@ipoopinabag666ttv8 so why did they put errors when two things overlap each other then ? When you make a game, it is "anarchy" by default, you have to code it so it shows error. So why did they code it ?
Really happy to see this! It’s a sad reality that mods are kinda needed to keep the game fun, but I’m glad you’ll keep going with this series, and try to keep that Verde Beach spirit alive in other ways.
Honestly, I think it's a bit of an acknowledgement that mods and my experience playing CS2 has gone hand-in-hand. It wasn't like that as much for CS1, but at this point... I just find more fun playing with mods than playing without them. Lots of other ways to keep the VB spirit alive, including using the mods much more minimally, acting as they are basically vanilla tools.
@@CityPlannerPlays Honestly, it's also the difference in the two games where CS1 was through Steam for mods whereas mods are "official" now through Paradox. So everyone that is a PC player has access to them. It'll be interesting to see how it goes once/if console arrives how mods are handled there and I can see a console-mod-light build being done by you so those players can play along as well. But for now, we're all in the same sandbox with the same tools so a lightly modded approach is welcome.
Colossal Order should make a note of this mod list and work to implement most of their functionalities into the base game. Really enjoyed the transformation of the oil area. IMO replacing the gravel roads with alleys was a slight misstep. The gravel road on the dirt surface looked very close to how the real life example was, and also I think it might make the abundance of foliage blend better. Awesome video as always!
Yes and no it's good that they implement some of these things in the best game but sometimes it's like an update is nothing but functions from mods. They should add something new we can't get from mods as well
I literally would not play without mods. It doesn't matter to me if they're in the base game, and I don't consider them cheating, I consider them like wizardry as opposed to muggle cities. (Not even a HP fan, but the word is perfect for mundanity.) Also I prefer the alley roads to the gravel, so it's just a preference. No right or wrong way, just whatever you prefer 👍🏼 Y'know what I'd do, is put gravel on the shoulders. And gravel parking lots. No clue what real life oil fields do, I suppose it depends on the terrain.
Any boat launch should have large parking lot next to it so the trucks and trailers have a place to park while the boat is on the water. It would be great to see that detail added.
Came to say this. Both the Marina and the launch area need parking, Im not going to drag a weekends worth of supplies for fun on my boat there on a bus or in a uber.
The marina needs to be on the side near the boat launch. As it is now if you were to launch and dock, whoever you are with would have to drive/walk all the way through Sunset street.
I know I'm in the minority, but I was really looking forward to another all vanilla playthrough. That being said, if this is what's needed for you to have the energy/will to continue the series, then it's definitely better than the alternative of stopping making it.
I too will miss the just vanilla part of the series. I can support using mods for anything we had vanilla in CS1, and that it its used sparingly. Ultimately, if it makes it more fun and rewarding for Phil, than it will be better than cancelling the series. I am very much looking forward to the new characters and storylines.
I really enjoyed the episode, but I think that you overcorrected with the beach. While it does look nice, it looks very un-Californian. In my experience, sand goes until it meets either a natural barrier (such as rocks or a massive mountain) or a man-made one (such as fences on the side of bike/walking paths). This may be a SoCal thing, but having the sand barely makes the coast just feel very un-Californian. A fun fact that demonstrates my point is that before my local beach was developed there were massive sand dunes that stretched at least a mile off the coast, because of that there was so much extra sand that it was sent to beaches in Hawaii such as Waikiki.
I agree, the beach should reach the road in most spots, while leaving some patches of grass open for palms and other greenery. Also in europe (france, spain, italy) usually costal roads are adjacent to sand
I came to the comments to say this, I've been to Morro Bay a few times(the place this map is based off of) and in most places where there is beach, it extends 100-300 yards from the water. In his version at some points there's only a few feet of sand between the water and where the grass starts, to fix it and have it look a bit more natural I'd say to choose one of the following for whatever area your working on: dedicated beach, buildings/roads up to the water, or grassy park with seawall. A specific example would be to have the sand go all the way up to the paths in that main pedestrian area on the coast near the center of the city.
Where I'm from, woods gradually become brush that gradually mixes with sand until it's just sand, for about 300-400 yards, until you hit the water. I think Phil's is fine, with the exception that there normally aren't spots where sand goes much farther in that others. The gradient is fairly uniform and horizontal.
