Solving Traffic the RIGHT WAY! - The Macro Level - Solving Traffic Ep 1 of 2

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  • Опубликовано: 23 июл 2024
  • ➤ When approaching traffic you should zoom out. Start with the big picture! This guide is meant to provide a framework for solving traffic issues by looking at your city overall. Concepts include connectivity, road hierarchy, and traffic reduction measures.
    ➤ Mods Collection: steamcommunity.com/sharedfile...
    0:00 There You Are!
    0:19 The Trouble Spots
    2:56 Road Hierarchy Explained
    6:08 Macro Connectivity
    8:46 Walkability
    12:43 Transit
    ➤Become a RUclips Member! Thank you for supporting the channel :)
    / @yumbl
    ➤Patreon: / yumbltv
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    #citiesskylines #trafficfix #traffic
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Комментарии • 153

  • @krisculin9679
    @krisculin9679 Год назад +165

    Using the leaf as an analogy to road hierarchy was ingenious. The visual was spot on. Very, very impressive there.

    • @StaK_1980
      @StaK_1980 Год назад +4

      I would have gone with a tree but a leaf fits too :)

    • @romaindubray2325
      @romaindubray2325 Год назад +8

      @@StaK_1980 Both offer small variations that are relevant:
      A tree doesn't have any connections to the trunk that aren't large of medium branches, whereas the leaf's "highway" accepts any size of connection.
      On the other hand, a leaf has incredible connectivity whereas tree branches are always isolated from another apart from the trunk.
      Both can be bad and good, what matters most is finding what is and isn't relevant from the analogy!

    • @Soken50
      @Soken50 Год назад +4

      If you look at old European cities (that weren't bombed to dust or "planned" into a square mess) from above you'll find the organic flow of the city naturally imposed this kind of hierarchy based on the geography and economic activity of each area and it looks a lot like the leaf patterns with tons of courtyards connecting to alleyways and passages connecting to small streets connecting to bigger avenues and eventually highways.
      Edit : I shouldn't type this late

    • @martijn439
      @martijn439 Год назад

      @@Soken50 yes, unfortunately things from the past are hard to find

  • @BiffaPlaysCitiesSkylines
    @BiffaPlaysCitiesSkylines Год назад +30

    Great example with the leaf, loved it 👍

    • @YUMBL
      @YUMBL  Год назад +5

      Thanks Biffa! :)

  • @inyobill
    @inyobill Год назад +56

    The traffic management is of the most interest to me. I'm not much of a detailer. If the Sims don't like my decorating skills, they're welcome to do some on their own. I wish this tutorial had been available two years ago when I got serious with the game. Very interesting, well thought-out presentation. Having looked at a good deal of your schtuffs, I have come to expect no lesser quality.

  • @DoomieGruntVentures
    @DoomieGruntVentures Год назад +49

    While I've never been great at solving traffic, I've at least been able to keep it around 70 - 80% reliably, with it only going down to 60% at the worst. Granted, I play heavily modded maps and follow a somewhat car-centric design as shown above, but still.
    I also like how you can solve traffic issues using simple, easy to learn techniques in the base game.
    Most others would've abused Traffic Manager mechanics and slapped a roundabout on half the intersections, which gets boring pretty fast.
    EDIT: I have also followed the walkability method. Couple it with a transit network, like the train, and peds will love walking. Great for keeping traffic flow above 75%

    • @BoomerKeith1
      @BoomerKeith1 Год назад +2

      I design my (also heavily modded) cities the same way. And what Yumble showed in this video is exactly how to keep traffic manageable without abusing TM:PE. Once you get the basics of connectivity, road hierarchy and mass transit down you should be able to manage traffic regardless of city size.

  • @sandwiched
    @sandwiched Год назад +30

    There's also a cerTRAIN hierarchy to TRAMsit. If one low-capacity option is BUSting at the seams, then it's probably time to integrate the next highest rank into your METROpolis. MONOtony of options is not ideal; diversity is a good thing.

    • @YUMBL
      @YUMBL  Год назад +2

      🤣

    • @cola98765
      @cola98765 Год назад

      I've seen so many videos like this one "fixing trafic" all while I have boring high density grid city, but I set everything up that roads are essentially empty.
      Good thing tho that walkablility was touched upon anyway.

