Ahhhh! Thank you so much for featuring my city! There is an absolute ton of great info in this vid. You're 100% right that my skill went up as I worked on this city and there are a lot of things I need to go in and improve, especially in the older parts of town. That service area near the animal sanctuary used to be isolated and the town grew in around it, need to free up that land for development and get the services moved somewhere else. Plus much, much more I want to improve. Thank you! I'm so excited to get back in there and make my city better!
I love your city! 🥰 And I have a suggested backstory for the "expressway" that leads from the eastern highway to the suspension bridge that connects to the inland borough. CPP seems to focus a LOT of attention to the road, LOL. My story is in my comment in the main thread.
I hate you... How am I supposed to even start a build now when I know it will never compare to a thing of beauty like this one? I hate you... You and your perfect city with your perfect decorations and ... biking lanes... I hate you...
Holy moly, that Agritech makes such good use of the Industries DLC. It almost makes it look as if the DLC was made for that reason, rather than creating an actual farming industry. Gorgeous execution! I love this series for showing us how many talented people are out there!!
I didn't even have to replay the video to notice that one :D After the terminal got bitzed off the map I kept noticing the freight railways backed up as far as the eye can see.
I live in a city with Ferries. The most used Ferries are short trips across a body of water, hence the name Ferry. Ferry's are slow moving, but they are a shorter distance than going all the way to the bridge to get to the other side. They generally just go from one side to the other side, and then you hop on your bus or bike or other transit. (btw Verde Beach could use this wisdom as well.)
I agree with you. But the game mechanics seem to favor a multistop line. Which, coming from a city with a couple of ferries myself, always seemed a bit odd. In the end, it depends on your preference: realism or function
@@royvandermarel3953 That's understandable. Perhaps that can be balanced by using Triangle and Zig Zags routes. My city has a triangle route with potential plans to expand to a zig zag someday.
@@pokergeniusordonkey6517 Zig zags might be the golden solution. When set up right, visually all the ferries go back-and-forth(-ish), while the game handles it like a continuous line
Your videos are the most relaxing and entertaining out of the whole Cities: Skylines community, love and appreciation from us all that watch your videos!
Awesome! I’m hoping to create a city myself with some awesome park features. I own six of the DLC so I’m interested in building my dream city. I wish you the best of luck with your cities!
I love this city! It's what US cities could have been, but noobs did the planning and we're at where we're at. I like that City Planner Place, I think it continues in front of the T station and even the station itself is called City Planner Place. 4:35 The shipping traffic jam can be solved by building a ships' roundabout and marking it off with buoys, similar to Biffa's ferry-a-bout in his New Tealand series. 6:40 to 7:06 and 17:30 to 18:40 The "expressway". My idea for the backstory is that that arterial and the suspension bridge it links to used to be freeway, which I would call expressway, and originally the northern and western highways were supposed to go through the city and connect to it, just like state highway departments everywhere routed their roads through dense urban neighborhoods. The animal sanctuary and the riverfront park would have been destroyed. Quinnville proper and the inland borough would be adversely impacted. But the citizens started and sustained a freeway revolt, and the state highway department decided on a circumferential highway instead. Later on the old Quinnville Elevated Highway was replaced with a surface artery and its adjacent greenways. And that's so much nicer! 🙂
Ottawa Canada, has a large, urban agri-research campus known as the Experimental Farm; it's been operating since 1886. The farm also recognizes a national historic site and houses a museum.
What an awesome city/build! Loved all the details. Really inspirational for my own build. You questioned if intermediate was correct. I missed you comming back to that. And just as last City Tips, i love it. Real helpful. Keep it up!
Beautiful and well thought-out City! I don't know why, but I got a bit of a Lee Hawkins vibe with that first major intersection connecting the city to the trumpet highway. Love the custom roads with the bike lanes, as console player, I'm so jealous.
That trumpet highway looks like the state highway department was originally going to build the highways through the city but relented when the citizens revolted. And the arterial road with greenways looks like *it* used to be an elevated highway!
This series probably provides most inspiration of all C:S series, because it shows so many different styles. C:S can be played in so many ways and that's why I love it But frankly speaking I don't care too much about the rating - I just don't think the criteria are perfect: Map is overrated, but there's no score for financial stability: throughout the whole clip this city is losing money. Full coverage of deathcare is great, this city has 10x what it needs - aftermath of a deathwave? A huge overcapacity is not ideal and should get not get perfect marks. Anyway, that's just me. Still my favorite series
Yeah, that's the downside of all those unique assets, and some of the transit, like the overkill ferry system, though I imagine much of that transit is financially well off. So much of real and CS city building is planning expensive services carefully so you get your money's worth and keep budget under control. I would also like to see at least some amount of points given for good finance management, since it ends up being such a big part of the game.
The thing is, some people play with unlimited money and so on, so giving a separate score for financial stability would be unfair to them aswell. Either way, I think, the system will always be in some way "flawed", because the game is an awesome platform that allows for tons of different ideas and playstyles. There's no one-size-fits-all in this case. If you're being really honest, you probably also shouldn't even compare modded with vanilla builds and vice-versa in the first place, for example. Again, there is no "perfect" scoring system. I would say that I personally don't really have much against the scoring in general, but I don't think it's all that necessary either. For me, the series is awesome mainly because Phil's giving tons of tips and also because being able to look at cities of other builders is a great way to get valuable inspiration. It's about listening to what he has to say and looking at beautiful builds to give us new ideas and new ways to look at and improve our own projects, not so much about comparing the different cities he reviews. But that being said, I could see others finding the scoring system fun or interesting, so again I don't mind that it's there.
Maybe I'll put that up to a vote on the community tab. If most people don't care about the rating, I'm happy just looking at the different categories and making comments.
@@CityPlannerPlays Sounds like a good idea :) Maybe it'd be a good idea if the vote had 3 options, "Yes/I enjoy the scoring", "No/I don't like the scoring", "I'm fine either way" or similar. As I mentioned, I'd vote for the latter, don't necessarily need the score personally, but I also don't want to be the show-stopper for those who actually enjoy it :) I think it might be interesting to see how many people actually like or dislike it versus how many just kinda don't mind it.
