You can also make pedestrian and bicycle paths elevated the way you can elevate roads. They permit steeper inclines than even the smallest roads. Building orientation tip: The orientation between two roads that are in a 90-degree angle to each other happens by moving the mouse pointer towards the road that you want the building to face. Just like the S cloverleaf you’ll need to remove half blocks to let the cloverleaf fit easily, and make sure the elevated section is E/W. Then create the slight detours for the tram/bus roads.
- Cities Skylines How To Make Elevated Roads Using
- Cities Skylines How To Make Elevated Roads
- Cities Skylines How To Make Elevated Roads
I had assumed that a 10x10 grid was best, but it turns out it's not.
Guide to The Optimal Square Grid
Introduction
I always figured that if I was going to build a nice, regular, square grid that of course it should be 10×10: That way each of the blocks is fully zonable and the road length highlight and road guideline circles make it easy to draw.
But it turns out we can do better.
Time for Mathematics
For the 10×10 grid, the calculation is simple: we get 8² zonable tiles in a 10² tile area, for a density of exactly 64%. (Here, and in the rest of the section, we assume a small—2u—road).
For the general case of a square of side 𝓁, the zoneable area is (𝓁-2)²-max(0, 𝓁-10)² -- the area inside the road minus the area in the middle where the zoning doesn't reach -- and the total area is 𝓁².
It's hard for me to grok that quotient in my head, so let's just graph it and see what happens:
That shows that the 'obvious' 10×10 grid is actually only as good as a 15×15 grid:
It also looks like 12u is the best. Can we prove it? Sure, let's go back to Calculus I:
- 0 = d/d𝓁 (𝓁-2)²-(𝓁-10)² / 𝓁²
- 0 = d/d𝓁 ( (𝓁-2)+(𝓁-10) )*( (𝓁-2)-(𝓁-10) ) / 𝓁²
- 0 = d/d𝓁 (2𝓁-12)*8 / 𝓁²
- 0 = d/d𝓁 (16𝓁-96) / 𝓁²
- 0 = ( (16)*𝓁² - (16𝓁-96)*2𝓁 ) / 𝓁⁴
- 0 = (16𝓁 - 32𝓁 + 192) / 𝓁³
- 0 = -16𝓁 + 192
- 𝓁 = 192/16
- 𝓁 = 12
So yes, it's a block length of exactly 12 that gives the best density.
Note: Coincidentally, that's also the maximum segment length for an axis-aligned road in CSL.
How much better? ⅔ of the area (66.66…%) instead of just 64%.
Now, I admit that only about 4% more zoning doesn't sound that exciting. But not only is it more dense, but it's also cheaper.
How's that? Well, you need to pay for the roads. And for the 10×10 blocks, those 64 tiles of zoning need 40u of roads (1.6tiles/u), but with a 12×12 block you get 96 tiles of zoning out of only 48u of roads (2tiles/u). So you're also paying 16% less on the roads to grid the same area with more stuff.
For some concrete numbers, let's compare a 60×60 area (as it divides evenly in a bunch of ways) using a variety of block sizes and the basic small two-lane road:
So if you make a 10×10 grid, you'll spend 50% more than you need to for the area you'll get.
Note: That table also shows that zonable area drops slower than road cost, but don't forget that lower density is also increased cost for any service with a radius of effect.
Conclusion
If you want the densest square grid, make it 12×12 (using small roads).
You'll fit 1⁄24 more RICO in the same space but spend 1⁄6 less on the roads, compared to a 10×10 grid.
Appendix A: Medium or Large Roads
What if you're using a 4u-wide road, like the Medium and Large Roads?
Then the optimal-density square grid is 16×16.
But you pay a heavy density price for the larger roads: only 50% of the area is usable for zoning.
Appendix B: Rectangles
Rectangles, as they get longer and longer, can arbitrarily approach the limit† of 80% density.
The density formula for an α×β block is ((α-2)(β-2) - (α-10)(β-10))/(αβ), assuming both sides are 10-or-longer for simplicity (it's clear that if both are smaller than 10 it's worse than the square, and I don't care what happens for silly things like a 5×50 block).
So there's a surprising amount of choice if you just want to do better than the 10×10 block:
But your choices are far more limited if you want to beat a 12×12 block:
Indeed, if you restrict yourself to integers (so you can draw it with Snap to Road Length), then the only things that beat the best square block are α ∋ {10, 11}, β ∋ {13, 14, 15, ..}.
How much better? Well, 10×16 has a density of 70%, an extra 5% more than the 12-square. Getting up to 75% density takes 10×32, which is more oblong than I personally like for a grid.
Is the extra density worth being less regular? I'll leave that up to you.
The limit is parallel lines that are infinitely long and never connected, as that way there's never any potentially-zonable area taken up by a cross street. A quick look at the cross-section of such a road shows 4u zoneable on each side and a 2u road, for (4+4)/(4+2+4)=0.8 density.
Appendix C: Real Cities
These are measured from satellite maps, so don't always match the 'canonical' answers. For example, the Portland Bureau of Transportation says its blocks are 200ft (≈7.6u).
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Cities Skylines How To Make Elevated Roads Using
In Cities: Skylines, as in life, crosswalks (or pedestrian crossings where I’m from!) let pedestrians, cyclists and dogs get from one side of the street to the other safely. They get added automatically at junctions and intersections.
Most of the time crosswalks just do what they do. Which is good, because there’s no way of turning them off. There are mods that let you remove them, but only the visuals. Functionally, they stay the same.
I’d love to see more control added in the future. It could sit amongst the existing traffic light/stop sign system. In fairness though, I think there’s a technical limitation. It seems that road and intersection textures don’t always align 100%, and the crossings hide the seam.
Now while we can’t remove them, there is a way we can add them without having to build a junction!
All you need to do is upgrade the road type in one place. Where the roads join, crosswalks appear. But there’s also a neater and more precise way to add them. Read on!
Use crosswalks to reduce road traffic
There’s two ways to use crossings strategically. The first is to give pedestrians a street crossing away from your busiest junctions. That’ll help ease needless congestion caused by people on foot.
The second, bigger reason, is to make shortcuts across an estate. We can massively shorten the distance between people’s houses and transit stops or schools. Suddenly, lots of people who used to drive now find their journey is quicker on public transport. Bit by bit, you can reduce traffic all over the city (I wrote more about that here).
Let’s use this really simple example:
Here’s the Elizabeth household. Five children live here, and they probably go to the local elementary school. Registration code for marvel%27s spider man pc version.
At the moment, the kids need to walk to the top of the street, across, and down again. Now obviously, in this case, that’s no problem. But let’s say that walk was just slightly further than they were willing to walk, and were instead driving every day. If we could shorten the route, we’d get lots more residents out of their cars, freeing up the roads.
So let’s add footpaths from the school to the Elizabeth household. Obviously, this fixes nothing unless they can cross the road. Our choices are a footbridge, an underpass… or a new crossing. Let’s delete the roads either side and draw a tiny bit of tree-lined road where we want the crossing.
Next, reconnect the roads, using a different type of road – like the plain version or the one with bike lanes.
And there you go!
Cities Skylines How To Make Elevated Roads
Ideally, you’d do this with the game paused so that everyone else doesn’t move out as has happened here…
Cities Skylines How To Make Elevated Roads
I hope you found this helpful. Before I found this out, I was building vast and complex bridge and underpass networks to achieve the same thing. More fun, probably, but not space-efficient. Not very efficient with my time, either…