I recently started cities skylines on my console and i realized that this was the game i have been searching for many years. I started a little more than a month ago and i already have 110+ hours on game. My only regret is to discovering this game a little late. There isnt many new content about it nowadays and i am forced to work with relatively old content. I like your channel very much though, thanks for the effort!
I realise this was aimed at beginners but my preference is to load the map into the editor and downgrade all the highways to national roads all the way to the edge of the map with a tiny tail of highway at the edge to make the connections. Then I reduce all the intersections to something more suitable to national roads. Maybe a basic parclo. Finally I tend to boost the railroad to double the capacity and tidy up the unrealistically tight intersections. Then I start the game normally.
That extra arterial is known as Laskin Rd (31st St/ US-58). It merges with Virginia Beach Blvd a few miles away from the beach. It parallels I-264 it’s whole route from Virginia Beach to Suffolk.
I have two theories for avoiding traffic stop later when the city is large and I have tested only one theory so far and it works. What I always did was try to get industry in one large area for the entire city (because of pollution). I never realized, because traffic AI is greatly flawed, you can't do that. What happens is, you get a "chit" load of industry trucks all taking the same routes, exits and rampons and this will cause traffic to come to a standstill as cars stop traffic to change lanes, which is unrealistic but that's what you're facing in City Skylines. My guess was, if industry is spread out in smaller sections throughout the city, in different spots, you end up with a smaller amount of trucks taking a similar path and thus not bring traffic to a standstill because of endless flow taking same route. So what I did was build smaller sections that split into residential, commerce, industry and business...about four per city land-block. You still get some areas of traffic in the red because traffic is just high there and the city is huge so there's a lot of vehicle. That's fine, as long as the traffic is moving and not stopping completely, that's all you can ask for in City Skylines. About 90+ percent of my traffic map is NOT in any red at all. My second theory is to build industry along the main highway the comes into and out of the city. I have not tested a city like this yet. You can have as many roads as you can afford and that won't fix the traffic problem because it's an AI issue. Trucks will still take the same path to and fro, even though you have a "chit" load of paths they can take to get to the same spot. Industry is the biggest traffic buster and you must spread it out and keep it small, in order to force all those trucks to NOT take the same "d'ham" paths and clogging "chit" up.
Yep, I spread out the industry now (you're somewhat forced to if pursuing specialized industries) and if possible giving each industrial zone a dedicated highway access and later on dedicated cargo train stations so the trucks are not all trying to share the same ramps as residential and the delivery trucks to commercial. I've sometimes contemplated adding a parallel highway just for industry going in/out of town that only connects to the original highway just before it leaves the tile and design it so it has no access back into my city serving as as import/export expressway but usually by then I already have cargo trains or have solved the import/export balance.
As someone who grew up in Va Beach, I was excited to see someone call it out! I had never really thought about how it filters the traffic down between local and oceanfront destinations as it goes, but thinking now about how i had interacted with the roads there you are absolutely on point and recent changes have underscored that usage. The first connector the highways hit is a north-south collector that provides a shortcut between the main highway and the major east-west arterial just to the north, Laskin, which runs pretty much parallel to 64. Then further towards the oceanfront, The closest road to the beach (Atlantic) is effectively a local road, while Pacific is the north-south arterial that runs from the far north end of the beach all the way down past Rudee inlet and south.
Great advice! The Virginia Beach method is pretty similar to what happens with I-40 heading to Carolina Beach here in NC except that it ends up going parallel to the coast rather than perpendicular
11:08 I prefer to have the industrial area on the right side just so I can connect it with a quick ramp to the highway (exiting the city) to reduce traffic on the roundabout and for smooth exporting in the near future.
begin building a city... dang thats some great advice I never thought of that.... I dont definitely do that once a week, because I learn something new I want to base a city off....
@@YUMBL I can never commit. I got Skylines free on Epic Game store so mods are a hassle to add, yet I add a new one every time I play and want to start a new city. Whats your list of top 5-10 mods for 2022? TM:PE, Road Anarchy, some form of 81 tiles..... im sure you have a video but let me know. love the content keep it up!
Checking in here from Virginia Beach. If you'd like to continue with the Virginia Beach approach, remember to not implement public transit at all and then to have multiple highways that circle back on each other. Love the shout out!