The rating is nice to understand how all the points come together. But agreed that the map rating is a bit meh, to me its more relevant to know how well they utilized the map given, which is relevant to me as another player. Comments on the map are great, but rating the map itself seems to rate the player based on the map creator's work. I'd absolutely love a more critical critique of overcapacity of services though. I think about that a lot in builder games, since it really demonstrates a lot of skill when you know when enough is enough. Its a bit too easy to simply over paste services to make that aspect of the game a non-factor. That would go well with a financial analysis, since city profit would be the driver of optimizing services. Edit: Possibly not a rating for the budget, since the goal is often to create a beautiful city, not "win the game" with max profits, but at least comments about where it could afford to become more profitable.
Once again a great video about a great city! This one looks super awesome, a really beautiful mix of aesthetics and a great transportations network in general! I think the fact that a city of this size gets roughly 75% - 80% traffic with depsawning turned OFF is absolutely huge and deserves praise! I also really enjoy all the tips you give us while reviewing the city, for example especially what you said about origins and destinations reminded me once again that this is something that I need to focus on more in my own builds. I often try to think about this, but I usually end up thinking too much about destinations and not enough about origins. Especially when it comes to my busroutes, you can sometimes see maybe a stop at the library, a stop at the commercial buildings, a stop near the hospital ... but then not enough or maybe even no stops in the residential part of my districts, or in other words I'm sometimes connecting many destinations together without covering enough origins. So you talking about that and giving us great examples via this city review is a perfect reminder for me to put more effort into my planning in this regard! Also, really important: In my comment under the last city tips video, I sort of "criticized" you for what you had said about unique buildings, so I think it's only right for me to point out that this time in my opinion you really got it right and had many great and important things to say about the use of unique buildings in this city! I really really appreciate that! And i think what you said about density and spreading things out is very true and important, too, and once again something that i feel like i personally should put more effort into. There's no need to cram as many things into a park as possible, it's okay for it to have lots of open space sometimes. In many ways, a park is there to have open space after all. It's okay and often better to have a bit of green space in-between neighborhoods to seperate for example industry from residential and so on. Not everything needs to be tightly packed and efficient, that is a very very valuable lesson, in my opinion, thank you for talking about that :) Sometimes I kind of wish there was a "CPP's comprehensive guide to Cities Skylines and city planning" book or whatever, like a form of encyclopedia that is a central and well ordered place for all your tips and tricks and insights and recommendations and tutorials and so on. I know there is the Tutoria series and so on, but it focuses on different things. You have many many great tips that seem to be really dispersed and woven into all your videos, which is very awesome but sometimes a bit difficult when I'm looking for info on a specific topic. This is not supposed to be a suggestion or anything, by the by, I definitely do not want to ask you to do more work than you already are doing for us. See it more as a utopian dream in my head :D "Phil's Glossary to Cities Skylines and beyond", that would be wonderful. I like encyclopedias and well-ordered sets of useful information in general, thinking about them and the knowledge they hold and the ease of access they provide is a good feeling. Anyways, again thank you so so much in general for your videos! As always, i really really appreciate and enJOY them ❤ All the best :)
Hey Phill. So, you kinda killed the city when you deleted that Cargo Terminal. You have despawning off, and there was a train in the station. It glitches out, and it can't delete. The train traffic killed the city, starving businesses of goods.
Since the game disallows freight traffic on ferries, the game basically requires bridges or at least railroad bridges to move cargo across small bodies of water. I think that negatively affects ferry utilization.
9:54 "It's not the builders fault, it's the fault of the game ai deciding it can turn wherever it wants" I'll just pretend that's not a statement about real life drivers as well. (;
I hope I can someday submit a city. Loving your videos. I’m still a noob at the game so these cities are so much better than mine. Props to the city creator for Quinnville.
I think it would be interesting to see cities built by beginners. In my opinion, when you're just starting out with a game, there's a good chance that you have a very unique perspective and come up with ideas that some of the veterans don't see for one reason or another. Similar to how children sometimes see the world in a fresh new light compared to adults. I hope my point comes across, I feel like my wording isn't optimal here. So I'd absolöutely encourage you to submit your city :)
@City Planner Plays I will not only agree on the evaluation of the map, because some have no choice but to take a vanilla map, When I take a custom map, I immediately have problems with save or crash, some maps do not work properly on some configurations, they should but do not work, keep this in mind when evaluating maps
How much of the crowding was due to starting off on Vanilla and having to get everything in to 9 tiles? Were the free public transit or tourist transit card policies turned on? If they got that level of transit usage without using those policies, it's really impressive.
It’s really interesting to see you pick apart these traffic issues and give a thorough analysis. Like, “oh, this traffic light is having issues, because you need to add an exit 5 miles outside the city.” Very cool to see someone good at their job problem-solve in real time.
I really don't think the map should be a factor. It's kind of permanent and also most vanilla maps suck so a penalty shouldn't exist just for a map. I don't think it's fair and it says nothing about about the creator.
Gorgeous city! Love that map, the scenery and elevation is insane. I would, respectfully, kindly disagree with your fix at 9:20. ^_^ By forcing the cars to use a node to change lanes, it causes them to stop and jam up traffic within the road itself instead of at the intersection. By letting them pick their lane at the beginning, they keep moving swimmingly. It's a game thing, not a real life thing. I feel this is why that intersection went from clear at 7:50 to clogged at 11:55 & 24:39 post-fix. But I could be wrong.
If you're using mods like Node Controller, you can partially remedy that by stretching out the nodes that cars most frequently use to switch lanes. If the node has a much larger (corner-)offset than what the game uses by default, the movement the cars do to merge into another lane is longer and thus much smoother, which means they can keep much of their momentum and don't need to slow down nearly as much. The mid-nodes that the games inserts by default have almost no offset at all which causes the cars to slow down very suddenly and severely when they want to switch lane using that node.
Funny thing about Savannah, Georgia is one treatment plant is east of downtown and housing growth is towards it. The one on the west side in Garden City is now surrounded by commercial and residential.
CPP you are literally the Bob Ross of gaming videos. I love your videos and try to apply as much as I can to the vanilla game (slowly making my way into mods)
A very nice city. I like the ones where downtowns and suburbs are well defined and transit is on point. The decoration is not overdone or underdone as well. Very worthy of the highest score The only thing I don’t like is building high density on golden sandy beeches. I tend to like those preserved given the scarcity of them on any map
Thank you for your videos I appreciate all of the effort. You’ve taught me so much about this game, and not only that your videos are so relaxing. I can’t imagine city skylines without you haha.
