ปีที่แล้ว

    "Plan"??? Surely, you jest, sir! Great to see new content from you! Looking forward to continue learning lots from you.

  • @unything2696
    @unything2696 ปีที่แล้ว +1

    90k people and growing - this game is fun!
    Love the tips and the humor!
    I'd also like to state: The new upzoning feature lets you fix a lot of mistakes. Or just hide them.

    • @unything2696
      @unything2696 ปีที่แล้ว

      I mean upzoning to a Higher density as well as upgrading existing roads with the new flex tools.

  • @therealcryss
    @therealcryss ปีที่แล้ว +1

    This was a very helpful video and well executed. Thank you, Sir!

  • @robsadler5605
    @robsadler5605 ปีที่แล้ว

    Great visual of road hierarchy. Just the reminder I needed to begin my CS2 journey.

  • @flameblaze3822
    @flameblaze3822 2 หลายเดือนก่อน +2

    This really helped thanks for making this video!👍👍👍👍😁😁

  • @didelphida
    @didelphida ปีที่แล้ว +5

    please continue with this layout! I want to see how you build further and how you upgrade the streets because i am a bit lost :´)

    • @YUMBL
      @YUMBL  ปีที่แล้ว

      Stay tuned ;)

  • @KellyWu04
    @KellyWu04 ปีที่แล้ว

    I'm glad you touched on pedestrian paths! Road heirachy is nice until you have to walk.

  • @meistarkus
    @meistarkus ปีที่แล้ว +1

    Great video! Was arefresher for me, but it felt like seeing it for the first time.

  • @iceice1374
    @iceice1374 ปีที่แล้ว +1

    This vid is really good. Very useful. Keep it up!

  • @abdulazizalmalki1346
    @abdulazizalmalki1346 ปีที่แล้ว +1

    Your Twitch city layout reminds me of Amsterdam, looks very cool

  • @nikoden584
    @nikoden584 ปีที่แล้ว +1

    Thaks for sharing experienced advices, very helpful and nice content

  • @Sean-ps3ec
    @Sean-ps3ec ปีที่แล้ว +1

    City Players Planning... LOVE IT

  • @TJusnow
    @TJusnow ปีที่แล้ว

    I’m currently building a city on this map. I’m glad you chose it lol.

  • @ytshapa
    @ytshapa ปีที่แล้ว

    would love to see traffic overlay and how cs2 traffic react to stuff , great video!

  • @krisculin9679
    @krisculin9679 ปีที่แล้ว

    Once again, a great presentation on road hierarchy. You always simplify the subject, and it makes it so easy to follow. I've always tried to follow the principles but it can be difficult when you are starting the city and have limited roads available. But I plan with my next city to try even harder. But as you mentioned, the # of lanes don't necessarily define the type of road in the hierarchy - it's really the # of connections. I have to remember that.

  • @KingRobertIofScots
    @KingRobertIofScots ปีที่แล้ว

    You have the exact same voice as Tack from The Thief and the Cobbler. (Good video too!)

  • @Nick-nt1sb
    @Nick-nt1sb ปีที่แล้ว

    Each time I watch one of these videos, I realize that my city probably won't work later on, so I start a new one. I had four cities now and never got over 5k residence. One problem I consistently have, though, is that my money is always negative. My cities wouldn't have survived for long like that anyway.

  • @BalalaGames
    @BalalaGames ปีที่แล้ว +3

    I look at your magnificent planned road hierarchy and cities and I wish paradox make diagonal buildings a thing...

    • @YUMBL
      @YUMBL  ปีที่แล้ว

      Me too!

    • @t-train6723
      @t-train6723 ปีที่แล้ว

      Surely we can get assets for them?

    • @YUMBL
      @YUMBL  ปีที่แล้ว +2

      No additional mods or assets yet. I would want them to grow in from zoning as well.

    • @t-train6723
      @t-train6723 ปีที่แล้ว +1

      @@YUMBL I know we don’t have them yet, I’m saying in the future.

