• Xenforo Cloud is upgrading us to version 2.3.8 on Monday February 16th, 2026 at 12:00 AM PST. Expect a temporary downtime during this process. More info here

Cities: Skylines (No Relation To Cities XL)

I can't get this right either, but I think I'm getting closer. Definitely have to think out my main avenues, and housing developments better. Minimizing the amount of intersections on the 6-lanes should help. I screwed up my last city by having two 6-lanes right next to each other, and then I couldn't build any bridges over them.

Plus they had a few roads that cut across both that made many, very small intersections that brought a small amount of traffic to a halt.

Tonight's plan is more planning up front and more beer for the inevitable fuckscapades.

My first city literally drowned in their own garbage due to not being able to efficiently get the trucks in there.

Just about to start up my second city. I am going to try more one-ways and overpasses to minimize intersections on the arteries.
 
Last edited:
traffic is key seriously

im trying to salvage a 20k population city...i have a lot of cash and its still coming in 10k weekly so i think i can afford to destroy sections and restart the routing...also metro and bus works pretty well for the heavy rez, office, and commercial areas
 
traffic is key seriously

im trying to salvage a 20k population city...i have a lot of cash and its still coming in 10k weekly so i think i can afford to destroy sections and restart the routing...also metro and bus works pretty well for the heavy rez, office, and commercial areas

what do you start out with road-wise to reduce long term congestion?

I try to make three separate districts (commercial, res, and industry) but the intersection always gets bogged down. I am just thinking about making a custom interchange for one way streets
 
what do you start out with road-wise to reduce long term congestion?

I try to make three separate districts (commercial, res, and industry) but the intersection always gets bogged down. I am just thinking about making a custom interchange for one way streets

If you're going that route, having a large roundabout connecting the different areas might be the way to go.
 
traffic is key seriously

im trying to salvage a 20k population city...i have a lot of cash and its still coming in 10k weekly so i think i can afford to destroy sections and restart the routing...also metro and bus works pretty well for the heavy rez, office, and commercial areas

You should be good. I demo and rebuild all the time, even early in the game. You lose a small amount of money but the refund you get for demo is good enough that I don't really feel the pain.
 
what do you start out with road-wise to reduce long term congestion?

I try to make three separate districts (commercial, res, and industry) but the intersection always gets bogged down. I am just thinking about making a custom interchange for one way streets

early game when i'm low on cash i've been using one way 6 lanes and i make boulevards with them. i stack them real close to each other and they are both going to the same place. then i use overpasses to get in between the boulevard sections so my zoning groups can get to each other.

the inside of my city is pretty clean, no red at all, a few brown areas

its my connections to the highways that are messed up, they are all jammed up
 
Never use the 4-lane roads. They create stop lights at every intersection.

I divide every region into 4 parts with a Freeway, and have a major transfer in the middle. All my other roads are 2-lane 2-way roads, or 2-lane 1-way roads, that connect to the Freeways via on/off ramps. Each of the 4 regions also receive their own landfills, along with all of the other basic services; police, fire, medical, schools, etc.
 
Patch hits today. Here are the notes.

