Cities Skylines ut epitese: Út- és forgalomhierarchia, közlekedési rendszerek és városfejlesztés

Welcome to my traffic guide. Whether you are a beginner or a master city builder, I hope you find this guide helpful. If you do, don't forget to favourite or rate up so others can find it.The examples are all using a very basic grid on a super flat map, but these practices can be applied to any map on any terrain. While I will refer to certain "rules" you should follow, rules are meant to be broken. Once you have gotten a handle on the "rules" in your city building, start bending and breaking rules to build crazy beautiful cities. (For city beautification tips read How CRAP makes your cities look great[imgur.com] )You can find links to more in-depth guides in the Additional Resources section.I don't need donations but I do love screenshots of your cities!

Az első dolog, amit tudnod kell a forgalom elsajátításához: hogyan juttasd a Cims-t fel- és le a gyorsforgalmi utakról. A cél, hogy bemutassuk az alapvető módokat, hogyan kapcsolhatod a városodat a highways-hez, és elkerülheted a gyakori hibákat.

KezdésHighway's don't have intersections, they have interchanges. In the picture we can see the T-interchange available in the vanilla game. I like to leave at least 60 squares between a full sized highway interchange and my first service interchange. If you are playing without everything unlocked you don't get access to highways but we can use one way roads and upgrade later.

Korai játék - Gyémánt szolgáltatás-átkereszteződés (Diamond)When you are starting out and poor the basic diamond service interchange is cheap and easy to make.Upgraded DiamondOnce you have the highways unlocked you can easily upgrade your diamond without having to change the layout.

A következő szolgáltatás-interchangeWith highway's unlocked we can also start using pre-made service interchange assets. Early Game - Single Point Urban Interchange

Miért lehet előny a Diamondból SPUI-ra váltás?While the diamond is cheap and easy, it can get backed up quickly. The advantage to a diamond is you can turn it into a Single Point Urban Interchange (SPUI) very easily. The SPUI is able to move a bit more traffic through the interchange before it will back up. These strange behaviors are almost always the result of having interchanges to close together, having too many, and having exits and entrances from the fast lanes.

Két-szintes Diamond és a 6-sávos megfontolásokTwo Lane Diamond GoodBoth the Diamond and SPUI work well in the game for light to medium traffic so long as you are using a two lane road with no traffic lights. Six Lane Diamond BadIf we upgrade the two lane to six lane it will create lights and quickly cause traffic to back up onto the highway. If we want to use a six lane road we'll need a bigger better service interchange.

Double Crossover Merging Intersection (DCMI)For it's size, nothing can hold up to the DCMI. They can be a bit tricky to build but the workshop has a number ready for you. The one in the picture is not perfect because it still allows for "weaving". Weaving is caused by having an entrance before an exit. A proper DCMI will have the exits before the entrances. Fewer, larger interchanges are going to cause less traffic problems on your highways. The more space between interchanges the more room cims have to change lanes.

The more space between interchanges the more room cims have to change lanes. While I covered mostly service interchanges here, the same logic applies to highway interchanges. In this guide you will learn how the road hierarchy works and how to use it with your zoning. By the end you should be able to identify what type of street you live on and what type you work and shop on. There are a number of different terminologies for describing road hierarchies. For the purposes of this guide I will be using Highway --> Arterial Road --> Collector Road --> Local Roads

Arterial RoadsIf your arteries get clogged and seize up you have a heart attack and die. If your arterial roads get clogged and seize up garbage and dead bodies start to pile up. Arterials are the cities major roads and often connect to your highway network using service interchanges. Arterials should only intersect with other arterial and collector roads. Those intersections should be few and far between. Getting off the highway I like to leave about 30 squares before my first intersection with a collector road.

Collector RoadsCollector roads literally collect traffic from neighbourhoods and bring your Cims to the arterial roads. Without mods, I try to only use two lane roads for my collectors. Since collectors have the most intersections and the intersections are often close together using two lane roads means no traffic lights with the other two lane local roads.

Arterial IntersectionsFrom my first collector I'll go another 30 squares and start a new arterial. This arterial road will connect several arterial roads which connect to the highway. Many people will use a roundabout for large arterial on arterial intersections to keep a steady flow of traffic but I don't want flow. I want my traffic to be chopped up a bit so delivery trucks can make deliveries without stopping a flow.

