ThyCinnamonKing / CS2 Field Guides

Cities: Skylines II  /  Guide 02

Compact Interchange Kit

Eight tight, grade-separated interchanges for a 4-lane two-way highway. Your highway stays one road the whole way through; no splitting into one-way pairs.

Short version: building an everyday exit into town, use the dumbbell or the diamond. Land only on some quadrants, use a parclo. A dense urban arterial that needs real capacity, use the SPUI. Two highways crossing, use the tight cloverleaf, or the stack if the volume is too heavy for loops. One highway ending into another, use the trumpet. Almost no land to spare, use the mini roundabout.

Dumbbell

Highway meets city road

The default answer for getting traffic on and off into a district. Handles a full neighborhood without lights, and the roundabouts self-balance turning traffic in a way CS2's AI is good at.

OFF ON OFF ON TWO-WAY HIGHWAY, GROUND LEVEL CITY ROAD ROUNDABOUT ROUNDABOUT bridge: raised 8-10 m
Dumbbell service interchange. The city road bridges the highway between two small roundabouts; four one-lane ramps feed them, one per quadrant, and every turn happens up on the roundabouts.
FOOTPRINT ~240 x 150 m BRIDGE 8-10 m RAMPS 4 SIGNALS none
  1. Run the city road over the highway at 8 to 10 m elevation, perpendicular, so a clean bridge forms with no junction node.
  2. Place a small roundabout on the city road on each side of the bridge, about 60 to 80 m from the highway centerline. Use a prefab roundabout if you have one unlocked, or draw a ring with a two-lane one-way road, roughly 30 to 40 m across.
  3. Off-ramps: from the right lane of each direction, before the bridge, run a one-lane ramp that climbs to the near roundabout. That is the bottom-left and top-right ramp in the plan.
  4. On-ramps: from the same roundabout, run a ramp back down that merges after the bridge. Each roundabout ends up with four legs: bridge, city road, one off-ramp in, one on-ramp out.
  5. Flat variant: if elevated roundabouts look wrong to you, trench the highway 8 to 10 m down instead and keep the city road and both roundabouts at ground level. Same layout, nicer skyline.

Diamond

Highway meets city road, cheapest

Same footprint as the dumbbell, minus the roundabouts: two signalized ramp terminals instead of two rings. Cheaper and faster to place, but the signals cap how much turning traffic it can absorb before queues start reaching the bridge.

OFF ON OFF ON TWO-WAY HIGHWAY, GROUND LEVEL CITY ROAD SIGNAL SIGNAL bridge: raised 8-10 m
Diamond interchange. Same city-road bridge as the dumbbell, but the four ramps land directly on the city road at two signalized junctions instead of feeding roundabouts. Fewer conflict points to build, more of them controlled by a light.
FOOTPRINT ~220 x 140 m BRIDGE 8-10 m RAMPS 4 SIGNALS 2
  1. Run the city road over the highway at 8 to 10 m elevation, same as the dumbbell, so a clean bridge forms with no junction node.
  2. Mark two signal points on the city road, one on each side of the bridge, about 60 to 80 m from the highway centerline. These are the only two intersections in the whole build.
  3. Off-ramps: from the right lane of each direction, before the bridge, run a one-lane ramp that climbs and merges into the near signal junction.
  4. On-ramps: from the same junction, run a ramp back down that merges into the highway after the bridge. Each junction ends up with four legs: city road through both ways, one off-ramp in, one on-ramp out.
  5. If queues back up onto the bridge, you have outgrown the diamond. Upgrade the busier junction to a roundabout (now it is a dumbbell) or add a second turn lane on the city road approach before touching the ramps.

Partial Cloverleaf

Highway meets city road, land on two quadrants

Half diamond, half cloverleaf. Put the loops in the two quadrants where you actually have room and let the other two stay simple diagonal ramps. One signal instead of two, and it swallows more turning traffic than a plain diamond because the loop movements never touch the light.