    • @YUMBL
      @YUMBL  Год назад +4

      I’m using “realistic population” here, and I have despawning disabled and realistic parking turned on in traffic manager. There is much more traffic than normal for a town of this size.

  • @juanvazquez5836
    @juanvazquez5836 Год назад +9

    What I love about your videos is how soft-spoken you are, it really helps your videos be more entertaining and soothing in a way, cheers

  • @47CryXMA
    @47CryXMA Год назад +5

    I was working on a new city the other day, and added a large development. Terrible traffic ensued. What ended up fixing it, (after struggling to try and make timed traffic lights work) was adding a national highway with periodic connections around the whole thing, with about 3 connections to the main highway. The national highway got fairly busy, but traffic could circle around and exit close to their destination.

  • @MisterFro9
    @MisterFro9 Год назад +6

    I'm sitting here watching a cities skylines traffic fix video and analysing a leaf. This is such good quality content my guy. I love traffic fix videos, but this is absolute next level!

  • @shaneintheuk2026
    @shaneintheuk2026 Год назад +7

    An excellent video as usual. I have already recommended it on the forums where we often see new players who are struggling.
    I hope your next video discusses zoning to avoid issues as well as specific fixes for junctions.
    Another hot topic is making sure there’s enough space between connections and how to use one ways or dead ends to achieve it.
    Finally a macro issue you didn’t cover is avoiding creating a short cut for dummy traffic heading from one side of the map to another.

  • @vincentarnoldelago3151
    @vincentarnoldelago3151 Год назад +2

    Thank you yumbl! It really improved my city all i need was hiearchy and more relevant connections more power to your channel (my traffic went up from 68 to 85 percent)

  • @lmdizajn
    @lmdizajn Год назад +4

    Perfect example! Like material for real civil engineering lecture. Great job as always. Thanks

  • @Vikkin1218
    @Vikkin1218 Год назад +1

    I started playing with C:S 3 weeks after it came out in 2015, this September I started at Uni becoming a traffic engineer.

  • @UVAchick89
    @UVAchick89 Год назад +2

    These videos are so helpful and your voice so calming. Well done, as always!

    • @YUMBL
      @YUMBL  Год назад +2

      Thank you :)

  • @lunax71
    @lunax71 9 месяцев назад +1

    Motorcycle lane filtering/splitting, Uber ride on motorcycles, smaller deliveries on motorcycles and ebikes, traffic lights that prioritize buses, bus in shoulder where possible, cleaner safer subways, promote carpooling/ride-sharing, gondola public Transit etc. More late night deliveries. Better incentives for public transportation like free roundabouts and diverting diamond exchanges.

  • @kyleboynton2748
    @kyleboynton2748 Год назад

    So here's what playing this game and watching your videos have done to me. I was in Orlando over the weekend, and while driving around all over the city, I noticed a lot of tactics used there for traffic management like what you teach in-game. Just to show how realistic this game can be sometimes.

  • @ccrze
    @ccrze Год назад

    Very nice and simple guide. Thanks :)

  • @LautaroQ2812
    @LautaroQ2812 Год назад +14

    I quit playing as I could never balance creating a functional city, with somewhat ok traffic flow (70% +) that also looked "real"/pretty. I think it's because I always struggled with "packing too many things in the same place" vs "spreading things out". And I ended up with a "spread out mess". It looked empty and too far away, while at the same time creating traffic problems, lol.
    I do wish that if they ever make a CS2, they do make traffic and other stuff better. Like for example, libraries coverage being 3 blocks. It's a ginormous building, probably housing bajillions of books and archives, but it's worth only 3 block radius. That was arbitrary and I don't know why they decided on that - on a counterpart, Elder Care and Child Care centers have a huge coverage.
    I wish for them to make some sort of system where "a block" is a certain amount. You can make them smaller and bigger, but the game reads "a block" as a certain specific amount, so you can plan then with "distance" rather than a circular radius. I guess it also depends on culture and life experience. If the devs are American or European and are in certain cities, the way traffic and people work (and the city) is much different than other parts. Another thing for example is schools. I get it, people in real life "choose" what they want. But a lot of times families move into neighborhoods considering education. And often times, at least it happened to me, you change schools one because the school might not be of your liking anymore (or you got in trouble) but second, because of distance. Maybe it's just my inability to do a good road network, but I feel there's a bit of a clash between the school system and how many students each building houses vs the distance the cims are willing to travel because "the one high school is in the other side of the city".
    The unlimited money and say the bigger bus mods are 2 things that take off a lot of heavy weight off your shoulders.
    It's still nice to see how you do it. And I was thinking "Just make this road cross over with a bridge!" and so you did. And I like the segmented somewhat "short" (medium length) video. 40 minutes to 1 hour is cool and all, but I really have to thank you for the more bite-sized format. I want to see what you do for the micro episode. It will be interesting.

