都市に効率的な電力網を構築する方法: スカイラインⅡ

The grid tool claimsto create a perfect grid”. It’s certainly got exactly-90° angles, but is it really perfect? Let’s calculate what’s optimal.

序章

Which of the two square grids below do you think has more zoning cells?

Each covers the same footprint: 1008 metres for each edge road, だいたい 100 hectares each.

The one on the left sure looks like the obvious choice. It leaves exactly 12 zoning cell widths between the roads, the most you can get without leaving a gap. That’s one of the easiest lengths to draw with the road tool, since you just have to line up the zoning circles. It even happens to be the widest width you can get with the parallel road mode.

But if you count them all up, the one on the right actually has more zoning cells despite the big holes in the middle of each block. The right is cheaper to build and maintain, それも, since it has less roadway.

The left has 12²×9² = 11664 細胞; the right has (16² – 4²)×7² = 11760 細胞.

Can we do better? Let’s calculate it! (ネタバレ: はい, we can.)

Optimal Square Grids

初め, let’s define some variables:

  • x is the length of the road on one side of a block, as reported by the road tool
  • z is the length of zonable frontage
  • h is the length of the side of the hole in the middle of the zoning
  • W is the width of the road being used

Using this, the zonable area in each block is the space inside the block (z²) minus the part too far from the roads (時間²). But both of these are directly related to the block length, as the frontage is the block size minus the road width (z = x – W), and relatedly the hole is the frontage minus how far the zoning goes (h = z – 2 × 6 x 8m = x – W – 96メートル).

の density, which we’re trying to optimize, is thus

(z² – 時間²) / バツ²
= ((バツ – W)² – (バツ – W – 96)²) / バツ²
= 192×(バツ – W + 48) / バツ²

How do we maximize it? Calculus! The maximum is where the derivative is zero:

0 = d/dx 192×(バツ – W + 48メートル) / バツ²
0 = (384W – 192バツ + 18432) / バツ³
0 = 384W – 192バツ + 18432
x = 2W + 96メートル

Plugging that answer into the previous formula for the hole simplifies interestingly:

h = x – W – 96メートル
h = 2W + 96メートル – W – 96メートル
h = (2W – W) + (96メートル – 96メートル)
h = W

言い換えると, to make an optimal square grid, leave a hole in the middle the same size as the road you’re using.

So with 16m roads, by using the optimal square grid you get about 2% more zoning cells in the same area まだ pay about 14% less for roads (both up-front and in upkeep), compared to the square grid without the hole in the middle.

Final answer

Thus for the best square grid, use a block size of

  • 112m for tiny (8メートル) roads like the gravel road
  • 128m for small (16メートル) roads like the two-lane road
  • 144m for medium (24メートル) roads like the four-lane road
  • 160m for large (32メートル) roads like the six-lane road

(But really, you probably don’t want to zone on the medium or large roads.)

Postscript

Thanks for coming to check out my guide! I was pleased that people liked the one I wrote for the first game, so when the new one came out with a different zoning depth, I knew it was time to revisit it.

Let me know in the comments what else you’d like to see. I’m excited to experiment more with rectangular grids, with other patterns like herringbone layouts, and to see how the new alleys work in practice. Hopefully that’ll turn into more sections here once I make a few more cities.

このガイドは次によって書かれました me22ca. 原文はこちらからご覧いただけます リンク. このガイドに関してご不明な点がございましたら, お気軽にお問い合わせください ここ.

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