If I was a business owner on Cedar St., I would be pretty PO'd at the new intersection. The median would prevent a left turn, which I think is reasonable given your justification. However, now the only way to get to those businesses is to get on the highway first, then take the exit onto Cedar St. and hope the parking lot has room. There is a parking lot on the other side of the road, but you have to walk all the way down the block to cross the street. Maybe the businesses should be oriented on to Rosewood Street? That way if you mess up your directions, you aren't stuck on the highway. But that is a nitpick, the series has been interesting so far!
The oil field changes sold me on this addition of mods. I wasn't happy with it before that bookmark, and quickly I figured out why. I think it simply highlights how... mid CS2 is without mods, which I then quickly realised was true of CS1.
In the Oil field area, you don't want a bunch of foliage near oil wells and storage sites. You have the sand/dirt as a natural fire break in case of fires. Furthermore, harder to do site clean up in case of a spill if there is foliage. Contaminated dirt and sand can be removed to properly clean and dispose of. Yes, there are was to remove spilled oil from dirt and sand usually using water and oil separators.
I will say I was a bit disappointed that the vote went the way it did, however I do respect how you plan to use the mods you’ve put into this series. The most controversial one for me was “plop the growables”, however the fact that you’re using it for a very specific reason and not to “paint” city blocks together is refreshing and caters more to the vanilla side of things. I look forward to the rest of the series.
Huge fan of the light modding. Feels like most of what you've chosen are features that should be base game anyways (except possibly some potential custom ploppings, but you're using them sparingly to go for a specific vibe in regions, which is probably a mod I'd approve of anyway). The auto-grading for roads/parks across a hilly development just always satisfies my OCD so much it drove me nuts they didn't implement anything of the sort after how good it looked in CS1. Definitely dig the new oilfield. As a Texan, the base oilfields always felt much more like something you'd see specifically toward Odessa or New Mexico where desert is the only thing around for miles and there's zero frills because nobody is seeing anything that doesn't work there. What you've made feels much more like a midwest/northeastern pipeline, so feels a lot more natural. I was going to argue for a T interchange when you started with the highways, but I understand it's still a pretty small town vibe (you didn't even include one on main street) and the bridge on Cedar won me over. The heights worked for that so perfectly, I'd mostly wondered why it wasn't an overpass already. The levations just matched perfectly for it, and for me I feel like that would make that street a ton nicer to drive on rather than driving down a large hill. Don't even feel I need to comment on the promenade/shoreline build. I think we all know it's much better, and I'm sure that was a huge impetus for mods in the first place.
Really love the idea to change the building colors. I’m originally from Jamaica (just went back for the holidays) and I just love how almost every tropical region utilizes bright and vibrant colors for their houses. I think it fits this build beautifully.
I love the changes, I agree with the majority of comments that the addition of mods has really helped the city feel better instantly. I do have a few suggestions though. The oil industry looks amazing, but I think the props should be recolored to be a single, unified color. Likely the whole area is a single company, so the different colors don’t make sense. I also think that for the self storage area, everything should be ctrl + h ‘d so that everything is the same height. It may have already been done, and it is a small change, but I feel like it’d be better. Lastly, now that you’ve changed the parking near the new coastline, the parking garage doesn’t make much sense. With the angled parking on the street I think the area would look better with another apartment building there. Great video. Super happy you made the decision to lightly mod the series.
I definitely think making Segunda Beach more like magnolia county is the right move. I love B&B, but I think citybuilders don't lend themselves to Livestream highlights as much as they do to just live streams & fully scripted videos, very much an all or nothing situation. Excited to see where the series goes from here!
Its so much better! Way to go, Phil! Its crazy how much more special the build looks now. It feels far less generic, despite the fact that no custom workshop assets have been added. It really goes to show how well the devs built the fundamentals of CS2. Hopefully we'll have the power to play with them in the vanilla game as well! Until then, there's no point in building a city with half your toolbox locked away when the result is so much worse than what you know it could be
Phil - the thing I (and I think others) loved about Verde Beach was how you were able to really work with the vanilla constraints to still make a really beautiful and believable city. Unfortunately, Cities 2 right now just isn't in a state where you can really do that, so I'm fully behind the change. However, if CO ever really fixes the problems with the base game and gets it to the Cities 1 vanilla standard, I'd personally love to see you revisit the concept in another series.
