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Roads

Roads provide building frontage, carry trips and connect the city to regional utilities. A building needs an eligible road directly beside its plot. Keep the street network connected to the region through a road, avenue or highway reaching the map edge.

Road types

Type Width Base capacity: vehicle movements per day Main use
Street 1 cell About 8,000 Local access, with one traffic lane each way and wide pavements
Road 1 cell About 18,400 Two traffic lanes each way, with less pavement space
Avenue 2 cells About 64,800 Three lanes in each direction, split into two carriageways
Street with Parking 1 cell About 7,360 Local access with kerbside parking
Boulevard 2 cells About 38,400 An avenue variant with parking and two lanes each way
Highway 2 cells About 86,400 Three lanes each way for through traffic; does not provide building frontage

Capacities describe a clear stretch across the road's full width, including both carriageways of an avenue, boulevard or highway. One vehicle passing once is one movement; its return is another. These are the simulation's daily capacity estimates, not a guaranteed number of journeys: junctions and highway merges reduce local capacity, and congestion slows traffic as demand builds up.

Open Roads and choose the type and variant, then drag its route. One-way variants take their direction from the drag. Check the direction before committing a one-way street; a route must work for the return journey too.

Highways and interchanges

Buildings cannot develop directly against a highway or its ramps. Provide ordinary streets for their frontage.

To connect a local road to a highway, run it head-on up to the highway and use Interchange at the road end. Leave room along the highway for entry and exit ramps. The tool reports when only one direction fits or the connection cannot be built.

Bridges and tunnels

Choose a bridge or tunnel variant for the road type. These are distinct from metro tunnels. The placement preview checks the crossing and approaches; start and end where the road can connect to the surface network.

Leave room for approaches and keep crossings connected at both ends. A bridge can concentrate much of the city's traffic, so consider where a second crossing or public transport would provide a useful alternative.

Junctions, traffic lights and roundabouts

Every crossing reduces how much traffic can pass. The control determines the share of the road's clear capacity available there, as well as the delay to drivers and people crossing on foot.

Daily figures are approximate vehicle movements through an ordinary Street crossing. Delay lists driving / walking, in seconds.

Junction Per day Delay
Stop / yield 5,200 12 / 6
Mini-roundabout 5,760 8 / 4
Traffic lights 7,200 28 / 30
Roundabout 7,600 6 / 3

The example uses an ordinary Street's 8,000 daily movements. Other road types use their own base capacity. A full roundabout has a single Street lane circulating around its island, so attaching a wider road does not give its ring that road's capacity. Delays are reference averages: crossings between different road sizes adjust the driving delay, and congestion adds further travel time. A roundabout also makes vehicles follow a longer path around the island.

A crossing uses one control at a time. Remove an existing roundabout before adding lights, or remove the lights before placing a roundabout. Choose for the traffic and space available rather than assuming one control suits every junction.

Junctions and walking

Give pedestrians continuous pavements and crossings between homes, shops, jobs and transit stops. The waits in the junction table count toward the walking time limit, so repeated crossings can put a nearby destination out of walking reach.

Use the pedestrian-network view and Foot traffic layer to check walking connections.

Road condition

Roads need ongoing maintenance, and busy roads cost more to keep in repair. Temporarily reducing the Roads budget can help balance the city budget, but wear builds up, slowing journeys and reducing access to jobs and services. Use the Road condition layer and click a road to check its condition before delays become serious.

At 100%, crews maintain the current condition. Funding above 100% gradually clears the repair backlog, so money saved by postponing maintenance will be needed later. Repairs take time; restoring funding does not instantly fix worn streets.

Arcade unlocks

Streets and roads are available at the start. Junction controls unlock at 10,000 residents. Avenues, highways, bridges, road tunnels and interchanges unlock at 50,000. Simulation has no population locks on these tools.

See Transport and parking for how routes become journeys, and Utilities before removing a connection to the map edge.