@@YUMBL the ocean front boulevard is amazing. Love walking it and even Atlantic Ave that runs parallel. It's more about the light rail project that has been talked about and neglected for the past decade.
One think I prefer with sim city is that all the maps are unique, I don’t like starting off with the highway and the vanilla intersections tend to break down eventually
The Virginia Beach method is also used here in Florida frequently...Melbourne comes to mind. Really nice overview to help begin a city. It's such an awesome game, but that starting point decision still intimidates me a little when starting a new city!
Makes sense when you think about how those highways run coast to coast, they had to end/begin somewhere. It's not like it's a massive loop around the country.
Always good to get back to basics. I can't shake bad habits from playing SimCity 2000 where you just gridded the whole map. I'd really like an "undoing the grid" kind of fix your city. We're all pretty good at traffic by this point, it's time to branch out. 😀
So very true: Respect road hierarchy, however I manage it, and I just don't have horrid traffic problems. Busy at times, yes, but not the "Fix Your City" kind of awful. 😉 If I'm playing modded and 81 Tiles, sandbox-style, I have been known to replace the initial system interchange with a service interchange at the get-go--which you can't do if you play the build-the-achievements style. Both styles of play have their appeal. Thus, this startup video is very helpful. :)
I’ve done your Virginia Beach method a couple times but didn’t put this much forethought into it. I see it all along the Atlantic side. I wanna say Melbourne or Cocoa Beach Florida does something similar. Since a divided highway is essentially a couplet, it ends with a block-sized, square-about.
I like that you explain the thought process behind the roads placement; ie, "roads go somewhere". But, and this is a gripe I have with every video I've seen by every 'tuber I watch, you don't touch on the corollary of that thought-- roads DON'T go some places. It doesn't appear especially relevant to this particular map, but an easy way to make more realistic, interesting cities is to let the terrain guide roads the way it does in real life. Using the freeform road tool, turn on the terrain lines in the info panel and draw your roads to follow the lines. On many maps this can have a massive impact on the layout of your city. Roads don't go straight up cliffs or across the widest part of a river. Finding believable routes for roads often forces you to make interesting choices about where to put things. Typically, rich neighborhoods are at higher elevations while the peons live in the flood plain. City hall, disaster response, hospitals all tend to be up out of harm's way. Industry usually sprouts up along rivers and in valleys for easy access to transport. Thinking about all of this from the start can tell you not only where to build, but also what to build. I had a map with a big plateau obviously meant to be the city center. But there was a bit of a rise adjacent to it. I built a large observatory/research center on the rise and decided the city was renowned for science, invention, and education. The terrain determined what my city was. A very hilly map could be a mining town or maybe a tourist town with lots of nature parks. A flat map might be a farming town. A coastal map could have started as a fishing village. The terrain really helps determine how to start the city. Sorry to ramble. The TL;DR is that terrain isn't just a nuisance to be flattened out.
All great ways to enter a city. I quite frequently use the reduced highway start, primarily because I don't like having a highway in the middle of city and having to plan for it. It also pins the city in a way, as I expand off the branches, and try not to expand towards the highway.
Top tricks for a better city start. If you play on PC and have the game on Steam, use Mods. Traffic Manager: President Edition is a game changer for the traffic issues. Without this you cans till do the following: Always give a local area more than one route to the connectors, you don't want to cul-de-sac an area or focus your traffic on a single spot. Give your industry area its own separate access to the highway. Don't make them share a single access point with commercial and residential traffic. Plan to relocate that factory area after a bit to outside the town, or start another industry area elsewhere in addition to the small starting industry entirely, especially for the Industries DLC. Don't put that DLC content in the city limits unless you like to suffer. If you use a roundabout make it 3x the size shown in the video and run the highway OVER it with ramps down to the roundabout to enter/exit the city, the higher speeds in the highway will let the traffic move deeper into the city before it splits off to the connectors. Do this several times across the city and it can be an amazing difference. This kind of highway is typically either elevated or sunken down so that city roads can pass over/under the highway to keep the local roads connected to each other and not be a huge barrier to residents. Never use 4 lane roads at the start, your future major roads that will be eventually be that size should have no zoning on them at the beginning, so the switch from 2 lane to 4 lane will not cause buildings to be demolished. Don't waste the initial starting cash on oversized infrastructure, or upkeep on the same. Keep a good spacing between roads at the entry of the city, don't make short roads that lack distance for the vehicles to que up on the collectors especially, "T" intersections are better than a 4 way stop at those choke points, with roundabouts as another option. If you need mass transit at 5k or 10k pop to "fix" traffic, you messed up somewhere. Badly. P.S. Lane math and asymmetric roads are your friends. /Sippa tea.