That's a really nice city and I love the series, hopefully I'll be able to give you my city for review someday soon... Also, can't wait for a new episode of CCW, been a while, it's my favourite series out there!
For this intersection 25:30, I'd use an overpass for people coming from or going to the highway/expressway. It would help maintaining highspeed for these directions, which is the main purpose of the expressway, and it would reduces a lot of traffic friction at the intersection as it basically allow the biggest part of the traffic to bypass the intersection, and prevent them from getting in the way of people turning. Banning some left turns could help too, tho it only moves the issue to the next intersection.
As I'm making a city on this map myself, I can say that this guy took advantage of it in a much better way that I did. I'm not very subtle in using terrain and tend to buldoze hills and ploy the geography to my design a lot too much. 16:53, given the terrain slope, I'd turn your interchange overpass to an underpass. The ferries sadly only get used if there is no other way to get around. Same for Blimps. That's why I never use them aside a tourist gimmicky use. I usually hate mixing metro lines together on the same tracks but higher capacity vehicles can help mitigate that quite well. With smaller vehicles you'd have to build more lines (and vanilla stations are atrocious for transfers between several stations...) so you pretty much have to go full modded for a real metro build. As for the main ships route, I plan to displace my ports on the South West side of the map to have more space for the boats (currently being just a little West of his ports) Those mixed road and bike lanes assets are nice. I also service my universities with tons of transit, it is a crime not to facilitate students access to knowledge ! I love a good looking park, I struggle to build good looking parks personnally. The main drawbacks of this build, the placement of some utilities and cargo train stations (and their accesses). I also rename nearly every street and avenue because the vanilla names aren't so numerous so you end up with the same names over and over again on a large build. Sometimes an entire area is renamed according to a certain terminology (great authors/poets, engineers, scientists, famous places, historical events or people that I know who get a street or avenue according to their importance to me. Sometimes I also take real street or location names. In Paris, you'll see bridges with different sections, the shor anchor are usually in stone and the middle section is metallic so the bridge there makes sense, imagine that the bridge was struck by some event, and collapsed in the center and was rebuilt to allow better traffic flow under it. +0.5 pt for use of trams for me...
What a great city!! Love the downtown area edged on both sides by beaches! Their peninsula park echoes Fort Pickens National Park in Pensacola, FL, a long, sandy peninsula that protects the main entrance into Pensacola Bay. Like the park in the game, It has the old WWII coastal defenses along it and is a very popular destination.
the slip lane at 9:06 is actually really similar to something i have to deal with on the regular here in henderson ahha but tbf nevada city planning is infamous
I really loved this city. I wanted to mention though, a lot of people playing this game right now are putting such an intense focus on the road design, grid or not, that they completely toss aside the most absolutely bare essential substance the city thrives on: Water. In multiple maps there are raging rivers sometimes surrounding the player and I see no attempt to gather this moving water and channel it in any way. No no, they will instead leave their noisy sewage disposal and fresh water collection on the most prime real-estate in the game and continue expanding it just writing it off as a cost of playing the game. You unlock canals at like, 3500 population or something, and they're dirt cheap. The landscaping not so much, but you know what I do? I immediately gather as much water in the deepest and longest canal I can afford to build, and with modification further down the line, its capacity can sustain millions of population. Then I continue by building a series of very intricate shit collection networks so that the citizens can drive across a bridge over a canal filled to the brim with their shit, and then dispose of it downstream somewhere. Reminds them of what they really are.
I really wish I could share my PlayStation cities with other people like you get to do on the PC. I have a couple that I’m pretty proud of after using everything I’ve learned from channels like this. Not getting to share my cities is what inspired me to stream and make videos though so, I guess it has it’s positives.
You added an option for a straight or left turn at the timed light that messed up the traffic flow lol. It was straight only before so they were cutting in front of the cross traffic. The added ramp towards mall there is an exit right after so I’d have made the highway 3 lanes in between so the right is exit only which would help traffic merge some too
I am creating a new city, and I wanna something special and create bus-only as alleyway road for bus routes, so if I use the super bendy busses, they won't hold up traffic on local roads
Interesting: why do you use stop signs rather than give-way signs? "There'd be a mix of tunnelling and ramps..." and then not a single tunnel/underpass! That made me chuckle... To prevent the heavy goods traffic through rather than round could you put a heavy goods vehicle restriction on the bridge? Like you did near the railway station (and near where you removed the railfreight yard, which also killed the rail network BTW, thanks to stuck train...) Excellent build and walkthrough though. Thanks CP!
I've actually taken some advice I've learnt from your gideos and applied it to one of my cities. This city is on the same map as my nightmare city, and the map is nearky unrecognisaboe from how much it is mutilated. If this series is still running (and on the even lower chance you see this comment) I'd love to see your reaction on both cities.
Really enjoining this series! Just one suggestion. Please don't rotate the camera much or even at all when giving a score. Perchance a slow rotation of the city. Perhaps with an overlay relating to the score as well.
I'm guessing the density on the parks is to get the 5-star rating in a limited area - I know I'm guilty of doing for the score, as opposed to the aesthetic.
i kinda wish that we progressed thru time to.. Like how his city started in the late 1800's, i wish we had old timey buildings, streets, horse draw carriages, etc.. that modernizes over time
I do have one nitpick about the first intersection. It’s being well utilized, it doesn’t seem to be backing up beyond it’s capacity and traffic is flowing. I feel adding an on-ramp literal meters from the intersection will do more harm than good when the intersection can handle right turning traffic just fine as is. Plus the bike bridge is technically a local road and adding a high speed ramp to it breaks road hierarchy (imo). That’s all, great vid otherwise!
Great contents CPP! If I may give you a feedback on this content, perhaps a city’s budget and financial condition must be also considered in making your overall rating. Cause the mayor might be impeached anytime soon when the city’s not profitable for the government!
