It's the main reason I watch his videos. Both for the storylines and RP, and how to develop a city using best practices while also making it look somewhat organically grown.
In the US yeah theres a major obsession with sports in the education system, schools will spend millions on a new state of the art sports stadium and cut the budgets for maths arts and musics to do so
On the fact that placing it on the hill doesn't make the signal travel further, but hills blocking it, I'd say that's somewhat accurate. Ultimately the only thing you're accomplishing by placing a tower on a hill is not signal strength, but increasing line of sight. Math warning: The intensity of the signal decreases proportional to 1/r^2. At any point, as long as you have direct line of sight, your signal strength is going to be lower as you get further away you are from the top of the tower. The reason cell towers tend to be put high up is the same reason light bulbs tend to be put on the ceiling. The higher the tower, the more land has direct line of sight, and the smaller the "shadows" cast by buildings and land features tend to be. The real picture is somewhat more complicated by the fact that radio wavelengths are longer and can do some funky stuff due to refraction, the opacity of buildings is somewhere between 0-100% depending on the type of signal (5g uses smaller wavelengths that are easily blocked compared to 4G LTE) and building materials, and reflections exist and can get quite complex in an urban environment. Ultimately, though, since the radio waves used by cell towers are the same electromagnetic waves as visible light, you can pretty intuitively think about it in terms of installing a massive lamp: As long as you're not getting blocked, the only way to get brighter illumination (better signal) is to get closer or get a bigger lamp.
Just dropped in to say, op is totally right. Recieved signal is governed largely by distance and obstructions (since transmit power is regulated). Without obstructions the coverage wouldn't benefit from higher elevation Judging by the coverage these are probably a higher frequency, something like 28GHz 5G. Lower frequencies generally travel further in open terrain.
Something to keep in mind as well is that the signal is also admitted in an almost spherical torus shape as well and raising the tower up higher can also affect the reception for the people further out due to being on the “bottom” of the shape
Something from CS1 that bugged me still remains in CS2 - the low density rez always has a full perimeter fence. Great for suburban grids, but it looks weird as soon as you start zoning curved roads. I'd love to see some sort of "rural residential" zoning with no border to give the impression of larger or irregular shaped lots
That has always bothered me, but I didn't know why until I read this comment. The more rural sections always feel weirdly suburb because of that. Or even just cul-de-sacs not having lots that curve around like they normally do.
They should allow us to drag the perimeter fences out to fill the gaps between buildings on curved roads. Might be possible with the dev tools or mods but should definitely be a vanilla feature.
It's not ideal, but the small low density res models don't have much in the way of fences. In rural areas i use mostly 2x2 and 3x3 homes which often build right to the edge of the tile. If you spread them out, and use the one tile wide lanes to make driveways you can get a pretty good rural residential area.
For the future could you make some story for a large hospital with clinics? In the City i grew up in, the hospital is a huge contributor to the city and surrounding areas usually donating attractions to parks and sponsoring walking areas. Talking about the expense of the elevated walking path made me think of that because it is something i could see my home city hospital paying for.
There's a boardwalk along the Manatee River in Bradenton, Florida, which is where I was born and lived for a long time, and the nearby Manatee Memorial Hospital funded the project if I remember correctly.
also, when drawing paths after zoning is already in place, try to avoid fully connecting the path to the road. that creates an extra crossing "node" and it's what causes zoning to break/reset if you just bring the path close to the road, it should connect without creating a crossing
Very impressive, Phil! I love that you are adding street names again, and the landscaping was super fun to watch. I'm guessing that as mods become available, you will be doing more and more detailing. I miss that a bit. Privacy fences were always good additions! 🙂 James needs a neighborhood bar and some fun hobbies to make him use the paths and get out more. Maybe he needs to start cycling...
I think I plan my neighborhoods too carefully because building anything takes ages for me… I like to think that real cities take time to build too though, so it’s okay
That's the best way to play, IMO. If you just go nuts on growing, it makes it boring and just out of hand very quickly, so planning, developing and making places have a soul makes it way more enjoyable
It's been kind of a pet peeve of mine that city planner never adds pedestrian paths to cul-de-sacs - here in Germany, most suburban cul-de-sacs have a small pedestrian path to whatever's on the other side, especially if there's some kind of destination, like a park, a school, a playground or a supermarket that you can get to. And here I see him making a nice footpath right beside those to cul-de-sacs, I think finally, he'll add paths to his dead-end-streets to promote walking in his suburbs, but no, you still need to walk the detours along the streets instead of getting direct access to the nifty pedestrian infrastructure :(
Indeed! Cul-de-sacs are the perfect opportunity to make through-ways for pedestrians, to be _more_ convenient for walking and _less_ for driving. This also applies to any non-gridded subdivision; so many opportunities to put little paths connecting areas that have been deliberately separated from car travel.
@altemzwo8390 Another thing that annoys me a lot is the size / quantity of the parking facilities he uses. You don’t need two medium parking lots for 5 or 6 small commercial building that even have their own parking! The proximity to the Highschool football field parking is even more strange.