Traffic getting to Virginia Beach was always way less than any of the others in the area. Another thing with it is even though like you said it is expensive, it’s not hard to convert the previous two starts to a VB. Start with a reduction, until there is too much trafffic, and then split that arterial into two veins that service the neighborhood that has already developed there. Just looking at the buildings in Virginia Beach I get the impression that the freeway didn’t always go directly to the strand. It seems like they probably took a couple of older major streets and converted them into the reduction that it is now.
Funnily enough, as you were making the first example, I was thinking that you could just continue the highway from the overpass down to the railway tracks and slowly fizzle it out, like with your Virginia Beach example at the end.
I tend to use the roundabout option more often than not, but the Virginia Beach option does make a certain sense, spreading the load out from what can often be a major bottleneck.
here's another trick: use one collector and branch out grid blocks that use only one way roads. not mahattan style grid, but each junction has two one way roads going out and two coming in. the number of blocks in the grid must be even. this layout has good capacity so i use it for my industry. the weakest point is the entrance to the block from the collector
The Virginia beach method seems nice, but I'd take it one step further, splitting the highway entry and exit and have them go separate directions. My idea would be to create a ring-way, not sure if that's a Dutch thing? It's like an artery going around a city with several big roads branching of it. As it's a circle around the city it might function like a huge roundabout! Would that work nicely?
I think Rochester, New York had a similar highway system, though I think it was bidirectional, called an interloop that they ended up tearing down half of in the 2010's to replace with local roads and bike paths and redevelop the land, and are looking at doing the same thing to the other half. Of course, in typical US fashion, when the highway was first built they didn't respect anything like local land uses or road hierarchy, and it ended up separating the community and choking the downtown to the point of abandonment because it made it more difficult to get into and out of the interior of the loop where the downtown was located.
Good video! I'm starting to revisit CS Vanilla using a more systematic approach. 🤣 This channel helps me a lot. Also, which mod allows you to see how many road units you're laying down? Thanks in advance for answering.
As far as running out of money is concerned, start with the game paused, so you aren't paying maintenance on roads which aren't being used yet. And while I understand that the focus was initial road layout, beginners need to be aware of the need for water, sewer and electricity, without which your city won't grow or earn any money.
I just started playing the game a few days ago and surprise surprise I suck at street layouts. This video is helpful but I dont think I can use it to fix my city. May be best to start fresh. Right now my city is during a decent profit. How viable would it be to just let it collect up as much income as I can and then bulldoze the whole thing and start over with a much larger budget?
Can we preface this video with what I believe is most of those roads being locked, if you're playing with achievements/unlocks? I don't think 4-lane roads exist on a brand new city, do they?
Does not work well for Virginia Beach lol. Half the time one of the highway entrances is closed! Also doesn’t help it all funnels back into an underwater bridge. I avoid VA beach at all costs. I think it only works in cities skylines because car collisions don’t exist
Hi Yumbl. Im always love ur video to inspire me and watch a lot of ur video. But i just want to ask u. Is realistic population fun to build dream city?
That's an awfully fat diamond, which kind of loses one of its advantages of having a narrow profile so's you can develop closer to the primary road. I suppose if you're planning to convert it to a partial cloverleaf or something else with loop ramps down the line, reserving space could make sense...
I bet the diamonds width is fairly typical of ones found irl, though the one here is much shorter. Most interchanges in CS are built at a scale much smaller than their real life counterparts.
Checking in on a few local ones, it's pretty common to have a 60m(ish) span on the bridge between the intersections of the diamond, and ramp lengths in the 120m ballpark. That gets you basically a 4:1 ratio for the length of the ramps compared to their deflection from the center of the primary road. (In C:S terms, since a cell is 8m x 8m in theory, that's an 8u bridge and a 15u ramp, or thereabouts). Even if you want to build a larger than usual diamond, the proportions are off; if you look at the engineering diagrams or real examples, they're usually very 'squashed' diamonds, with slender proportions.
(38.4734623, -77.9523549) heres a fine example near me. With proportionate ramp length. I think diamonds (and road infrastructure in general) are often wider than most people realize.