1.0.6b - Patch notes

  • Windows: dependencies to the visual studio runtime have been removed. Addresses the issue where ColossalNative.dll would fail to load for users missing/having wrong msvcrt dlls.
  • Windows/OSX: fixed an issue where some users would not have permissions to access an user folder
  • Linux: fixed some cases where the first time launch would show the game half way out of the screen on dual monitors
  • Linux: various runtime optimizations
  • Linux: hopefully fixed the performance problems and the log spam, we were unable to reproduce that issue so this is a bit of a blindfolded fix
  • Linux: added support for $XDG_DATA_HOME. If you are using a custom path for XDG and already played the game on that machine, you will need to manually move the user files from the default folder ~/.local/share/Colossal Order/Cities_Skylines to $XDG_DATA_HOME/Colossal Order/Cities_Skylines
  • Mac/Linux: fixed a crash when selecting a building in the Asset importer
  • All platforms: added some debug info which may be useful when trying to help users in trouble
  • All platforms: added support for -screen-height & -screen-width and lowered severity of argument error unsupported launch options so they would cause the new game button to be greyed
  • Modding API: fixed OnCalculateResidentialDemand, OnCalculateCommercialDemand and OnCalculateWorkplaceDemand to call their respective counterpart properly. Also fixed for office buildings calling industrial level up.
  • nerfed parks decreasing commercial demand
  • road upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads
  • building effect radius is more accurate
  • added a Film grain slider in the Graphics options, like for the Tilt shift. (Users with the Disable Film Grain mod subscribed from Steam workshop and enabled will be notified with a "Console warning" when the game start and the game will automatically disable the mod and set the film grain amount to 0 so that no action from users is required apart from closing the Console panel).
  • added a chirper volume slider in the Audio options
  • intro screen can be skipped with mouse click or key press
  • fixed a case where an error would occur if the Source folder was not found while sharing a Mod to the workshop
  • fixed Publish workshop panel caption to not always show Savegame regardless which asset type was selected
  • killed the clicking sounds that could be heard on a quiet night during full moon and near the end of the loading screen
  • buildings uploaded to the workshop will now go to their respective tags automatically. (Buildings already on the workshop will not, we are currently investigating how to make it happen without users having to do anything about it)
  • fixed holding down mouse button and release over ui keeps some tools active
  • fixed tooltip stays visible when using shortcut to open area view
  • fixed parking spaces still working for burned down buildings.
  • fixed mouse raycast use normal mesh for burned down buildings.
  • removed airplane engine sound from unlockpanel...
  • fixed minor text issues in different languages
  • fixed wrong tree shadow alpha with pollution or water
  • fixed bulldozeing ship/airplane paths in map editor even when they are not visible
  • fixed pedestrian bridge color slightly wrong from far distance
 
my industry clogs all of my arteries before I have the tools to successfully deal with it. (read: cargo rail). I am a terrible civil engineer lol.
 
I've gotten really good at traffic...last night i destroyed a big part of the main part of my city and rerouted everything

i thought i wrecked my city because obviously i lost tons of revenu and population since i destroyed at least 100 buildings that were maxed out level

but i had 1.2M in back so i could afford to wait out and see if i would repopulate the town.

everything is back to normal now and i'd say 80% of my red traffic zones are gone.

Key for industry is having straight lines the highways, and straigh line to the commerce so trucks can deliver the goods
 
GG, do you have any screenshots of your city?

I think I might be on to something. Using all one ways and fairly well placed overpasses.





 
Make sure you don't build your districts too close to the freeways. You want longer on/off ramps so traffic doesn't get backed up. Also try to connect highway on/off ramps to multiple sides of your districts, instead of trying to funnel everyone into your city with one intersection.
 
For example on the city plan above. There's no reason you shouldn't have freeway connections at the bottom of the Fawn District, and on the top corner of The Woods and Belmont Heights.

I use basic two-lane two-way roads for majority of my city grids, and don't usually have traffic issues as long as I provide multiple ways in and out of the city.
 
Yeah I haven't built the connections up top because I haven't bought those cells yet. But it's coming. I definitely branched off of the main line too early and caused that tiny double intersection at the top, but what's interesting is despite it being red it doesn't block traffic at all.

I probably went overboard with the 6 lanes. I think I'm going to try changing a few to 2-lanes except for a few arteries and see how that works. I'll probably start a new city soon just to try a branching idea I had.
 
GG, do you have any screenshots of your city?

I think I might be on to something. Using all one ways and fairly well placed overpasses.






yeah i'll take a few next time i load the game up, won't be until monday tho as i'm receiving a new 970gtx and i'm selling my 660ti today so i won't be on my gaming PC until i install my new gpu

From what i see though, you're already starting to build up a clog at the city entrance, try added a few large roads in n out of your city
 
Mrh7iLk.png


I finally got a little something going, lets see how long it takes until my shitty urban planning bites me in the ass.
 
Looks really nice tension. I like the way you have all of the divisions connected via overpasses over the main roads.
 
Mrh7iLk.png


I finally got a little something going, lets see how long it takes until my shitty urban planning bites me in the ass.

really good start i'm surprised you got 14k pop with such a small surface covered
 
Here's my 'city' at the moment (Only 2,600 ppl). I've only got a few hours into the game, and I restarted once because dat traffic was kicking my ass

Clipboard01.jpg

I'm hoping layering my zones away from the onramp will pan out. Industrial closest, commercial next and residential furthest away
 
Back
Top