![]() ![]() ![]() These roads will likely be your main end-game road for your skyscrapers. Best used for medium density residential zones, these make fantastic "main streets" for any new cities, especially to connect residential sections with industrial sections to keep the former from suffering the smog of the latter. This is the largest-density road that still uses stop signs rather than stoplights. ![]() They're perfect for low-density residential zones. They're extremely cost-efficient, but they have a low top speed for cars compared to other road types. ![]() Most of you probably live on these types of streets in real life. This is going to be your go-to road when starting a new city, especially in the residential sections. Alternatively, you can use these roads for residential homes, but due to the low speed the cars must drive on them, you should limit any given stretch of dirt road to a handful of houses. These roads are mainly for remote sections of the city, perhaps for connecting your smellier sites like power plants to the rest of your buildings. So for example, the Low Density Dirt Road is listed as having one lane, but it's one lane in each direction. All costs refer to price per "tile" of road laid, and the number of lanes refers to one direction. Mousing over a given road type gives you the cost, maximum density and the number of lanes for the road. You can use this technique to have nearly the same density as avenues but with much less traffic congestion. If, (aright, when) you are having traffic build-up, de-zone buildings on your 'main' avenue and force the buildings to lock onto roads to feed into your avenues. On avenues traffic flows faster so a good pattern to consider is to build sidewise H' inside of large avenue squares. An un-documented difference between roads and avenues is that roads seem to better accomodate more buildings without building traffic queues. ![]()
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