@@YUMBL Oh yeah, being in a car makes everything on the road seem smaller than it really is, for sure. But with diamonds, in particular, are, or at least, can be, actually pretty narrow for roads and interchanges. Example for one handling a couple of major roads in my city is (51.0670423,-114.0946956,17), which if I'm reading the scale correctly is about half the width of your example. So local differences maybe? For my area, what you built has the span over the road as the right distance, but the intersections of the diamonds would normally be right at either end of that section, not down where it comes back to ground -- the additional segments where the bridge is returning to ground level are what's blowing the width out. There's usually earthwork done so that you don't have the big dead slope sections for the crossing road, but obviously that's not a tool available at city start, something I've never understood about C:S :v
Have the traffic lights changed recently. I use to be able to control the settings depending on what roads I used. I don't see that option on PS4 version anymore. Could you please help with this issue. Thank you!
@@YUMBL would you be able to look into my question and see what you can find out about it. I've been trying to get answers, but you're the only reply so far.
@@jagnes632 that happens when you take theb"everything unlocked" option. each city stage gives you money. so you gett all the money up to megapolis from the start with that option
If you want to end the highway as quickly as possible, an idea that I just had would be to split it by using a "Y" connection (which is probably subconsciously inspired by T4rget Gaming's "Design and Manage season 1" city - although he split his highway into 3). th-cam.com/video/FLoSsFue8qs/w-d-xo.html Splitting the traffic should ensure that it won't overwhelm a roundabout or a "Virginia Beach" highway end. And you can scale it down to a pair of 2-lane one-way roads or 2-lane highway after the split without it looking unrealistic. You can probably build it with as little as a 10 unit long pair of highway segments (the incoming direction staying flat and the direction out elevating to 10m, or vice versa). From that point, the 2 different incoming roads and the 2 outgoing roads should pass over top of each other cleanly. And a length of 20-30 u of the split corridors should be enough to space the 2 connections into your city far enough apart for the junction distance that you'd want on your arterials.
My husband and I are from Virginia Beach and we just FREAKED OUT that you highlight our city!! Big fans, keep up the good work!!
No matter how professional you are in the City Skyline game, you still learn new information from time to time
I recently started cities skylines on my console and i realized that this was the game i have been searching for many years. I started a little more than a month ago and i already have 110+ hours on game. My only regret is to discovering this game a little late. There isnt many new content about it nowadays and i am forced to work with relatively old content. I like your channel very much though, thanks for the effort!
Thank you for watching!
I realise this was aimed at beginners but my preference is to load the map into the editor and downgrade all the highways to national roads all the way to the edge of the map with a tiny tail of highway at the edge to make the connections. Then I reduce all the intersections to something more suitable to national roads. Maybe a basic parclo. Finally I tend to boost the railroad to double the capacity and tidy up the unrealistically tight intersections. Then I start the game normally.
I would like to see that.
@@nanfredman1991 thank u
That sounds nice. Do you have any videos or pics of this?
There are plenty of guides out there, but yours are short and concise. In my opinion, they are the clearest to understand.
I really appreciate it! Thank you for watching :)
It’s awesome to see my hometown featured in a video!!!! Virginia Beach for the win!!!
That extra arterial is known as Laskin Rd (31st St/ US-58). It merges with Virginia Beach Blvd a few miles away from the beach. It parallels I-264 it’s whole route from Virginia Beach to Suffolk.
I have two theories for avoiding traffic stop later when the city is large and I have tested only one theory so far and it works. What I always did was try to get industry in one large area for the entire city (because of pollution). I never realized, because traffic AI is greatly flawed, you can't do that.
What happens is, you get a "chit" load of industry trucks all taking the same routes, exits and rampons and this will cause traffic to come to a standstill as cars stop traffic to change lanes, which is unrealistic but that's what you're facing in City Skylines.
My guess was, if industry is spread out in smaller sections throughout the city, in different spots, you end up with a smaller amount of trucks taking a similar path and thus not bring traffic to a standstill because of endless flow taking same route.
So what I did was build smaller sections that split into residential, commerce, industry and business...about four per city land-block. You still get some areas of traffic in the red because traffic is just high there and the city is huge so there's a lot of vehicle. That's fine, as long as the traffic is moving and not stopping completely, that's all you can ask for in City Skylines. About 90+ percent of my traffic map is NOT in any red at all.