At around the 17:30 range, you start talking about an intersection mirroring the highway which is causing freight traffic to use the intersection. Is leaving the intersection fine, but just setting policy banning heavy traffic to divert freight traffic onto that highway? Sorry, I know this video is 2 years old but I just discovered this game and you and I'm loving both. Your videos are on almost all day while I work (I work remotely).
of course traffic lights generate fraffic. because if the game isn't designed to create traffic lights, the game will consider that forced stop as a management issue i guess.
I have been looking for a simcity alternative and I came across your channel and havent been able to stop watch. As someone who is considering to get started the amount of DLCs to add to the base game is overwhelming and expensive. Would the base game be enough or what are a few DLCs would you recommend to atleast make the base game more enjoyable but not need to go into debt to get them? Thank you for your content
Game is totally playable with no DLCs, especially if you use the workshop. The DLCs go on sale pretty often and you can add them at your leisure, so it's such an intimidating purchase all at once. I grabbed the base game, After Dark and Park Life during the last Black Friday sale, then picked up Green Cities and Mass Transit over Christmas. I think I paid a total of $40 so far, and I think it's worth every penny.
@@danielsarandopoulos1874 As Karl mentioned, the game and its DLCs are regularly on sale on Steam, so especially if you're looking to get some DLCs I'd recommend keeping an eye on that and waiting until that happens, since they're often discounted 50%-75% during a sale. But the base game is totally playable and fun by itself, so you can at least get started whenever you want and get any DLCs you like later basically. The (Steam-)Workshop is accessible to everyone who owns the game on Steam and is a place to download mods and user-created assets, which is a great way to expand your game (for free) and add functionality, new buildings and so on. if you're interested in using mods, I think CPP has a video about which ones he prefers on the channel :) In regards to which DLCs you should prioritize, I'd say that is also a little bit up to you and depends on what you would enjoy the most, so I'd recommend watching a video about them (I think CPP has that on his channel, too). My personal choices would probably be Park Life because I love building my own parks, Green Cities because it adds a ton of buildings that introduce a lot of variety into a city, Mass Transit mainly because it adds some interesting and important roads, but also some of the smaller Content Creator Packs like the Vehicles pack and the Train Stations pack, since those two especially help building more fun and interesting transit networks, which is what I personally really enjoy. Though all the other DLCs are really fun and awesome, too, so it ultimately mostly comes down to your personal preferences.
I love the difference in paradox games they have city skylines being all sun shine and rainbow and taxes💀 and then theres stellaris where genocide of billions is just your average Saturday
There's so many settings and mods listings, ie: "The 10 Best Mods", ""Most Essential Mods", "Necessary Settings for Beginners", etc... I get confused of what Mods and Settings I really need to get the most from what's available in game? I'd be surprised if there's a comprehensive checklist that describes what the various Mods and Settings do and rates them on their usefulness? ;-)
He is taken off 12000 people through transit in the population of 95k, which is more than 10% that is impressive. I barely get 5% if I am lucky. 10% is my goal.
Part of that is using high capacity trains. It's like building a light metro like Vancouver's Skytrain and upgrading it to the Toronto or NYC Subway simply by replacing the rolling stock. And with the vanilla trains the C:S metro feels just like a light metro
When I use traffic manager presidential edition from steam workshop, I only have the 4 options in game, how do I expand to get more utilization of the mod?
love your videos it really helps to understand and not just doing things out of nowhere, can someone tell me what mods he uses when he is doing the 1st interchange at 16:00
Using Extra Landscaping Tools to do the terraforming, Fine Roads Tool when creating the ramps/bridges, then Node Controller and Network Multitool for sloping the nodes and ramps respectively, before finally adjusting a little bit with the Move It mod.
Ahhhh! Thank you so much for featuring my city! There is an absolute ton of great info in this vid. You're 100% right that my skill went up as I worked on this city and there are a lot of things I need to go in and improve, especially in the older parts of town. That service area near the animal sanctuary used to be isolated and the town grew in around it, need to free up that land for development and get the services moved somewhere else. Plus much, much more I want to improve.
Thank you! I'm so excited to get back in there and make my city better!
I love your city! 🥰 And I have a suggested backstory for the "expressway" that leads from the eastern highway to the suspension bridge that connects to the inland borough. CPP seems to focus a LOT of attention to the road, LOL. My story is in my comment in the main thread.
Really nice build It gave me some inspiration! Thank you for sharing.
This build is so cool! I think some of CPP's criticisms we're unwarranted
I hate you...
How am I supposed to even start a build now when I know it will never compare to a thing of beauty like this one? I hate you... You and your perfect city with your perfect decorations and ... biking lanes... I hate you...
Good job! I’d love to see another one :)
Holy moly, that Agritech makes such good use of the Industries DLC. It almost makes it look as if the DLC was made for that reason, rather than creating an actual farming industry. Gorgeous execution! I love this series for showing us how many talented people are out there!!
Thank you! I really wanted something more than just some farm fields plopped down just to have them. I'm glad you liked what I came up with!
@@mars_plays oh wow, the legend themself! Great build! Lots of creative uses!
Deleting the cargo terminal broke the rail network because despawning is off. All of the trains are blocked by trains that should have vanished.
I didn't even have to replay the video to notice that one :D After the terminal got bitzed off the map I kept noticing the freight railways backed up as far as the eye can see.
I live in a city with Ferries. The most used Ferries are short trips across a body of water, hence the name Ferry. Ferry's are slow moving, but they are a shorter distance than going all the way to the bridge to get to the other side. They generally just go from one side to the other side, and then you hop on your bus or bike or other transit. (btw Verde Beach could use this wisdom as well.)
Noted! Let me experiment with this a bit!
I agree with you. But the game mechanics seem to favor a multistop line. Which, coming from a city with a couple of ferries myself, always seemed a bit odd.
In the end, it depends on your preference: realism or function
@@royvandermarel3953 That's understandable. Perhaps that can be balanced by using Triangle and Zig Zags routes. My city has a triangle route with potential plans to expand to a zig zag someday.
@@pokergeniusordonkey6517 Zig zags might be the golden solution. When set up right, visually all the ferries go back-and-forth(-ish), while the game handles it like a continuous line
Your videos are the most relaxing and entertaining out of the whole Cities: Skylines community, love and appreciation from us all that watch your videos!
Agreed 100%!