@noamizu6112 Not sure... there tends to be parking near sports facilities in suburban areas, and that football stadium even has ranks, so presumably, there's some interest on game days. And it's really at the edge of the city, so the land should be fairly cheap. Having a mall-thing with a large parking lot and no basically no pedestrian access right in the center between the old town and the new extension feels a bit wastefull, though. It looks nice and realistic, but I'd expect something like this at the edge of the town, to my eyes, the location is just way too central and valuable for this kind of land use. But I guess it's an American town, they presumably look different at this stuff :)
Love the educational side of your videos. Especially as someone who is in this industry, it’s really cool hearing you explain it and apply it to the game
Great expansion of the city in this episode, though one thing you might want to consider is how close you are locating residential housing next to the train lines. Adding in vegetation to separate the two as a sound barrier might be a great little detail to add as noise pollution from trains is a common issue. Also, don't know if I should take being called a Wisconsinite as an insult, as a Michigander myself, but I'll take it as a complement anyway XD
Don’t know about the US, but having your house next to a rail line can be desirable in the UK, particularly if the trains are limited to passenger uses or are not so frequent. Since houses in the US tend to be wooden, and nearby tracks would be more of a disturbance, when playing CS, I only use brick terraced (row-home) properties next to rail lines or commercial/industrial. From experience, I can say that you don’t notice a train passing your back garden if you’re in the front room of a brick house. Even if it’s a late night freight train. (Although US trains are generally a little louder, the difference isn’t much). In the UK, in urban areas, the track is often raised on an embankment or lowered below the level of the houses to minimise noise/vibration. Raising the track also fixes potential for flooding and allows easier crossing over existing roads. It is a common feature of railways here, although I know it is not very common at all over there.
@@Emily.R.W As someone who lives in the UK, I can agree with this. Especially if you live in Greater London in areas like Barking and Dagenham, or Redbridge, it's a commonly sought after amenity.
I think one of the biggest differences in US vs EU rail use is that, to my understanding, the vast majority of railroads in the US are owned by the freight/cargo companies. Then passenger rail companies such as Amtrak lease/borrow the rails for their lines. Therefore, if you have a house near a rail line in the US, you can bank on large freight trains coming through all hours of the day. Also, they have to sound their horns for any crossings regardless of time. Due to this, most rail ways that run through residential areas have heavy hedging and tree lines. As someone who used to live next to one, you get used to hearing the trains and stop waking up at night to the horns, but there is definitely an adjustment period. Obviously light rail is an exception to all of this, but those are only really in the top 25-50 population cities in the US. @@Emily.R.W
@@NavidIsANoob It's desirable because if you're living in Greater London or outside Central, and you want to get to Central London for whatever reason, rather than taking your car which totals to about 1hr and 30 minutes, you can take the District Line to get to the Embankment for example, which takes around 20 minutes. As well as this, in some stations like Upney or Barking, we have the c2c, which gets people to most areas in Essex as well as Southend. In CS1, I loved putting down train systems because they were so useful for raising land value and trying to encourage people to be more pedestrian.
I like to mix row-home sizes, but I find I like it best when they're in chunks of the same size. So 4 or 5 lots that are two-deep, another chunk of 4 or 5 that are three-deep, varied up like that. Depending on tile availability, of course. That way there's variation in the "facade", but they feel like they're part of the same development.
I also like mixing EU and US row homes in chunks of the same depth for more variety. Not every EU-US mix looks good, flat roofs can clash with gabled roofs, but I usually like the end result.
Even with all the issues of the new game I love this playthrough. I discovered CPP in the middle of the Verde Beache Project (I just LOVE vanilla gameplay) and now being able to witness this completely new series start from the ground up is AMAZING. I love watching these videos so thank you CPP your gameplay for me is the most interesting, especially because of your knowledge and storytelling ❤
Another feature I really love about Phil's work is that consideration on house sizes, spacing and orientation. I feel like most people, myself included, just colour in the area with their preferred zoning and call it a day. That leads to some weird, kind of unnatural looking areas where everything is just absolutely crammed in. Perhaps because CSL and CSL2 both sort of assume that if someone buys a plot, they'll fill it with their house from corner to corner :D The exception seems to be the medium densities, like in here where the large plot doesn't get a hugely larger house, but instead there's actually a bit of a yard behind it. But especially the low density housing zones really seem to turn up, err, too dense :D
I love that you put these chapter titles in. 'A man plays with virtual Trees for 3:15 seconds.' Like yes, I like those titles. I doubt a lot of people see them, but please keep doing this! 😃
The editing in this new series is so smooth and seamless… I feel like I’m watching the beginning of something incredible! been watching since verde beach and love your content so much! You’ve inspired me and many others to think differently about the game and picture ourselves living in the city.. you’ve even inspired my brother to go to school for city planning and urban development!! Keep up the great content, Phil!