OFF ON LOOP LOOP OFF ON SIGNAL TWO-WAY HIGHWAY, GROUND LEVEL CITY ROAD bridge: raised 8-10 m north side: room for two loops south side: tight, so ramps stay simple
Partial cloverleaf. The two north-quadrant loops connect the highway straight to the city road with no signal at all, same free-flow logic as a full cloverleaf's loops. The two south-quadrant ramps are the tight-land fallback: they land on the city road at one shared junction instead.
FOOTPRINT ~340 x 260 m BRIDGE 8-10 m RAMPS 4 SIGNALS 1
  1. Bridge the city road over the highway at 8 to 10 m, same as every other build here.
  2. Build the two loops first, in whichever pair of adjacent quadrants actually has open land. About 35 to 45 m radius: one exits the highway and climbs to merge onto the city road, the other drops off the city road and merges onto the highway. Neither one ever touches a signal.
  3. In the two remaining quadrants, run simple diagonal ramps from the highway to a single point on the city road, same as half of a diamond.
  4. Put one signal where those two ramps meet the city road. That is the only traffic light in the build; the loop side never needs one.
  5. Pick the loop side by land, not by traffic volume. If the heavier turning movement has to go through the signal, add a right-turn slip lane on the city road approach to keep it out of the queue.

Single-Point Urban

Highway meets a dense arterial

All four ramps and the city road meet at one large signal instead of two small ones. Every left turn happens inside that single intersection at the same time, on its own phase, which is why an SPUI moves more turning traffic through less land than a diamond can.

OFF ON OFF ON ONE SIGNAL, ALL MOVEMENTS TWO-WAY HIGHWAY, GROUND LEVEL CITY ROAD bridge: raised 8-10 m, longer span
Single-point urban interchange. Every ramp, plus the city road in both directions, meets at one oversized signal directly under the bridge. Left turns from the ramps cross each other inside that one intersection instead of needing their own loop or junction.
FOOTPRINT ~320 x 200 m BRIDGE 8-10 m RAMPS 4 SIGNALS 1 (oversized)
  1. Bridge the city road over the highway at 8 to 10 m, with a longer span than the other builds. The single point needs more room under it for the ramps to gather.
  2. Bring all four ramps to one point directly under the bridge, two from the west side of the highway and two from the east, each pair fanning out to become the city road's through lanes on the far side of the signal.
  3. Build the signal as one wide, one-lane intersection, not a cluster of smaller ones. CS2 will treat it as a single node if the ramps and city road all terminate close enough together.
  4. Give the city road extra width approaching the signal so left-turn lanes have somewhere to queue without blocking the through lanes.
  5. Use this over a diamond only when the city road is already busy. A single big signal is worse than two small ones on light traffic; it only wins once turning volume is high enough to need simultaneous phases.

Tight Cloverleaf

Highway meets highway

The cloverleaf was invented for exactly this road type: two-way highways crossing. Every one of the twelve movements is free-flow, and it needs only one bridge, which makes it the easiest full interchange to build by hand in CS2.

WEAVE LEFT TURNS RIGHT TURNS GROUND HIGHWAY BRIDGED HIGHWAY, UP 8-10 M
Compact cloverleaf: one bridge, eight one-lane ramps. Right turns exit before the bridge and curve around the outside. Left turns cross the bridge first, then exit into a 270-degree loop. The green dots are the exit and merge nodes; the pattern repeats identically in all four quadrants.
FOOTPRINT ~320 x 320 m BRIDGES 1 RAMPS 8 MOVEMENTS 12, all free-flow
  1. Bridge one highway over the other at 8 to 10 m. That is the only elevation change in the whole build.
  2. Four outer ramps for right turns: in each quadrant, exit the right lane before the bridge, sweep a wide curve around the outside of where the loop will go, and merge onto the other highway after its crossing point.
  3. Four loop ramps for left turns: pass the bridge first, then exit right into a loop of about 35 to 45 m radius that comes all the way around and merges onto the other highway.
  4. Sanity check each direction. Driving through, you should pass nodes in this order: off, on, bridge, off, on. If any pair is swapped, a ramp is on the wrong side of the bridge.
  5. Mind the weave. The "on" before the bridge and the "off" after it share the right lane, so keep those two nodes as far apart as the loops allow. If that stretch ever jams late-game, add a short parallel collector ramp connecting loop entry straight to loop exit so weaving traffic never touches the mainline.

Stack

Highway meets highway, heavy volume

The cloverleaf's loops replaced with direct flyover ramps. No 270-degree turns, no weaving between the "on" and the "off" that share a lane on the cloverleaf, and every left turn takes the short way instead of the long way around. The cost is four separate ramp elevations instead of one bridge.