@@123Comrade 888
@@shannonposey6174 Morongo
Lmbo, ur name SuperVinlin
And informative
Loving your tutorials. Loving the game, bought Park Life and built my first Amusement Park. Thank you for sharing.
Awesome! I’m hoping to create a city myself with some awesome park features. I own six of the DLC so I’m interested in building my dream city. I wish you the best of luck with your cities!
I love this city! It's what US cities could have been, but noobs did the planning and we're at where we're at.
I like that City Planner Place, I think it continues in front of the T station and even the station itself is called City Planner Place.
4:35 The shipping traffic jam can be solved by building a ships' roundabout and marking it off with buoys, similar to Biffa's ferry-a-bout in his New Tealand series.
6:40 to 7:06 and 17:30 to 18:40 The "expressway". My idea for the backstory is that that arterial and the suspension bridge it links to used to be freeway, which I would call expressway, and originally the northern and western highways were supposed to go through the city and connect to it, just like state highway departments everywhere routed their roads through dense urban neighborhoods. The animal sanctuary and the riverfront park would have been destroyed. Quinnville proper and the inland borough would be adversely impacted. But the citizens started and sustained a freeway revolt, and the state highway department decided on a circumferential highway instead. Later on the old Quinnville Elevated Highway was replaced with a surface artery and its adjacent greenways. And that's so much nicer! 🙂
Ottawa Canada, has a large, urban agri-research campus known as the Experimental Farm; it's been operating since 1886. The farm also recognizes a national historic site and houses a museum.
What an awesome city/build!
Loved all the details. Really inspirational for my own build.
You questioned if intermediate was correct. I missed you comming back to that.
And just as last City Tips, i love it.
Real helpful.
Keep it up!
Beautiful and well thought-out City!
I don't know why, but I got a bit of a Lee Hawkins vibe with that first major intersection connecting the city to the trumpet highway.
Love the custom roads with the bike lanes, as console player, I'm so jealous.
That trumpet highway looks like the state highway department was originally going to build the highways through the city but relented when the citizens revolted. And the arterial road with greenways looks like *it* used to be an elevated highway!
This series probably provides most inspiration of all C:S series, because it shows so many different styles.
C:S can be played in so many ways and that's why I love it
But frankly speaking I don't care too much about the rating - I just don't think the criteria are perfect: Map is overrated, but there's no score for financial stability: throughout the whole clip this city is losing money. Full coverage of deathcare is great, this city has 10x what it needs - aftermath of a deathwave? A huge overcapacity is not ideal and should get not get perfect marks. Anyway, that's just me. Still my favorite series
Yeah, that's the downside of all those unique assets, and some of the transit, like the overkill ferry system, though I imagine much of that transit is financially well off. So much of real and CS city building is planning expensive services carefully so you get your money's worth and keep budget under control. I would also like to see at least some amount of points given for good finance management, since it ends up being such a big part of the game.
The thing is, some people play with unlimited money and so on, so giving a separate score for financial stability would be unfair to them aswell. Either way, I think, the system will always be in some way "flawed", because the game is an awesome platform that allows for tons of different ideas and playstyles. There's no one-size-fits-all in this case.
If you're being really honest, you probably also shouldn't even compare modded with vanilla builds and vice-versa in the first place, for example. Again, there is no "perfect" scoring system.
I would say that I personally don't really have much against the scoring in general, but I don't think it's all that necessary either. For me, the series is awesome mainly because Phil's giving tons of tips and also because being able to look at cities of other builders is a great way to get valuable inspiration. It's about listening to what he has to say and looking at beautiful builds to give us new ideas and new ways to look at and improve our own projects, not so much about comparing the different cities he reviews.
But that being said, I could see others finding the scoring system fun or interesting, so again I don't mind that it's there.
Maybe I'll put that up to a vote on the community tab. If most people don't care about the rating, I'm happy just looking at the different categories and making comments.
@@CityPlannerPlays Sounds like a good idea :)
Maybe it'd be a good idea if the vote had 3 options, "Yes/I enjoy the scoring", "No/I don't like the scoring", "I'm fine either way" or similar. As I mentioned, I'd vote for the latter, don't necessarily need the score personally, but I also don't want to be the show-stopper for those who actually enjoy it :)
I think it might be interesting to see how many people actually like or dislike it versus how many just kinda don't mind it.
The rating is nice to understand how all the points come together. But agreed that the map rating is a bit meh, to me its more relevant to know how well they utilized the map given, which is relevant to me as another player. Comments on the map are great, but rating the map itself seems to rate the player based on the map creator's work. I'd absolutely love a more critical critique of overcapacity of services though. I think about that a lot in builder games, since it really demonstrates a lot of skill when you know when enough is enough. Its a bit too easy to simply over paste services to make that aspect of the game a non-factor. That would go well with a financial analysis, since city profit would be the driver of optimizing services.
Edit: Possibly not a rating for the budget, since the goal is often to create a beautiful city, not "win the game" with max profits, but at least comments about where it could afford to become more profitable.
One of my favourite channels ever. Really sparked my interest in Urban planning and infrastructure issues in the US
Once again a great video about a great city! This one looks super awesome, a really beautiful mix of aesthetics and a great transportations network in general!
I think the fact that a city of this size gets roughly 75% - 80% traffic with depsawning turned OFF is absolutely huge and deserves praise!
I also really enjoy all the tips you give us while reviewing the city, for example especially what you said about origins and destinations reminded me once again that this is something that I need to focus on more in my own builds. I often try to think about this, but I usually end up thinking too much about destinations and not enough about origins. Especially when it comes to my busroutes, you can sometimes see maybe a stop at the library, a stop at the commercial buildings, a stop near the hospital ... but then not enough or maybe even no stops in the residential part of my districts, or in other words I'm sometimes connecting many destinations together without covering enough origins.
So you talking about that and giving us great examples via this city review is a perfect reminder for me to put more effort into my planning in this regard!
Also, really important: In my comment under the last city tips video, I sort of "criticized" you for what you had said about unique buildings, so I think it's only right for me to point out that this time in my opinion you really got it right and had many great and important things to say about the use of unique buildings in this city! I really really appreciate that!
And i think what you said about density and spreading things out is very true and important, too, and once again something that i feel like i personally should put more effort into. There's no need to cram as many things into a park as possible, it's okay for it to have lots of open space sometimes. In many ways, a park is there to have open space after all. It's okay and often better to have a bit of green space in-between neighborhoods to seperate for example industry from residential and so on.
