
However, Cities provides an asset editor that lets you pre-make roads on a fixed grid to use as a template you can paste in game to make city expansion quick and accurate. While this allows you to build more curvy cities, it complicates straight-line layouts that require everything to line up exactly. One of the problems with Cities is that it only provides grids and guidelines relative to existing roads while roads can be placed with fluid precision on the ground. Any excess spacing can be filled in later when you have settled on a layout.

This means no dead-end modules intended to be built along map edges, and consistent module spacing to run highways and rails through any path. There are no hard map edges and you start in the middle of the region, so you cannot plan the whole city from the start you are expected to build your city organically. But rather than replicate my SimCity modules in this game, I have come up with a new module design tailored for Cities' mechanics. It breaks down a big problem into a small problem repeated over and over. If you have seen my SimCity 4 guide, I like to build my city in modules because they are simple to build, space efficient, rail and highway friendly, and self-contained with services. This ensures that vehicles do not go where they do not need to and interfere with local traffic. A good road layout is one where you have small, dead-end neighbourhoods that connect to higher capacity central arteries that connect to long-distance, limited-stop expressways. Not only is it boring, it leads to worse traffic flow because it creates intersections everywhere, making it hard for traffic to quickly pass through without running into each other. The biggest rookie mistake is using an ordinary grid of roads. What works on a small scale may not work on a large scale, so you need to create a system that allows you to easily expand in an orderly manner to avoid painting yourself into a corner.Ĭities: Skylines is complete enough without DLCs or mods, so this guide is for the unmodded base game. However, the larger the city, the more complex it becomes to expand without creating problems. The goal of a city builder is not to simply build a place for people to live and work, but to build a traffic network that avoids jams, and provide public services that efficiently satisfies the most people.

Building a modular city that is simple, convenient, and scalable.
