1. A visit needs a route out

Trace arrival → destination → departure. The useful question is whether the complete journey works with the routing options in your current game.

Conceptual approach, entrance, destination and exit journey
Concept only. Check actual scale and connections in your save.

Try: isolate one broken connection. Check: follow a full visit after changing it.

2. Waiting space and through traffic

Mark the paths used by service customers and other vehicles. A shared conflict is a place to investigate, not proof that a particular road design will work.

Shared service queue conflict compared with a proposed separated waiting area
Suggested separation experiment. No measured capacity or guaranteed improvement. Swipe to read both panels.

Try: move one shared conflict with tools available in your build. Check: completed service visits and the exit queue.

Follow the traffic investigation →

3. Fuel supply has several hand-offs

The developer-described chain runs from extraction to refinery to gas station. Start at the earliest missing transfer rather than assuming the final station needs duplicating.

Developer-described oil extraction, refinery and gas station supply sequence
Sequence from developer descriptions; no production ratios are inferred.
Inspect the chain step by step →

Turn a sketch into a useful test

  • Note your scenario and game version. Save before rebuilding.
  • Capture the full route before and after, including the entrance and exit.
  • Change one connection, waiting area or supply stage.
  • Compare equal periods of game time and look for a displaced problem.
Open the comparison worksheet →