  • @andrewspielman1921
    @andrewspielman1921 ปีที่แล้ว

    0:09 or in my case: buy the game, find out it’s not supported for Mac, boot Windows through Parallels, launch the game, game won’t boot, try a million things, launch again, computer crashes, takes it to a geek squad, they get parallels back up and running, then I promptly delete Steam and will sadly never get to play it.
    I really hope they come out with a version supported with Mac.

  • @brnbabyburn
    @brnbabyburn ปีที่แล้ว +1

    Great video, got a sub.

  • @tranarchist6335
    @tranarchist6335 ปีที่แล้ว

    I usually just add road hierarchy after the fact when certain roads become busy, my city is 90% alleys built with the grid tool

  • @stephenpughz
    @stephenpughz ปีที่แล้ว

    Thanks for the info!! I need to upgrade some of my roads to arterials!

  • @Uloncl
    @Uloncl ปีที่แล้ว

    1:46 that graph implies there are types of road between each main type, and we all should know the issue with stroads

    • @YUMBL
      @YUMBL  ปีที่แล้ว +2

      Stay tuned for another episode in the near future :)

  • @Starmanw422007
    @Starmanw422007 ปีที่แล้ว +1

    Hi Yumbl, from Allenstown, NH.

  • @ultimakuma
    @ultimakuma ปีที่แล้ว +1

    Amazing as always 👐🏻

    • @YUMBL
      @YUMBL  ปีที่แล้ว +1

      Thank you :)

  • @xenomorph420
    @xenomorph420 ปีที่แล้ว

    @3:36, @4:47, and @6:19... assuming you had the choice of any road to place and in the same context but also werent worried about having to teach anything, would you have picked a different road for arterial, collector and local roads. Again, your not worried about having to represent things but rather legitimately follow road hierarchy with the complete collection of roads CS2 has to offer to pick from.

    • @YUMBL
      @YUMBL  ปีที่แล้ว

      The local roads may become regular roads w sidewalks, but thats all.

  • @tobiasalexander4491
    @tobiasalexander4491 ปีที่แล้ว

    You had me at "cities player plans" :)

  • @Greybell
    @Greybell ปีที่แล้ว

    I'm surprised you created sharp local roads instead of curving them in your cities but it makes sense because CS won't let you build on curved roads. I wanted to make my city look beautiful with curved roads but I can't properly build zones because the zoning grid breaks (even on rectangular straight roads too annoyingly).

  • @Stormfox93
    @Stormfox93 ปีที่แล้ว

    You probably are familiar with Biffa and his idea of 'lane mathematics', in which he calculates the number of lanes depending on the number of directions at the next intersection. You said the number of lanes says something about capacity. The latter I prefer much more in road layout design because if one lane can offer enough road capacity to facilitate (for example) two directions at the next intersection, there is no need to have an additional lane.

  • @CodyKiker
    @CodyKiker 11 หลายเดือนก่อน

    I do this and I still get traffic games, barely at 12k pop. I have three arterials coming from the highway, tons of buses/routes, taxis, I don't build buildings directly on the arterials, I put down parking lots... yet either morning or afternoon rush hour I get a jam.

  • @maxoutthemayhem
    @maxoutthemayhem ปีที่แล้ว

    Thank you for the breakdown! Very helpful

  • @kitkat2407
    @kitkat2407 ปีที่แล้ว

    -_- okay I now realise a lot of mistakes in my road network. Thanks for your video.

  • @faustinpippin9208
    @faustinpippin9208 ปีที่แล้ว

    I just put a compact stack interchange on every intersection and put pedestrian bridges over roads and remove pedestrian crossings
    traffic solved :)

  • @stummelschwanzzwergtyrann
    @stummelschwanzzwergtyrann ปีที่แล้ว

    Hello everyone, in my totally grided cs2 city cars are not really interested in road hierarchy. Although I have aterials, cars seem to dislike them (maybe because of the lights) and rather take the collectors and even local roads. This way they have to turn alot, but they don't care. Some routes are even real detours where they turn right, left, left, right, instead of going straight. But what drives me really nuts is the lane switching when traffic gets heavier. This brings traffic to a complete halt as these switchers block at least 2 lanes.

