In the screenshot below, no cars are routed via the circled traffic light. I can set that light to all red, or all green; or remove the light, or even remove the road square it's on. I always get exactly the same score of 20,000, which makes sense.

So, I think crashy-ness should be set at whatever level allows for the most interesting/varied/challenging maps. For example, I love TANGLE because there's no single obvious solution, and lots of layouts get scores without gridlock. :-D



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I am really confused by this. I am trying to divert the green and blue cars, but the game keeps telling me they aren't set up properly. I've tried a couple different things but the game insists I keep all the cars on one road instead of sending them off into the center area. Please help me understand why it doesn't recognize the middle paths for green and blue? Thank you!

Thanks for the reply and tips! I totally forgot you had to tell the cars where to turn each and every time. Anyone else would look at that and go "oh road is turning right, I should turn right, but hey no arrow so I'll just drive straight like a crazy person" :P


In regards to the confusion, you are also right. Those two tiles were from a previous attempt and I forgot to remove them. They are obviously redundant.

5. I am currently working on a better tutorial as I need to do a better job of teaching the player. Lane changing in particular lots of people find unintuitive so I'll put extra effort into that. Regarding signs, I want to keep the proximity restriction in place. Having too many signs close to eachother is extremely difficult to understand when you have larger road layouts and ends up just being messy.

It's worth testing give way signs. They wouldn't work on some levels, like the round about (where you would normally have give way signs) because there's just too many cars. But on other road layouts where you have created several slip roads and the traffic isn't too high it could work. Makes sense instead of the car just driving out. But it would change the game, so should be tested first


If I have a new map in a sandbox mode, I should be able to select the grid tool, click a button to input my desired length, width and number of blocks on the length side and width side, choose my road type and then use the mouse to place it.

I should also be able to attach a new grid to an existing road or grid without getting the overlapping error, so I can easily extend an existing grid.. It could be a great tool for building large inner-city areas quickly but it seems to not really be useful right now and I have to spend 5 times as long building it road by road.


SRW road base geogrid provides excellent stress transfer onboth pavement and gravel roadway projects, aiding in even distribution of load weight andpreventing shifting of base material to extend the life of the road.

To understand what will be needed from utilities to support the electrification of MHDVs, National Grid and Hitachi Energy partnered on a case study of the potential demands and grid impacts of electric fleets. The study leads to insights and recommendations to help utilities, policymakers, and the transportation industry decarbonize fleet vehicles.

Two inherent characteristics of the grid plan, frequent intersections and orthogonal geometry, facilitate movement. The geometry helps with orientation and wayfinding and its frequent intersections with the choice and directness of route to desired destinations.

In ancient Rome, the grid plan method of land measurement was called centuriation. The grid plan dates from antiquity and originated in multiple cultures; some of the earliest planned cities were built using grid plans in Indian subcontinent.

The tradition of grid plans is continuous in China from the 15th century BC onward in the traditional urban planning of various ancient Chinese states. Guidelines put into written form in the Kaogongji during the Spring and Autumn period (770-476 BC) stated: "a capital city should be square on plan. Three gates on each side of the perimeter lead into the nine main streets that crisscross the city and define its grid-pattern. And for its layout the city should have the Royal Court situated in the south, the Marketplace in the north, the Imperial Ancestral Temple in the east and the Altar to the Gods of Land and Grain in the west."

Perhaps the most well-known grid system is that spread through the colonies of the Roman Empire. The archetypal Roman Grid was introduced to Italy first by the Greeks, with such information transferred by way of trade and conquest.[3]

The military expansion of this period facilitated the adoption of the grid form as standard: the Romans established castra (forts or camps) first as military centres; some of them developed into administrative hubs. The Roman grid was similar in form to the Greek version of a grid but allowed for practical considerations. For example, Roman castra were often sited on flat land, especially close to or on important nodes like river crossings or intersections of trade routes.[5] The dimensions of the castra were often standard, with each of its four walls generally having a length of 660 metres (2,150 ft). Familiarity was the aim of such standardisation: soldiers could be stationed anywhere around the Empire, and orientation would be easy within established towns if they had a standard layout. Each would have the aforementioned decumanus maximus and cardo maximus at its heart, and their intersection would form the forum, around which would be sited important public buildings. Indeed, such was the degree of similarity between towns that Higgins states that soldiers "would be housed at the same address as they moved from castra to castra".[5] Pompeii has been cited by both Higgins[5] and Laurence[7][failed verification] as the best-preserved example of the Roman grid.