    • @BoomerKeith1
      @BoomerKeith1 Год назад

      A good way to build a city that remains both manageable from a traffic standpoint and without it being too spread out is to migrate from your starting point (keeping developments close to each other). Yumble actually has a series where he's started with a map (that he created) that isn't over built (in terms of road networks) and he's building it like a county build (small towns spread across the map). So you can build fun maps even while spreading the areas out and manage traffic.

    • @astonmartin4326
      @astonmartin4326 Год назад +3

      Buildings coverage are the entire world map. What you are referring to is how far a building is its wealth.

    • @BoomerKeith1
      @BoomerKeith1 Год назад +4

      @@astonmartin4326 This is something that the game didn't do a good job explaining and I didn't even know it for a long time. A cim on one side of the map will travel anywhere on the map to reach a destination. The green circle that shows up when you place a building only indicates how it affects that area's land value.

    • @LautaroQ2812
      @LautaroQ2812 Год назад +3

      ​@@BoomerKeith1 No WAY!?
      Oh my god, are you kidding me?. That makes, once explained, much more sense when thinking on how the game plays out. Even RUclipsrs (not YUMBL) who play CS talk about "the green coverage".
      Man, I feel defeated and it's only 11 am on a Monday lol. This changes everything. Now I want to play again doing things much more differently.
      Thank you for this piece of information. I agree though, the game did not do a good job explaining that.

    • @BoomerKeith1
      @BoomerKeith1 Год назад

      @@LautaroQ2812 LOL. I started playing the game when it first came out and didn't learn this until about a year ago. It is game changing!

  • @ComfortableFetus
    @ComfortableFetus Год назад +3

    Only one word describes your educational videos: POWERFUL (it helps that it's your favourite descriptor too :P )

  • @carstenzimmermann4435
    @carstenzimmermann4435 Год назад +3

    Very clear, well done!
    This kind of tutorial should be recommended to all new C:S players BEFORE they get frustrated and blame the game.
    I'd assume the average follower of Yumbltv has failed, learned and improved already😉
    Any plans on adding information about zoning layout/"who goes where and why" to the macromanagement?
    Imho this should be considered before jumping to micromanagement (presumably lane maths and the power of TM:PE).
    If you have made a tutorial already, you may just want to link it.
    Thanks again, looking forward to the next one

  • @Caribe1588
    @Caribe1588 Год назад +5

    Awesome explanation, basic concept but hard to grasp sometimes.

  • @JonathanPeel
    @JonathanPeel Год назад +1

    This is a beautiful explanation.
    Thank you.

  • @StaK_1980
    @StaK_1980 Год назад

    Love these breakdowns! Thank you! 🙂

  • @karthikbtl1234
    @karthikbtl1234 Год назад +1

    You are the best mentor in teaching cities skylines

  • @dfunited1
    @dfunited1 Год назад

    Years ago, I watched a ton of Imperial Jedi before I bought on Xbox. Starting off with all that knowledge in my pocket really helped me understand the game. I'm such a traffic, intersection, and interchanges nerd these days.

  • @h4zardmonkey
    @h4zardmonkey Год назад +1

    the leaf photo makes a great european road layout

  • @Terlurd
    @Terlurd Год назад

    Very good explanation!

  • @carlosassuncao2380
    @carlosassuncao2380 Год назад +2

    YUMBLtv, your comparision with the leaf is brilliant.

    • @YUMBL
      @YUMBL  Год назад

      Thank you :)

  • @SakuraCSL
    @SakuraCSL Год назад +1

    Great video mate. Well explained. Loved it

    • @YUMBL
      @YUMBL  Год назад

      Much appreciated :)

  • @foamyesque
    @foamyesque Год назад +1

    Your definition of 'lots of walkability' and my definition of 'lots of walkability' have a fair amount of daylight between 'em. Those are some really big blocks :)

    • @YUMBL
      @YUMBL  Год назад +1

      Tis but a concept worth including.

