FIX TRAFFIC and make Interesting City Layouts with Road Hierarchy - Cities Skylines 2
Vložit
- čas přidán 16. 06. 2024
- ➤Welcome to the “Cities Player Plans” video series. Cities Skylines 2 is out and now we must build! But build what? What if my road layout is boring? Or worse, what if my roads can't handle the cities traffic? This video is all about following road hierarchy to fix traffic and create functional, and possibly even beautiful, cities!
➤Cities Player Plans Playlist: • Cities Player Plans! -...
➤en.wikipedia.org/wiki/Road_hi...
➤Patreon: / yumbltv
➤Discord Server: / discord
➤Watch Yumbl Live: / yumbltv
➤Instagram: / yumbltv
➤Twitter: / yumbltv
➤Steam Workshop Collections: tinyurl.com/y4u7lcnn
0:00 Intro
1:26 Not a Graph!
2:58 Freeways and Arterial Roads
4:43 Collector Roads
5:58 Local Roads and Pedestrian Paths
9:46 North American Style
11:01 European Style
#citiesskylines2 #traffic #layout
➤Music Provided by Chillhop:
Kreatev - I-285 chll.to/b1ad3e30
The Doppelgangaz - Knocked chll.to/aa2129ce
Kreatev - Slow Lane chll.to/d60daeb0
The Doppelgangaz - It All Connect chll.to/cd81b94e
The Doppelgangaz - Back Track chll.to/29f43859
Kreatev - Twin Turbo chll.to/bb5f13de - Hry
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!
"Cities player plans" is fantastic. Absolutely love it.
It’s not a knock off of City Planner Plays of course 🤣🤣
cities player plans ;)
And I do ;)
@@YUMBLhehe we know where that comes from ;)
I never laughed so hard watching any cities skylines content :D
Hillarious!
I see what you did there. Wink emoji.
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.
And, of course, heavy traffic is usually routed around using ring roads, and analogous.
Very much needed this! Thank you for being so articulate. Much appreciated
Another excellent video from Cities Player Plans
oh wait it's called that? I thought it was supposed to be Cities Planner Plays 😅😅
@@nanatsureina no, because that's the other guy
Hi I’m YUMBL, a cities player who plans!
@@nanatsureina Nope, Cities Player Plans is YUMBL's nickname
great bit immediately subscribed
I was feeling lost in the new cities. Even though this is core, this helped center my current build. thanks as always Yum
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!
Your twitch city looks incredible! I love the circular design.
Fantastic video, as always, Yumbl!
Building the roads is my favorite part of the game, I feel like its the most creative and influential part of the game. Great video!
I haven't watched Yumbl in a while, there's something so comforting about these videos :)
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
This is all about essentials! You can't emphasis this enough! Thank you
this video is incredibly helpful. following the basic principles have made planning so much more exciting.
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.
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.
Great visual of road hierarchy. Just the reminder I needed to begin my CS2 journey.
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.
I like you’re series that’s called cities player plans, that would be my favorite series of your channel.
I have finally understood road hierarchy, thank you for the explanation!
This was a very helpful video and well executed. Thank you, Sir!
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
Yes! Always bringin' the chill fresh beats!
Hahaha "Cities Player Plans" is a great title xD
This vid is really good. Very useful. Keep it up!
Thank you for your time and energy in making these videos!😃
I agree, it ain't easy!
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. =)
The video we needed, but didn't deserve. Much anticipated! :D
Thanks for the info!! I need to upgrade some of my roads to arterials!
Thank you for the breakdown! Very helpful
Thaks for sharing experienced advices, very helpful and nice content
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).
Você é um ótimo professor, finalmente entendi como planejar as ruas!! Thank you!
These road layouts are really cool!
Thanks for the road hierarchy video....this should help my hi pop city traffic problems.
Great video! Was arefresher for me, but it felt like seeing it for the first time.
Love that European style, really shows the circles from the CBD to the Rural-Urban Fringe very distinctly.
I’m currently building a city on this map. I’m glad you chose it lol.
would love to see traffic overlay and how cs2 traffic react to stuff , great video!