Not everything needs to be tightly packed and efficient, that is a very very valuable lesson, in my opinion, thank you for talking about that :)
Sometimes I kind of wish there was a "CPP's comprehensive guide to Cities Skylines and city planning" book or whatever, like a form of encyclopedia that is a central and well ordered place for all your tips and tricks and insights and recommendations and tutorials and so on. I know there is the Tutoria series and so on, but it focuses on different things. You have many many great tips that seem to be really dispersed and woven into all your videos, which is very awesome but sometimes a bit difficult when I'm looking for info on a specific topic.
This is not supposed to be a suggestion or anything, by the by, I definitely do not want to ask you to do more work than you already are doing for us. See it more as a utopian dream in my head :D "Phil's Glossary to Cities Skylines and beyond", that would be wonderful. I like encyclopedias and well-ordered sets of useful information in general, thinking about them and the knowledge they hold and the ease of access they provide is a good feeling.
Anyways, again thank you so so much in general for your videos! As always, i really really appreciate and enJOY them ❤
All the best :)
Hey Phill. So, you kinda killed the city when you deleted that Cargo Terminal. You have despawning off, and there was a train in the station. It glitches out, and it can't delete. The train traffic killed the city, starving businesses of goods.
Since the game disallows freight traffic on ferries, the game basically requires bridges or at least railroad bridges to move cargo across small bodies of water. I think that negatively affects ferry utilization.
9:54 "It's not the builders fault, it's the fault of the game ai deciding it can turn wherever it wants"
I'll just pretend that's not a statement about real life drivers as well. (;
I hope I can someday submit a city. Loving your videos. I’m still a noob at the game so these cities are so much better than mine. Props to the city creator for Quinnville.
Thanks!
I want to balance between beginner and more advanced cities! Don't feel like you have to wait!
I think it would be interesting to see cities built by beginners. In my opinion, when you're just starting out with a game, there's a good chance that you have a very unique perspective and come up with ideas that some of the veterans don't see for one reason or another. Similar to how children sometimes see the world in a fresh new light compared to adults.
I hope my point comes across, I feel like my wording isn't optimal here.
So I'd absolöutely encourage you to submit your city :)
Great job on the build. Your street layout feels natural and is really accentuated by the landscaping and fences around the expressways. Good work
@City Planner Plays
I will not only agree on the evaluation of the map,
because some have no choice but to take a vanilla map,
When I take a custom map, I immediately have problems with save or crash, some maps do not work properly on some configurations,
they should but do not work,
keep this in mind when evaluating maps
I feel like the density was kind of intended. I personally love cities (in C:S) that are so dense and good at the same time.
Superb city!
25:00 you messed with the lane configuration that allows traffic both to go straight and left with dedicated turn signals.
How much of the crowding was due to starting off on Vanilla and having to get everything in to 9 tiles?
Were the free public transit or tourist transit card policies turned on? If they got that level of transit usage without using those policies, it's really impressive.
Absolutely could have been the reason!
It’s really interesting to see you pick apart these traffic issues and give a thorough analysis. Like, “oh, this traffic light is having issues, because you need to add an exit 5 miles outside the city.” Very cool to see someone good at their job problem-solve in real time.
I really don't think the map should be a factor. It's kind of permanent and also most vanilla maps suck so a penalty shouldn't exist just for a map. I don't think it's fair and it says nothing about about the creator.
Gorgeous city! Love that map, the scenery and elevation is insane. I would, respectfully, kindly disagree with your fix at 9:20. ^_^ By forcing the cars to use a node to change lanes, it causes them to stop and jam up traffic within the road itself instead of at the intersection. By letting them pick their lane at the beginning, they keep moving swimmingly. It's a game thing, not a real life thing. I feel this is why that intersection went from clear at 7:50 to clogged at 11:55 & 24:39 post-fix. But I could be wrong.
If you're using mods like Node Controller, you can partially remedy that by stretching out the nodes that cars most frequently use to switch lanes. If the node has a much larger (corner-)offset than what the game uses by default, the movement the cars do to merge into another lane is longer and thus much smoother, which means they can keep much of their momentum and don't need to slow down nearly as much.
The mid-nodes that the games inserts by default have almost no offset at all which causes the cars to slow down very suddenly and severely when they want to switch lane using that node.
I don't know anything about this game but I love cities so much (NYCer here!) that I can watch these videos on binge for hours
Funny thing about Savannah, Georgia is one treatment plant is east of downtown and housing growth is towards it. The one on the west side in Garden City is now surrounded by commercial and residential.
One thing that would be great to see is a lighthouse on that big island right next to the shipping lane
CPP you are literally the Bob Ross of gaming videos. I love your videos and try to apply as much as I can to the vanilla game (slowly making my way into mods)
A very nice city. I like the ones where downtowns and suburbs are well defined and transit is on point. The decoration is not overdone or underdone as well. Very worthy of the highest score
The only thing I don’t like is building high density on golden sandy beeches. I tend to like those preserved given the scarcity of them on any map
Thank you for your videos I appreciate all of the effort. You’ve taught me so much about this game, and not only that your videos are so relaxing. I can’t imagine city skylines without you haha.
This is such a good build, I'd love to watch him create this city
That's a really nice city and I love the series, hopefully I'll be able to give you my city for review someday soon...
Also, can't wait for a new episode of CCW, been a while, it's my favourite series out there!
For this intersection 25:30, I'd use an overpass for people coming from or going to the highway/expressway. It would help maintaining highspeed for these directions, which is the main purpose of the expressway, and it would reduces a lot of traffic friction at the intersection as it basically allow the biggest part of the traffic to bypass the intersection, and prevent them from getting in the way of people turning. Banning some left turns could help too, tho it only moves the issue to the next intersection.
NICE! curious on unemployment, happiness etc, I can't build, just create chaos , lol
If this city is from intermediate player i'm not even at stone age. Amazing build !
Haha, thank you!
I am working on my first city and hope I can submit it when its done too. Learned a lot before even going in to it from you, biffa, yumble and more.