    • @foamyesque
      @foamyesque Год назад

      @@YUMBL Oh, absolutely. I just look at those blocks and think they're screaming for denser gridding or pedestrian cutthroughs though.

  • @pedrofonseca357
    @pedrofonseca357 Год назад

    Your videos are amazing, i have no more words to describe it

  • @timiahdickerson8006
    @timiahdickerson8006 Год назад +8

    You had me until you made the bus lines. The lines are way too long and inefficient. breaking them up into maybe 3 or 4 sections (2-3 neighborhoods per line) and connecting the sections with a "transfer" bus line to the train station is the way to go.
    I love seeing streams of cims using walking paths and its sad that most youtubers kinda under utilize paths during their playthrough. You nailed it though!

    • @YUMBL
      @YUMBL  Год назад

      The bus lines are super short compared to many lines irl.

    • @AxoiTanner
      @AxoiTanner Год назад +1

      I would use 3 bus lines here. "Top line" and "bottom line", and express line connecting transfer points on top and bottom and train station. And extend those lines as city grow. As I can agree that line at video is quite short, it is terribly inefficient.
      As somebody living in city with 172 bus lines (and only few tram lines + one local train line) I learned by observation wchich line patterns are "ok". One in video is disaster. Also, those bus stops with hundreds of people in cities are 100% accurate, and mostly bus based public transit can work in city with almost 1 000 000 citizens.
      And line in video is short one. Those super short lines used by most cities players are always werid form my perspective.

    • @Robbedem
      @Robbedem Год назад +3

      @@YUMBL the problem is not the length of the bus line. It's the structure.
      You'ld be faster to walk to the train station than getting on in the middle of the bus line.
      Bus lines should be somewhat straight (small detours are allowed to reach important/busy places).
      Circle lines exist and can be usefull, but only if the circle is big enough. Often this is also in conjuction with the bus route following a ring road.

  • @johnterpack3940
    @johnterpack3940 Год назад +2

    Finally! I've been waiting for someone to demonstrate the proper way of fixing traffic. So frustrating watching a certain tea addict zoom in and focus on every single intersection as if he doesn't realize local problems almost always stem from global issues.

  • @nanfredman1991
    @nanfredman1991 Год назад

    Looking at the leaf's veins makes road hierarchy perfectly clear. My +1 to that example! (Although the itty bitty veins also connect to the main one and the collectors...but we don't want our roads to do that.)

    • @YUMBL
      @YUMBL  Год назад +1

      Those little connections are ok as long as theyre right turn only.

    • @nanfredman1991
      @nanfredman1991 Год назад

      @@YUMBL Hey, thanks! Yep, makes sense. :)

  • @__boo
    @__boo Год назад

    Dude thank you. I recently hit 80,000 people in my city and it got ruthless. I built a new highway system make it easier for travel and hopefully fix traffic and OMG it unleashes a whole new animal upon me lmao. 2 days on pause. Several changes that you suggested in this video and I went from 31% to 63-67%. Still not the best but atleast my city can operate lmao. Just gotta test more ideas and eventually we’ll be good. Yet too put in my busses tho.

    • @YUMBL
      @YUMBL  Год назад

      Use metro for a city that large!

  • @drumlessons833
    @drumlessons833 Год назад

    YUMBL: _"You may laugh, but I see this pretty often"_
    Me, having a stroke:

  • @phoenixofthegraveyard
    @phoenixofthegraveyard Год назад

    That leaf picture made me want to build a leaf-inspired city.

  • @josesalvador9118
    @josesalvador9118 Год назад +2

    After a eyar playing the game I just got my first city to reach the Final milestone in 91% traffic, without having to change not even a single road, every road I've placed down is foreverer there once I hit the play button, I called it the undestrucble roads chalenge

  • @AlMcpherson79
    @AlMcpherson79 Год назад

    in the uk, a lighted crossing IS the pelican crossing. an unlighted one is a zebra crossing.