I voted against mods but feeling better after your intro. I’m glad you won’t be doing the building clipping thing. Generally I liked the vanilla build because it forces people to use the games systems rather than focus on making things just looking nice, so hope that focus on working with the game mechanics rather than bypassing them continues!
Agreed, I do like a lightly modded playthrough just so things can look nicer, but I can't stand over-plopping buildings and clipping! Makes it feel like you're no longer really playing the same game I guess
37:12 I don't know how it feels to others, but the recolour change for those townhomes looks like a change from Amsterdam to Willemstad (capital of Curaçao) - which is a very good thing
When you fixed the entrance into the city, you added a dedicated right turn lane but the straight on road is still allowing a right turn at that intersection. I think you should double check and make sure the intersection isn’t allowing turns that shouldn’t be happening
I think going lightly modded on this series is a great idea! Last week when you were struggling with the quay wall for the promenade, we were all feeling your pain. 😅 I love all the changes! The oil field looks a ton better, maybe too many oil storage buildings but that's so tiny. Great work, loving the new series!
I don't know if it's because I'm Brazilian and from Rio, but seeing these beaches with a narrow strip of sand makes me anxious. Here the beaches have wide strips of sand and the cities with beaches are the most valued and sought after places to live. I find it very interesting how the culture we live in shapes our perception of the space around us. I'm loving the series.
The area IRL has an embarcadero, a place for fishing industry, boat launches, and is a little bit dirtier. I'm glad to see the boat launch! Just wish the power plant was on the coast and that we had a custom salt water taffy and shell shop.
Love that you're embracing the mods in SB, Phil! They're very needed. I did want to point out that the docks being so high up makes it feel more like walking paths than places to dock boats, especially since many marinas are floating on the water. They look way too high at the end there, but maybe everyone docking there has giant yachts 😅
hey CPP, realize I've had a couple critical comments in the past and I wanted to be clear: watching your show and playing city skylines 2 has really helped me be a lot more mindful about walking around in my city. Going to my home on Long Island for the holidays and then coming back to NYC I was really rapt on the drive in, noticing anew the way that rural development turned to exurbs, then inner suburbs, and then the increasing metropolis that is Queens. Living in a part of the rustbelt I like magnolia county because it feels familiar, but I genuinely find segunda beach delightful, as someone who's not been to the West Coast enough to have a real idea of the way they're designed
Thanks for this upload! Was struggling to sleep. SB was pretty cool vanilla, but seeing you use mods and make it feel like a tropical place makes it feel a lot more realistic. I can't wait to see more!
Great changes! As someone who lives in the PNW, I have some suggestions for realism and some unsolicited narrative advice. 1) Roundabouts can happen on highways, especially rural highways. As the road capacity increases you can later remove them and build real interchanges. Or, we have some two lane highways that do have crossings with no lights. Not the safest but it’s realistic for lower access areas. 2) I think the pedestrian access to the vineyard would never happen. Most vineyards don’t want people walking through the grapes. We have some vineyards tucked into neighborhoods where new development has grown around them, and even then, there are lots of no trespassing signs. 3) Your boat launch needs more asphalt! Either long stalls to park trucks+trailers, or even just unmarked gravel lots. Sometimes there are food trucks posted up there, and usually a playground nearby. 4) if you’re looking for a “reason” to drive growth, now that you have mods, you should consider building a national laboratory campus. They are usually focused around a specific industry (nat’l security, renewable energy, etc). The DOE has no dedicated marine sciences laboratory… could be a need for it in Seguna Beach? 5) This is the western US… MORE PARKING. MORRRREEEEE. It’s a car’s world over here. We want a walkable city but it’ll never happen because America runs on cars.
Hey man I have been following a while, in fact first comment I have ever posted on one of your videos, I know you feel like the engagement has been down on your videos there are probably many factors that come into play with that such as TH-cam itself, I just wanted to let you hear it that your videos rock! You keep me playing this game! Like you I have many hours of game time in this game! And seeing you power through its ups and downs makes me still love city builders. Thanks for the what you do! And I appreciate the addition of the mods it helps me learn how to better utilize mods myself! Thanks again for the great content!
