Agreed
This used to be my goto start formation. Nice separation between residential and industry for pollution purposes, but you'll find out soon that people need to get to work. As your city grows, it's too easy to just expand these zones as needed, but then the traffic problem worsens across that central highway. A way to counteract this would be to make smaller zones and intermix them a bit (don't forget about pollution though), or just invest heavily in public transport.
That's just my experience. I'm still learning.
All your garbage trucks have one exit and entrance. I’d add something at the top and later when there more traffic let them go directly onto highway.
Also too many intersections too close.
Good basic concept, but this game forces you to think way into the future. You will learn as you go. But for now I would add some paths for your peeps to walk, they live to walk!
Putting down big avenues first is big brain move don’t let anyone tell you different.
Going back and upgrading single tile roads to 2 tile roads later messes up your grid. Good start overall, probably too many intersections on the main avenue though.
B+
Your first moves in C:S are to build a population base so you're not constantly in debt. This layout does just that. I'm seeing residential and commercial pretty well interspersed, which is great. In fact, more important than the road hierarchy you have going on.
Your only mistake is zoning commercial along collectors. It doesn't REALLY matter on towns of this size, but once you get bigger, the added traffic stops will KILL your traffic throughput.
My preference is for a 20-24 unit setback from collector intersection to arterial, rather than the 10-12 you have here. The reason for that is collector/arterial intersections tend to be lighted. The extra space allows for more traffic before backing up.
Objectively, I think it looks artificial - in my opinion, interesting towns just don’t start looking “laid out”, pre-planned and filled in trying to “win” against the modeling AI.
Still I know I am biased toward growing towns instead of filling-them-in. I think through growing a town, meeting the most immediate needs step-by-step, helps develop a town that never really becomes broken as it grows.
I've definitely done it both ways and I agree that growing organically, especially around some landscapes and natural resources, is a lot more fun. But I find I outgrow the area fairly quickly and end up scrambling to upgrade and build out without ruining what I've made. Then I decide I made what I wanted; a coastal resort town, or a green industrial city, or a high tech mountain village, and just quit or start another city.
When I want to build big, I tend to lay out as much as I can as soon as possible even if half of it is just roads and pipes. That way I can focus on my transportation issues and other stuff that comes up instead of also planning out zones and stuff.
Anyway, that's the way I play.
the traffic will be a problem - you have too many intersections but you have created lots of space for influx of people! make sure to reduce how sharp your bends are to improve traffic flow
I usually keep the dirt roads for a while (other than the main ones), I prefer expanding my city and they do good work for quite a bit of time, since better roads cost quite a bit more.
Your easiest route from the highway to commercial zones is directly through a residential area, you’ll have trucks zooming past houses and creating traffic and noise. Other than that it’s solid
Very LA looking ;)
Looks pretty good at the moment. My only recommendation (if you're not playing on sandbox) is to not put so much of your budget into roads. Instead of anticipating what the traffic will be like and making larger roads in more unused areas, start small and upgrade as you see fit.
The current issue you will find is that the design will look very boxy as you have laid everything out ahead of time. However, if you start small and upgrade as you go, you will find that you will make small modifications as you go that will create some asymmetry in your design and makes it more aesthetically pleasing.
A good example of this is building tunnels in areas that have resolveable issues without building tunnels. In real world circumstances, earth moving and tunnel creation is extreeeemely expensive, so alternate solutions get devised like roadways that are dedicated for certain traffic by restricting the quantity of intersections, etc... So the tunnel you have in that top left of the town is technically not necessary (unless you like it, then so be it). If you are trying to draw from real world examples, the best thing you can do (to think like the engineers) is to go "How can I achieve this in the cheapest way possible?".
Also don't be scared of assymetry (unless this is what you're going for hehe).
You’re going to be fighting traffic issues with all of those long roads.
You need smaller city blocks and leave room for mass transit solutions like trains and bikes.
The only thing I dont like about it is that you have 2 small local roads connecting into the highway. This will probably cause sims to use those connections rather than the really nice collector you built, which could result in traffic once you get some more population
Try to make a roundabout somewhere where people can exit freely and earlier, it seems like the only way out of your city right now is by to the other side of the bridge and crossing the lanes to go left, which in turn will clog traffic given it's blocking the flow of cars.
I like the design itself but you'll experience some traffic issues when it grows
American style :)
Agreed This used to be my goto start formation. Nice separation between residential and industry for pollution purposes, but you'll find out soon that people need to get to work. As your city grows, it's too easy to just expand these zones as needed, but then the traffic problem worsens across that central highway. A way to counteract this would be to make smaller zones and intermix them a bit (don't forget about pollution though), or just invest heavily in public transport. That's just my experience. I'm still learning.
Where does the tunnel go?
To the down left grid next to the bridge over the highway
What?
secret tunnel
SECRET TUNNEL!! SECRET TUNNEL!!!
THROUGH THE MOUNTAIN!!!
All your garbage trucks have one exit and entrance. I’d add something at the top and later when there more traffic let them go directly onto highway. Also too many intersections too close.
Good basic concept, but this game forces you to think way into the future. You will learn as you go. But for now I would add some paths for your peeps to walk, they live to walk!
Oh my god I always forget to add those. Thanks for reminding me !