My second theory is to build industry along the main highway the comes into and out of the city. I have not tested a city like this yet.
You can have as many roads as you can afford and that won't fix the traffic problem because it's an AI issue. Trucks will still take the same path to and fro, even though you have a "chit" load of paths they can take to get to the same spot.
Industry is the biggest traffic buster and you must spread it out and keep it small, in order to force all those trucks to NOT take the same "d'ham" paths and clogging "chit" up.
Yep, I spread out the industry now (you're somewhat forced to if pursuing specialized industries) and if possible giving each industrial zone a dedicated highway access and later on dedicated cargo train stations so the trucks are not all trying to share the same ramps as residential and the delivery trucks to commercial. I've sometimes contemplated adding a parallel highway just for industry going in/out of town that only connects to the original highway just before it leaves the tile and design it so it has no access back into my city serving as as import/export expressway but usually by then I already have cargo trains or have solved the import/export balance.
There is no other TH-camr I’ll watch absolute start to absolute finish. Even on a starter video. Entrancing.
I would like a more varied map style for cities. How many cities just get randomly built on a highway that went to nowhere XD
exactly. maybe some in valuable locations like ports or train interchanges?
As someone who grew up in Va Beach, I was excited to see someone call it out! I had never really thought about how it filters the traffic down between local and oceanfront destinations as it goes, but thinking now about how i had interacted with the roads there you are absolutely on point and recent changes have underscored that usage. The first connector the highways hit is a north-south collector that provides a shortcut between the main highway and the major east-west arterial just to the north, Laskin, which runs pretty much parallel to 64. Then further towards the oceanfront, The closest road to the beach (Atlantic) is effectively a local road, while Pacific is the north-south arterial that runs from the far north end of the beach all the way down past Rudee inlet and south.
Great advice! The Virginia Beach method is pretty similar to what happens with I-40 heading to Carolina Beach here in NC except that it ends up going parallel to the coast rather than perpendicular
11:08 I prefer to have the industrial area on the right side just so I can connect it with a quick ramp to the highway (exiting the city) to reduce traffic on the roundabout and for smooth exporting in the near future.
begin building a city... dang thats some great advice I never thought of that....
I dont definitely do that once a week, because I learn something new I want to base a city off....
Honestly same
@@YUMBL I can never commit. I got Skylines free on Epic Game store so mods are a hassle to add, yet I add a new one every time I play and want to start a new city. Whats your list of top 5-10 mods for 2022? TM:PE, Road Anarchy, some form of 81 tiles..... im sure you have a video but let me know. love the content keep it up!
This is the best out of many videos I've watched about how to start, and I've watched a lot! Thanks
Checking in here from Virginia Beach.
If you'd like to continue with the Virginia Beach approach, remember to not implement public transit at all and then to have multiple highways that circle back on each other.
Love the shout out!
Always! The waterfront is a great bike and ped situation, but the blocks are not super fun to cross.
@@YUMBL the ocean front boulevard is amazing. Love walking it and even Atlantic Ave that runs parallel.
It's more about the light rail project that has been talked about and neglected for the past decade.
Santa Cruz, California also just dumps the highway into town. It's really jarring after 40 minutes in the mountains.
Oh yeah all the times I've been on highway 17 it's a wild ride, especially on a weekend haha
One think I prefer with sim city is that all the maps are unique, I don’t like starting off with the highway and the vanilla intersections tend to break down eventually
Always inspiring, always entertaining, always relaxed... and always a great way to spend the time. Thanks for every video you're doing!
The Virginia Beach method is also used here in Florida frequently...Melbourne comes to mind. Really nice overview to help begin a city. It's such an awesome game, but that starting point decision still intimidates me a little when starting a new city!
Same thing in PB out in San Diego
I prefer the Pismo beach or Fernandina beach method the top sirloin of roads
Makes sense when you think about how those highways run coast to coast, they had to end/begin somewhere. It's not like it's a massive loop around the country.
Always good to get back to basics. I can't shake bad habits from playing SimCity 2000 where you just gridded the whole map. I'd really like an "undoing the grid" kind of fix your city. We're all pretty good at traffic by this point, it's time to branch out. 😀
He has a video from 2 months ago called 'road layout inspiration' that's a nice take on grid-like but still nice looking road layouts.
