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some corrections to the corrections ("intersection" technically means a T while crossroads means an X, so that doesn't need changing; invalid commas; a few CAPS missed)
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SevenSidedDie
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Traffic is something my friends, and I have spent a bit of time on as it is the major choke point in every city. The following is gathered information in a list of bullet points as there just is no other way to do this without rambling:

  • Traffic AI - Is very stupid... It is a first-come, first-serve mentality with very little variance. Now the AI will often take roundabout routes, but these are rarely helpful and you will often see that a vehicle will drive around in a circle three times before making the right hand turn it wanted to take. So focus on the first-come, first-serve when designing your city and laying down where you want things to flow to.

  • Avenues vs Streets - Streets and avenues are not interchangeable. You will really never want to use avenues exclusively because they have a meridian. They are meant to handle large traffic routes with as few intersections in them as possible. Of note, it is better to place commercial down avenues as they generally get foot traffic, not vehicle traffic. Streets are much better for everything else and can still be made into high-density. They will allow people to drive to their destination and turn in. This is the major difference and the reason as to why avenues are evil as a street replacement. If a person wants to get to the second building on the left hand side of the avenue they will have to drive all the way down the right side, do a U-turn and come back up in order to turn into their destination. This is a lot of traffic for no good reason.

  • Mass Transit - The only things that will help traffic in your town are bussesbuses and streetcars. Ferries will actually depend heavily on these systems as they only transport people, not vehicles. The key to buses is to NOT put the bus stops at intersections. This has the potential to hold up the traffic at those intersections while people are loading/unloading and can also then clog an intersection with pedestrians recently unloaded. Put them in the middle of roads and keep the green overlay fairly nice. You will want the coverage for this to be anywhere sims will go (buildings, pretty much). Do not worry about covering a street if it only houses a single building (And also put the sign on the side next to the building so the sims do not have to walk :)). The same goes for your education as far as up to high school goes (college and university take the normal public transit systems). Keep the coverage to the residential areas only and avoid intersections. My knowledge on street cars is a bit lower, but I would keep the same notions as the buses. Avoid the corners as this can cause sim overflow in cross walks.

  • Outside Connections - I am not sure if roads outside are needed in the long run (when you can import/export people/goods via ferry, rail and air port), but this is speculation at this point in time. What makes me hesitant is that you require a road connection to build a City Hall... One is not required to keep it though. I will try and update this when I have more information.

  • Intersections - This is something that is actually very well done in your layout. For the most part, you are avoiding four way intersections and instead are using quite a few T-junctionsintersections. This works out awesomely for traffic as straight-through traffic seems to just 'stop' for some reason at times. No one that I have seen yet has really figured out why; everyone has just started avoiding them. Of special note is when you have an avenue that you want a turn around on without slowing down traffic. Dirt Roads will put in stop signs ONLYonly for the dirt road, allowing traffic to flow down the street/avenue unimpeded. This can give you a 'lossless' intersection for use in special cases. However, keep an eye on this as sometimes the one little piece of dirt road you place can capture a vehicle in a vicious loop.

  • Multiple ways to the same location - This is more of just a design consideration, but it will help. Now I started with saying the AI is dumb and aim at a first-come, first-serve mentality. This is the bit of a drawback to that one, but please keep the other statement in mind first. Having multiple ways in and out of an area is a good thing. They do not have to be next to each other and can service from flow that would come from a completely different direction when made available. This will help remove choke points where all traffic eventually has to get to this intersection in order to get to that section of the city.

Traffic is something my friends, and I have spent a bit of time on as it is the major choke point in every city. The following is gathered information in a list of bullet points as there just is no other way to do this without rambling:

  • Traffic AI - Is very stupid... It is a first-come, first-serve mentality with very little variance. Now the AI will often take roundabout routes, but these are rarely helpful and you will often see that a vehicle will drive around in a circle three times before making the right hand turn it wanted to take. So focus on the first-come, first-serve when designing your city and laying down where you want things to flow to.