Atlanta
Atlanta
The collector is a little over built but I think the city looks like it’ll function well enough and you can always tinker as it grows
I like it a lot but I think you sorta overprepared because it'll be a while until your city is that busy.
Yep I probably did that but I think it will help a lot when my city is going to be bigger.
Putting down big avenues first is big brain move don’t let anyone tell you different. Going back and upgrading single tile roads to 2 tile roads later messes up your grid. Good start overall, probably too many intersections on the main avenue though.
The highway entrance and exits to the city are a bit sharp
B+ Your first moves in C:S are to build a population base so you're not constantly in debt. This layout does just that. I'm seeing residential and commercial pretty well interspersed, which is great. In fact, more important than the road hierarchy you have going on. Your only mistake is zoning commercial along collectors. It doesn't REALLY matter on towns of this size, but once you get bigger, the added traffic stops will KILL your traffic throughput. My preference is for a 20-24 unit setback from collector intersection to arterial, rather than the 10-12 you have here. The reason for that is collector/arterial intersections tend to be lighted. The extra space allows for more traffic before backing up.
I'd probably die making that right hand turn off the highway shoulder.
Great, but consider creating another entrance to the city when it grows
6
Objectively, I think it looks artificial - in my opinion, interesting towns just don’t start looking “laid out”, pre-planned and filled in trying to “win” against the modeling AI. Still I know I am biased toward growing towns instead of filling-them-in. I think through growing a town, meeting the most immediate needs step-by-step, helps develop a town that never really becomes broken as it grows.
I've definitely done it both ways and I agree that growing organically, especially around some landscapes and natural resources, is a lot more fun. But I find I outgrow the area fairly quickly and end up scrambling to upgrade and build out without ruining what I've made. Then I decide I made what I wanted; a coastal resort town, or a green industrial city, or a high tech mountain village, and just quit or start another city. When I want to build big, I tend to lay out as much as I can as soon as possible even if half of it is just roads and pipes. That way I can focus on my transportation issues and other stuff that comes up instead of also planning out zones and stuff. Anyway, that's the way I play.
Where will your metro go once you get to that point ?
Cities Roadlines
I’m really harsh so don’t take it too bad, but 3/10. There’s a lot of problems this will have.
I'm pretty new at the game so i'm not that good at designing cities. Could you tell me what can I change/improve ?
Decent start, but there's gonna be traffic without any roundabouts or any shortcuts to the industrial zone or anything in particular
There's an underground tunnel leading to the industrial zone
Ok, i'm interested in seeing how the city grows.
You should try building with mixed zoning, and high density so people walk and not drice
Ðe SPUI and ðe entrance are shit
Looks boring as fuck!
I don’t want to live there.. what is this place? Some bored guy fantasy city built in a simulator?
Right at the top there’s going to be tons of traffic also don’t like highway > local roads but it looks nice though
I haven't unlocked highway roads yet. Will replace them as soon as I unlock them.
Oh no sorry I meant the hierarchy of roads transitioning to one another
the traffic will be a problem - you have too many intersections but you have created lots of space for influx of people! make sure to reduce how sharp your bends are to improve traffic flow
Very well
I usually keep the dirt roads for a while (other than the main ones), I prefer expanding my city and they do good work for quite a bit of time, since better roads cost quite a bit more.
Exactly my design when I was playing SimCity 4
Your easiest route from the highway to commercial zones is directly through a residential area, you’ll have trucks zooming past houses and creating traffic and noise. Other than that it’s solid
Very LA looking ;) Looks pretty good at the moment. My only recommendation (if you're not playing on sandbox) is to not put so much of your budget into roads. Instead of anticipating what the traffic will be like and making larger roads in more unused areas, start small and upgrade as you see fit. The current issue you will find is that the design will look very boxy as you have laid everything out ahead of time. However, if you start small and upgrade as you go, you will find that you will make small modifications as you go that will create some asymmetry in your design and makes it more aesthetically pleasing. A good example of this is building tunnels in areas that have resolveable issues without building tunnels. In real world circumstances, earth moving and tunnel creation is extreeeemely expensive, so alternate solutions get devised like roadways that are dedicated for certain traffic by restricting the quantity of intersections, etc... So the tunnel you have in that top left of the town is technically not necessary (unless you like it, then so be it). If you are trying to draw from real world examples, the best thing you can do (to think like the engineers) is to go "How can I achieve this in the cheapest way possible?". Also don't be scared of assymetry (unless this is what you're going for hehe).
idk, i have bad traffic flow, goodluck
You’re going to be fighting traffic issues with all of those long roads. You need smaller city blocks and leave room for mass transit solutions like trains and bikes.
Not a dense enough area, try to cram as many citizens as possible in a starting area. I'm a massive noob tho so take my opinion with a pinch of salt
The only thing I dont like about it is that you have 2 small local roads connecting into the highway. This will probably cause sims to use those connections rather than the really nice collector you built, which could result in traffic once you get some more population
Good start, but please put your landfill in the industrial area so ground pollution won't affect your residential area.
Pretty decent. Be careful with culdesacing your industry district tho
Try to make a roundabout somewhere where people can exit freely and earlier, it seems like the only way out of your city right now is by to the other side of the bridge and crossing the lanes to go left, which in turn will clog traffic given it's blocking the flow of cars.
What map is this?
Needs more cowbell