  • @simplymarie5627
    @simplymarie5627 ปีที่แล้ว +1

    wow thank you so much!

  • @thereal_onelargemammal
    @thereal_onelargemammal ปีที่แล้ว

    When you're placing your connectors and local roads, are you thinking about zoning, services, service coverage, traffic flow or just see how it looks and fill in the blanks later?

    • @YUMBL
      @YUMBL  ปีที่แล้ว +1

      I’m really only thinking about an interesting design that flows with the land within the space given. The reason and function come later. Like so many cities that change over time (all of them).

  • @krkhnh
    @krkhnh ปีที่แล้ว +1

    Always love to watch road hierarchy videos from you. Is something need to be changed when road hierarchy meets high density building area?

    • @YUMBL
      @YUMBL  ปีที่แล้ว +1

      Transit will help. But dont be afraid to modify a layout as necessary.

  • @saladuit
    @saladuit ปีที่แล้ว +2

    This vid was great. A tip would be to highlight the different road levels in colours. Will there also be a tutorial on how to make use of road hierarchie with public transport in mind?

    • @YUMBL
      @YUMBL  ปีที่แล้ว

      Thank you! Transit video will happen in the future :)

  • @Palpatine001
    @Palpatine001 ปีที่แล้ว

    Looks great Yumbl but I see one large flaw, with that many secondary roads connected to the main roads we are going to get a very bad case of rat running to skip congestion at any pinch points on the main roads and intersections. Pedestrian Roads, Bus Roads (not available yet (with zones allowed either side), or blocking one end of a secondary road which end up creating islands or with Barcelona - the Super Lots help stop the rat running otherwise experienced.
    Grids continue to exist but this is more for active modes, emergency services and transit rather than the car which of course can become liabilities in urban areas.
    For everyone else that narrow alley way street with no footpaths. This is fine and perfectly acceptable as the pedestrians would actually walk in the middle of the street and cars reduced to 20km/h. Typically this lays down the foundation for a Shared Road as we got in CS1 but these are not in CS2 yet. Remember Streets which alley ways are in CS2 are very different to roads which are with the centre lines running down the middle.

    • @mamuf
      @mamuf ปีที่แล้ว

      The traffic AI should consider the complexity of the roads, too, so it should try to avoid the tiny streets because they're slow, and have lot of intersections. And if they'd still cut through then to avoid traffic on the larger roads, you can resort to making these areas districts with the Gated Community and/or Speed Bumps policies.

    • @Palpatine001
      @Palpatine001 ปีที่แล้ว

      @@mamuf Should and could are two very different things given human behaviour

  • @squid7479
    @squid7479 11 หลายเดือนก่อน

    Road hiarachy is good solution in real life. But in the game it’s not. Traffic only becomes problem when there are trucks. And no matter how big your road is, they will just clog the single lane on the road because of the game algorithm. Only commercial and industrial buildings generate a lot trucks. They both go to the nearest hub. For each certain amount of commercial or industry buildings, build enough harbors/train cargo stations, that support them. Build industry and commercial zones separately to minimize the truck density in a single area.

    • @YUMBL
      @YUMBL  11 หลายเดือนก่อน

      Road hierarchy isn’t actually related to how big a road is.

    • @maomaomaimaimao
      @maomaomaimaimao 11 หลายเดือนก่อน

      bro picked a fight with someone who designs cities for fun

  • @purple_stop_sign
    @purple_stop_sign 5 หลายเดือนก่อน +1

    What about building wise, like what zones would you put on Arterial roads?