  • @LoTTus-Art
    @LoTTus-Art Год назад

    That was a nice video

  • @OldManBadly
    @OldManBadly Год назад

    Connectivity and also looking very closely at what the vehicles really want to do. All the pretty roads in the world won't help if they don't go where people need to go.
    One of my favorite things (both in CS and in the real world) is the failure to give people direct routes to what they really want to do. If your main industries are export oriented, then make it easy for them to get to the roads that go out of the city. if they are local delivery oriented, then make sure they can get to all points of the city or provide warehouse services to go the last mile. Same with people: if you have a downtown core, make sure that there are as many ways to get there as possible. Particularly important to provide great transit especially for me metros and trains to get bulk numbers of people from residential areas to work areas and back. If they don't have a way to work, they drive.

  • @SeanLamb-I-Am
    @SeanLamb-I-Am Год назад

    Starting off with the top criticisms that I have of so many cities... Everything is bottlenecked forcing car and truck traffic through a very limited number of intersections. ALWAYS give your citizens multiple ways to get around and between districts. ALWAYS add walking paths

  • @ForeverTributesNL
    @ForeverTributesNL Год назад

    Those fine folks who walked across the center really needed a park entrance right there.

  • @drumlessons833
    @drumlessons833 Год назад

    I'd love to have a professional review my city. It has some really neat quirks. For one, you can get anywhere on small roads, big roads, walking paths with zero intersections, underground bike paths, or public transit. For two, there are no four-way intersections anywhere in the city. The whole thing is built on 3-ways and every highway exit is a 2A or 2B parclo (terms I learned from this channel lol) with slip lanes. At 55k population right now and traffic is 90-94%

  • @CakeboyRiP
    @CakeboyRiP Год назад +4

    The YUMBL-Biffa beef continues 🤣 i love it

    • @YUMBL
      @YUMBL  Год назад +2

      I actually dont know what you’re talking about.

  • @coolranch7537
    @coolranch7537 Год назад

    Good vid

  • @teambellavsteamalice
    @teambellavsteamalice Год назад

    Are arteries around districts a good idea?
    In this example I'd build an outer road around both sets of six blocks, then connect collector roads for each of these six blocks to this outside traffic. That leaves the center free for some nice features, like parks and a transit hub. My idea is then to connect these two transit hubs with a metro, so you never ever have to walk across a highway.
    With two interchanges and a direct connection between the two districts, don't you have a lot of redundancy?
    Maybe have one interchange focused on getting people out of the northern district and into the southern and the other vice versa. Would that help?

  • @VespaT5
    @VespaT5 Год назад

    Excellent content. Now I'd like to see you do it on a real game city instead of a specially created one. I'm sure it would work but I'd really like to see you do a fix my city ep or two.

    • @YUMBL
      @YUMBL  Год назад +1

      Maybe one day

  • @nvagn
    @nvagn 11 месяцев назад

    now I see why my city has so much traffic, even worse that I have metro and bus networks, but the roads are so badly laid out i'm unable to fix it with my current skills

  • @nickbellomo3362
    @nickbellomo3362 Год назад +2

    2 min in looking at the big picture, I'm seeing lack of highway conditions and no lane mathematics. Plus t sections should extend out thru the middle of the two towns. As you enter into the town from highway there is no roads connected to the collector to spread the traffic out.

    • @YUMBL
      @YUMBL  Год назад +1

      Lane math will be part of the micro episode!

  • @AccOriginal
    @AccOriginal Год назад +4

    Well communicated :)

    • @YUMBL
      @YUMBL  Год назад

      Thank you! :)

  • @fenbekus
    @fenbekus Год назад

    Very interesting, I’ve been trying something similar in my current city, lots of bus lines, pedestrian/bike shortcuts and so on, and it’s my first time when a 60k+ city isn’t grinding to a halt without despawn for me! But I still have occasional problems. While it’s relatively easy to create alternatives for citizens, I can’t wrap my head around cargo. You can’t really get cargo out of vehicles, the trucks already are the smallest form of cargo transit, and while I try to separate the heavy cargo from the main parts of the city, delivery trucks still create some problems. If you could touch on the cargo side it would be great!

    • @YUMBL
      @YUMBL  Год назад +1

      Cargo is just a matter of devising how and where you want it to enter the city. Highway, ship, train, and pane are the only options. The trucks always have to go back to where they came from. And trains can be used to automatically ship cargo between stations in you city.