Local RoadsWith our arterials and first collector we can add our first local street. It won't intersect with the arterials and as you will see in Traffic 103 have strategic reasons for being dead ends near arterial intersections. I have also left a single square between the arterial and local roads to leave room for pedestrian paths.

Our first gridAfter adding a couple of local roads I will add a new collector road to intersect with the arterial road on the right. The Cims living on the local roads now have two ways to get out to the arterial roads.

Illustrated Road HierarchyTo review, arterials are in red, collectors are blue and local roads are green. Balancing trafficBy adding an equal sized neighbourhood on the other side of the arterial road we ensure a balance in the traffic forces. Traffic coming off the highway will spread out across the three lanes because they have three places to go. You might see some long lines when you first zone as people move in and stores get their first stock of goods but once both sides are fully zoned and built up you will have Cims using all the lanes.

More arterials and collectorsUsing the highway exits from Traffic 101 we can quickly complete our city's downtown grid. You can see our arterial roads connect to the highway and extend out to the other side, but so do the some of the collectors under the elevated highway. Illustrated Road Hierarchy

POP QUIZ: How many horizontal collector roads are there? Answer: 3 but I would have accepted 2.5

With the roads illustrated it is easier to see I have not treated all the arterial roads equally. The two lane roads have more collector roads intersecting with them. That's cool, but if we decide to upgrade to a six lane road and convert the SPUI to a DCMI, the collectors closest to the highway and horizontal arterial will lose their intersections and become local roads.

Suburban Road HierarchyOn the other side of the highway I've built a curvy suburban grid using the same hierarchy, but curvy. Whether a downtown grid, a suburban grid, a geometric pattern or a road system conforming to the landscape, the pattern of Arterial -> Collector -> Local will hold up provided you don't overload your zoning

Downtown Zoning

About TransitIn this section you will learn how transit works, creating a transit hierarchy, along with some examples I have had success with. The overall point of a transit system is to bring your cims from their homes, to the places they want to go, which is shopping, school, shopping, and work, then bring them back home.

BusesTo start placing bus lines you need to build one bus depot. That one depot will supply all the buses your city needs. The only occasion where you may need a second depot is if you build a Bus Rapid Transit System (BRT) where some buses are isolated from the rest of the road network. Buses make frequent stops and generally run a short route around a neighbourhood. Think of buses like the collectors roads in a public transit hierarchy. They collect cims, bring them somewhere busier and then bring them back.

MetroCims love metro. It's fast, and works best with a few well placed out stops. RailIf buses are like collectors, and metro like arterials, rail is a lot like highways. It's very fast (and awesome to watch) but like highways works best with a few rules. Use straight lines and wide curves so trains don't have to slow down. They don't corner as well as metro so a long winding rail line will be slow, and under used. Just like you don't intersect a highway with a local road, intersecting a rail line with a road is not a good idea.

Harbour és AirportWhile not normally considered a part of a transit hierarchy, if you're feeling bold, it is possible to create island communities with the only way in or out is an airport or harbour. Planning Your Transit Hierarchy

Transit mockupsIt's hard to illustrate a complete transit system, so I have made a couple of mock ups.Metro's run along the arterials and buses go from the middle of the neighbourhood, bring Cims close to a metro station and loop back. Having metro lines converge at a rail station allows your cims to switch metro lines or get on a rail line.Best PracticesA frequent question people have is how far apart should their metro stops be. The answer is they should be as close or as far apart as they need to be to get your Cims to where they are going. I have zoned commercial all along my arterial roads so I am going to place a metro station at the intersections of my arterials and at some busy collector intersections. Metro Loops and LinesI have had considerable success with metro by combining loops and lines. The green lines run around the city and the red line runs through the city. As the city grows I may add new loops and new lines, extend the existing loops and lines, or both.

Planning Your StopsOnce I have figured out where the loop will go and where the line cuts through it, I will create my ClockWise loop (light blue) and my CounterClockwise loop (puke green). In One End Out the OtherBy having the metro tunnel for the red Central line come in one end of the station and out the other, the metro train will stop on one side on the way up, and on the other side on the way down. Without using a multi station mod this set-up allows you to have the loops and lines in the same station without metro trains backing up.

Bus LinesA bus line needs to bring people somewhere and then bring them back. The easiest set-up is to have the bus bring people from the residential neighbourhood inside the arterial block to the metro station on the edge of the block. From there they can take the metro to any store. When they are done shopping, they can go to the same bus stop they got off when going to the metro, to go back to the stop they first got on when they left their house. Dead end streets near highways are great places to start local bus routes.