    • @Replix-123
      @Replix-123 4 หลายเดือนก่อน

      commercial

  • @jarnix2
    @jarnix2 ปีที่แล้ว

    7:48 : you just built pedestrian paths connecting alleys (alleys are without sidewalks) and you tell us that pedestrians will use them lol

    • @YUMBL
      @YUMBL  ปีที่แล้ว +1

      Peds absolutely walk on the alleys. Have you tried them?

  • @AshKast
    @AshKast ปีที่แล้ว

    Very cool. I just downloaded CS2 for free using my game pass. And can't wait to try out your suggestions.

  • @Bansheeflyr
    @Bansheeflyr ปีที่แล้ว

    Yumbl, can you talk about zoning types though within the context of the hierarchy? How do you know how much commercial is too much, and where should it go? Where does it make sense to put medium density residential relative to low density residential?

    • @YUMBL
      @YUMBL  ปีที่แล้ว

      Stay tuned ;)

  • @gavin.d.m
    @gavin.d.m ปีที่แล้ว

    Very useful, thank you 😊

  • @Tango_Mike
    @Tango_Mike ปีที่แล้ว

    Cities Player Plans! Oh man, I freakin love this community! 😂😂😂😂

  • @robdetrick
    @robdetrick ปีที่แล้ว

    I would love to see you build a New Jersey Jughandle or a Michigan Left intersection. I've tried, but the traffic prefers to make a right and then do a U-Turn in the middle of the road. Perhaps I'm missing something.

    • @YUMBL
      @YUMBL  ปีที่แล้ว +1

      I’ll have to try em! Ive made all of these in cs1 to great effect

  • @ДенисМалышок
    @ДенисМалышок ปีที่แล้ว +1

    I do not think that pedestrians should cross arteries just like that. I think with heavy traffic, it will leads cars to stop over and over again to let them pass, which will lead to the traffic jam.
    Instead you can build the bridges or tunnels for them letting them pass freely .

    • @YUMBL
      @YUMBL  ปีที่แล้ว +1

      I guess we’ll see as the city progresses :)

  • @ThisAmox
    @ThisAmox ปีที่แล้ว +2

    I would like to see another road/street between 2-lane road and alley - alley is defined by the game as 2- lane road without sidewalks - this feels not that usable for normal residential streets.

    • @YUMBL
      @YUMBL  ปีที่แล้ว +2

      Peds do walk on the alley, but a narrow cobblestone street and narrow ped street would be welcome additions :)

    • @saoirseislive
      @saoirseislive ปีที่แล้ว

      I feel like it'd be more useful if they allowed upgrades on the road such as the wide sidewalk.

  • @Tegridyvs
    @Tegridyvs ปีที่แล้ว +1

    Hey Yumble would you ever do a video on how to properly zone? I’ve noticed myself getting better with road hierarchy, however I’m still struggling when it comes to “proper zoning” meaning even with the correct road layouts, I still end up with massive back ups when dealing with industrial zoning. I’ve tried to manage it with one way roads but even then it eventually fails.

    • @YUMBL
      @YUMBL  ปีที่แล้ว +1

      Stay tuned!

  • @user-ef8bf5xk9b
    @user-ef8bf5xk9b ปีที่แล้ว

    0:28 "you start to notice..." - the frames are even abysmal than before

  • @CanEHduh88
    @CanEHduh88 ปีที่แล้ว

    my brain never comprehends these videos...my cities and roads look like a pile of shit lol

  • @Garycarlyle
    @Garycarlyle ปีที่แล้ว

    Looks good. Like the natural flow. Why are you not using height too, however? Overpasses and underpasses. Pedestrian crossings really slow the traffic especially as your city gets bigger.

    • @YUMBL
      @YUMBL  ปีที่แล้ว

      Thank you! As the city gets bigger I probably will. It wont be necessary at first though.

