Try avoid as many 4 way stops as possible and even T Junctions should be semi limited with lots of space in between.Įvery area should have at least two means of access to a high way if possible on opposite sides and to spread out every thing mixed. No the big thing to worry about is intersections. Though curves and circles do cause problems in that a lot less build able area is created by the roads. Originally posted by Justa Guy:I tend to feel the shape of your city isn't that important. I often ask myself when building: if I were a cim, would I like to live here? You can vary your district layouts however you like - have fun! Then I do Old Town on a more organic (tailored to contours, natural features like a river) where feasibly the original town would've start back in the days of yore, so much depends on the map.
Now I usually do a grid for fast initial population growth but with a pedestrian and cycling path network, as important as roads. I've experimented with various layouts, including circular, mews, cul-de-sacs.
I suggest YouTube beginner 'starting a city' tutorials by Czardus, BonBonB and Sam Bur, even though you're not really a beginner at 400 hours. The Reason Our (U.S.A.) Streets Switched to Cul-De-Sacs - see various concepts and why they work or don't, to inform your layout decision.
This vid shows a good way to lay out the city, demonstrated with the tutor's city of 1 million population done on the Hard Mode.