After Dark Update - Bus Transfer StationsIf you have the DLC then you have the bus transfer station. A great place for the transfer station is near a major arterial intersection. In many cities, when two arterials meet-up, a mall is born. And a mall is a great place for a transit station. The above image shows local bus routes converging at the transfer station, located beside a mall, a university, and a metro station. But that would be lame. A great transit system brings your city to life.

Why Parks Are Part of a Traffic GuideIt may seem odd to include parks in a traffic guide, but with several having built in paths (including cemeteries), parks can make up a part of your transit system. Using parks and paths strategically, you can build pedestrian corridors which make walking faster than driving. Proper PathingElevated paths (or tunnels) near arterial intersections can remove a lot of the traffic slowdowns caused by huge waves of pedestrians. By setting the elevated paths (or tunnels) back we don't get 100% usage but we also don't lose valuable real estate. Local Road Dead EndsAdding some paths extending from the dead ends out to and across the arterial roads helps make walking a quicker route option. Elevated Paths are AwesomeAn extensive elevated path system may not be realistic, but it's cool and will drastically reduce traffic. Tunnels are Awesome Too!An extensive tunnel system may be a bit more realistic, it's cool and it will drastically reduce traffic.

Custom ParksBefore I start a new city but after I have selected a map, I like to build a custom park or two which act as both a park and a path intersection. Some custom trees are great at hiding tunnel entrances. Placing RampsBuilding elevated ramps and tunnel ramps can be tricky.Connecting to an existing intersection is a lot easier. Building a bunch of ramps can be tedious but you can save time by making a park in the asset editor that is just ramps and attracts no tourism.

Final LessonParks and paths can create shortcuts and shorter trip times for your cims. They add colour and animate your city. In this guide you will learn how industry works, how to keep industry working, and strategies for tackling the traffic challenge. A big part of handling industry traffic are trains and harbours which we will cover in Traffic 202. Unlike the lessons in 101-102, I don't have rules for industry. Because you can build a city with a million people using only office and residential, how much industry or what types of industry you build is entirely a creative choice. Your only restrictions are the game's mechanics and your imagination.

Industrial Life CycleWhile there is no one way to build industry, in a classic progression game, you will experience some typical ebbs and flows. As your cims average education increases it becomes harder to keep them in crappy jobs. If you have a bunch of educated workers labouring on a farm, the minute you unlock and zone office, your cims will quit the farm for a chance at a cubicle. Often your first industrial sector is not in the ideal location. Since I know I am going to move my industrial sector, when I start zoning office I dezone the industry buildings which start complaining about no workers until my original site is empty. Once I have unlocked all the tiles, I can move it to a better location.The Industrial Production ChainThe specialized industries, farming, forestry, coal and oil produce raw products. The raw product is then transported to a specialized processor building in your specialized industrial zone. If you run out of oil or coal, or if you zone farm or forestry without fertile lands or trees, all your buildings will be processors. Processed products are delivered to generic industry. They turn it into Go...

