First of all, the map should be big. Just like the real situation, the car capacity in a small area is limited. (For example, if the landlord is in Xiao Pi and there are so many cars, the planning itself is not good. Even if it's not rush hour, some places are blocked. )
Secondly, we must find out what vehicles are running on the road, and what are the starting and ending points.
Finally, planning, our goal is to solve traffic problems, let vehicles achieve their goals, and let factories, shops and docks keep running, thus creating value. The only goal is to develop the island's economy.
So I chose to make the biggest map and chose hilly terrain (flat is easier to get, but too boring).
Speaking of transportation, it is simply two kinds of transportation, private cars (commuting) and trucks (pulling goods). To reduce the use of private cars, one is that the "commuting plan" in the order can be reduced by a part, and the use of parking lots can be reduced by a small part. Not only can the use of trucks not be reduced, but it is better to let trucks run all over the street, so that the city's cargo capacity can be greater.
Trucks don't need to be subdivided, the focus is on the route. We often say supply chain, raw material-production-terminal, which is a complete production chain, logistics, which is assisted by transportation companies. See how realistic it is. The same is true for in-game routes, which always give priority to the nearest destination. Therefore, a complete production chain needs to have sufficient logistics carrying capacity.
There are only the following reasons for congestion. The first point is that there are too many intersections, and vehicles passing through intersections need to switch to other routes for different purposes, resulting in cross-queuing congestion. The second point is that the utilization rate of the same road is too high, because this road is closest to the destination. The third point is gone.
According to the above summary, I have my current island planning, and the details of the semi-formed island map are attached below:
This is the cigar industry chain. Two tobacco hydroponic farms supply two cigar factories and provide two docks. The residential area on the left was discovered by testing. The road utilization rate is very low, and the transportation company puts it under the factory with the door facing down, which also balances the road utilization rate.
There are only two roads extending out of the whole region, so that the extra capacity can be used for other things, such as supplementing the capacity of other regions or other supply chains.
In the political area, the utilization rate of this road is even lower. Except for some private cars, it is a delivery car in the supermarket. Turning a turret is enough to resist any mob. The higher the support rate, the fewer mobs, and most of them are idle. In order to prevent riots, I built many houses in this place. Newcomers, unemployed people, and temporary residents with bankrupt economic conditions will leave when they find jobs. If there is an affordable and quality house near their workplace, they will live.
The planning ideas of wineries and other industries are the same. The two roads extend to the middle one. By the way, it is best to have an armed team in each area, which can deal with strikers as quickly as possible.
This steel plant and warehouse are very interesting. There is a highway connecting the two areas, so as to transport the finished steel products of steel mills to the warehouse as soon as possible.
Jewelry factory, pure import processing is simpler, as long as the transportation capacity is enough, it can also produce continuously.
Chocolate factory and electrical appliance factory, on the edge of the cliff, can only extend the dock to the beach next to it. Just finished, they are going to cut down the tree and make it green.
The same is true of tourism. There is no map. I don't think I have built much except two airports, a stadium and a hotel in La Salsa. Theoretically, it forms an independent area. Attention should be paid to local tourists and foreign tourists. The buildings of local tourists should be closer to the main roads, and don't occupy the roads of foreign tourists excessively.
The college area is the same as the military area, and it is simpler without an industrial chain.
Finally, talk about the central area and main roads. The main road uses two lanes to turn the middle part of the map around. Only when the two lanes are far apart will there be a road connected.
There are some public buildings in the central area, mainly supply chains, such as supermarkets distributed in various production areas, which are distributed in a star shape from the center to the periphery, as well as farms for pigs, cattle, sheep and horses, which make balanced use of roads.
You can see that the traffic on the main road is smooth and there is no congestion. There is almost no congestion in each community, and occasionally no more than two cars line up. Production has never stopped and there has never been an explosion in inventory capacity.