Cities: Skylines

Cities: Skylines

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CSUE Roads
By AngryDragon
   
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Required Mods
In order to use CSUE you will need quite a few mods. It also goes without saying that the more mods you add, the more ram you will be using. In other words, you should not be using CSUE roads if your machine is just barely able to run city skyline.

CSUE collection by Amamlya

Required Mods

Road Options a.k.a Crosswalks Remover / Road Colors Changer ++
This mod is a must have. When intersecting CSUE 4DR and 6DR in a T or a cross without this mod, you will notice an ugly black triangle. For some reason, this mod fixes that problem. It appears that it textures the end of the node. Also, by color matching all of your roads, it becomes a lot easier to hide other problems.

Move It!
You will have to make a lot of adjustment to get your CSUE roads to look just right.

Fine Road Anarchy
Fine Road Tool
You are going to be editing and building a lot of roads. Theses 2 mods will make that process a lot easier by providing comprehensive road building tools as well as shotcuts.

Recommended Mods

Camera Position Utility
This mod will allow you to get in close and rotate your camera as needed without having to worry about colliding with other things you have built nearby. It is quite handy when building in tight locations, especially when the neighborhood is already densely built up.

More Beautification This mod is a staple amongst for builders who are into detailing their city. This game has a lot of quirks and that means that by definition, so does the CSUE roads. Using props is one of the best way to hide problems. A lot of the mods listed under this section piggy back off of this mod.

Advanced Toolbar
There's a lot of CSUE roads. Being able to expand the toolbar will make it much easier to locate the segments you need to build your road.

Find It
This mod works real well with Advanced Toolbar. It provides a search bar which allows you to search for any asset you have loaded in game. This means that you could search for specific segments using the search bar rather then trying to locate it amongst the several dozens of other CSUE segments.

Loading Screen mod
CSUE roads share textures. Loading screen mod has the particularity that it will only load the texture once when multiple assets are using it. This reduces the load on your ram and allows you to load more assets. Let's face it, if you are reading this, you are likely an asset junky who is already pushing his machine right to the edge of what it can do.

Extra Landscaping Tools
You will likely end up in a situation where you must modify the terrain in order to properly fit a CSUE roads. Extra landscaping Tools will make that process a lot easier.

Precision Engineering
If you are subscribing to CSUE roads, you are obviously someone who is looking to get your city to look good. Precision Engineering will help you making sure that everything lines up just right.

Ploppable Asphalt +
Ploppable Asphalt
Even if you follow this guide to the letter, you will almost inevitably end up having a situation where there are a few things you need to hide and sweep under the rug. Ploppable Asphalt will help you do that. You will need to subscribe to both mods in order to get the props. While on Ronyx69's Workshop, you might also want to grab a few decals to go along with that ploppable asphalt. He has a lot of those.

Prop & Tree Anarchy
It is likely that you will have a situation where there are a few issues you want to hide. Props are a good way to do that. It should be noted that Ploppable asphalt is a prop. The only way to get props over a road is with anarchy. This mod will provide that and more.

Prop Precision
Even if you do your very best to line up props, the way the game handles positioning means that you might not be able to get them in the exact position you want. This mod saves extra information to make the positioning of props more precise.

Prop Snapping
Fixes a few issues with the height of props.

Prop Line Tool
Will help you line up props such as barriers along the side of the road.

Decal Prop Fix
If you are using decals to hide issues, then this mod is required for any decals larger than 8x8

Surface Painter
Surface painter allows you to paint the ground with the textures used by your map theme such as concrete and gravel. This can be handy to hide sharp edges, or remove unwanted concrete near the pillars.

Recommended Assets

Ultimate Area Fillers
You can use theses to paint an area with gravel or concrete. They are a more precise solution then Surface Painter, but they do add to your building count.

Recommended Pillars

If you are planning to create stacked highway, then the default pillars won't do. Theses 2 are some of my personal favorites.

SHUTO Expressway Pillar
Steel pillars painted white. They are very tall which makes them great for those highways which are very high.

R69 Pillar Set
Steel Pillars with a few rust stains. Theses are some of the oldest pillars on the workshop and they still work great. You don't need the entire set and many pillars in this set are in fact reversed copies of each other.
Understanding the naming convention
The naming convention of CSUE roads does get somewhat complicated, but there are really just a few things that you need to remember. The most important is that all segments are named based on their starting and end alignment.

For example, the start of 2C = 3C will line up with any segment that ends in 2C while the other extremity will line up with any segment that starts with 3C. If you follow that basic rule, you should be able to create a few interchanges relatively easily.