Looking at the self storage area, you removed all the roof ornaments from all the buildings. I think a few of them should have air conditioning units since many self storage facilities offer limited climate controlled facilities. BTW, the pedestrian promenade is really nice. I wouldn't mind living in that area (if the rent isn't too high!).
All very good changes, mods are just so helpful! Honestly they add so much functionality that should be in the game! The self storage place should have a front office building I feel like thats the only thing its missing. Id love to see a neighborhood where the color scheme is white with dark blue accents, I feel like that would feel super beachy and unique!
I used to prefer your vanilla builds years ago only because i was playing the game a bunch on ps4 and couldn't do mods, and i loved seeing what was possible with just practice patience and creativity. But i don't play the game anymore at all, so i dont mind the modded builds, the best thing about your videos is getting to experience your excitement for whatever your working on, it was really satisfying watching you get to scratch all the itches in this video. CPP FOREVER! Love you Phil
Hey Phil! I noticed at 30:26 that your pedestrian path looks a bit janky. I believe that the segment of path between the road and the bridge could be made more directly, and I think it would be more realistic from a planning perspective as well.
Hey there! Charleston Resident here. Love the shout out! I’m not an expert, but I do know the homes (depending when they were built) in the historic districts of the peninsula have to follow the guidelines provided by the Historic Preservation Society, which includes the exterior color of stucco/siding, front doors, and windows/shutters. There are houses sprinkled throughout the city that have pastel exteriors. Most are pretty muted or neutral, but we do enjoy a peachy salmon color every few blocks. We of course are known for Rainbow Row, which is only a block of a few residences facing the water, with an assortment of pastel-colored exteriors. Maybe you should recreate that by having a single row of signature homes that are colorful, and then sprinkle a colorful home here and there in certain districts. Charleston is not that gaudy where every house must be colorful. It is done with class and a tasteful palette. I think it would be interesting to add a preservation society to this build, which might add an extra level of detail for certain areas. Could be cool!
Hey Phil, you should really add more roundabouts. Those Highway intersections you reworked would probably have been fine with a roundabout, and if necessary, a chicane movement just before the roundabout to reduce traffic to a safer speed. In the Netherlands, this is an extremely common way to link an arterial/collector to a local/county highway, and it works fantastically.❤ Just trying to reduce the 'american' mentality of just one more lane/cars first.
I think the build (outside of the 2nd and 3rd hwy junctions) proved why mods are a good thing for this series. This vid had some of my fav changes/updates you've ever made. I also really like how the pier came out with the addition of the cul-de-sac. Really beautiful
The other changes stay fairly close to vanilla spirit, but that oil field looks nowhere near vanilla! I like the end result, especially since the vanilla version is a mess, but I just wanted to point this out in case straying far from vanilla was a concern.
I am not thrilled about mods being added to Segunda Beach but I respect it and recognize that mods and the modding community helped shape this game into what it is today. I'm glad you're being selective about what you use.
Honestly thank you so much. Looks so much more polished, particularly the oil fields. I saw the vision before the mods but I feel like you were really able to execute it with the addition of mods. So satisfying to see honestly
I was an anti-modder for this series as just about every other series uses lots of mods. But I was happy to see there were so few mods and ones that I think really should mainly be core features, so you've won me over =) Loving how much better things are looking now. My only suggestion would be if it were possible to slow down a bit and explain some of the actual mod uses (like you did with the colouring one) as that can be super helpful for people who are new to using these mods. Great job!
Lightly modded is definitely the way to go! This all looks so much better!! Two nitpicks: 1) the businesses on the right side of the street at the intersection on Cedar street are now only accessible from the highway because of that median and 2) the sand should go all the way to the road on the beaches! Right now the grass just makes it look like a riverside rather than a tropical oceanfront in my opinion. Anyway keep up the great work! Also, editing to add that I do agree with the comments that point out how over-use of mods is a put-off. I really dislike over-use of plopping buildings instead of zoning, and building clipping. Stuff like that personally makes me feel like you're really not playing the game anymore and you're just painting with it. This is why I specifically like "lightly-modded" play throughs. I hope this series doesn't stray too far into the use of mods!