  • Avenues vs Streets - Streets and avenues are not interchangeable. You will really never want to use avenues exclusively because they have a meridian. They are meant to handle large traffic routes with as few intersections in them as possible. Of note, it is better to place commercial down avenues as they generally get foot traffic, not vehicle traffic. Streets are much better for everything else and can still be made into high-density. They will allow people to drive to their destination and turn in. This is the major difference and the reason as to why avenues are evil as a street replacement. If a person wants to get to the second building on the left hand side of the avenue they will have to drive all the way down the right side, do a U-turn and come back up in order to turn into their destination. This is a lot of traffic for no good reason.

  • Mass Transit - The only things that will help traffic in your town are busses and streetcars. Ferries will actually depend heavily on these systems as they only transport people, not vehicles. The key to buses is to NOT put the bus stops at intersections. This has the potential to hold up the traffic at those intersections while people are loading/unloading and can also then clog an intersection with pedestrians recently unloaded. Put them in the middle of roads and keep the green overlay fairly nice. You will want the coverage for this to be anywhere sims will go (buildings, pretty much). Do not worry about covering a street if it only houses a single building (And also put the sign on the side next to the building so the sims do not have to walk :)). The same goes for your education as far as up to high school goes (college and university take the normal public transit systems). Keep the coverage to the residential areas only and avoid intersections. My knowledge on street cars is a bit lower, but I would keep the same notions as the buses. Avoid the corners as this can cause sim overflow in cross walks.

  • Outside Connections - I am not sure if roads outside are needed in the long run (when you can import/export people/goods via ferry, rail and air port), but this is speculation at this point in time. What makes me hesitant is that you require a road connection to build a City Hall... One is not required to keep it though. I will try and update this when I have more information.

  • Intersections - This is something that is actually very well done in your layout. For the most part, you are avoiding four way intersections and instead are using quite a few T-junctions. This works out awesomely for traffic as straight-through traffic seems to just 'stop' for some reason at times. No one that I have seen yet has really figured out why; everyone has just started avoiding them. Of special note is when you have an avenue that you want a turn around on without slowing down traffic. Dirt Roads will put in stop signs ONLY for the dirt road, allowing traffic to flow down the street/avenue unimpeded. This can give you a 'lossless' intersection for use in special cases. However, keep an eye on this as sometimes the one little piece of dirt road you place can capture a vehicle in a vicious loop.

  • Multiple ways to the same location - This is more of just a design consideration, but it will help. Now I started with saying the AI is dumb and aim at a first-come, first-serve mentality. This is the bit of a drawback to that one, but please keep the other statement in mind first. Having multiple ways in and out of an area is a good thing. They do not have to be next to each other and can service from flow that would come from a completely different direction when made available. This will help remove choke points where all traffic eventually has to get to this intersection in order to get to that section of the city.

Traffic is something my friends and I have spent a bit of time on as it is the major choke point in every city. The following is gathered information in a list of bullet points as there just is no other way to do this without rambling:

  • Traffic AI - Is very stupid... It is a first-come, first-serve mentality with very little variance. Now the AI will often take roundabout routes, but these are rarely helpful and you will often see that a vehicle will drive around in a circle three times before making the right hand turn it wanted to take. So focus on the first-come, first-serve when designing your city and laying down where you want things to flow to.

  • Avenues vs Streets - Streets and avenues are not interchangeable. You will really never want to use avenues exclusively because they have a meridian. They are meant to handle large traffic routes with as few intersections in them as possible. Of note, it is better to place commercial down avenues as they generally get foot traffic, not vehicle traffic. Streets are much better for everything else and can still be made into high-density. They will allow people to drive to their destination and turn in. This is the major difference and the reason as to why avenues are evil as a street replacement. If a person wants to get to the second building on the left hand side of the avenue they will have to drive all the way down the right side, do a U-turn and come back up in order to turn into their destination. This is a lot of traffic for no good reason.