    • @Pystro
      @Pystro Год назад

      The only 2 strategies that I had to try was to keep the industry areas close to the highway access and to limit their size to 8-10 blocks per interchange.
      I.e. my initial industry area that is connected to my most central service interchange (which is always busy) has 7 blocks on one side of the highway and 4 on the other side. My large industry area is sized to be 20-ish blocks of industry on the on the part that is in between its 3 service interchanges, and it has an additional 10 blocks on the opposite side of the highway.
      What surprises me is that this works dspite only about half of my industry areas having cargo train stations.

  • @Zeakthecat
    @Zeakthecat Год назад

    for the transit, a great rule of thumb is "the higher the density, the more you need trains, trams, and metros."
    your bus lines would only add to the traffic problems overall, and trams are good for a downtown.
    metros and monorails, are the better choice.
    metros and monorails are great for higher density cities.
    buses, troileybuses and taxis are good for the lower density.
    trams are good if you have a mix of high and low density in your city and you don't want to use metros and monorails yet. maybe you got a few clusters of higher density zoned out but its not all over yet.
    dedicated trams are the way to go, but to be fair, they do add to the traffic light phasing.
    this is a rule of thumb that even irl city planners have problems tackling: line capacity to population density.
    will a 4k pop. town in cities skylines need bus lines? no. just add more road capacity and a taxi depot for those who need to get to work but don't have a car and don't want to walk to work or can't.
    will a 20k pop big town thats easily nearly all low density need buses? yes. a loop line or two will do the city wonders.
    will a 40k pop. all high density city need buses? no. the line will be overcapacity. a metro loop will do that city fine. unless you plan on having dedicated school bus lines for the kiddo cims.
    overall city density must match the transit options you are choosing for your city, otherwise depending on the transit situation, your lines will get under capacity and be a money pit later on or be overcapacity and cause major traffic problems later. a well planned transit system in any city in game is always key when balancing. its a balancing act thats also a skill best learned.
    a low density 40k population city will probably need long distance tram lines (that crisscross along your arterials) with bus connector lines that go along the collectors and the streets.

  • @AdNecrias
    @AdNecrias Год назад

    How do you handle grid locks where everything is getting bogged down throughout connections and the snake's biting it's tail. Been having that scenario a few times over a growing town in that little river map you shared.

    • @YUMBL
      @YUMBL  Год назад

      Id really have to see it. You could show us on discord if you want

  • @AA-PYT
    @AA-PYT Год назад

    Do with industries aswell. Mix of Industrial zones and the special industries

  • @samskleibrok2023
    @samskleibrok2023 Год назад

    Imagine saying that in real life. "Yeah we got a lot of walkabillity between the cities. The people can just make a nice walk across the highway" 😂

  • @zosdos3763
    @zosdos3763 Год назад

    road hierarchy, connectivity, metro and train transport.

  • @kenrohde6841
    @kenrohde6841 Год назад

    Pelican crossing comes from PEdestrian LIght CONtrolled (Pelicon) crossing in the UK, the immediate successor to the Zebra crossing.

    • @YUMBL
      @YUMBL  Год назад

      Nice. Great explanation.

  • @CreatorOfWorlds
    @CreatorOfWorlds 11 месяцев назад

    Yumbl, is the pc specs in the ‘about’ on your channel still updated?

    • @YUMBL
      @YUMBL  11 месяцев назад

      It is :)

  • @johncipolla8335
    @johncipolla8335 Год назад

    This is pretty much what happens to mine
    Don't know how to fix or what interchanges to use off of the main freeway

    • @YUMBL
      @YUMBL  Год назад

      You’ve found the right channel.

  • @s4098429
    @s4098429 Год назад +3

    Good video; IMO City Skylines is actually a deceptively easy game. The deception is how the game sets you up for failure; making you work with giant highways from the start tricks you into arranging your city for poor traffic flow. All you need to succeed is a giant contiguous grid, with highway attachments at the edges. Once you start cutting the grid with highways, you’ll run into gridlock.

  • @Optopolis
    @Optopolis Год назад

    I'm only laughing because I don't think I have ever built a city in the game with this much traffic backed up XD And I have had some crazy backed-up traffic before LOL!

  • @retha90
    @retha90 Год назад

    Will you add this map (pre-changes) to the workshop? 🤞🏾

    • @YUMBL
      @YUMBL  Год назад

      Its been there for a few years. Link in description.