As I'm making a city on this map myself, I can say that this guy took advantage of it in a much better way that I did. I'm not very subtle in using terrain and tend to buldoze hills and ploy the geography to my design a lot too much.
16:53, given the terrain slope, I'd turn your interchange overpass to an underpass.
The ferries sadly only get used if there is no other way to get around. Same for Blimps. That's why I never use them aside a tourist gimmicky use.
I usually hate mixing metro lines together on the same tracks but higher capacity vehicles can help mitigate that quite well. With smaller vehicles you'd have to build more lines (and vanilla stations are atrocious for transfers between several stations...) so you pretty much have to go full modded for a real metro build.
As for the main ships route, I plan to displace my ports on the South West side of the map to have more space for the boats (currently being just a little West of his ports)
Those mixed road and bike lanes assets are nice.
I also service my universities with tons of transit, it is a crime not to facilitate students access to knowledge !
I love a good looking park, I struggle to build good looking parks personnally.
The main drawbacks of this build, the placement of some utilities and cargo train stations (and their accesses).
I also rename nearly every street and avenue because the vanilla names aren't so numerous so you end up with the same names over and over again on a large build. Sometimes an entire area is renamed according to a certain terminology (great authors/poets, engineers, scientists, famous places, historical events or people that I know who get a street or avenue according to their importance to me. Sometimes I also take real street or location names.
In Paris, you'll see bridges with different sections, the shor anchor are usually in stone and the middle section is metallic so the bridge there makes sense, imagine that the bridge was struck by some event, and collapsed in the center and was rebuilt to allow better traffic flow under it.
+0.5 pt for use of trams for me...
This is awsome, I am wondering what mods in terms of housing and vehicles are you using
This city so good it makes my good cities look bad.
What a great city!! Love the downtown area edged on both sides by beaches! Their peninsula park echoes Fort Pickens National Park in Pensacola, FL, a long, sandy peninsula that protects the main entrance into Pensacola Bay. Like the park in the game, It has the old WWII coastal defenses along it and is a very popular destination.
Wow. Great job. Quinnville looks like a fun place to live. Love all the parks!
I use that bike road as well. It is an amazing road asset for getting a nice and extremely well contacted bike netwerk
Absolutely fascinating. I hope more folks will hand over cities for review.
I love that bike lane road!
the slip lane at 9:06 is actually really similar to something i have to deal with on the regular here in henderson ahha but tbf nevada city planning is infamous
This build is absolutely amazing! Great job and props to the creator!
Thank you!
i bet a bike ride through this city would be awesome
Cool city build, I wish I can build as cool as that... sadly everytime I build a city, it's only a ugly messy grid lol
Man, I hope I get this good at building cities like this one day.
Your videos give me all sorts of good ideas. May have to send my city sooner or later. Doing a highway revamp tonight after watching this.
To have lots of parks but with fewer assets each, stretch the park zone across more than one park but detail them as if they were individual.
I really loved this city. I wanted to mention though, a lot of people playing this game right now are putting such an intense focus on the road design, grid or not, that they completely toss aside the most absolutely bare essential substance the city thrives on: Water. In multiple maps there are raging rivers sometimes surrounding the player and I see no attempt to gather this moving water and channel it in any way. No no, they will instead leave their noisy sewage disposal and fresh water collection on the most prime real-estate in the game and continue expanding it just writing it off as a cost of playing the game.
You unlock canals at like, 3500 population or something, and they're dirt cheap. The landscaping not so much, but you know what I do? I immediately gather as much water in the deepest and longest canal I can afford to build, and with modification further down the line, its capacity can sustain millions of population. Then I continue by building a series of very intricate shit collection networks so that the citizens can drive across a bridge over a canal filled to the brim with their shit, and then dispose of it downstream somewhere. Reminds them of what they really are.
I really wish I could share my PlayStation cities with other people like you get to do on the PC. I have a couple that I’m pretty proud of after using everything I’ve learned from channels like this. Not getting to share my cities is what inspired me to stream and make videos though so, I guess it has it’s positives.
I think any building game need a way of sharing creations. Even if it is just to a single close friend. Makes it so much more fun
@@neurofiedyamato8763 I totally agree. I would be awesome to have help sometimes when I have a problem with a build that a friend could fix.
I really enjoy watching cpp fix/edit other peoples cities. He should make a series where he fixes the worst cities
You added an option for a straight or left turn at the timed light that messed up the traffic flow lol. It was straight only before so they were cutting in front of the cross traffic.
The added ramp towards mall there is an exit right after so I’d have made the highway 3 lanes in between so the right is exit only which would help traffic merge some too
Sweeping the floor! Excellent work there!
THIS IS SUCH A COOL CITY!! AND THAT LORE WAS FANTASTIC!!!
I am creating a new city, and I wanna something special and create bus-only as alleyway road for bus routes, so if I use the super bendy busses, they won't hold up traffic on local roads
I loved this city
Ive literally just started playing and found ur channel ty for the content. Id love to show you my noob level city
Interesting: why do you use stop signs rather than give-way signs?
"There'd be a mix of tunnelling and ramps..." and then not a single tunnel/underpass! That made me chuckle...
To prevent the heavy goods traffic through rather than round could you put a heavy goods vehicle restriction on the bridge? Like you did near the railway station (and near where you removed the railfreight yard, which also killed the rail network BTW, thanks to stuck train...)
Excellent build and walkthrough though. Thanks CP!
I know ur trying to switch up so u don’t keep doing the same thing but can you do more verde beach also much love ur so chill from Ireland 🇮🇪🇮🇪💙
I've actually taken some advice I've learnt from your gideos and applied it to one of my cities. This city is on the same map as my nightmare city, and the map is nearky unrecognisaboe from how much it is mutilated. If this series is still running (and on the even lower chance you see this comment) I'd love to see your reaction on both cities.
Please don't stop reviewing other cities CPP actually learnt so much from this video and what a great city this is!
Now it's time to check the "Aurelia" City, by Akruas. Real masterpiece! 😊
Quinnville. I approve.
Really enjoining this series! Just one suggestion. Please don't rotate the camera much or even at all when giving a score.
Perchance a slow rotation of the city. Perhaps with an overlay relating to the score as well.
I'm guessing the density on the parks is to get the 5-star rating in a limited area - I know I'm guilty of doing for the score, as opposed to the aesthetic.