Utak befelé Városok: Skylines 2 - a város egyik fő szempontja. A megfelelő útépítés az első lépés egy sikeres metropolisz létrehozásához, amely óraműként működik. Városokban: Skylines 2 van 8 kategóriú utak. Mindegyikük számos alfajt is bemutat, amelyeket különböző célokra terveztek. Kis utak - alapvető városi utcák a kis sebességű könnyű forgalom számára. Átlagosan drága - többsávos utak közepes sebességhez és fokozott forgalomhoz. Nagy utak - nagyon széles, többsávos utak nagy sebességhez és terheléshez. országút - széles gyorsforgalmi utak, melyek segítségével összeköthető a város külső csomópontokkal, valamint kapcsolatokat lehet kialakítani távoli városrészekkel. Közúti szolgáltatások - tartalmaz egy raktárt, valamint egy eszközkészletet az utak finomhangolásához: jelzőlámpák, táblák, útszéli kialakítás (jelzőlámpák, fák), valamint gyalogátkelőhelyek kialakítása. A város fejlődésével, amikor a lakosság és ennek következtében az autók száma jelentősen megnő, az út szerkesztésére lesz szükség. A Cities: Skylines 2-ben még nincs megfelelő mód az út mozgatására. Az első részben egyedi mod volt "Mozgatni", azonban a folytatásban még semmi ilyesmi nem készült. Az útelrendezés kismértékű módosításához a beállítások részben válassza ki a módot "Csere". Minden kötéstípus letiltása. Ezután vigye a kurzort a megépített út fölé, és egy kicsit oldalra. Egy út irányának megváltoztatásához a Cities: Skylines 2 alkalmazásban építési módban ki kell választania ugyanazt az utat, amelynek irányát módosítani szeretné. Ezután kattintson a „Csere” eszközre. Tartsa lenyomva az LMB-t, tartsa a kurzort az útvonal kívánt szakaszán, majd húzza a kurzort abba az irányba, amerre az útnak vezetnie kell. Egyes esetekben szükség lehet egy szabályos út egy kicsit magasabbra emelésére: kereszteződések nélküli autópálya-kereszteződések kialakítására, vagy egy felfelé vezető ösvény adaptálására. Az út emeléséhez az eszközök részben válassza a lehetőséget "Felüljáró", majd kattintson a nyilakra a magasság beállításához. Ahhoz, hogy a város a Cities: Skylines 2-ben virágozzon, fejlődjön és ne akadjon fenn a forgalmi dugókban, kellő figyelmet kell fordítani az utak építésére. A városrészek tervezése során elkövethető fő hiba az jelzett kereszteződések zűrzavara. Az első képernyőképen egy ilyen tévedés látható: három kis lakóutca sugárzik ki a főútról, közlekedési lámpás kereszteződéseket hozva létre. A C:S 2 közlekedési lámpái automatikusan épülnek. Eltávolításukhoz lépjen a „Forgalmi szolgáltatások” kategóriába, majd válassza ki az eszközt "Közlekedési lámpa" és jobb gombbal kattintson a kívánt kereszteződésre. Parkolás a városokban: A Skylines 2 elengedhetetlen eleme a nagyvárosoknak, különösen akkor, ha a városrészeken belüli utcák kétsávos kis utakból állnak. Az utcák zsúfoltságának enyhítésére parkolóhelyek kialakítása szükséges, minél nagyobb a terület, annál tágasabb parkolóra (vagy több parkolóra) van szükség. Az állampolgárok parkolásának optimalizálásával elkerülhetők a forgalmi dugók és a zaj. A közlekedési szolgálat a város fejlődésének közepén rendkívül fontos építmény. Biztosítja az összes út megfelelő rendjét, eltakarítja a havat és megszünteti a közúti balesetek következményeit. Ezenkívül ne felejtsük el, hogy most a balesetek valóban befolyásolják a közlekedési viszonyokat. Egy város fejlesztése során így vagy úgy új területeket kell létrehozni. Nagyon valószínű, hogy autópálya vagy más sorompó lesz két nagy blokk között. Ebben az esetben ne próbálja meg közvetlenül összekötni az utat az autópályával, amint az az első képernyőképen látható. Ehelyett előre gondolja át, hogy a város melyik része hol lesz, tervezze meg, mi lesz a kiinduló csomópont másik oldalán. Új cellákat vásárolva, szereljen fel egy újat a régi csomópont helyére, autópálya építése a leendő területre. Az utak építése a második részben sokkal könnyebbé vált az első C:S-ben csak modok által hozzáadott eszközöknek köszönhetően. cserélje ki a - más típusú út építése a meglévőre. "STOP" útjelző tábla - kicseréli a közlekedési lámpát és beállítja az utazás elsőbbségét. gyalogátkelőhely - kereszteződés kialakítása olyan egyenes úton, ahol nincs kereszteződés. A szakasz második része az utak javítása. világítás - lehetővé teszi lámpák hozzáadását vagy eltávolítását az autópályához. Érdemes néhány dolgot elmondani a módosításokról. Valamiféle javulás csak az út egyik oldalán alkalmazható, nem szükséges mindkettőt egyszerre pumpálni. Ehhez egyszerűen mozgassa a kurzort a kívánt oldalra. Ezenkívül a fejlesztések részben nincs „eltávolítás” lehetőség. Reméljük, útmutatónk segített megérteni, hogyan változtathatja meg az út irányát és hogyan mozgassa az utakat a Cities Skylines 2-ben, valamint megértette, hogyan kell megfelelően építeni autópályákat és autópályákat.

noimgs

tags: #cities #skylines #ut #epitese

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