Hey CPP - hopefully you see this message or someone else has already mentioned it. Lots of your zoning issues could be resolved if you also turn off the 'snap to existing grid'. Just keep the zone length, 90 degree and existing geometry. This helps me all the time and hopefully works for yourself and others here! :)
These are the most satisfying cities skylines 2 videos for me. Your voice, pacing and the fun side story you've created are easy to watch. I'm enjoying these massively. Hope this series goes well
I know this is probably not “realistic” but I really think you should relocate the dump to the new industrial park, that way you can expand it when needed, as long as you’d place in on the “outside” of the area & now that the city starts creeping closer to the old industrial site you might want to re-zone it ☺️
I love the storytelling, the RP, and the city planning lessons... but nobody ever mentions the chaoter titles and those are always fantastic and informative. Generally just all around brilliant video creation, always a pleasure to watch
13:00 My hometown has something almost exactly like this near where I live. The development cuts off real quick, and *SNAP* a "city" stroad becomes a little highway just like that.
I made some really believable looking townhouses in my city using the EU row houses. Do a 2x2 or 3x2 zone, then leave a gap and do another zone and so on. You'll end up with the closest thing I think you can get to US style townhouses.
@prodbyNOVAER just gotta keep those taxes astronomically high so they can't afford it and you've got nothing to worry about! No but, actually, I had my city running for quite a long time and did a lot of other building and added services and stuff and I don't remember if they ever did upgrade, but they always sort of looked as intended so idk...
That stub you added on King St to keep it from wrapping around seems like a great spot for a railyard maintenance truck to park if they need to check that part of the line
Really do love the educational bits in your videos. Always great to have the entertainment, laughs, and learn a thing or two when watching your vids. It helps temper the frustrations of daily life.
Bruh, I was almost bankrupt and the only thing I could afford was roads, so I started zoning like a maniac and this fixed my budget lol It kept going up until I just had money to waste with whatever.
Wow, current cross country runner myself and how thoughtful of you to mention that need! Paths which are next to but set off from busier roads are great places to go for a run
OMG, I'd love to play this game with such commitment and a bit of story-driven creating. But I'd need a lot of time and be able to reagularly play, contact with community etc, so I keep watching these episodes with joy. And by the way I really like your voice - it's so warm and calming :)
The story of this city and map is amazing. Also good and natural growth to the city. Enjoyed the video as always! It takes patience but City Skylines II is loads of fun.
As a Landscape Designer the deep dive into plats was super satisfying since I work on these all the time! Loved hearing your explanation to everybody! :D
I like to lay out my grids by first determining my most important "nodes?" And then drawing the most efficient path that makes all of them accessible to eachother. Grids are then built off of those conections. Idk not anything too efficiant but i like it.
Wow you're churning these episodes out! love to see it, enjoying every second. thanks for your work :) the new neighborhood and high school campus look fantastic. I was very apprehensive about the redevelopment of downtown, but that also turned out really great. I never reconfigure roads on that scale. This was a good reminder to not be afraid to take a very big mulligan every now and then.
Your attention to detail and I really enjoyed watching the roots of the community first building to make this so realistic to small-town life buying into the simple things that matter to them.
here is my "engagement". i'm a very new subscriber, but you've quickly become one of my favourite channels to see content from. there's something really calming about the way you build and show your builds. keep it up :)
Thank you for explaining plats so clearly! One of my projects at work wanted to split our lot, so I was recently looking at my city's codes on subdivisions. Turned out, the language I needed was under "Short Plats" not subdivisions -- a new term for me to learn! Your explanation was perfectly timed and clarified more than google and FAR more than the codes themselves did.
I live near Bend, Oregon, so maybe a cool homage could be naming streets after real-life streets. Wall St., Bond St., Riverside Blvd., Tumalo Ave., Galveston Ave., Skyliners Rd., and Bend Pkwy. are all great. Bend has a bunch of streets named after states as well. The path along the river in Bend is called the "Deschutes River Trail" if that sparks ideas for naming things. Lastly, there is a big shopping center called the "Old Mill District" which could be fun to utilize in this CS2 version of Bend
27:12 - "all because we added a bath and the engineers couldn't figure out how to make the building work" as a Structural Engineer, HEY!, but also you're kind of right XD. Also, love the names you give your chapters. "they see me zoning, they hatin'" is hilarious. Thank you for making these videos, very enjoyable!
So many trees, I love it! One thing I'd love to suggest for this new build is a municipal focus on urban forest. It's something my city is pretty good at (the neighbourhoods on the hill you can hardly see for the trees, they're just in a forest!) and it's a feeling of space I don't really see in many CS builds. So I'm glad you're doing it, but I would like it to be a staple! A street name/park name suggestion: Thornesson Way/Thornesson Commons. Named for the city councillor, William Thornesson, who advocated tooth and nail to get the trails in place! (Though, if possible.. if you ever plan on making a pedestrian bridge, save this name for that! Bill Thornesson Walking Bridge.
Watching Phil place all those lines of trees and bushes and knowing how arduous it is from my own experience, I am both impressed and exhausted. I cannot wait for mods and someone to do a Skylines 2 Line Tool.