  • @EDDbsb
    @EDDbsb Год назад

  • @MaydayAggro
    @MaydayAggro 9 месяцев назад

    There are tens of thousands of people walking through here an hour. What I'd like to do is... make it a park and max out the price to walk through!

  • @s4098429
    @s4098429 Год назад +2

    The leaf analogy isn’t apt. There are fundamental differences that need to be noted.
    The leaf cells are of a single ‘zone’, there is no ‘traffic’ between leaf cells, they are all sending/receiving nutrients to the roots.
    A mixed zoned city would look different to a leaf.
    Good video though.

    • @YUMBL
      @YUMBL  Год назад +4

      Its organizationally similar, and a useful visual. I stand by it.

    • @nirasa
      @nirasa Год назад +1

      @@YUMBL This is an excellent analogy - a leaf and transport. :)

    • @s4098429
      @s4098429 Год назад +1

      @@YUMBL When people use the leaf analogy as a guide they end up building what you had at the beginning of your video. Each neighbourhood is a single ‘leaf’ connected by a *single* ‘stem’ to a ‘trunk’ (a highway system). To get anywhere cars have to take the highway, the city gets jammed and people wonder ‘why is my city broken; it’s based on nature?’
      Another faulty analogy is human cardiovascular system; everything has to pass through the heart to get anywhere.

  • @jakez082
    @jakez082 Год назад

    I laughed at the intro until I remembered that my first city almost looked exactly like that.

  • @alohatigers1199
    @alohatigers1199 Год назад +1

    Airplanes are the fastest when travel over waters.
    Trains/metros are only fast when there are limited stops.
    Busses can reach areas where trains/metros can’t.
    And walking/biking is only good for less than 5 minutes.
    Time is very important.

    • @Robbedem
      @Robbedem Год назад +1

      only 5 minutes for walking or biking?
      15 minutes is perfectly fine.
      Some would even do 30. (but not me ;) )

  • @Felix-hl4tt
    @Felix-hl4tt Год назад

    Hey, how did u got it that on your road selection you have 2 lines of roads and not just one?

    • @YUMBL
      @YUMBL  Год назад +1

      “Yet another toolbar”

    • @Felix-hl4tt
      @Felix-hl4tt Год назад

      @@YUMBL thanks

  • @MajinVegeta92
    @MajinVegeta92 Год назад

    Great guide, but why not put roads in place of those walkways at 12:03?

    • @YUMBL
      @YUMBL  Год назад

      To make walking faster than driving for as many people as possible. Peds dont cause traffic ;)

  • @themetalking7787
    @themetalking7787 Год назад

    My traffic seems to build up with cars changing lanes after intersections and then cars get backed up because of it.

  • @lifelinesandstorylines
    @lifelinesandstorylines Год назад

    Develope a fly over road on the inre sections

  • @Skill5able
    @Skill5able Год назад

    That initial T intersection? Quit the city in frustration. Jesus christ.

  • @azuarc
    @azuarc Год назад

    Nice video, but I feel like you don't know what happens when you add a single train or cargo station. One train station is basically the equivalent of a bad intercity bus station, and a cargo station in isolation usually becomes a magnet for all of the city's industrial (and commercial) traffic to the point that is CREATES traffic, not fixes it.

  • @Crastiman
    @Crastiman Год назад

    Can you do mine next plz?

  • @CitiesSkylines2
    @CitiesSkylines2 Год назад +1

    ハロー

  • @CardboardArm
    @CardboardArm Год назад

    Noobs: more lanes!
    Advanced players: more road connectivity!
    Expert players: more road connectivity, more walking paths and add public transit.
    Pro players: LESS road connectivity, walking paths and public transit connectivity instead of road connectivity. Make Cims choose between the faster public transport option or the slower private car option.
    Cities Skylines is not a car-centric game but car-centric thinking is so deeply ingrained in our psyche that 7 years after the game's release, we've only barely managed to break the 'more lanes=better traffic' mindset.
    My advice: take this city, make a 2-way-loop go through the north part and another 2-way-loop in the south part. Connect north and south with another tram with it's tram stop near other tram stops so people can transfer. Take the highway offramps and place them a bit further outside of the city, like at the edges of the screen at 1:51. If you use busses in combination with Traffic Manager to make bus-only road, you'll already be making a profit from this setup.