  • Mass Transit - The only things that will help traffic in your town are buses and streetcars. Ferries will actually depend heavily on these systems as they only transport people, not vehicles. The key to buses is to NOT put the bus stops at intersections. This has the potential to hold up the traffic at those intersections while people are loading/unloading and can also then clog an intersection with pedestrians recently unloaded. Put them in the middle of roads and keep the green overlay fairly nice. You will want the coverage for this to be anywhere sims will go (buildings, pretty much). Do not worry about covering a street if it only houses a single building (And also put the sign on the side next to the building so the sims do not have to walk :)). The same goes for your education as far as up to high school goes (college and university take the normal public transit systems). Keep the coverage to the residential areas only and avoid intersections. My knowledge on street cars is a bit lower, but I would keep the same notions as the buses. Avoid the corners as this can cause sim overflow in cross walks.

  • Outside Connections - I am not sure if roads outside are needed in the long run (when you can import/export people/goods via ferry, rail and air port), but this is speculation at this point in time. What makes me hesitant is that you require a road connection to build a City Hall... One is not required to keep it though. I will try and update this when I have more information.

  • Intersections - This is something that is actually very well done in your layout. For the most part, you are avoiding four way intersections and instead are using quite a few T-intersections. This works out awesomely for traffic as straight-through traffic seems to just 'stop' for some reason at times. No one that I have seen yet has really figured out why; everyone has just started avoiding them. Of special note is when you have an avenue that you want a turn around on without slowing down traffic. Dirt Roads will put in stop signs only for the dirt road, allowing traffic to flow down the street/avenue unimpeded. This can give you a 'lossless' intersection for use in special cases. However, keep an eye on this as sometimes the one little piece of dirt road you place can capture a vehicle in a vicious loop.

  • Multiple ways to the same location - This is more of just a design consideration, but it will help. Now I started with saying the AI is dumb and aim at a first-come, first-serve mentality. This is the bit of a drawback to that one, but please keep the other statement in mind first. Having multiple ways in and out of an area is a good thing. They do not have to be next to each other and can service from flow that would come from a completely different direction when made available. This will help remove choke points where all traffic eventually has to get to this intersection in order to get to that section of the city.

Copy edited (but more could be done near "Do not think logically about"). Removed meta information (this can be in comments, if any). (its = possessive, it's = "it is" or "it has". See for example <http://www.wikihow.com/Use-Its-and-It's>.)
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Traffic is something my friends, and I have spent a bit of time on as it is the major choke point in every city. The following is gathered information in a list of bullet points as there just is no other way to do this with outwithout rambling:

  • Traffic AIAI - Is very stupid... It is a first come-come, first serve-serve mentality with very little variance. Now the AI will often take round aboutroundabout routes, but these are rarely helpful and you will often see that a vehicle will drive around in a circle three times before making the right hand turn it wanted to take. So focus on the first come-come, first serve-serve when designing your city and laying down where you want things to flow to.

  • Avenues vs Streets - Streets and avenues are not interchangeable. You will really never want to use avenues exclusively because they have a meridian. They are meant to handle large traffic routes with as few intersections in them as possible. Of note, it is better to place commercial down avenues as they generally get foot traffic, not vehicle traffic. Streets are much better for everything else and can still be made into high density-density. They will allow people to drive to their destination and turn in. This is the major difference and the reason as to why avenues are evil as a street replacement. If a person wants to get to the second building on the left hand side of the avenue they will have to drive all the way down the right side, do a U turn-turn and come back up in order to turn into their destination. This is a lot of traffic for no good reason.

  • Mass Transit - The only things that will Helphelp traffic in your town are busses and streetcars. Ferries will actually depend heavily on these systems as they only transport people, not vehicles. The key to buses is to NOT put the bus stops at intersections. This has the potential to hold up the traffic at those intersections while people are loading/unloading and can also then clog an intersection with pedestrians recently unloaded. Put them in the middle of roads and keep the green overlay fairly nice. You will want the coverage for this to be any whereanywhere sims will go (Buildingsbuildings, pretty much). Do not worry about covering a street if it only houses a single building (And also put the sign on the side next to the building so the sims do not have to walk :)). The same goes for your education as far as up to high school goes (college and university take the normal public transit systems). Keep the coverage to the residential areas only and avoid intersections. My knowledge on street cars is a bit lower, but I would keep the same notions as the buses. Avoid the corners as this can cause sim overflow in cross walks.