Thank you so much for making this map, first time in CS I used terain actally quite a lot and I have grown city 2.5x the size I could before before the traffic exploded. Also love the series, Im so excited for what you will build every time
I always love watching your videos because you of the detail you give to every single part, the care and consideration that you use is just *chef kiss* Love the series!!!
nice video as always. as a tip, maybe you could check if there are any strange traffic lights after upgrading the highway and so on. keep up the good work. love your content
Hey CPP! I heard that you can create a node simply by double clicking on the road. I haven't tried it myself but it sounds like it could come in handy. Loving your videos BTW.
54:36 When I use the stubs to retain street naming, I try to use pedestrian streets to make it feel more like a plaza. It also works well for the roads that ring the parks and schools.
I love watching you detail. I think it would be interesting to watch you take a build from a viewer/yourself where there has been little to no detailing and you just do landscaping. You are so meticulous and the intent is very clear and that makes it enjoyable to watch for me personally.
Seeing the streets and Copper Valley get proper names is wonderful as that had been the feedback I'd been itching to leave as I watched the video. As well as adding realism and story, place names create anchors in the memory so that we can better recognise each neighbourhood as a character with their own story as the city grows and evolves. I know they're probably just "Downtown/OG Bend" and "The New D" to the citizens now but I'm curious as to what our two neighbourhoods will eventually come to be known as. The appropriate name might only become apparent down the line, though!
I knew you would get the maximum out of this game even if broken and @CityPlannerPlays you have not disappointed. The new series is AMAZING and you manage to make this area look natural and real I love it
Hi Phil, just a quick one but to get clean grids the easiest way I've found is to start the road then turn of all snapping except angle and zone length, it gives the same result as running beyond but it means you can actually stop at the road you want.
All these nods to Northern Wisconsin! Duluth, Superior Hwy, Ashland Street! Makes this Ashland County, WI resident (and municipal employee) super happy!
Feeling mighty engaged, one thing that tickles my midwest is driving through major highways and seeing little dirt roads off the side that ultimately cul-de-sac into a few small house. Just a thought to fill in the massive empty voids off the inside of superior highway.
My enjoyment of this game goes up massively when I slow down and take time to plan and build a neighborhood with care. Nothing gets me putting the game down quicker than when I just start mindlessly zoning
"Wake up, tend the yard, avoid the neighbors" is becoming my new ringtone
Nice likes dude...
ringtones?!?! that shit always on silent/vibrate
😅 haha
@smgr9219 my phone is on silent at all times
Its really the new norm
Phil secretly turning this into a "secretly teach people a city planning 101 course" and I'm all for it.
It's the main reason I watch his videos. Both for the storylines and RP, and how to develop a city using best practices while also making it look somewhat organically grown.
you say "secretly turning" like this hasn't always been Phil's clear goal from day 1 😂
Yeah, VB was much more storytelling-oriented. Rarely seen that many mulligans without story logic
@@devingallop4385 It seems all highschool in Phil's video is 90% sport falicity and
In the US yeah theres a major obsession with sports in the education system, schools will spend millions on a new state of the art sports stadium and cut the budgets for maths arts and musics to do so
I am absolutely in love with the fact that the road shenanigans have their own theme tune. It makes me smile every single time.
I feel like I’ve heard it before, perhaps in a Nintendo game menu?
@@eesi7170Wii shopping channel music
it’s the Wii shop music
On the fact that placing it on the hill doesn't make the signal travel further, but hills blocking it, I'd say that's somewhat accurate. Ultimately the only thing you're accomplishing by placing a tower on a hill is not signal strength, but increasing line of sight.
Math warning: The intensity of the signal decreases proportional to 1/r^2. At any point, as long as you have direct line of sight, your signal strength is going to be lower as you get further away you are from the top of the tower. The reason cell towers tend to be put high up is the same reason light bulbs tend to be put on the ceiling. The higher the tower, the more land has direct line of sight, and the smaller the "shadows" cast by buildings and land features tend to be.
The real picture is somewhat more complicated by the fact that radio wavelengths are longer and can do some funky stuff due to refraction, the opacity of buildings is somewhere between 0-100% depending on the type of signal (5g uses smaller wavelengths that are easily blocked compared to 4G LTE) and building materials, and reflections exist and can get quite complex in an urban environment. Ultimately, though, since the radio waves used by cell towers are the same electromagnetic waves as visible light, you can pretty intuitively think about it in terms of installing a massive lamp: As long as you're not getting blocked, the only way to get brighter illumination (better signal) is to get closer or get a bigger lamp.
Damn
Excellent explanation! I didn't even notice the comment about expecting the radio towers to be stronger, myself.
Just dropped in to say, op is totally right. Recieved signal is governed largely by distance and obstructions (since transmit power is regulated). Without obstructions the coverage wouldn't benefit from higher elevation
Judging by the coverage these are probably a higher frequency, something like 28GHz 5G. Lower frequencies generally travel further in open terrain.
Easy to read and understand. Thanks! Do you write technical journals? Because you should.