  • @justchilling9442
    @justchilling9442 ปีที่แล้ว

    Thanks super helpful 😊

  • @richard-leech
    @richard-leech ปีที่แล้ว

    Excellent video, thanks for sharing! Would you consider b-lining to unlock large roads asap so you can use those for arterials instead of medium roads, and then medium for collectors, and local roads instead of alleys? Thanks!

    • @YUMBL
      @YUMBL  ปีที่แล้ว +1

      I am generally a proponent of least amount of force necessary. So enlarge roads as needed, but I rarely use the large roads outside of interchanges. And even then its only to optimize lane math for turn lanes.

  • @MaxWalterBlog
    @MaxWalterBlog ปีที่แล้ว

    You explained the "Karlsruhe" Prinzip🥰

  • @LukeClimbing
    @LukeClimbing 5 หลายเดือนก่อน

    This is a massive help thank you! Would you zone on an arterial? If so what?

    • @YUMBL
      @YUMBL  5 หลายเดือนก่อน +1

      You’re welcome! And arterial in town, perhaps. Mixed use is good for a somewhat “main street” feel. I would avoid zoning on arterials that connect distinct towns though.

  • @EliteInExile
    @EliteInExile ปีที่แล้ว

    What about cities built on islands? I've decided to challenge myself by building on Archipelago Haven and I can't figure out or decide on how to connect the city on either side of a highway.

  • @starkid1987
    @starkid1987 ปีที่แล้ว +1

    YUMBL I feel like having pedestrian crossing across an arterial might not be super safe for pedestrians even though there’s a light. Wouldn’t overpass or underpass tunnel be likely safer?

    • @YUMBL
      @YUMBL  ปีที่แล้ว +3

      It would be. I suppose here I want to remind players not to forget about ped connectivity and its positive effect on traffic.

    • @starkid1987
      @starkid1987 ปีที่แล้ว +1

      @@YUMBL got it cool 😎 great videos btw. Watched your twitch other day was good stuff :)

    • @YUMBL
      @YUMBL  ปีที่แล้ว

      Thank you! Streaming tomorrow ;)

  • @KamalSingh-ny9vw
    @KamalSingh-ny9vw ปีที่แล้ว

    Finally back ❤

  • @nilscibula5320
    @nilscibula5320 ปีที่แล้ว

    Hi. This is a wonderfull video. Thanks for it!!! But I've an adiitional question: What is a good zoning? Comercial at the arterials and/or the collectors?

    • @YUMBL
      @YUMBL  ปีที่แล้ว

      Thank you! Stay tuned ;)

  • @ash36230
    @ash36230 ปีที่แล้ว

    I find the placement of the zoning grid to be annoying the moment you start trying to create irregular block sizes. I end up with roads that don't have any zones on them >.>

  • @nomekop777
    @nomekop777 ปีที่แล้ว

    To reduce traffic even more, you can remove the pedestrian crossings and replace them with pedestrian bridges. Couldn't you? I know it's more expensive than doing it at grade, but I don't see the point of making so many stops for traffic

  • @GiblixStudio
    @GiblixStudio ปีที่แล้ว

    when making pedestrian walkways. isn't it possible to create a tunnel underneath arterial roads etc to maintain both flows of traffic types?

    • @mamuf
      @mamuf ปีที่แล้ว

      Definitely an option, or an overpass. You can always rebuild it that way if the traffic gets too high and has to stop too much due to the crossings.

  • @sdidar39
    @sdidar39 ปีที่แล้ว

    Hey great video as always. I don't suppose you could share any of the save games you showed?

    • @YUMBL
      @YUMBL  ปีที่แล้ว

      Where do others generally post the files?

  • @Brujoilchilote
    @Brujoilchilote ปีที่แล้ว

    I expect something like chess table... here in Chile the streets follow the chess style, all in angle 90 and some time some curve was interesting watches your video

  • @TheNielsAlmelo
    @TheNielsAlmelo ปีที่แล้ว

    Hmmm good video. Maybe I should start a new city as I ruined my traffic layout