  • Outside Connections - I am not sure if roads outside are needed in the long run (when you can import/export people/goods via ferry, rail and air port), but this is speculation at this point in time. What makes me hesitant is that you require a road connection to build a City Hall... One is not required to keep it though. I will try and update this when I have more information.

  • Intersections - This is something that is actually very well done in your layout. For the most part, you are avoiding four way intersections and instead are using quite a few T intersections-junctions. This works out awesomely for traffic as straight-through traffic seems to just 'stop' for some reason at times. No one that I have seen yet has really figured out why,why; everyone has just started avoiding them. Of special note is when you have an avenue that you want a turn around on with outwithout slowing down traffic. Dirt Roads will put in stop signs ONLY for the dirt road, allowing traffic to flow down the street/avenue unimpeded. This can give you a 'lossless' intersection for use in special cases. However, keep an eye on this as some timessometimes the one little piece of dirt road you place can capture a vehicle in a viscousvicious loop.

  • Multiple ways to the same location - This is more of just a design consideration, but it will help. Now I started with saying the AI is dumb and aim at a first come-come, first serve-serve mentality. This is the bit of a draw backdrawback to that one, but please keep the other statement in mind first. Having multiple ways in and out of an area is a good thing. They do not have to be next to each other and can service from flow that would come from a completely different direction when made available. This will help remove choke points where all traffic eventually has to get to this intersection in order to get to that section of the city.

Now, addressing this to the screen shotsscreenshots of your city in particular. You have a lot of avenues, and I feel that that is going to be the main thing to take care of. Unfortunately, removing an avenue means removing all the buildings along it. This is one of my pet peeves in the game. However, take a peek at the lower image in the bottom right corner. You have a little half moon peel off there (and itsit's not showing bad traffic, I am just using it as an example!). If the AI randomly decides to come up to that intersection and turn down that little path, it will have to go all the way around the loop to get out again before it can make its decision of where to go. This will probably favor traffic flow in one direction, either people leaving to work/shop/learn or the people returning from working/shopping/learning making the other half get really frustrated on the way back or not make it back at all (sims are not unique, they are spammed and not guaranteed to make it 'home' again so to speak.

Secondly, it does seem that you have some stops at intersections for your mass transit. You can try pushing them away from them. Do not think logically about this of what you would see in the world around you. Focus on avoiding corners and keeping the highlight of the coverage area over the area you are covering.

The information about this game is constantly changing and is being updated currently. I will try and keep this post as up to date as possible.

Hope this helps.

Traffic is something my friends and I have spent a bit of time on as it is the major choke point in every city. The following is gathered information in a list of bullet points as there just is no other way to do this with out rambling:

  • Traffic AI - Is very stupid.. It is a first come first serve mentality with very little variance. Now the AI will often take round about routes but these are rarely helpful and you will often see that a vehicle will drive around in a circle three times before making the right hand turn it wanted to take. So focus on the first come first serve when designing your city and laying down where you want things to flow to.

  • Avenues vs Streets - Streets and avenues are not interchangeable. You will really never want to use avenues exclusively because they have a meridian. They are meant to handle large traffic routes with as few intersections in them as possible. Of note, it is better to place commercial down avenues as they generally get foot traffic not vehicle traffic. Streets are much better for everything else and can still be made into high density. They will allow people to drive to their destination and turn in. This is the major difference and the reason as to why avenues are evil as a street replacement. If a person wants to get to the second building on the left hand side of the avenue they will have to drive all the way down the right side, do a U turn and come back up in order to turn into their destination. This is a lot of traffic for no good reason.