Something to keep in mind as well is that the signal is also admitted in an almost spherical torus shape as well and raising the tower up higher can also affect the reception for the people further out due to being on the “bottom” of the shape
Something from CS1 that bugged me still remains in CS2 - the low density rez always has a full perimeter fence. Great for suburban grids, but it looks weird as soon as you start zoning curved roads. I'd love to see some sort of "rural residential" zoning with no border to give the impression of larger or irregular shaped lots
THIS so much
That has always bothered me, but I didn't know why until I read this comment. The more rural sections always feel weirdly suburb because of that. Or even just cul-de-sacs not having lots that curve around like they normally do.
They should allow us to drag the perimeter fences out to fill the gaps between buildings on curved roads. Might be possible with the dev tools or mods but should definitely be a vanilla feature.
It's not ideal, but the small low density res models don't have much in the way of fences. In rural areas i use mostly 2x2 and 3x3 homes which often build right to the edge of the tile.
If you spread them out, and use the one tile wide lanes to make driveways you can get a pretty good rural residential area.
For the future could you make some story for a large hospital with clinics? In the City i grew up in, the hospital is a huge contributor to the city and surrounding areas usually donating attractions to parks and sponsoring walking areas. Talking about the expense of the elevated walking path made me think of that because it is something i could see my home city hospital paying for.
Myrtle Memorial Hospital, perhaps?
There's a boardwalk along the Manatee River in Bradenton, Florida, which is where I was born and lived for a long time, and the nearby Manatee Memorial Hospital funded the project if I remember correctly.
Where’d you grow up if you don’t mind me asking?
it's funny/interesting for me as a brit to think of a hospital as something that funds things, as opposed to something that gets funded
in the game, the hospital has a crazy expensive upkeep tho.
also, when drawing paths after zoning is already in place, try to avoid fully connecting the path to the road. that creates an extra crossing "node" and it's what causes zoning to break/reset
if you just bring the path close to the road, it should connect without creating a crossing
Thank you for this, I couldn't figure out why sometimes my zoning would change after deleting the paths!
THANK YOU
wow I hope CPP sees this and pins it, that was annoying
But if you don't fully connect it, will it still function the same? Will pedestrian Ai know it's a complete path?
@@Kevin-fh9dkyes, though it won't create a crossing.
Very impressive, Phil! I love that you are adding street names again, and the landscaping was super fun to watch. I'm guessing that as mods become available, you will be doing more and more detailing. I miss that a bit. Privacy fences were always good additions! 🙂 James needs a neighborhood bar and some fun hobbies to make him use the paths and get out more. Maybe he needs to start cycling...
So fun to learn about plats! I love your videos for their educational tilt!
I think I plan my neighborhoods too carefully because building anything takes ages for me… I like to think that real cities take time to build too though, so it’s okay
That’s exactly how I’m planning my next play through. Very very slow play through to emulate real life development.
I think that's what makes the game enjoyable though. You get to spend time with your city, not just plow through
That's the best way to play, IMO. If you just go nuts on growing, it makes it boring and just out of hand very quickly, so planning, developing and making places have a soul makes it way more enjoyable
Nah you're being way too careful. Don't you know Rome was built in a day?
I think you would like a game called Workers&Resources
It's been kind of a pet peeve of mine that city planner never adds pedestrian paths to cul-de-sacs - here in Germany, most suburban cul-de-sacs have a small pedestrian path to whatever's on the other side, especially if there's some kind of destination, like a park, a school, a playground or a supermarket that you can get to. And here I see him making a nice footpath right beside those to cul-de-sacs, I think finally, he'll add paths to his dead-end-streets to promote walking in his suburbs, but no, you still need to walk the detours along the streets instead of getting direct access to the nifty pedestrian infrastructure :(
He is an American planner after all lol.
Indeed! Cul-de-sacs are the perfect opportunity to make through-ways for pedestrians, to be _more_ convenient for walking and _less_ for driving.
This also applies to any non-gridded subdivision; so many opportunities to put little paths connecting areas that have been deliberately separated from car travel.
@altemzwo8390 Another thing that annoys me a lot is the size / quantity of the parking facilities he uses. You don’t need two medium parking lots for 5 or 6 small commercial building that even have their own parking! The proximity to the Highschool football field parking is even more strange.
To be fair, he expanded the neighbourhood later on in the video so not too unjustified, but still, there are examples ;)
@noamizu6112 Not sure... there tends to be parking near sports facilities in suburban areas, and that football stadium even has ranks, so presumably, there's some interest on game days. And it's really at the edge of the city, so the land should be fairly cheap. Having a mall-thing with a large parking lot and no basically no pedestrian access right in the center between the old town and the new extension feels a bit wastefull, though. It looks nice and realistic, but I'd expect something like this at the edge of the town, to my eyes, the location is just way too central and valuable for this kind of land use. But I guess it's an American town, they presumably look different at this stuff :)
Love the educational side of your videos. Especially as someone who is in this industry, it’s really cool hearing you explain it and apply it to the game
Great expansion of the city in this episode, though one thing you might want to consider is how close you are locating residential housing next to the train lines. Adding in vegetation to separate the two as a sound barrier might be a great little detail to add as noise pollution from trains is a common issue. Also, don't know if I should take being called a Wisconsinite as an insult, as a Michigander myself, but I'll take it as a complement anyway XD
Don’t know about the US, but having your house next to a rail line can be desirable in the UK, particularly if the trains are limited to passenger uses or are not so frequent. Since houses in the US tend to be wooden, and nearby tracks would be more of a disturbance, when playing CS, I only use brick terraced (row-home) properties next to rail lines or commercial/industrial. From experience, I can say that you don’t notice a train passing your back garden if you’re in the front room of a brick house. Even if it’s a late night freight train. (Although US trains are generally a little louder, the difference isn’t much).