Outside of the castra, large tracts of land were also divided in accordance with the grid within the walls. These were typically 730 metres (2,400 ft) per side (called centuria) and contained 100 parcels of land (each called heredium).[8] The decumanus maximus and cardo maximus extended from the town gates out towards neighbouring settlements. These were lined up to be as straight as possible, only deviating from their path due to natural obstacles that prevented a direct route.[8]

While the imposition of only one town form regardless of region could be seen as an imposition of imperial authority, there is no doubting the practical reasoning behind the formation of the Roman grid. Under Roman guidance, the grid was designed for efficiency and interchangeability, both facilitated by and aiding the expansion of their empire.

New European towns were planned using grids beginning in the 12th century, most prodigiously in the bastides of southern France that were built during the 13th and 14th centuries. Medieval European new towns using grid plans were widespread, ranging from Wales to the Florentine region. Many were built on ancient grids originally established as Roman colonial outposts. In the British Isles, the planned new town system involving a grid street layout was part of the system of burgage. An example of a medieval planned city in The Netherlands is Elburg. Bury St Edmunds is an example of a town planned on a grid system in the late 11th century.[9]

The Roman model was also used in Spanish settlements during the Reconquista of Ferdinand and Isabella. It was subsequently applied in the new cities established during the Spanish colonization of the Americas, after the founding of San Cristbal de La Laguna (Canary Islands) in 1496. In 1573, King Philip II of Spain compiled the Laws of the Indies to guide the construction and administration of colonial communities. The Laws specified a square or rectangular central plaza with eight principal streets running from the plaza's corners. Hundreds of grid-plan communities throughout the Americas were established according to this pattern, echoing the practices of earlier Indian civilizations.

The grid plan became popular with the start of the Renaissance in Northern Europe. In 1606, the newly founded city of Mannheim in Germany was the first Renaissance city laid out on the grid plan. Later came the New Town in Edinburgh and almost the entire city centre of Glasgow, and many planned communities and cities in Australia, Canada and the United States.

In Russia the first planned city was St. Petersburg founded in 1703 by Peter I. Being aware of the modern European construction experience which he examined in the years of his Grand Embassy to Europe, the Czar ordered Domenico Trezzini to elaborate the first general plan of the city. The project of this architect for Vasilyevsky Island was a typical rectangular grid of streets (originally intended to be canals, like in Amsterdam), with three lengthwise thoroughfares, rectangularly crossed with about 30 crosswise streets.

The shape of street blocks on Vasilyevsky Island are the same, as was later implemented in the Commissioners' Plan of 1811 for Manhattan: elongated rectangles. The longest side of each block faces the relatively narrow street with a numeric name (in Petersburg they are called Liniya (Line)) while the shortest side faces wide avenues. To denote avenues in Petersburg, a special term prospekt was introduced. Inside the grid of Vasilyevsky Island there are three prospekts, named Bolshoi (Big), Sredniy (Middle) and Maly (Small) while the far ends of each line cross with the embankments of Bolshaya Neva and Smolenka rivers in the delta of the Neva River.

The peculiarity of 'lines' (streets) naming in this grid is that are each side of street has its own number, so one 'line' is a side of a street, not the whole street. The numbering is latently zero-based, however the supposed "zero line" has its proper name Kadetskaya liniya, while the opposite side of this street is called the '1-st Line'. Next street is named the '2-nd Line' on the eastern side, and the '3-rd Line' on the western side. After the reorganization of house numbering in 1834 and 1858 the even house numbers are used on the odd-numbered lines, and respectively odd house numbers are used for the even-numbered lines. The maximum numbers for 'lines' in Petersburg are 28-29th lines. 006ab0faaa

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