  • Mass Transit - The only things that will Help traffic in your town are busses and streetcars. Ferries will actually depend heavily on these systems as they only transport people, not vehicles. The key to buses is to NOT put the bus stops at intersections. This has the potential to hold up the traffic at those intersections while people are loading/unloading and can also then clog an intersection with pedestrians recently unloaded. Put them in the middle of roads and keep the green overlay fairly nice. You will want the coverage for this to be any where sims will go (Buildings pretty much). Do not worry about covering a street if it only houses a single building (And also put the sign on the side next to the building so the sims do not have to walk :)). The same goes for your education as far as up to high school goes (college and university take the normal public transit systems). Keep the coverage to the residential areas only and avoid intersections. My knowledge on street cars is a bit lower but I would keep the same notions as the buses. Avoid the corners as this can cause sim overflow in cross walks.

  • Outside Connections - I am not sure if roads outside are needed in the long run (when you can import/export people/goods via ferry, rail and air port) but this is speculation at this point in time. What makes me hesitant is that you require a road connection to build a City Hall.. One is not required to keep it though. I will try and update this when I have more information.

  • Intersections - This is something that is actually very well done in your layout. For the most part you are avoiding four way intersections and instead are using quite a few T intersections. This works out awesomely for traffic as straight-through traffic seems to just 'stop' for some reason at times. No one that I have seen yet has really figured out why, everyone has just started avoiding them. Of special note is when you have an avenue that you want a turn around on with out slowing down traffic. Dirt Roads will put in stop signs ONLY for the dirt road allowing traffic to flow down the street/avenue unimpeded. This can give you a 'lossless' intersection for use in special cases. However keep an eye on this as some times the one little piece of dirt road you place can capture a vehicle in a viscous loop.

  • Multiple ways to the same location - This is more of just a design consideration but will help. Now I started with saying the AI is dumb and aim at a first come first serve mentality. This is the bit of a draw back to that one but please keep the other statement in mind first. Having multiple ways in and out of an area is a good thing. They do not have to be next to each other and can service from flow that would come from a completely different direction when made available. This will help remove choke points where all traffic eventually has to get to this intersection in order to get to that section of the city.

Now, addressing this to the screen shots of your city in particular. You have a lot of avenues and I feel that that is going to be the main thing to take care of. Unfortunately removing an avenue means removing all the buildings along it. This is one of my pet peeves in the game. However take a peek at the lower image in the bottom right corner. You have a little half moon peel off there (and its not showing bad traffic, I am just using it as an example!) If the AI randomly decides to come up to that intersection and turn down that little path, it will have to go all the way around the loop to get out again before it can make its decision of where to go. This will probably favor traffic flow in one direction, either people leaving to work/shop/learn or the people returning from working/shopping/learning making the other half get really frustrated on the way back or not make it back at all (sims are not unique, they are spammed and not guaranteed to make it 'home' again so to speak.

Secondly it does seem that you have some stops at intersections for your mass transit. You can try pushing them away from them. Do not think logically about this of what you would see in the world around you. Focus on avoiding corners and keeping the highlight of the coverage area over the area you are covering.

The information about this game is constantly changing and being updated currently. I will try and keep this post as up to date as possible.

Hope this helps.

Traffic is something my friends, and I have spent a bit of time on as it is the major choke point in every city. The following is gathered information in a list of bullet points as there just is no other way to do this without rambling:

  • Traffic AI - Is very stupid... It is a first-come, first-serve mentality with very little variance. Now the AI will often take roundabout routes, but these are rarely helpful and you will often see that a vehicle will drive around in a circle three times before making the right hand turn it wanted to take. So focus on the first-come, first-serve when designing your city and laying down where you want things to flow to.