In the UK, in urban areas, the track is often raised on an embankment or lowered below the level of the houses to minimise noise/vibration. Raising the track also fixes potential for flooding and allows easier crossing over existing roads. It is a common feature of railways here, although I know it is not very common at all over there.
@@Emily.R.W As someone who lives in the UK, I can agree with this. Especially if you live in Greater London in areas like Barking and Dagenham, or Redbridge, it's a commonly sought after amenity.
I think one of the biggest differences in US vs EU rail use is that, to my understanding, the vast majority of railroads in the US are owned by the freight/cargo companies. Then passenger rail companies such as Amtrak lease/borrow the rails for their lines. Therefore, if you have a house near a rail line in the US, you can bank on large freight trains coming through all hours of the day. Also, they have to sound their horns for any crossings regardless of time. Due to this, most rail ways that run through residential areas have heavy hedging and tree lines. As someone who used to live next to one, you get used to hearing the trains and stop waking up at night to the horns, but there is definitely an adjustment period. Obviously light rail is an exception to all of this, but those are only really in the top 25-50 population cities in the US. @@Emily.R.W
@@nauvelty Why is it desirable?
@@NavidIsANoob It's desirable because if you're living in Greater London or outside Central, and you want to get to Central London for whatever reason, rather than taking your car which totals to about 1hr and 30 minutes, you can take the District Line to get to the Embankment for example, which takes around 20 minutes. As well as this, in some stations like Upney or Barking, we have the c2c, which gets people to most areas in Essex as well as Southend.
In CS1, I loved putting down train systems because they were so useful for raising land value and trying to encourage people to be more pedestrian.
I like to mix row-home sizes, but I find I like it best when they're in chunks of the same size. So 4 or 5 lots that are two-deep, another chunk of 4 or 5 that are three-deep, varied up like that. Depending on tile availability, of course. That way there's variation in the "facade", but they feel like they're part of the same development.
I also like mixing EU and US row homes in chunks of the same depth for more variety. Not every EU-US mix looks good, flat roofs can clash with gabled roofs, but I usually like the end result.
im loving the ongoing saga of the jones familys lives it adds a great personal story to the larger citywide story. great content as always!
Even with all the issues of the new game I love this playthrough. I discovered CPP in the middle of the Verde Beache Project (I just LOVE vanilla gameplay) and now being able to witness this completely new series start from the ground up is AMAZING. I love watching these videos so thank you CPP your gameplay for me is the most interesting, especially because of your knowledge and storytelling ❤
I'm on console so I love vanilla gameplay too. Just not for CS2 yet. :(
Another feature I really love about Phil's work is that consideration on house sizes, spacing and orientation. I feel like most people, myself included, just colour in the area with their preferred zoning and call it a day. That leads to some weird, kind of unnatural looking areas where everything is just absolutely crammed in. Perhaps because CSL and CSL2 both sort of assume that if someone buys a plot, they'll fill it with their house from corner to corner :D
The exception seems to be the medium densities, like in here where the large plot doesn't get a hugely larger house, but instead there's actually a bit of a yard behind it. But especially the low density housing zones really seem to turn up, err, too dense :D
I love that you put these chapter titles in. 'A man plays with virtual Trees for 3:15 seconds.' Like yes, I like those titles. I doubt a lot of people see them, but please keep doing this! 😃
The editing in this new series is so smooth and seamless… I feel like I’m watching the beginning of something incredible! been watching since verde beach and love your content so much! You’ve inspired me and many others to think differently about the game and picture ourselves living in the city.. you’ve even inspired my brother to go to school for city planning and urban development!! Keep up the great content, Phil!
Hey CPP - hopefully you see this message or someone else has already mentioned it. Lots of your zoning issues could be resolved if you also turn off the 'snap to existing grid'. Just keep the zone length, 90 degree and existing geometry. This helps me all the time and hopefully works for yourself and others here! :)
Hey Phil, can we get some more first-person or vehicle views in the city tours? Experiencing the city from first person adds so much life to it!
Feels illegal to be this early
You’re goin to jail
Real
It's such a bonus for the day! Hot coffee and a new video.
These are the most satisfying cities skylines 2 videos for me. Your voice, pacing and the fun side story you've created are easy to watch. I'm enjoying these massively. Hope this series goes well
These videos are enjoyable at this late night!!!!! 👍💗🇹🇭
I absolutely adore your framing device of James and his wife! It leaves me excited for the next episode to know more of their story! :D
I know this is probably not “realistic” but I really think you should relocate the dump to the new industrial park, that way you can expand it when needed, as long as you’d place in on the “outside” of the area & now that the city starts creeping closer to the old industrial site you might want to re-zone it ☺️
I love the storytelling, the RP, and the city planning lessons... but nobody ever mentions the chaoter titles and those are always fantastic and informative. Generally just all around brilliant video creation, always a pleasure to watch
Beautiful neighborhood, the only thing I am missing is a train station on the train line... Keep up the good work!
