![cities skylines all cars in one lane highway cities skylines all cars in one lane highway](https://newmods.net/wp-content/uploads/2019/06/2-lane-2-way-8211-tram-road1.jpg)
For some reason this strategy is working well and the town is doing well.
![cities skylines all cars in one lane highway cities skylines all cars in one lane highway](https://thumbs.dreamstime.com/z/sustainable-city-cars-street-road-skyline-globe-vector-illustration-modern-cartoon-style-arranged-arc-solar-94747530.jpg)
Took about 1 hour of realtime for my services to deal with the sick and the dead.Īfter that, I decided to confine my contamination to the lake at the top of my world and build an industrial town around it. Lost about 30% of my population in the early days from water contamination downstream of my sewerage. We've been through some tough times, the good and the bad, but overall now my city is profitable and stable (finally!). My second city is going surprisingly well. Roads are the arteries of the city, and if they aren't up to the task, bad shit happens very quickly, I know its a "City Builder" and not a "Traffic Sim" (Ala CiM) but with a few more basic tools to control traffic flow, and some more sane agent behavior, it would be totes amazeballs I don't necessarily think it is more, or less complex than previous city builder games, but it is complex in a different way. In C:S, houses generate agents, who get in cars, and then pathfind their way to work, traffic 'load' is generated by the number of these cars on the road at any given time.Īgent based simulation and pathfinding is computationally expensive (hence the population caps, and limits to active agents). So in SC4, traffic would be caused by houses, and the simulation would calculate the traffic 'load' on each road segment, and then the display engine would draw cars on the road to represent that load. Click to expand.I think its a combination of a few things, the big shift between SC4 and C:S (and the abomination of SC2013) was the shift from a graphical "representation" of the underlying simulation, to a mostly agent based simulation.