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As with others who suffer from this problem, I am sure it will be fixed (simply a small correction of the %), so yes the city is empty, but let's say that this and for my case, allows me to improve the layout of the city.
When the fix is done, it will be great to find this traffic challenge again
Let's hope the fix is as simple as that. I stopped playing since the latest updates because of this.
 
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I also don't have any truck traffic anymore. My ports and cargo areas are dead.
right its lowkey annoying. None of my industrys have any cargo, also a thing I noticed was that even though i have all the special industries for my factories im still importing all the raw materials cause no trucks spawn.
 
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To be honest, I've stopped playing the game for a while now. My 500k population city is in a sorry state: little traffic for a city this size, absolutely no residential demand no matter what I do, employed wealthy homeless people still aplenty (which is insane - so unrealistic), the simulation is slower than a snail's pace and there's too few animations to bring a sense of life and energy into a city.

I was feeling very positive about the game after the economy 2.0 patch, but not anymore.
 
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I've found it more enjoyable to engage with the forums than to actually play the game. At least there's some activity there. I've stopped playing and won't be returning just because of a new region pack or minor updates.

Last year, I tried installing mods to fix various issues, but it turned into a tangled mess of overlapping and incompatible mods. Even the modders seem unable to resolve the performance problems. Simply removing cars from the screen isn't the solution. Perhaps abandoning pathfinding altogether could help. Once a route to work is mapped, it could be reused until the job changes, with a monthly check to ensure the roads still exist, or a quarterly search for a better route.

Rather than simulating individual people, decisions could be made at the building level. For instance, if a school is full, check if 2% of the students can be redirected to another school. There has to be a way to make this work with some alternative thinking.
 
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In my current city, the largest one I've built so far with about 480k pop right now, the sim speed is down to 0.5...0.8 depending on the time of the day.
There is less traffic but it is what I would call "normal". It's way too much in the early game with a lower population due to the compressed game time. Public transport is well occupied and I would say it's only a bit more than it was when the city was smaller.
 
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More traffic ideas:
  1. Carpooling and Vanpooling: Encourage carpooling and vanpooling to reduce the number of vehicles on the road. Parents can take turns driving groups of children to school, creating small routes to pick up kids from one area and then making one larger trip to school, such as to a high school.
  2. School Buses: Utilize public or private school buses more effectively. For schools that don't use buses, parents can organize vanpooling systems to ensure efficient transportation.
  3. Telecommuting and Stay-at-Home Parents: Promote telecommuting and support stay-at-home parents to decrease the number of commuters during peak hours.
  4. School Graduation Process: Simplify the school graduation process by maintaining an age-ordered list of students. Instead of checking each child's age individually, regularly graduate the oldest students and transfer them to the next school level.
  5. Additional Ideas: Solicit further suggestions from the community to enhance these proposals and make them more practical and effective in reducing traffic.
 
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I've noticed a dramatic increase in traffic once I started using parking lots/garages. Lots and lots of them. Like in the real world, if a residential tower has 100 families, make sure to have at least that many places to park. I've also noticed that sims will prefer street parking if it's available. For me, rush hour(s) is back and I'm struggling to modify my road system and public transport to deal with it all.
 
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More traffic ideas:
  1. Carpooling and Vanpooling: Encourage carpooling and vanpooling to reduce the number of vehicles on the road. Parents can take turns driving groups of children to school, creating small routes to pick up kids from one area and then making one larger trip to school, such as to a high school.
  2. School Buses: Utilize public or private school buses more effectively. For schools that don't use buses, parents can organize vanpooling systems to ensure efficient transportation.
  3. Telecommuting and Stay-at-Home Parents: Promote telecommuting and support stay-at-home parents to decrease the number of commuters during peak hours.
  4. School Graduation Process: Simplify the school graduation process by maintaining an age-ordered list of students. Instead of checking each child's age individually, regularly graduate the oldest students and transfer them to the next school level.
  5. Additional Ideas: Solicit further suggestions from the community to enhance these proposals and make them more practical and effective in reducing traffic.
I don't see the connection with the title of the topic, many complain about the lack of car traffic (the streets are empty) and you want even fewer cars on the roads, already that takes away from the fun of the game but putting even fewer
I've noticed a dramatic increase in traffic once I started using parking lots/garages. Lots and lots of them. Like in the real world, if a residential tower has 100 families, make sure to have at least that many places to park. I've also noticed that sims will prefer street parking if it's available. For me, rush hour(s) is back and I'm struggling to modify my road system and public transport to deal with it all.
t may depend on the size of the city, because for some and me having only +-300 vehicles (sometimes 500 peak hours) on the streets with a population of +40,000 inhabitants is illogical and unreal, as explained since the beginning of this topic. (I have a lot of parking lots, too many even and it doesn't change anything
 
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I've noticed a dramatic increase in traffic once I started using parking lots/garages. Lots and lots of them. Like in the real world, if a residential tower has 100 families, make sure to have at least that many places to park. I've also noticed that sims will prefer street parking if it's available. For me, rush hour(s) is back and I'm struggling to modify my road system and public transport to deal with it all.
I second this. If you want a car based transportation system with medium and heavy density zoning, you must provide parking where cims live, where they work, where they shop, at colleges and parks, basically everywhere. The assets don’t come with enough built in parking to handle parking demand, you need 2 to 3 parking spaces In your city per active cim.