"Plan"??? Surely, you jest, sir! Great to see new content from you! Looking forward to continue learning lots from you.
Amazing as always 👐🏻
Thank you :)
Very useful, thank you 😊
Your Twitch city layout reminds me of Amsterdam, looks very cool
Great video, got a sub.
Very cool. I just downloaded CS2 for free using my game pass. And can't wait to try out your suggestions.
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 :´)
Stay tuned ;)
I'm archtect and your explanation was wonderfull, the game is terrific, wish you the best
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)
I'm glad you touched on pedestrian paths! Road heirachy is nice until you have to walk.
You had me at "cities player plans" :)
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.
Your arterial may now require the capacity of a freeway. Contextually that first intersection now deserves to be an interchange.
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.
I mean upzoning to a Higher density as well as upgrading existing roads with the new flex tools.
Thanks super helpful 😊
-_- okay I now realise a lot of mistakes in my road network. Thanks for your video.
cities player plans haha love it
I’m topping the respectography ;)
wow thank you so much!
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.)
City Players Planning... LOVE IT
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).
Finally back ❤
Always love to watch road hierarchy videos from you. Is something need to be changed when road hierarchy meets high density building area?
Transit will help. But dont be afraid to modify a layout as necessary.
Will you also be going over how to "fix" a city that wasn't preplanned like this? I'm worried my current city is cooked already and would rather not start over completely.
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?
Thank you! Transit video will happen in the future :)
I look at your magnificent planned road hierarchy and cities and I wish paradox make diagonal buildings a thing...
Me too!
Surely we can get assets for them?
No additional mods or assets yet. I would want them to grow in from zoning as well.
@@YUMBL I know we don’t have them yet, I’m saying in the future.
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!
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.
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.
You have the exact same voice as Tack from The Thief and the Cobbler. (Good video too!)
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.
Stay tuned!
I usually just add road hierarchy after the fact when certain roads become busy, my city is 90% alleys built with the grid tool
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.
Hi Yumbl, from Allenstown, NH.
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.
Hmmm good video. Maybe I should start a new city as I ruined my traffic layout
Thank you
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.
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.
I’ll have to try em! Ive made all of these in cs1 to great effect
Hey great video as always. I don't suppose you could share any of the save games you showed?
Where do others generally post the files?
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?
Stay tuned ;)
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.
Cities Player Plans! Oh man, I freakin love this community! 😂😂😂😂
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.
Thank you! As the city gets bigger I probably will. It wont be necessary at first though.
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?
Thank you! Stay tuned ;)
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
I just put a compact stack interchange on every intersection and put pedestrian bridges over roads and remove pedestrian crossings
traffic solved :)
Can't believe that after all the years of us asking we still start with building roads and have to wait a ridiculously long time for trains
it takes like an hour of playing at most to reach trains. a single development point. how much sooner could you possibly want it?
You explained the "Karlsruhe" Prinzip🥰
How about reduce the direct connection with the footpath with the arterial with over and under path 😅Incas the traffic has a problem with it
Nice
1:46 that graph implies there are types of road between each main type, and we all should know the issue with stroads
Stay tuned for another episode in the near future :)
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 >.>
Defeinitly a learn as you play game for me lol
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.
Peds do walk on the alley, but a narrow cobblestone street and narrow ped street would be welcome additions :)
I feel like it'd be more useful if they allowed upgrades on the road such as the wide sidewalk.
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.
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.
@@mamuf Should and could are two very different things given human behaviour
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?
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).
I have one question about the intersections where did you place Traffic lights and where not?
Traffic lights will auto add on the four lane roads. Other than that I didnt add any. I will almost certainly do a micro managing traffic episode :)
my brain never comprehends these videos...my cities and roads look like a pile of shit lol
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 .
I guess we’ll see as the city progresses :)
when making pedestrian walkways. isn't it possible to create a tunnel underneath arterial roads etc to maintain both flows of traffic types?
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.
How to do pedestrian pathways i don't have that option in my game ?
Can you do public transpo location and their stop distance?
Stay tuned ;)