  • Avenues vs Streets - Streets and avenues are not interchangeable. You will really never want to use avenues exclusively because they have a meridian. They are meant to handle large traffic routes with as few intersections in them as possible. Of note, it is better to place commercial down avenues as they generally get foot traffic, not vehicle traffic. Streets are much better for everything else and can still be made into high-density. They will allow people to drive to their destination and turn in. This is the major difference and the reason as to why avenues are evil as a street replacement. If a person wants to get to the second building on the left hand side of the avenue they will have to drive all the way down the right side, do a U-turn and come back up in order to turn into their destination. This is a lot of traffic for no good reason.

  • Mass Transit - The only things that will help traffic in your town are busses and streetcars. Ferries will actually depend heavily on these systems as they only transport people, not vehicles. The key to buses is to NOT put the bus stops at intersections. This has the potential to hold up the traffic at those intersections while people are loading/unloading and can also then clog an intersection with pedestrians recently unloaded. Put them in the middle of roads and keep the green overlay fairly nice. You will want the coverage for this to be anywhere sims will go (buildings, pretty much). Do not worry about covering a street if it only houses a single building (And also put the sign on the side next to the building so the sims do not have to walk :)). The same goes for your education as far as up to high school goes (college and university take the normal public transit systems). Keep the coverage to the residential areas only and avoid intersections. My knowledge on street cars is a bit lower, but I would keep the same notions as the buses. Avoid the corners as this can cause sim overflow in cross walks.

  • Outside Connections - I am not sure if roads outside are needed in the long run (when you can import/export people/goods via ferry, rail and air port), but this is speculation at this point in time. What makes me hesitant is that you require a road connection to build a City Hall... One is not required to keep it though. I will try and update this when I have more information.

  • Intersections - This is something that is actually very well done in your layout. For the most part, you are avoiding four way intersections and instead are using quite a few T-junctions. This works out awesomely for traffic as straight-through traffic seems to just 'stop' for some reason at times. No one that I have seen yet has really figured out why; everyone has just started avoiding them. Of special note is when you have an avenue that you want a turn around on without slowing down traffic. Dirt Roads will put in stop signs ONLY for the dirt road, allowing traffic to flow down the street/avenue unimpeded. This can give you a 'lossless' intersection for use in special cases. However, keep an eye on this as sometimes the one little piece of dirt road you place can capture a vehicle in a vicious loop.

  • Multiple ways to the same location - This is more of just a design consideration, but it will help. Now I started with saying the AI is dumb and aim at a first-come, first-serve mentality. This is the bit of a drawback to that one, but please keep the other statement in mind first. Having multiple ways in and out of an area is a good thing. They do not have to be next to each other and can service from flow that would come from a completely different direction when made available. This will help remove choke points where all traffic eventually has to get to this intersection in order to get to that section of the city.

Now, addressing this to the screenshots of your city in particular. You have a lot of avenues, and I feel that that is going to be the main thing to take care of. Unfortunately, removing an avenue means removing all the buildings along it. This is one of my pet peeves in the game. However, take a peek at the lower image in the bottom right corner. You have a little half moon peel off there (and it's not showing bad traffic, I am just using it as an example!). If the AI randomly decides to come up to that intersection and turn down that little path, it will have to go all the way around the loop to get out again before it can make its decision of where to go. This will probably favor traffic flow in one direction, either people leaving to work/shop/learn or the people returning from working/shopping/learning making the other half get really frustrated on the way back or not make it back at all (sims are not unique, they are spammed and not guaranteed to make it 'home' again so to speak.

Secondly, it does seem that you have some stops at intersections for your mass transit. You can try pushing them away from them. Do not think logically about this of what you would see in the world around you. Focus on avoiding corners and keeping the highlight of the coverage area over the area you are covering.

The information about this game is constantly changing and is being updated currently.

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James
  • 23.3k
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Traffic is something my friends and I have spent a bit of time on as it is the major choke point in every city. The following is gathered information in a list of bullet points as there just is no other way to do this with out rambling:

  • Traffic AI - Is very stupid.. It is a first come first serve mentality with very little variance. Now the AI will often take round about routes but these are rarely helpful and you will often see that a vehicle will drive around in a circle three times before making the right hand turn it wanted to take. So focus on the first come first serve when designing your city and laying down where you want things to flow to.