So very true: Respect road hierarchy, however I manage it, and I just don't have horrid traffic problems. Busy at times, yes, but not the "Fix Your City" kind of awful. 😉
If I'm playing modded and 81 Tiles, sandbox-style, I have been known to replace the initial system interchange with a service interchange at the get-go--which you can't do if you play the build-the-achievements style. Both styles of play have their appeal. Thus, this startup video is very helpful. :)
I’ve done your Virginia Beach method a couple times but didn’t put this much forethought into it. I see it all along the Atlantic side. I wanna say Melbourne or Cocoa Beach Florida does something similar. Since a divided highway is essentially a couplet, it ends with a block-sized, square-about.
I like that you explain the thought process behind the roads placement; ie, "roads go somewhere". But, and this is a gripe I have with every video I've seen by every 'tuber I watch, you don't touch on the corollary of that thought-- roads DON'T go some places. It doesn't appear especially relevant to this particular map, but an easy way to make more realistic, interesting cities is to let the terrain guide roads the way it does in real life. Using the freeform road tool, turn on the terrain lines in the info panel and draw your roads to follow the lines. On many maps this can have a massive impact on the layout of your city. Roads don't go straight up cliffs or across the widest part of a river. Finding believable routes for roads often forces you to make interesting choices about where to put things. Typically, rich neighborhoods are at higher elevations while the peons live in the flood plain. City hall, disaster response, hospitals all tend to be up out of harm's way. Industry usually sprouts up along rivers and in valleys for easy access to transport. Thinking about all of this from the start can tell you not only where to build, but also what to build. I had a map with a big plateau obviously meant to be the city center. But there was a bit of a rise adjacent to it. I built a large observatory/research center on the rise and decided the city was renowned for science, invention, and education. The terrain determined what my city was. A very hilly map could be a mining town or maybe a tourist town with lots of nature parks. A flat map might be a farming town. A coastal map could have started as a fishing village. The terrain really helps determine how to start the city.
Sorry to ramble. The TL;DR is that terrain isn't just a nuisance to be flattened out.
Woo! Shoutout to ImperialJedi!
All great ways to enter a city.
I quite frequently use the reduced highway start, primarily because I don't like having a highway in the middle of city and having to plan for it. It also pins the city in a way, as I expand off the branches, and try not to expand towards the highway.
Top tricks for a better city start.
If you play on PC and have the game on Steam, use Mods. Traffic Manager: President Edition is a game changer for the traffic issues. Without this you cans till do the following:
Always give a local area more than one route to the connectors, you don't want to cul-de-sac an area or focus your traffic on a single spot.
Give your industry area its own separate access to the highway. Don't make them share a single access point with commercial and residential traffic. Plan to relocate that factory area after a bit to outside the town, or start another industry area elsewhere in addition to the small starting industry entirely, especially for the Industries DLC. Don't put that DLC content in the city limits unless you like to suffer.
If you use a roundabout make it 3x the size shown in the video and run the highway OVER it with ramps down to the roundabout to enter/exit the city, the higher speeds in the highway will let the traffic move deeper into the city before it splits off to the connectors. Do this several times across the city and it can be an amazing difference. This kind of highway is typically either elevated or sunken down so that city roads can pass over/under the highway to keep the local roads connected to each other and not be a huge barrier to residents.
Never use 4 lane roads at the start, your future major roads that will be eventually be that size should have no zoning on them at the beginning, so the switch from 2 lane to 4 lane will not cause buildings to be demolished. Don't waste the initial starting cash on oversized infrastructure, or upkeep on the same.
Keep a good spacing between roads at the entry of the city, don't make short roads that lack distance for the vehicles to que up on the collectors especially, "T" intersections are better than a 4 way stop at those choke points, with roundabouts as another option.
If you need mass transit at 5k or 10k pop to "fix" traffic, you messed up somewhere. Badly.
P.S. Lane math and asymmetric roads are your friends. /Sippa tea.
Traffic getting to Virginia Beach was always way less than any of the others in the area. Another thing with it is even though like you said it is expensive, it’s not hard to convert the previous two starts to a VB. Start with a reduction, until there is too much trafffic, and then split that arterial into two veins that service the neighborhood that has already developed there. Just looking at the buildings in Virginia Beach I get the impression that the freeway didn’t always go directly to the strand. It seems like they probably took a couple of older major streets and converted them into the reduction that it is now.