The explanations below are meant to give a deeper insight into the inner workings of CSUE roads.

Naming Convention

The name always starts with CSUE which means City Skyline Urbain Expressway. That abbreviation is always followed by one or more of the following:
  • Trans
  • Shift
  • Ramp
  • Core
  • Xtra
  • EX-AR
  • EX-T
  • EX-5R

Theses give you a bit on info on what type of segment it is. The last bit of the name will tell you which segments can connect to that particular segment.

Segment Types

Trans
Trans most is most likely short for transition. Trans segment are all straight pieces. They are used in between other pieces.

Core
Theses are the segments which you will use in between intersections. Core segments all have a secondary type which is either Trans or EX-T. 1C, 2C 3L and 4C are listed as Core segments by their thumbnail but bear the trans denomination when you search for them.

EX-T
EX-T stands in for External. Theses are the segments which you will use in order to create connections between the CSUE highway and vanilla roads, or any other roads you might have downloaded from the workshop. Check the "Connecting to Vanilla Roads" section for more details.

Ramp
This is where the real magic of CSUE happens. Theses segments are used for on and off ramps. They feature proper ramp markings which is something that I feel has been really missing from City Skyline.

Shift
Theses segments allow you to shift the alignment of the road to the left or the right. They are used when you need to change alignment in order to connect with a specific ramp segment.

Xtra
Theses segments add or remove a lane. Theses will mostly be used right before highway exits, or right after highway on ramps.

EX-AR
For the most part, theses behave just like Xtra segments. Theses do have a few fun quirks. For example, there are no 4R or 5R segments. However, there are 4R and 5R ramps. Similarly, 1C is somewhat of an oddball in this collection. It has very limited use. What this means is that with the exception of 1C, theses segments will always be used right before or after a ramp segment.

EX-5R
The particularity of theses segments is that they are right shifted and that their right most lane is the 5th lane. All EX-5R segments have a secondary type which is either Trans, Shift or Ramp.
Understanding Road Alignment
All segments have a center

The most basic thing you need to understand about how roads work in this game is that they have a center. Draw the an imaginary line from the center of one node to the next and that is where the center of a particular road segment is located.

Install the Precision Engineering mod if you need a more visual representation of what that means. Draw a vanilla road and then draw a CSUE L or R segment next to it. From there, take any other road, press alt and see how they line up. You'll immediately notice that the L and R segment are off center.

CSUE roads are designed that way. That is how this collection can create those magnificent ramps with the limitations imposed by the game's engine (blame CO). That is also why there are multiple segments with the same lane count and arrangement in this collection. 3L=2L+1R is essentially exactly the same as 3C=2C+1R4 other then the fact that the segment has a different center.

Once you understand how the different segments are centered, it becomes much easier to understand how to use this collection.

Lane Alignment Basics

The alignment of a segment is designated by the letters L, C and R which correspond to Left, Center and Right. The number in front of that letter designates the amount of lanes. Some of the R segments also have a letter after. That number designates the lane number (more on that later).

It's notable that while there are 3 letters to designate the alignment of segments, there are really only 2 alignments. If you create a 4C segment and line up any C or L segment, you will notice that the lanes line up perfectly. Similarly, if you take a 3R segment and compare lane alignment with other R segments, you will notice that all other R segment will line up perfectly.

I highly recommend spending a bit of time playing with the segments to see how they line up. Once you understand that, you discover that in some cases, some segments can and do align with more than just what is listed in their title.

Here are 2 lists for reference:

Left and Center aligned roads

Note: 3L is listed as core instead of 3C. No, that is not a mistake.

Right aligned roads

So I listed some of the double roads in there... What is going on? Once again, there are only 2 possible alignments. In short, what it means is that the 2 right shifted lanes of 4DR will line up perfectly with the 2 right lanes of the 2R segment. What this means is that you don't even need a transition segment to go from 4DR to a pair of 2R segments. You can connect them directly. There are quite a few other possibilities. It's up to you to discover them.

The offcenter 1C and 3C

Despite bearing the C denomination aren't truly centered. The center of theses segments lies 2m to the right of the true center of the segment. This was done because the lanes of theses segments are meant to line up with the rest of the C and L aligned segments.

I personally feel that theses segments are improperly named and that we definitely could use a true 1C and 3C segment. Not having those has made it much harder to design my road system. It's notable that segments which aren't centered cannot have a tunnel piece. That means that this collection does not have a one lane or 3 lane segment which you can use to create a tunnel.