I don’t know what decision has been worse for real life productivity; Playing this game or finding this channel. ……
Does anyone know where I can find that protected bike lane mod? Been searching and no such luck
i kinda wish that we progressed thru time to.. Like how his city started in the late 1800's, i wish we had old timey buildings, streets, horse draw carriages, etc.. that modernizes over time
I do have one nitpick about the first intersection. It’s being well utilized, it doesn’t seem to be backing up beyond it’s capacity and traffic is flowing. I feel adding an on-ramp literal meters from the intersection will do more harm than good when the intersection can handle right turning traffic just fine as is. Plus the bike bridge is technically a local road and adding a high speed ramp to it breaks road hierarchy (imo). That’s all, great vid otherwise!
Love this series!
Great contents CPP! If I may give you a feedback on this content, perhaps a city’s budget and financial condition must be also considered in making your overall rating. Cause the mayor might be impeached anytime soon when the city’s not profitable for the government!
I love these
I love your accent and the way you say ‘geography’
I had a Tsunami on this map and let me tell you, it was an Endtime Level Desaster.
I would love to submit my city, because I'm finally at a point where I feel comfortable with my builds, but I play console :/
He's reviewed pure Vanilla builds before. As long as he knows your limitations he will not hold that against you in the rating 😊
@@123Comrade Can console players share their maps? It's not like they can send in a link to a Steam save.
@@Kydaan ah yeah, I was only thinking of mods, not the sharing aspect.
Maybe someone else here/CPP discord or on Paradox forum can help.
At around the 17:30 range, you start talking about an intersection mirroring the highway which is causing freight traffic to use the intersection. Is leaving the intersection fine, but just setting policy banning heavy traffic to divert freight traffic onto that highway?
Sorry, I know this video is 2 years old but I just discovered this game and you and I'm loving both. Your videos are on almost all day while I work (I work remotely).
of course traffic lights generate fraffic. because if the game isn't designed to create traffic lights, the game will consider that forced stop as a management issue i guess.
Bro, you are like the Bob Ross of Cities.
Request: could you use a different pointer for the mouse? The default small triangle is very hard to see and follow on screen. Thanks x
It reminds me a little of Seattle.
I have been looking for a simcity alternative and I came across your channel and havent been able to stop watch.
As someone who is considering to get started the amount of DLCs to add to the base game is overwhelming and expensive. Would the base game be enough or what are a few DLCs would you recommend to atleast make the base game more enjoyable but not need to go into debt to get them?
Thank you for your content
Game is totally playable with no DLCs, especially if you use the workshop. The DLCs go on sale pretty often and you can add them at your leisure, so it's such an intimidating purchase all at once. I grabbed the base game, After Dark and Park Life during the last Black Friday sale, then picked up Green Cities and Mass Transit over Christmas. I think I paid a total of $40 so far, and I think it's worth every penny.
@@KarlStevens awesome thank you. So vanilla is completely fine which is good to know. What is this workshop?
@@danielsarandopoulos1874 As Karl mentioned, the game and its DLCs are regularly on sale on Steam, so especially if you're looking to get some DLCs I'd recommend keeping an eye on that and waiting until that happens, since they're often discounted 50%-75% during a sale. But the base game is totally playable and fun by itself, so you can at least get started whenever you want and get any DLCs you like later basically.
The (Steam-)Workshop is accessible to everyone who owns the game on Steam and is a place to download mods and user-created assets, which is a great way to expand your game (for free) and add functionality, new buildings and so on. if you're interested in using mods, I think CPP has a video about which ones he prefers on the channel :)
In regards to which DLCs you should prioritize, I'd say that is also a little bit up to you and depends on what you would enjoy the most, so I'd recommend watching a video about them (I think CPP has that on his channel, too). My personal choices would probably be Park Life because I love building my own parks, Green Cities because it adds a ton of buildings that introduce a lot of variety into a city, Mass Transit mainly because it adds some interesting and important roads, but also some of the smaller Content Creator Packs like the Vehicles pack and the Train Stations pack, since those two especially help building more fun and interesting transit networks, which is what I personally really enjoy.
Though all the other DLCs are really fun and awesome, too, so it ultimately mostly comes down to your personal preferences.
@@NoMercy8008 very informative. Thank you very much for the reply. Much appreciated
couldnt you just use the terrain tools to make the ocean deeper in that part, so the shipping goes thru?
I love the difference in paradox games they have city skylines being all sun shine and rainbow and taxes💀 and then theres stellaris where genocide of billions is just your average Saturday
I'm definitely missing the Clearwater County videos.
There's so many settings and mods listings, ie: "The 10 Best Mods", ""Most Essential Mods", "Necessary Settings for Beginners", etc... I get confused of what Mods and Settings I really need to get the most from what's available in game?
I'd be surprised if there's a comprehensive checklist that describes what the various Mods and Settings do and rates them on their usefulness? ;-)
this city's downtown beach looks like verde beach
Phil, it would be cool to do a new build on this map!
He is taken off 12000 people through transit in the population of 95k, which is more than 10% that is impressive. I barely get 5% if I am lucky. 10% is my goal.
Part of that is using high capacity trains. It's like building a light metro like Vancouver's Skytrain and upgrading it to the Toronto or NYC Subway simply by replacing the rolling stock. And with the vanilla trains the C:S metro feels just like a light metro
When I use traffic manager presidential edition from steam workshop, I only have the 4 options in game, how do I expand to get more utilization of the mod?
This guy must be from Denver, CO because they love making slip lanes with no merge opportunities😂😂
love your videos it really helps to understand and not just doing things out of nowhere,
can someone tell me what mods he uses when he is doing the 1st interchange at 16:00
Using Extra Landscaping Tools to do the terraforming, Fine Roads Tool when creating the ramps/bridges, then Node Controller and Network Multitool for sloping the nodes and ramps respectively, before finally adjusting a little bit with the Move It mod.
@@Doddibot thank u so much
Can you only review PC versions of the game? I play on ps4
I just got city skylines mass transit dlc and my city never gets skyscrapers, why ?
36:47 Train jam!
I've had this question for quite some time, how do you submit your city so that you can review it?
As an Xbox player the only way I could get my city to be accessible to CPP is if he had an Xbox isn’t it?