I think you’re right. Its essentially plugging a highway into the grid by making a few of the streets one way
Dude, you kind of make me mad. I end up sitting and watching your videos instead of playing! Seriously though, great videos! Thanks!😁
My aunt zelda said the "hammer-of-thor" interchange is the bee's knees and it's swell and neat o
Good technique, Yumble. Thanks... 👏
Tue best guide for Skylines on the Tube. Plaese continue the guide so you can explain how to use the dlc's, pedestrian Downtown for example
Yumbl you have a great 'radio' voice.
Funnily enough, as you were making the first example, I was thinking that you could just continue the highway from the overpass down to the railway tracks and slowly fizzle it out, like with your Virginia Beach example at the end.
Mixing the elements is encouraged!
Good ideas to access the fun potential. cheers :)
Going to try the first option when the new update drops with the Cape Apple map, think its perfect for it!
I tend to use the roundabout option more often than not, but the Virginia Beach option does make a certain sense, spreading the load out from what can often be a major bottleneck.
here's another trick:
use one collector and branch out grid blocks that use only one way roads. not mahattan style grid, but each junction has two one way roads going out and two coming in. the number of blocks in the grid must be even. this layout has good capacity so i use it for my industry. the weakest point is the entrance to the block from the collector
How do you lifted the road? (I am playing on a laptop with a trackpad)
How did you build a 4-lane road that goes to only one direction? (that bridge at the beggining). I can only find 4 lane two-way roads
I’m not sure where you mean. Most of the roads I used were built in or from the Mass Transit DLC.
How do you have all those options with the roads? And im not able to get the one lane roads rotated, plz help.
My mod list is linked in the description. Some may also be from DLC. Reverse roads by right clicking them with the upgrade tool.
The Virginia beach method seems nice, but I'd take it one step further, splitting the highway entry and exit and have them go separate directions.
My idea would be to create a ring-way, not sure if that's a Dutch thing? It's like an artery going around a city with several big roads branching of it. As it's a circle around the city it might function like a huge roundabout!
Would that work nicely?
It would! Very european move
I think Rochester, New York had a similar highway system, though I think it was bidirectional, called an interloop that they ended up tearing down half of in the 2010's to replace with local roads and bike paths and redevelop the land, and are looking at doing the same thing to the other half. Of course, in typical US fashion, when the highway was first built they didn't respect anything like local land uses or road hierarchy, and it ended up separating the community and choking the downtown to the point of abandonment because it made it more difficult to get into and out of the interior of the loop where the downtown was located.
Good video! I'm starting to revisit CS Vanilla using a more systematic approach. 🤣 This channel helps me a lot. Also, which mod allows you to see how many road units you're laying down?
Thanks in advance for answering.
Precision engineering will do it :)
@@YUMBL thank you!
What are the mods used in this video and what are the ones recommended for a beginner to make it easy to start playing
I'm not sure in whose video I saw this, but you can remove the zoning around arteries, right? That might make it easier to plan your zones.
I believe mods are needed to remove zoning. I don't think vanilla supports it.
Fences and paths along a road block zoning in vanilla.
@@YUMBL
Cool!
As far as running out of money is concerned, start with the game paused, so you aren't paying maintenance on roads which aren't being used yet.
And while I understand that the focus was initial road layout, beginners need to be aware of the need for water, sewer and electricity, without which your city won't grow or earn any money.
I just started playing the game a few days ago and surprise surprise I suck at street layouts. This video is helpful but I dont think I can use it to fix my city. May be best to start fresh. Right now my city is during a decent profit. How viable would it be to just let it collect up as much income as I can and then bulldoze the whole thing and start over with a much larger budget?
Starting over is often best
Can we preface this video with what I believe is most of those roads being locked, if you're playing with achievements/unlocks? I don't think 4-lane roads exist on a brand new city, do they?
Four lane is unlocked from the beginning. No preface necessary.
@@YUMBL oh phew, I couldn't remember!
thx for the vid.I am missing my icon for the unlimited Oil and Ore ( like you have ) Mod is enabled.
Am I able to also do this with train station only?
Yes, but theres little need for a large motorway without a freeway connection.
