&gt;  Each denizen has a family, a career and travels around the city as an autonomous entity fulfilling his day to day errands. The consequences, especially on traffic, is a fascinating thing to comprehend.<p>I thought this, too, initially.<p>Thing is, each denizen moves... either once a month or once every couple of months. <i>This</i> has profound consequences for traffic. Sadly, it means that traffic problems that you <i>thought</i> you had licked come roaring back later in the year because -as it turns out- you <i>didn&#x27;t</i> solve the problem! The traffic causing the problem just disappeared for an extended period of time.<p>When you combine this with the <i>absolutely essential</i> traffic deletion mechanic, [0] the woefully inadequate freight and train pathing, [2] and non-existent train path control tools, the more I got into the game the less pleased I was with it.<p>Don&#x27;t get me wrong, I&#x27;ve seen a <i>lot</i> of SimCity 2013. Cities is <i>far</i>, <i>far</i>, <i>far</i> better than <i>that</i> game. I also fire up Cities from time to time and enjoy wasting a few hours on a small-to-medium-sized city. It&#x27;s just... given the pedigree of the author, I expected a <i>far</i> better traffic simulator than what they delivered. [3]<p>[0] There&#x27;s a mod out there to disable traffic deletion [1]. I used it in a city that had several cargo train stations. The cargo train stations could <i>not</i> absorb returning delivery trucks fast enough to prevent months-long gridlock. It was a disaster.<p>[1] Traffic deletion is the thing that erases cars, trucks, semis, and trains from the game if they&#x27;ve taken too long to get to their destination.<p>[2] It&#x27;s <i>trivial</i> to deadlock trains. The author of the traffic deletion disable mod mentioned that he would <i>never</i> turn off deletion for trains because of how essential that feature was.<p>[3] Hell, I was <i>completely</i> unprepared for the train wreck (ha!) that was and remains the train navigation system.