1R4, 1R5 and the 6th ghost lane

From the leftmost lane to the rightmost, this is how segments are ordered:

Based on that, i've deduced that 1R4 and 1R5 are named as such because they act as lane 4 and lane 5, but that's not the whole story. You see, there is actually a 6th lane that isn't mentioned in the previous list. 2L is completly left of the true center just like 1L. This means that the second lane of 2L is actually just left of 1L. 3L and 4C also make use of that unlisted 6th lane.

When and where to use Left, and Right aligned roads

There's really no set rules as to which segments should be used where, but there is a basic logic. Double segment connect easily with right shifted segments. That means that roads aligned to the right is mostly where your highway exit, on ramps and ramp merging will happen. Following that logic, it goes without saying that the Center and Left shifted segments will be those you use to build the highway itself.
How to use CSUE roads
Taking inspiration from the real world

For the most part, CSUE roads are meant to work as an elevated expressway in a dense urban environment. They are rather narrow and lack the extra shoulder / emergency lane which many americanised roads would have. Look at Japanese or Chinese cities on Google Earth for inspiration and to understand in what kind of circumstances you would find road such as theses in the real world. One of my personal favorite to look at has to be Osaka which has a crazy multi level double loop interchange which sits partly over a channel.

Ground deformation

CSUE roads do not deform the terrain when pushed below ground. Instead, they will create a hole right through the terrain. This means that it is likely that you will have to modify the terrain when using them at or close to ground level.

Tunnels

Most CSUE do not have a tunnel prefab and will just create a hole throught he terrain when you push them below ground level­. The notable exceptions are:

What makes those segments different is that they are centered. Segments which aren't centered don't tunnel properly. (blame CO)

Shift Segments

Theses segments don't look right when trying to create a straight road. There will always be a small kink left no matter how hard you try to make it disappear. They should always be slightly curved. The best location to place them is right before and after ramp segments where the highway will, in many cases, diverge and curve of to one side by design.

Stacked segments

Building a stacked highway can be a bit of a hassle in this game, but the result makes it is well worth the trouble. If you want to create stacked roads, the default CSUE pillars won't do. You will need to replace them with more specialized pillars to get your stacked highway to look just right. There are several ways of doing this, but all will require the following mods:

You will also need a few stacked pillars. There are a number of those on the workshop. It's up to you and which ones you prefer.

Many will tell you to build the upper layer first. With my method, that's irrelevant. Start by building one direction of your highway. Before you do anything else, place one or two copies of the stacked pillar you want to use. This will help you get the height just right during the next few steps. You can place the rest of the pillars after you are done.

Once you are ready to build the other direction, what you will do is select all the nodes of the highway segment that you just built using the Move It! mod. Make sure to disable the follow terrain option or your highway might be bend out of shape during the next step. You will then press Ctrl-C. We are quite literally going to copy right paste the highway. Make a left click to paste your segment next to the existing highway segment and then a right click to exit the copy process. After making that right click, you will notice that all of the nodes of the highway segment you just copied are selected. Using the move it Mod, move the newly copied segment above or below the existing segment. Because it is an exact copy of your other highway segment, it should line up perfectly. Congratulation, you now have a perfectly lined up stacked highway. All that is left to do is delete the default pillars with Move It! and replace them with the pillar of your choice.

One notable thing about this method is that the 2 nodes will be stacked on top of each other. In some cases, it could get hard to select the bottom node. This is where the Camera Position Utility mod comes in. It will allow you to get in close and rotate your camera as needed without having to worry about colliding with other things you have built nearby. Using that mod, you should be able to select the bottom node easily enough.
Connecting to vanilla roads
Before going further...
If you haven't done so at this point, do take the time to subscribe to the Road Colors Changer ++ mod. It will hide quite a few of the graphical problems you might experience when trying to connect CSUE roads with vanilla roads. It will also color match your roads which will make it much easier to hide any remaining issues.

I would also highly recommend subscribing to Ploppable Asphalt + and Ploppable Asphalt. It provides asphalt props which can be color matched with the RGB you've set for your roads using Road Colors Changer ++

Not all roads connect

There are only a few CSUE roads which can connect to vanilla roads. Even when using theses roads, there are a number of do and don't.

It should be noted that in the above ruleset, highway and national roads are used as generic terms. Network Extension highway have the exact same alignment as vanilla roads and will line up properly without any issues. The same goes for quite a number of highway and national roads which have been posted on the workshop. The most basic requirement is that the lanes must line up.

Keeping in mind that last statement, this also means that there are additional CSUE segments which can connect to highways, national roads and vanilla roads. For example, 2C = 2R will connect properly with 2 lane highways. This is because the starting point of that segment has a 2C alignment. Any Shift segment which ends or starts with an alignment matching the alignment listed at the beginning of this section should line up and connect properly.

