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> (though if you squint, road hierarchy is somewhat tree-like, I suppose, though with more intra-branch connections) Intra-branch connections are your mistake.
by dragontamer 4y ago
> (though if you squint, road hierarchy is somewhat tree-like, I suppose, though with more intra-branch connections)
Intra-branch connections are your mistake. Don't do that. If you're purely a tree-shape, there's no Braess paradox because each neighborhood (or housing unit) only has _one_ path to the rest of the city.
The minute you have 2, 3, or 4 different paths to reach the same house, is the minute that paradox starts to bite you in the ass. So just avoid it completely with a 100% tree-like branching behavior. One path means you have absolute control and force the little cars to go down the exact paths you want.
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Yes, roads and intersections will saturate. At that point, stop building in that neighborhood and build another branch of your tree.
I don't think I ever found a reason to do a non-tree design in the game, aside from simulating realism. But if you're just designing neighborhoods to minimize traffic and maximize population, a pure tree is the obvious approach.
IIRC, there's no residential-to-residential traffic. Its all residential-to-commercial, and then commercial-to-residential. That's why a pure tree works. Or industry-to-commercial, and then commercial-to-industry.