LEFT FLYOVER RIGHT TURNS GROUND HIGHWAY, LEVEL 1 BRIDGED HIGHWAY, LEVEL 2, UP 8-10 M flyovers: level 3+, each pair staggered 6-8 m apart so none of the four cross at the same height
Stack interchange: same outer right-turn ramps as the cloverleaf, but the four loops are replaced with short direct flyovers. Each flyover is its own elevation, staggered so opposite-quadrant flyovers never share a height where their paths would otherwise cross.
FOOTPRINT ~300 x 300 m ELEVATIONS 4 (bridge + 3 flyover levels) RAMPS 8 MOVEMENTS 12, all free-flow, no loops
  1. Bridge one highway over the other at 8 to 10 m, identical to the cloverleaf. This is level 2.
  2. Four outer ramps for right turns, same geometry as the cloverleaf: exit before the bridge, curve around, merge after it. These stay close to ground level.
  3. Four flyover ramps for left turns, each a short direct curve instead of a loop: exit after the bridge, climb, and merge onto the other highway before its crossing point.
  4. Stagger the flyover elevations. Two of the four flyovers will cross paths in plan view; give one 16 m and the other 24 m so they pass over each other with clearance instead of colliding.
  5. Only build this over a cloverleaf when the loops are the bottleneck. Flyovers move more traffic and remove the weave entirely, but four elevations cost more to grade and look like a plate of spaghetti from the ground. If the cloverleaf isn't jamming, it isn't worth the upgrade.

Trumpet

One highway ends into another

For a spur, a map-edge highway, or any two-way highway that terminates instead of crossing through. Four ramps cover all four movements: two simple ones on the near side, and two that cross the mainline on a single bridge to reach the far carriageway, one of them the loop.

MAINLINE HIGHWAY, THROUGH TRAFFIC FAR CARRIAGEWAY NEAR CARRIAGEWAY OFF ON ON OFF HIGHWAY ENDS HERE pale ramps are elevated: they carry the far carriageway over everything else
Trumpet interchange, all four movements. The two solid ramps stay at ground level: they serve the near carriageway and cross nothing. The two pale ramps are elevated, because the far carriageway sits on the wrong side of the mainline — they carry it over the mainline, over the ground ramps, and over each other. The two off-ramps merge into one roadway just before the terminating highway.
FOOTPRINT ~300 x 240 m BRIDGES 1 RAMPS 4 MOVEMENTS 4, all free-flow
  1. End the terminating highway short of the mainline, about 100 to 140 m back. Everything past that point is ramps.
  2. Near-side pair first: one ramp off the near carriageway down into the terminating highway, one back up out of it. Both stay at ground level and never cross anything. These are the cheap ones.
  3. Far-side pair next: the other carriageway is on the wrong side of the mainline, so its two ramps have to climb. Take them over at 8 to 10 m, or trench the mainline and pass under. They will also cross the ground ramps and each other, so stagger their heights 6 to 8 m apart.
  4. Keep every curve wide. Nothing tighter than a 35 to 45 m radius, and bring each ramp into the terminating highway pointing the same way it runs, not at an angle. A ramp that meets a road sideways is a ramp cims will not take.
  5. Check all four movements before you leave. Drive on and off in both directions: if any one of the four cannot be done without a U-turn, a ramp is pointing the wrong way. This is the mistake that makes a trumpet look finished when it is only half built.

Mini Roundabout

Minimum footprint

The smallest grade-separated interchange you can make. Through traffic on the highway never slows down; everything else yields on one elevated roundabout. Perfect early game, or where the crossing road is minor.

OFF ON OFF ON HIGHWAY RUNS UNDER CROSSING ROAD roundabout deck, raised 8-10 m
Two-level mini roundabout. The highway runs untouched underneath; an elevated roundabout centered on the crossing collects the other road and all four ramps, so every turn happens up on the ring.
FOOTPRINT ~180 x 180 m DECK 8-10 m RAMPS 4 THROUGH TRAFFIC free-flow
  1. Leave the highway alone. It runs straight through at ground level and never gets a junction.
  2. Draw a roundabout 8 to 10 m up, centered right on the crossing point, about 130 to 160 m across, using a two-lane one-way road. Bigger ring means faster circulation.
  3. Connect the crossing road into the ring from both sides.
  4. Run four one-lane ramps between highway and ring, one per quadrant: off-ramps climb in before the ring, on-ramps drop out after it, for each direction.
  5. Trench variant: sink the highway instead and keep the ring at ground level; it hides the interchange almost completely.