![]() Getting up to 75% density takes 10×32, which is more oblong than I personally like for a grid, but if you're used to New York you probably disagree with me.īut this is all somewhat unsatisfying, as the asymptote means that we can't make the best one. Indeed, if you restrict yourself to integers (so you can draw it with Snap to Road Length), then the only things that beat the best square block are α ∋ [How much better? Well, 10×16 has a density of 70%, an extra 5% more than the 12-square. Alternatively, this can be shown by substituting β=12 into the formula and simplifying: the β-12 part disappears, leaving just (8α)/(α12) = ⅔, since α≠0.) If you think about it, that actually makes sense: the cross-section in the middle is 12u wide with 8u of zoning - the same ⅔ as the overall - so you can just add as much more of that as you want without changing the overall density. ![]() (Interestingly, that also suggests that 12× anything ties the 12×12 block, for larger sizes. So there's a surprising amount of choice if you just want to do better than the 10×10 block:īut your choices are far more limited if you want to beat a 12×12 block: The density formula for an α×β block is ((α-2)(β-2) - (α-10)(β-10))/(αβ) = 8(α + β - 12)/(αβ), assuming both sides are 10-or-longer for simplicity (it's clear that if both are smaller than 10 it's worse than the square, and I don't care what happens for silly things like a 5×50 block). Rectangles, as they get longer and longer, can arbitrarily approach the limit† of 80% density. (But those are usually industrial roads, typically used for Industries DLC buildings or other ploppables, not zoned RICO, and thus this calculation is irrelevant.) That's not a particularly efficient grid, but it's still 12½% denser than the grid using medium roads (9⁄16 instead of 1⁄2) and as a bonus you avoid the traffic lights showing up and get more parking spaces and fewer conflict points in the intersections (32 in the single full 4-leg two-way intersection, but only 5 in each of the four 4-leg one-way intersections - a 37½% reduction).įor completeness, if you're using a 6u (48m) extra-wide road from the workshop, the the optimal zoning density is 40% using a 20×20 grid. For example, if you think of mentally "cutting in half" the 4-lane two-way medium roads in a 16×16 grid, you end up with an 8×8 grid of 2-lane one-way small roads. Getting the extra frontage makes a big difference. So if you find yourself wanting more lanes in your grid, consider using pairs of one-way 2u roads instead of going to 4u roads. ![]() Leaving a massive 14×14 unzoneable hole in the middle of the square with 2u roads is equal to the best you can do with a square of 4u roads. To emphasize how impactful that is, 50% is the same density you get from a 24×24 grid using small roads. (You can easily count this visually by considering 4×4 chunks: There are 16 total chunks in a 16×16 space, of which 8 are zonable, 1 is empty in the middle, and 7 are roads.) Then the optimal-density square grid is 16×16.īut you pay a heavy density price for the larger roads: only 50% of the area is usable for zoning. What if you're using a 4u-wide road, like the Medium and Large Roads? So you're also paying 16% less on the roads to grid the same area with more stuff.įor some concrete numbers, let's compare a 60×60 area (as it divides evenly in a bunch of ways) using a variety of block sizes and the basic small two-lane road: And for the 10×10 blocks, those 64 tiles of zoning need 40u of roads (1.6tiles/u), but with a 12×12 block you get 96 tiles of zoning out of only 48u of roads (2tiles/u). How's that? Well, you need to pay for the roads. But not only is it more dense, but it's also cheaper. Now, I admit that only about 4% more zoning doesn't sound that exciting. How much better? ⅔ of the area (66.66…%) instead of just 64%. (Coincidentally, that's also the maximum segment length for an axis-aligned road in CSL.) So yes, it's a block length of exactly 12 that gives the best density. That shows that the "obvious" 10×10 grid is actually only as good as a 15×15 grid: It's hard for me to grok that quotient in my head, so let's just graph it and see what happens: ![]() (Here, and in the rest of the section, we assume a small-2u-road.)įor the general case of a square of side □, the zoneable area is (□-2)²-max(0, □-10)²-the area inside the road minus the area in the middle where the zoning doesn't reach-and the total area is □². For the 10×10 grid, the calculation is simple: we get 8² zonable tiles in a 10² tile area, for a density of exactly 64%.
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