Cities: Skylines

Cities: Skylines

Not enough ratings
When one highway is not enough: collector/distributor system design notes
By Aenarion
Sometimes you'll find that one highway is insufficient for traffic volumes. Often the most effective solution is to build one or more additional carriageways, creating a collector/distributor (C/D) system. This guide provides some ideas for getting the most out of your C/D systems.
   
Award
Favorite
Favorited
Unfavorite
The main objective of C/D systems: making merges work
In C:S as in real life, congestion is usually generated at the MERGE between two highways (or other busy roads). Plonking down an extra carriageway does not by itself increase merge capacity; at best it just moves the congestion slightly further down the road where the parallel carriageway merges back in (‘the primary merge’). If you want to kill the congestion rather than just move it around you need to take traffic away from the primary merge. In the following screenshot you can see two ways of doing this. On the inner carriageway there is a conventional exit prior to the primary merge. On the outer carriageway there is no exit prior to the merge, but there are lots of extra exits after the primary merge, which means that traffic has reasons to stay away from the primary merge.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=437522895
Making merges work in C:S
There is a specific issue with C:S at the merge. Most times you will want to start the new parallel carriageway with a merge between two ramps. Both ramps will often by default merge into one lane of the highway, which creates congestion. To get around this, you should make sure that the ramps at the start of the parallel carriageway come in from opposite sides. When the ramps are coming in at the correct angle for an orderly merge, one will have a left turn arrow and one will have a right turn arrow. If either ramp has a straight-on arrow it is likely that it will actually merge to the left or right and create congestion. Weird, but that's how it works.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=437522773
Secondary objectives of C/D systems
You generally want to put similar amounts of traffic on the two carriageways so you using all the available capacity. Entries and exits should be allocated with this goal in mind.

You should also try to ensure that most (if not all) of the movements that could be performed before you add the extra carriageway can still be performed afterwards. If you stop traffic from doing what it could previously you may generate extra congestion elsewhere as traffic redirects, reduce the effectiveness of any services that used the old routes, or even jeopardise deliveries that are essential for your commerce and industry. Replicating movements often requires quite complex layouts, as seen below.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=437535129
Comparison with real life C/D systems
Most of the principles for real C/D systems apply in C:S. You can actually learn quite a lot just by looking at them on Google maps and thinking about what each ramp is doing. There are, however, a couple of ways in which real C/D principles don't fully apply in C:S.

In real life C/D systems like the 401 in Ontario, the outer carriageway is usually for local traffic and has lots of entries and exits and the inner carriageway only has entries and exits at major interchanges. If you are building a C/D system from scratch in C:S, that is probably the best way to do it. But if you are upgrading an existing road, there is no reason to follow this rule, and often it would require much larger land take. In my C/D systems (see below), there are a similar number of entries and exits on the inner and outercarriageways.

In real life, C/D systems usually have two carriageways in each direction. There is again little reason to systematically do this in C:S as the game generally generates more congestion in one direction than the other. Hence my examples below all have two carriageways in one direction and only one in the other.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=437542090
Examples
Here are three examples from my city:

Example A - two highways get funnelled into this section before the traffic splits at a major four way interchange. The less busy highway is put onto the outercarriageway; as I want to balance flows between the carriageways I also made the outercarriageway the only way to access the left turn at the four way interchange.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=437374845
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=437375195

Example B - this is the biggest C/D section in my city. The new carriageway is mostly in the water, as this is the only place where there was room. This means it is on the 'wrong' side of the existing highway, i.e. it is going in the opposite direction to the nearest carriageway.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=437375015
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=437375296

Example C - this section between a four way highway interchange and an industrial area was highly congested. The ramps from two of the highways form the outercarriageway, which has several exits in the industrial area.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=437375118
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=437375377
Overall map of my highway network (example A is to the NW, example B is to the SW, example C is to the NE): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=437374762

There is some light congestion on the C/D sections but vastly improved from the long lines of stationary traffic that was there before I put in the extra carriageways :)
8 Comments
Rreal_teckno 29 Nov, 2016 @ 10:35pm 
You can use airplanes,train and boats , thats what there for.

I use them for the infux of peaple and deliverys, you dont really need the starting highway when your big. Even though it's really unrealitic that peaple can spawn cars and you can spam busses with no extra change to you
Aenarion  [author] 21 May, 2015 @ 10:53am 
Pale-blue-dot - Do upload those screenshots! But yeah, if you've built your cargo loop next to the highway ringroad then I can see building full C/D from the start is a good idea. Apart from anything else, it should take the inevitable queues for cargo terminals off the main highway.
FatOldCat 20 May, 2015 @ 3:38pm 
In the end, it's just a game and it will never be used to accurately simulate anything. You can't simulate human behaviour. Human traffic will always find the fastest routes, not the shortest routes to their destination, and preprogrammed traffic will always follow a route that has been scripted/calculated based on static numbers. Everyone is going to want to choose his or her own route to get somewhere. It's interesting to know that after all this time, the most efficient way to move a car is to put a human behind the steering wheel.
Pale-Blue-Dot 20 May, 2015 @ 8:27am 
Well you can't be too safe, who said over-engineering was a bad idea :) It surprisingly works really well, the traffic seems to get distributed in the different levels of the 'onion'. I do also have a cargo rail system running around the central ring-road which is connected to the main industry in industrial parks on the outer C/D ring motorway outside the city which takes about half of the truck traffic away.

I do agree its pretty extreme but looking at the four different highway parts of the C/Ds, they are pretty busy with industrial traffic so I would justify it. I'll upload a few screenshots of it.
Aenarion  [author] 20 May, 2015 @ 5:56am 
Kadaj - glad you like the guide!
Pale-Blue-Dot - that's a pretty extreme solution! I personally find that 90% of the time an ordinary highway is sufficient, so I prefer to build those and then put C/D on any sections that get overloaded.
Kadaj 19 May, 2015 @ 4:40pm 
Ah yes, the wonderful 401 with express and collector lanes (all congested during rush hour too). Not surprisingly the busiest highway in North America!

Great guide with examples!
Pale-Blue-Dot 16 May, 2015 @ 7:53am 
I build my C/D system of motorways at the start of a city (using infinite money and unlock everything). I have an outer ring road of C/D and then 2 C/D's forming a cross in the middle with a big junction connecting the two and 4 junctions on the ring road connecting all the C/D's together. I then have a one directional ring road the size of a tile at the very centre, with the big junction in the middle, with connections to the C/D's via 4 junctions when the ring road crosses over them and then the ring road has 4 avenue junctions at 45 degrees to the C/D junctions, forming a 8-spoke wheel. Then the 4 avenues turn into normal motorways going out from the centre, linking up to a octogan ring road than has junctions to the C/D's as well. This allows a onion like structure to a city with several layers of ring roads but also large artery roads taking traffic in and out of the centre of the city
Frankenstein_The_OG_Bodybuilder 11 May, 2015 @ 9:04am 
I had to implement a C/D system myself lately, as traffic finally went above and beyond what my Highways were able to handle.

To my experience Thaz' assets related to C/D are pretty solid, and works very well for me.