![]() ![]() Build rail to connect Ind zones and be sure to build freight platforms. One clear difference between TT and, say, SC2K, is that there is plenty of I-to-I traffic. Metro won't do much to abate traffic jams in Ind areas. Metro is most costly but it's worth it.īuild Metro sparingly keep an eye on its influence. Experiment shows elevated railway also has a poor ROI. Pax can drive or take taxis until the Metro is built. I have decided against conventional rail for passenger service rails and stations use too much real estate for little traffic improvement. Avoid ordinary buses they require way too much fiddling. Just replace C.roads with Xwys where needed no need for tricks.īuild taxicab companies! These provide bus service at low cost. Abstain from avenues (boulevards with trees in the median) they're expensive eye candy and waste space. But progress demands better roads and, eventually, rail.Īvoid one-way roads they are not worth the money or headache. The 5x5 grid must be built of Country Road as soon as available and can handle a substantial load as is. The overall planning ratio, I:C:R, is on the order of 1:2:4. Yes, that's as few as two heavy blocks among eight light. Ind areas don't require quite as much service so you can fill in with more farmland. If, in four blocks, you have two Dense Ind blocks, that's plenty. Ind1 zones that don't pollute or make noise.īeware heavy Ind zoning! There is no conceivable way to manage that much freight traffic. Later, if there seems to be too much empty, you can zone farms. Build services into the service stripes, that's all. Zone alternate stripes only! This is hard to accept but habitants needs many services. Generally, I put Ind to one side of the highway, although Com finds Ind much less objectionable than does Res. If the stripes get longer than about 12 blocks, a few random out-of-sequence zones may placate locals. This keeps traffic moving "up and down" and limits crosstown traffic, which is the killer. Plan in stripes at right angles to the highway: Ind, Com, Res. This is the sole exception to the 5x5 grid rule: highways are too expensive to doze. Leave a small easement along highways for later rail or slums. Fill in with trees or 1x1s.īuild along any existing National road, of course. These have high-range influence so perhaps I'm unnecessarily fiddly. When they come in, place 5x5 and larger buildings by deleting roads interior to four blocks don't forget to connect the big bldg. In like wise, I refrain from dozing midblock 2x2s (to promote "correct" blocks of four 2x2s each). Later, 3x3 buildings may seem to take a step back but the fringe of 1x1s serve purposes other than density. Any benefit from variation is usually outweighed by the loss in flexibility when redeveloping.Īt start, the center 4 tiles of each block are waste but 2x2 buildings quickly become available and pack nicely into the grid. Apply this rule to both zoned and service blocks. And thats pretty much all though I probably missed a lot.(There's a 3D screenshot under that post on Imgur at )Īdhere very closely to a 5x5 grid: that is, road every 5 tiles enclosing a 4x4 block. Also remember to make lower income and higher income areas separate if you want your city to make sense. If you want a dense city, then don't place or make as many green areas and place lots of buildings close together. Also, if you don't want industrial random places in the city, make sure to set aside an area with the industrial AND DON'T FORGET TO add faster roads and connections to other parts of the city for less traffic going to and from the industrial area. And add things you definitely need like schools, hospitals, and etc. From there make sure you establish a connection from the neighborhoods to the interstate and keep about half of the commercial areas near the interstate to promote traffic flow through it, and to make it more like a city (in real life most stores stay near highway exits so they can get more people). Add some industrial in between commercial zones to separate it from residential (though with uber mode this wouldn't be a problem). Then from there, build commercial areas and then residential. If not then go all out with placing skyscrapers, parks, and older looking buildings to add to the more city like feel since most downtowns in cities have historical areas. Then start adding skyscrapers that are of lower height and continue from there. If you want a specific skyscraper to stand out and be the tallest place it first in an ideal location close the interstate in the middle of the map. This highway will serve as a fast way around the city and helps control traffic. ![]() I would say first, if you're on sandbox, make an interstate. ![]()
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