    • @matthewparker9276
      @matthewparker9276 Год назад

      Cities skylines is a car centric game in that every building needs road access to function properly.
      The new DLC goes a long way towards solving this, though.

  • @Drakkart
    @Drakkart Год назад

    roads / highways must not be barriers. in a real city you should be able to get from everywhere to any other point in the city by just using local roads the entire road hirarchy sits on top of if..
    people not building overpasses or tunnels to get to the other side of the highway sure will have traffic issues. 9:56 you walkways are not getting used because they are not connected due to a missing crossing option

  • @vadmal5210
    @vadmal5210 Год назад

    Why don't you use a walk bridge instead of a crosswalk? With a bridge neither traffic interrupts with the other. Apart from this I thank you for all your tips and tricks 😇

    • @YUMBL
      @YUMBL  Год назад +2

      Ped bridges are unrealistic except in the absolute densest of areas.

  • @theodoreochse6461
    @theodoreochse6461 Год назад

    Please zone on the collectors

    • @YUMBL
      @YUMBL  Год назад

      This was just a discussion of theory. I added no zoning on the new roads

  • @matthewparker9276
    @matthewparker9276 Год назад

    I actually dislike the leaf analogy as to me it implies the disconnected layout you started with. After all leaves are usually connected to a single stick, which is connected to a single branch, which is connected to the single trunk.

  • @davidcurry5239
    @davidcurry5239 Год назад

    Spot number one - metro
    Spot number two - metro
    Spot number three - metro

    • @YUMBL
      @YUMBL  Год назад

      Metro is great, but a city of 50k is too small to need it imo

    • @1oVVa
      @1oVVa Год назад

      @@YUMBL But the game thinks it's okay to give you metro at 7000. Very realistic

  • @Joso997
    @Joso997 Год назад +3

    You should have made one bus line for upper part and one for lower part of the city

    • @YUMBL
      @YUMBL  Год назад +4

      I’ll do you one better. It should have been two for each part of the city. Each gets both clockwise and counterclockwise.

    • @davida724
      @davida724 Год назад +2

      Chill out bruda

    • @Joso997
      @Joso997 Год назад

      @@davida724 why, Grammarly said I did not sound harsh 😅

    • @Joso997
      @Joso997 Год назад

      @@YUMBL just add an airport on each side of the city. That way you don't even need a highway :P

  • @andrejkristian5846
    @andrejkristian5846 Год назад

    Lol I have 70-80% of traffic flow and I am thinking about rebuilding it cuz I want it on 100%

    • @YUMBL
      @YUMBL  Год назад

      I dont think 100 is possible. Ive seen it but i think it was a glitch.

    • @andrejkristian5846
      @andrejkristian5846 Год назад

      @@YUMBL my best traffic flow was 90% I even recreated your map to see if I can achieve 100% but rn I am around 83 to 85% with population 31 k

  • @EvilNecroid
    @EvilNecroid Год назад +1

    the easiest way to fix traffic is to just steal ur brain :p

  • @user-qp6lj6gu7s
    @user-qp6lj6gu7s Год назад

    For a second there I thought you were being very bold copying the subscriber traffic fix concept by Biffa 👀

    • @YUMBL
      @YUMBL  Год назад

      Not my style ;)

  • @SkyDream0655
    @SkyDream0655 Год назад

    Im sure you cant struggle with my city's traffic
    😅

  • @benhur2806
    @benhur2806 Год назад

    Or even better, don't design cities in such a car-centric fashion where you have to have walkable overpasses for highways, and maybe also include public transport :D (Of course, I know this was an exaggerated example specifically for showing stuff off, but still)

  • @wello7266
    @wello7266 Год назад

    hello

  • @DoremiFasolatido1979
    @DoremiFasolatido1979 Год назад

    Please don't use nature as an example of any sort of optimization. You have no idea what you're talking about.

    • @YUMBL
      @YUMBL  Год назад

      Your history of comments here are hilarious and awful. I wish you could read them all back and hear how you sound 🤣

    • @titanicbigship
      @titanicbigship Год назад

      Wtf is this

    • @YUMBL
      @YUMBL  Год назад

      @Titanic big ship Either a troll acct or just a real negative person. Their history of comments here is a riot.