13:00 My hometown has something almost exactly like this near where I live. The development cuts off real quick, and *SNAP* a "city" stroad becomes a little highway just like that.
I made some really believable looking townhouses in my city using the EU row houses. Do a 2x2 or 3x2 zone, then leave a gap and do another zone and so on. You'll end up with the closest thing I think you can get to US style townhouses.
But then they upgrade...
@prodbyNOVAER just gotta keep those taxes astronomically high so they can't afford it and you've got nothing to worry about!
No but, actually, I had my city running for quite a long time and did a lot of other building and added services and stuff and I don't remember if they ever did upgrade, but they always sort of looked as intended so idk...
That stub you added on King St to keep it from wrapping around seems like a great spot for a railyard maintenance truck to park if they need to check that part of the line
i am so deeply curious as to how you're gonna apply transit to this community and how that affects the revenue in cs2! loving this series so much ❤
the tornado was exciting, but gotta be honest, I love me some redevelopment! Looking good, and that mixed use is just such a great add to the game.
Claim your “One Hour Ticket” here. Love you CPP!
Really do love the educational bits in your videos. Always great to have the entertainment, laughs, and learn a thing or two when watching your vids. It helps temper the frustrations of daily life.
Bruh, I was almost bankrupt and the only thing I could afford was roads, so I started zoning like a maniac and this fixed my budget lol
It kept going up until I just had money to waste with whatever.
Wow, current cross country runner myself and how thoughtful of you to mention that need! Paths which are next to but set off from busier roads are great places to go for a run
Please dont put the dog park next to the train tracks! Those poor puppers! 😰😰
Ikr? Don't forget the squirrels 🐿️🐿️🐿️
OMG, I'd love to play this game with such commitment and a bit of story-driven creating. But I'd need a lot of time and be able to reagularly play, contact with community etc, so I keep watching these episodes with joy. And by the way I really like your voice - it's so warm and calming :)
First?
Love this series! This was a fav so far out of the Magnolia.
The story of this city and map is amazing. Also good and natural growth to the city. Enjoyed the video as always!
It takes patience but City Skylines II is loads of fun.
As a Landscape Designer the deep dive into plats was super satisfying since I work on these all the time! Loved hearing your explanation to everybody! :D
I love sometimes you make yourself giggle, you are a very likeable person
yeah. I agree.
Your videos are my current favourite. What a joy to see you've uploaded! Thanks so much.
I like to lay out my grids by first determining my most important "nodes?" And then drawing the most efficient path that makes all of them accessible to eachother. Grids are then built off of those conections. Idk not anything too efficiant but i like it.
The only thing I don't like about your videos is that they END! Keep up the amazing content! Love it! 🎉🎉🎉
So glad James has found work! It's good for him to get out of the house and be around people.
Wow you're churning these episodes out! love to see it, enjoying every second. thanks for your work :) the new neighborhood and high school campus look fantastic. I was very apprehensive about the redevelopment of downtown, but that also turned out really great. I never reconfigure roads on that scale. This was a good reminder to not be afraid to take a very big mulligan every now and then.
Your attention to detail and I really enjoyed watching the roots of the community first building to make this so realistic to small-town life buying into the simple things that matter to them.
Wow ! Your details make such a big difference to the "moooood" of the town ! Really cool stuff, can't wait for the next one !
I love that you upload these so frequently!
here is my "engagement". i'm a very new subscriber, but you've quickly become one of my favourite channels to see content from. there's something really calming about the way you build and show your builds. keep it up :)
Thank you for explaining plats so clearly! One of my projects at work wanted to split our lot, so I was recently looking at my city's codes on subdivisions. Turned out, the language I needed was under "Short Plats" not subdivisions -- a new term for me to learn! Your explanation was perfectly timed and clarified more than google and FAR more than the codes themselves did.
It’s so nice seeing you talk about plats. I work with them all the time as well as grading, and the entire combined construction sets.
I live near Bend, Oregon, so maybe a cool homage could be naming streets after real-life streets. Wall St., Bond St., Riverside Blvd., Tumalo Ave., Galveston Ave., Skyliners Rd., and Bend Pkwy. are all great. Bend has a bunch of streets named after states as well. The path along the river in Bend is called the "Deschutes River Trail" if that sparks ideas for naming things. Lastly, there is a big shopping center called the "Old Mill District" which could be fun to utilize in this CS2 version of Bend
27:12 - "all because we added a bath and the engineers couldn't figure out how to make the building work" as a Structural Engineer, HEY!, but also you're kind of right XD. Also, love the names you give your chapters. "they see me zoning, they hatin'" is hilarious. Thank you for making these videos, very enjoyable!
I love watching these videos at nighttime!
