

So if you make a 10×10 grid, you'll spend 50% more than you need to for the area you'll get. So you're also paying 16% less on the roads to grid the same area with more stuff.įor 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: 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). How's that? Well, you need to pay for the roads. But not only is it more dense, but it's also cheaper. Now, I admit that only about 4% more zoning doesn't sound that exciting. How much better? ⅔ of the area (66.66…%) instead of just 64%. Note: Coincidentally, that's also the maximum segment length for an axis-aligned road in CSL. So yes, it's a block length of exactly 12 that gives the best density.

Can we prove it? Sure, let's go back to Calculus I: That shows that the 'obvious' 10×10 grid is actually only as good as a 15×15 grid: It's hard for me to grok that quotient in my head, so let's just graph it and see what happens: (Here, and in the rest of the section, we assume a small-2u-road).įor the general case of a square of side ?, the zoneable area is (?-2)²-max(0, ?-10)² - the area inside the road minus the area in the middle where the zoning doesn't reach - and the total area is ?². 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.įor the 10×10 grid, the calculation is simple: we get 8² zonable tiles in a 10² tile area, for a density of exactly 64%. You need to find a balance between giving the AI options on ways to get into and out of the grid and onto and off of the main roads to avoid bottlenecks, but you also don't want them stuck trying to get through three dozen traffic lights to get to the store.I saw some peoples cities with raised roads and lowered roads, but I see nowhere in game to do that unless I am missing something? I am trying to run a road over the highway that starts on the map to get to the other side and build up. The main thing though is not to attach too many intersections to your large, "main artery" roads. Also, as suggested in the comments, a "brick" pattern using three way intersections is helpful, as it eliminates a potential left turn that can back up traffic. With commercial, you may consider smaller grids, as it attracts more traffic. Residential and Office zones produce less traffic congestion, so larger grids with fewer access roads can work just fine (Some of these zones in my cities can be as large as 20x8 or 30x8). The largest growable building footprint in the game is 4x4, so if you want to maximize the efficiency of your grids, you'll want to make sure the greatest distance between two parallel roads is 8 tiles, otherwise you'll leave a gap in the middle that can't be filled.Īs far as the perpendicular roads go, that's going to depend on your situation.
