No stairsĪ stair is a pattern where your road changes by one lane. That's the reason why the landscape boost is so low. The only thing you can do with deads spots is building landscape. Don't leave any dead spots on the map by a poor road placement. Obviously, you want to utilize as much of your map space as possible. If you built a circle, you can open it somewhere to get 2 more fields where you can build buildings. If there are two ways to reach a building, you have too much road in your town. Combined with the even grid rule mentioned above, you need to place the first road 2 fields away from the border to get a row of residential zones or other buildings in there. If you place a road at a border, you waste 50% of it's ablitity to connect buildings, so you don't want to have any border roads in your city. However, most buildings fit into that even grid pattern so that we can try to utilize the even grid as often as we can. because we have to build odd grid buildings like a Mayor's Mansion, Omega water towers or city storage. Sometimes we will need to deviate from that principle, e.g. Our straight-lines-with-a-distance-of-four pattern mentioned above allows us exactly that. Our first design goal is that we want to place as many 2x2 buildings and other even grid buildings as possible. So now everbody can just build a few straight lines of road and we are done, right? It's not that easy, especially not when it comes to regions that require more complex layouts to achieve minimum road coverage. However, everything close to 20% it is good. As we have to deal with borders, particular map sizes and other buildings than just residential zones, you will probably end up with a road coverage above 20%, even if you build large area buildings like stadiums that require less road. Parallel roads are easy if you don't need to care about borders For an easier understanding, every other residential zone (or other 2x2 building) is in a slightly different cyan color: In an unlimited large map, you can repeat that pattern over and over again in every direction, which brings you to the pattern of long, parallel roads with a distance of four fields that you often see. To these two segments of road, you can connect a second residential zone so that you end up with this pattern (cyan is 2x2 residential zone, grey is 2x1road): Every residential zone requires two segments of road to be connected. So we want achieve little Road Coverage as possible.īut how little road coverage is possible? Lets start with one residential zone. They are expensive and take space as you can't build buildings where road is. Roads don't add any value but connecting your buildings. To judge whether a layout is better than another, we some number that allow us to compare them. How to decide whether a layout is good or bad When the region update came out, this topic became very relevant again: Problems that had been solved needed to solved in another way: How to deal with concave corners in Limestone Cliffs or the ultra-narrow map in Frosty Fjords? Even just different dimensions as in Cactus Canyon require you to re-think the whole topic. Hello everybody, since I started playing SimCity BuildIt, I spent a lot of time on optimizing my road layouts. Posts about cheats, exploits or hacks are never allowed.
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