You're by far the best CS youtuber. I love the backstories and all the attention to details!
Please upload more often 🥲
These before-and-after edits at the end are amazing!
Love how thoughtful you are about your videos and builds!
There are 5-6 you tube channels that I “like” as soon as start the video. Yours is one of them.
I appreciate that you take the time to add story and reason to why you do things.
This is quickly overtaking Clearwater County as my favorite series. Inject this content directly into my veins.
So many trees, I love it! One thing I'd love to suggest for this new build is a municipal focus on urban forest. It's something my city is pretty good at (the neighbourhoods on the hill you can hardly see for the trees, they're just in a forest!) and it's a feeling of space I don't really see in many CS builds. So I'm glad you're doing it, but I would like it to be a staple!
A street name/park name suggestion: Thornesson Way/Thornesson Commons. Named for the city councillor, William Thornesson, who advocated tooth and nail to get the trails in place! (Though, if possible.. if you ever plan on making a pedestrian bridge, save this name for that! Bill Thornesson Walking Bridge.
Watching Phil place all those lines of trees and bushes and knowing how arduous it is from my own experience, I am both impressed and exhausted. I cannot wait for mods and someone to do a Skylines 2 Line Tool.
Really loving how this city is taking shape!
I’m so happy you’ve started your first city series in Cities 2, was really looking forward to it and been enjoying it so far. Keep up the great vids!
Thank you so much for making this map, first time in CS I used terain actally quite a lot and I have grown city 2.5x the size I could before before the traffic exploded. Also love the series, Im so excited for what you will build every time
You are pumping out those videos, love it!
Love your work. I always tend to cram everything in so it’s all compact. Always amazes me how you spread everything out and it looks so good
I always love watching your videos because you of the detail you give to every single part, the care and consideration that you use is just *chef kiss* Love the series!!!
I love the "Phil's not being cool" music and segments. xD Makes me chuckle every time.
nice video as always. as a tip, maybe you could check if there are any strange traffic lights after upgrading the highway and so on.
keep up the good work. love your content
Hey CPP! I heard that you can create a node simply by double clicking on the road. I haven't tried it myself but it sounds like it could come in handy. Loving your videos BTW.
I can already tell this is going to be my must watch series for hopefully many months to come. Keep up the great work.
@24:22 those houses remind me a bunch of Lark Street in Albany NY. Varied, eclectic, and awesome!
I love this series so much, I'm so excited for new episodes to come out :)
Ok this is now my favourite series! Thank you!
54:36 When I use the stubs to retain street naming, I try to use pedestrian streets to make it feel more like a plaza. It also works well for the roads that ring the parks and schools.
You should create a playlist called the “Jones Saga” with every episode involving Jamila and James.
Best CS2 content! Enjoying the new series and looking forward to what is next for Bend and Magnolia County.
Oh how perfect precision! The roads looks exactly like on the plat!
Only three episodes in and I already love this series
The musical interludes on these vids are really cracking me up! 😆
I literally just finished your last episode, perfect timing.
I love watching you detail. I think it would be interesting to watch you take a build from a viewer/yourself where there has been little to no detailing and you just do landscaping. You are so meticulous and the intent is very clear and that makes it enjoyable to watch for me personally.
25:49 James once again brings up a valuable point about the lack of basemnets in the city, I do also hope hes okay, as he was working in the area...
Awesome video i love how the city is turning out🫡
As a Wisconsin resident myself, I'm lovingggg this map. I live in Kenosha and all the water reminds me of home
Seeing the streets and Copper Valley get proper names is wonderful as that had been the feedback I'd been itching to leave as I watched the video. As well as adding realism and story, place names create anchors in the memory so that we can better recognise each neighbourhood as a character with their own story as the city grows and evolves. I know they're probably just "Downtown/OG Bend" and "The New D" to the citizens now but I'm curious as to what our two neighbourhoods will eventually come to be known as. The appropriate name might only become apparent down the line, though!
I knew you would get the maximum out of this game even if broken and @CityPlannerPlays you have not disappointed. The new series is AMAZING and you manage to make this area look natural and real I love it
Hi Phil, just a quick one but to get clean grids the easiest way I've found is to start the road then turn of all snapping except angle and zone length, it gives the same result as running beyond but it means you can actually stop at the road you want.
Former cheesehead (live out of the state now), knew there was a reason why i like your videos so much.
Thanks for slowing down your videos and making it much easier to see what you are doing.
As an employee of a public agency owning a LOT of property, I appreciated the education on plats.
All these nods to Northern Wisconsin! Duluth, Superior Hwy, Ashland Street! Makes this Ashland County, WI resident (and municipal employee) super happy!
Feeling mighty engaged, one thing that tickles my midwest is driving through major highways and seeing little dirt roads off the side that ultimately cul-de-sac into a few small house. Just a thought to fill in the massive empty voids off the inside of superior highway.
I love the way you narrate the story, it is perfect! 👏👍
My enjoyment of this game goes up massively when I slow down and take time to plan and build a neighborhood with care. Nothing gets me putting the game down quicker than when I just start mindlessly zoning