Does not work well for Virginia Beach lol. Half the time one of the highway entrances is closed! Also doesn’t help it all funnels back into an underwater bridge. I avoid VA beach at all costs. I think it only works in cities skylines because car collisions don’t exist
Hi Yumbl. Im always love ur video to inspire me and watch a lot of ur video. But i just want to ask u. Is realistic population fun to build dream city?
I love realistic population :)
Howcome you have everything unlocked?
Always enjoy your videos yumbl
That's an awfully fat diamond, which kind of loses one of its advantages of having a narrow profile so's you can develop closer to the primary road. I suppose if you're planning to convert it to a partial cloverleaf or something else with loop ramps down the line, reserving space could make sense...
I bet the diamonds width is fairly typical of ones found irl, though the one here is much shorter. Most interchanges in CS are built at a scale much smaller than their real life counterparts.
Checking in on a few local ones, it's pretty common to have a 60m(ish) span on the bridge between the intersections of the diamond, and ramp lengths in the 120m ballpark. That gets you basically a 4:1 ratio for the length of the ramps compared to their deflection from the center of the primary road. (In C:S terms, since a cell is 8m x 8m in theory, that's an 8u bridge and a 15u ramp, or thereabouts). Even if you want to build a larger than usual diamond, the proportions are off; if you look at the engineering diagrams or real examples, they're usually very 'squashed' diamonds, with slender proportions.
Yep. I said this one was short and disproportionate, though the span and ramps are about correct. It seems we agree.
(38.4734623, -77.9523549) heres a fine example near me. With proportionate ramp length. I think diamonds (and road infrastructure in general) are often wider than most people realize.
@@YUMBL Oh yeah, being in a car makes everything on the road seem smaller than it really is, for sure. But with diamonds, in particular, are, or at least, can be, actually pretty narrow for roads and interchanges. Example for one handling a couple of major roads in my city is (51.0670423,-114.0946956,17), which if I'm reading the scale correctly is about half the width of your example. So local differences maybe? For my area, what you built has the span over the road as the right distance, but the intersections of the diamonds would normally be right at either end of that section, not down where it comes back to ground -- the additional segments where the bridge is returning to ground level are what's blowing the width out. There's usually earthwork done so that you don't have the big dead slope sections for the crossing road, but obviously that's not a tool available at city start, something I've never understood about C:S :v
I like how I'm watch this am I'm playing on a base game map.... Or it dlc idk
Have the traffic lights changed recently. I use to be able to control the settings depending on what roads I used. I don't see that option on PS4 version anymore. Could you please help with this issue. Thank you!
I’ve never played on ps4.
@@YUMBL would you be able to look into my question and see what you can find out about it. I've been trying to get answers, but you're the only reply so far.
Dan, I dont work for Colossal Order. We have access to the same resources.
How do i make my game look like yours ?
See my vid about game visuals
If I had to nitpick, a rail network should be built before the city itself
Nice grid, however I would have saved some of that forest area for my 1st industry.
Plenty of forest to go around! I feel the modern city center would have developed on the riverfront.
Road layouts are tough
It's shaped like a Diamond. But does it shine bright like a diamond?
How do you start with so much money?
The mod is “game anarchy”.
I think the 81 tiles is the mod that gives you that much money when you unlock all the tiles... I get that much and don't have game anarchy.
Nope. Just game anarchy.
@@YUMBL I have never had game anarchy and when I play with money, I start the game with around $770,000. I wonder which other mod it could be.
@@jagnes632 that happens when you take theb"everything unlocked" option. each city stage gives you money. so you gett all the money up to megapolis from the start with that option
🔥👍👍👍
If you want to end the highway as quickly as possible, an idea that I just had would be to split it by using a "Y" connection (which is probably subconsciously inspired by T4rget Gaming's "Design and Manage season 1" city - although he split his highway into 3).
th-cam.com/video/FLoSsFue8qs/w-d-xo.html
Splitting the traffic should ensure that it won't overwhelm a roundabout or a "Virginia Beach" highway end. And you can scale it down to a pair of 2-lane one-way roads or 2-lane highway after the split without it looking unrealistic.
You can probably build it with as little as a 10 unit long pair of highway segments (the incoming direction staying flat and the direction out elevating to 10m, or vice versa). From that point, the 2 different incoming roads and the 2 outgoing roads should pass over top of each other cleanly. And a length of 20-30 u of the split corridors should be enough to space the 2 connections into your city far enough apart for the junction distance that you'd want on your arterials.