  • Avenues vs Streets - Streets and avenues are not interchangeable. You will really never want to use avenues exclusively because they have a meridian. They are meant to handle large traffic routes with as few intersections in them as possible. Of note, it is better to place commercial down avenues as they generally get foot traffic not vehicle traffic. Streets are much better for everything else and can still be made into high density. They will allow people to drive to their destination and turn in. This is the major difference and the reason as to why avenues are evil as a street replacement. If a person wants to get to the second building on the left hand side of the avenue they will have to drive all the way down the right side, do a U turn and come back up in order to turn into their destination. This is a lot of traffic for no good reason.

  • Mass Transit - The only things that will Help traffic in your town are busses and streetcars. Ferries will actually depend heavily on these systems as they only transport people, not vehicles. The key to buses is to NOT put the bus stops at intersections. This has the potential to hold up the traffic at those intersections while people are loading/unloading and can also then clog an intersection with pedestrians recently unloaded. Put them in the middle of roads and keep the green overlay fairly nice. You will want the coverage for this to be any where sims will go (Buildings pretty much). Do not worry about covering a street if it only houses a single building (And also put the sign on the side next to the building so the sims do not have to walk :)). The same goes for your education as far as up to high school goes (college and university take the normal public transit systems). Keep the coverage to the residential areas only and avoid intersections. My knowledge on street cars is a bit lower but I would keep the same notions as the buses. Avoid the corners as this can cause sim overflow in cross walks.

  • Outside Connections - I am not sure if roads outside are needed in the long run (when you can import/export people/goods via ferry, rail and air port) but this is speculation at this point in time. What makes me hesitant is that you require a road connection to build a City Hall.. One is not required to keep it though. I will try and update this when I have more information.

  • Intersections - This is something that is actually very well done in your layout. For the most part you are avoiding four way intersections and instead are using quite a few T intersections. This works out awesomely for traffic as straight-through traffic seems to just 'stop' for some reason at times. No one that I have seen yet has really figured out why, everyone has just started avoiding them. Of special note is when you have an avenue that you want a turn around on with out slowing down traffic. Dirt Roads will put in stop signs ONLY for the dirt road allowing traffic to flow down the street/avenue unimpeded. This can give you a 'lossless' intersection for use in special cases. However keep an eye on this as some times the one little piece of dirt road you place can capture a vehicle in a viscous loop.

  • Multiple ways to the same location - This is more of just a design consideration but will help. Now I started with saying the AI is dumb and aim at a first come first serve mentality. This is the bit of a draw back to that one but please keep the other statement in mind first. Having multiple ways in and out of an area is a good thing. They do not have to be next to each other and can service from flow that would come from a completely different direction when made available. This will help remove choke points where all traffic eventually has to get to this intersection in order to get to that section of the city.

Now, addressing this to the screen shots of your city in particular. You have a lot of avenues and I feel that that is going to be the main thing to take care of. Unfortunately removing an avenue means removing all the buildings along it. This is one of my pet peeves in the game. However take a peek at the lower image in the bottom right corner. You have a little half moon peel off there (and its not showing bad traffic, I am just using it as an example!) If the AI randomly decides to come up to that intersection and turn down that little path, it will have to go all the way around the loop to get out again before it can make its decision of where to go. This will probably favor traffic flow in one direction, either people leaving to work/shop/learn or the people returning from working/shopping/learning making the other half get really frustrated on the way back or not make it back at all (sims are not unique, they are spammed and not guaranteed to make it 'home' again so to speak.

Secondly it does seem that you have some stops at intersections for your mass transit. You can try pushing them away from them. Do not think logically about this of what you would see in the world around you. Focus on avoiding corners and keeping the highlight of the coverage area over the area you are covering.

The information about this game is constantly changing and being updated currently. I will try and keep this post as up to date as possible.

Hope this helps.