I don't see the connection with the title of the topic, many complain about the lack of car traffic (the streets are empty) and you want even fewer cars on the roads, already that takes away from the fun of the game but putting even fewer

t may depend on the size of the city, because for some and me having only +-300 vehicles (sometimes 500 peak hours) on the streets with a population of +40,000 inhabitants is illogical and unreal, as explained since the beginning of this topic. (I have a lot of parking lots, too many even and it doesn't change anything
Hm, I have 45,000 inhabitants in my test city. The road network is at capacity with around 2,500 personal vehicles traveling at any one moment during the peak.
 
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Hm, I have 45,000 inhabitants in my test city. The road network is at capacity with around 2,500 personal vehicles traveling at any one moment during the peak.
Interesting. My city has 120k, and the only time I see any traffic at all is after building residential high-risers when people are moving in or because of an accident. Other than that, there's almost no traffic to speak of. I have a dense industrial zone with over 10,000 jobs, and nobody seems to be driving there. Frankly, the buses going there are nearly empty, too, so these people must have all figured out how to work industrial jobs remotely.
 
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I don't see the connection with the title of the topic, many complain about the lack of car traffic (the streets are empty) and you want even fewer cars on the roads, already that takes away from the fun of the game but putting even fewer

t may depend on the size of the city, because for some and me having only +-300 vehicles (sometimes 500 peak hours) on the streets with a population of +40,000 inhabitants is illogical and unreal, as explained since the beginning of this topic. (I have a lot of parking lots, too many even and it doesn't change anything
I should add context to my remarks. If you remove all the pathfinding time for "incorrect" traffic, then you have more time available for genuine traffic. I believe that they reduced the numer of cars drawn because various mechanisms (such as pathfinding) were taking too much time. I'm suggesting that the game should be using "batches" such as carpools, rather than individuals, to make cycles available. Other examples are "birth" maybe 1 million happy people should have 1000 children per game month, then they are allocated to "game tiles" based on tile population, and eventually parents as time permits (instead of some insane loop that goes through 1 million people). So many systems seem to need rework to be approximate or batches, until the game runs at 1x speed for 1 million people, then: You have more time for the traffic to be shown.
 
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Interesting. My city has 120k, and the only time I see any traffic at all is after building residential high-risers when people are moving in or because of an accident. Other than that, there's almost no traffic to speak of. I have a dense industrial zone with over 10,000 jobs, and nobody seems to be driving there. Frankly, the buses going there are nearly empty, too, so these people must have all figured out how to work industrial jobs remotely.
Yes, there is always a spike in traffic when you build residential zoning. The 2,500 personal vehicles driving in my test city will jump to 4,000 while cims are moving in after I zone a new subdivision.

It seems like industrial has a high demand for parking. About a quarter of the area in my industrial district is parking lots, and they’re all well utilized during work hours.
 
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I've noticed a dramatic increase in traffic once I started using parking lots/garages. Lots and lots of them. Like in the real world, if a residential tower has 100 families, make sure to have at least that many places to park. I've also noticed that sims will prefer street parking if it's available. For me, rush hour(s) is back and I'm struggling to modify my road system and public transport to deal with it all.
If your city gets bigger, you'll notice that the parkings are always full and there is little to no movement. You would expect parkings to fill up in the morning for instance, but that doesn't happen.
 
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Interesting. My city has 120k, and the only time I see any traffic at all is after building residential high-risers when people are moving in or because of an accident. Other than that, there's almost no traffic to speak of. I have a dense industrial zone with over 10,000 jobs, and nobody seems to be driving there. Frankly, the buses going there are nearly empty, too, so these people must have all figured out how to work industrial jobs remotely.
Yes, exactly. My city is of the same size and I zoned a massive industrial block and there is not any traffic at all. No people working there it seems and also no trucks.
 
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I try and am still in a problem of number of private car traffic.
This patch apparently does not add anything.
I do not understand how some have cities with a realistic number of private car use.
And some, like me have a figure completely out of logic, realistically currently my city is almost 500,000 inhabitants (subtracting children, young people, poor people ...) having only a maximum of 500 cars during rush hour on the roads is absolutely not correct.

I even have a well-filled "test" zone with 17,700 residents, 7,076 households, in this zone it is voluntarily devoid of public transport and well-filled with parking lots, this zone has households in the vast majority of wealthy people.
The inhabitants of this zone are in very large numbers on foot and make long journeys on foot, even the moving-in.
And the number of cars used in this area alone should far exceed the total number of vehicles in circulation in the city (+-500)

Some advised me to put a lot of parking, I added some, even too much, I'm testing to see if it plays a role, but the usage figures despite this latest patch don't change much.
Having already tried to increase the price of public transport and even suspend it to force residents to take their cars, it didn't change the result, they do everything on foot

PS
Prismaticmarcus, Is there an answer from a manager who could help to know how to solve this problem, 11 pages and no concrete answer, it's despairing ?



There, I'm trying to put free parking in various zones, to see if that would change anything.
To make them all free, even in one zone the game doesn't allow us to do it, so I have to take them all 1 by 1 o_O
If anyone has an idea for a mod ?
 
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