The 4DR and 6DR segments are far more flexible but still have a few quirks. They will connect with just about any vanilla road without too many issues as long as you don't push them underground.

You might be able to connect other segments, but you will have to cover the connection with ploppable asphalt and a few props to make them look nice. It is far simpler to stick to the roads listed above when attempting to connect to vanilla roads.

Connecting 2C 4C and 2DC

The best way to connect theses 3 is to have the vanilla road at or near ground level. The CSUE segment you will be connecting to that road should be a bridge which you raise off the ground.

The underside of the junction might look a bit sharp. The best options to hide this problem is to use Surface Painter or using an Area Filler Brushes by FxUK. The area fillers are buildings which means that they will add to your building count, but they give a better and more precise result then Surface Painter.
35 Comments
Demerzel 23 May, 2022 @ 7:02am 
简单翻译几个要点:
1.Trans类型,进出均是相同车道,不存在车道移动和增减,但会缺少某些车道,比如左1右1或右2,主要是为了连接其他特殊类型的道路
2.EX-T类型,主要是为了连接游戏自带道路
3.CORE类型,最常用于立交桥之间的道路,大多数均为完整的、无偏移、无增减车道类型
4.Ramp类型,用于连接匝道,常见车道分离/合并一条外部车道
5.Shift类型,主要用于车道偏移,比如1C偏移到1R/1L
6.Xtra类型,常于Ramp组合使用,用于在原有车道数量的基础上增加/删减一条车道
7.EX-AR,几乎和Xtra类似
8.EX-5R类型,主要包含5车道、6车道的道路类型

以上几种类型可能会混合命名某个车道
Future 22 Apr, 2020 @ 6:16am 
I'm assuming a 4 lane one way road that can connect to vanilla roads is the max?
AngryDragon  [author] 7 Apr, 2020 @ 8:33pm 
It's literally been more then a year since the last time I actually touched City Skyline. This guide was made for the original CSUE roads. Some of what is in here might still be relevant for CSUR, but I really don't know enough about the new version to be able to say much more then that. For the time being, I do not have any plans to update this guide.
t-qb 7 Apr, 2020 @ 8:22pm 
Please help how to connect CSUR to standard city highway? I need it to start build the city with it.
And anyway I cant not use standard roads. Because of Trolleys, trums etc

And how to connect any CSUR road to any roundabout? I made CSUR round but cant connect it to the roud
AngryDragon  [author] 26 Feb, 2019 @ 6:56am 
@Pinnaz Any road ending with 2R should match just about any road starting with 2R. There's been quite a few roads added since I made this guide, so it's not quite up to date, but that should still be valid as a genral rule.

The color of thumbnails has more to do with what type of road it is then anything else. It can give you a clue as to which type of road it will best connect with. When building, consider how things would be laid out in reality.
PINNAZ 26 Feb, 2019 @ 5:59am 
One thing I haven’t mastered yet is figuring out which sections work best with each other. I get that if a piece finishes with “R?”, the next piece should begin with the same “R?”.
Do certain coloured thumbnails (road types) only go with certain other coloured thumbnails (road types)?
I just haven’t understood which piece I should be using next. I am just going by trial & error until I get the correct piece.
Maybe I just need to keep reading your guide & building to completely understand it.

Anyway, thanks so much for writing a guide as it has helped me (a little bit) something I can refer to anyway.

Cheers!
PINNAZ 26 Feb, 2019 @ 5:59am 
Thank you very much for the guide. Has helped understanding which piece goes with the next / previous.

Very complex highway system to use but once you get want you want it’s amazing assets he has created.

I play left hand drive & it makes it twice as complicated. I have to select the opposite merge piece otherwise it is built the wrong way (but still in the correct direction).
SeizeTheMeansOfDopameen 19 Jan, 2019 @ 1:39pm 
I clicked subscribe all in the collection, but not all of them are in the ui?
AngryDragon  [author] 5 Jan, 2019 @ 1:42pm 
There are plenty of segments which are compatible with 4C. As for 2L, there are just a few matching segments out there, namely, 2L, 2L+2R, 3L=2L+1R, 4C=2L+2R... Notice a theme here, theses are all meant to be used as part of on off ramps merging with the main highway. As underlined in my guide, 2L would likely be the main highway in that senario. I'll also note that 4C=2L is one of those segments you really shouldn't need to use all that much and probably shouldn't use much at all. It's there for what iffs and that's about it.