I think adding more structure to the episodes will help a lot. The live build was a great experiment, and I enjoyed watching it unfold, but I think it placed a huge hurdle where it didn't need to be. And while I understand the rationale behind adding more mods into the build, I'm still sad to see it happen. SB was the series that made me think maybe I'd like to try to wade back into CS2. My dislike for PDX mods is well documented at this point, and my install of the game is 100% vanilla. SB was helping me to see how I could maybe find my way back to the game without mods.
I feel like its best to do what makes you happiest playing it, because when you're enjoying yourself we'll get the best content possible to watch. And, the narrative storytelling you do with your series is what makes you stand apart from the crowd, so if these mods help you be more creative and fulfill more ideas, then I'm all for it.
24:03 the oil industry looks so much better now. The amount of work involved is insane but it really looks good. I don’t know if I just appreciate the time you invest more, or whether you really are spending longer detailing in CS2 than you used to in CS1
This looks so good, I agree with other commenters, these mods should just be available in the game. Particularly the traffic stuff. The oil fields are so good!
As someone who really likes and prefers mostly vanilla builds, I wholeheartedly approve of mods that save your sanity. I'm liking this series a lot btw.
The oil fields look a lot more operational, but it would a nightmare for logistics with all those stubs leading to each rig. If you look at the reference again, a lot of loops are used to mitigate weight, poor turning turning, and vehicle bypass that might help it feel more like a complete industrial complex in conjunction with a few small outbuildings scattered for site security, water and electrical maintenance (since there isn't any other local substation), and engineering labs. Great work as always!
Hey Phil! I think you should extend the vegetation beyond the boundaries of the oil industry area. As it stands, it really looks like the forest was planted by them, which is unlikely. In reality, they would deforest the necessary area to operate.
I’d say this was the right decision. The absolute most people playing this game do it in at least a slightly modded way. At least the “making life easier” type of mods. And what we’ve learned from going from CS1 into CS2 is that some of the old mods now are vanilla game mechanics. The game should be fun, that’s the most important aspect. And if stuff is tedious or impossible to do then that’s removing fair bit of the fun part. Great to see you again, Phil. I’ve seen all of Verde Beach, Magnolia County and Clearwater County but I fell out of love with the game at the launch of CS2. Gotten back into it now and all of a sudden you showed up in my recommendations again. 🙂
I really hope these features make it into the base game, at least many of them. It's too bad that the sim allows it, mods can manage it, but the vanilla game can't do it. But C:S2 has shown some good initiative implementing functions from mods and I hope they continue. I especially want to see the road designer!
I loved this episode! You made so many good changes to the already developed areas, especially the oil zone. It looks completely different and 1000x better. Yes you used mods, but you used them to improve upon what you are already creating and are still keeping the vanilla feel just making things better. This is the city skylines content I love to see, and if you're having fun building we're having fun watching.
25:57 Tropical Highway. I highly recommend you have some satellite time, and also recognise that the Caribbean actually adopts the “Dutch solution”. 1 lane, not dual lane highways your standard highway is 4m grass verge, 3m lane, 4m grass+palm tree(perfectly manicured because vote buying), 3m lane, 4m grass verge. What this means is -if you’re disciplined- there is always a continuous straight through lane, and all turn lanes are cutting 3m out of the 4m grass verge, either left of right, and always cut out, you never have that wierd weaving left/right where one junction is a T left, then the next is T right, which means you need to indicate to go straight ahead. So you would need to build 4 roads, straight, left, right, both turns. Then I don’t know how good the road builder is, but random country houses that are one the highway(for some reason/bad planning) convert the grass verge into concrete, so it sort of looks like a bus-stop in front of their house. Likewise, I really recommend making a bus that uses the highway in this city, it’s a funny not great way of doing things, but they add a beautiful little taste of the Caribbean to a city. To the
Really grateful for this series - not only because it really highlights the limitations of Vanilla. I hope in the future, maybe when the Pre-Order content is fully delivered, I hope you'll do another vanilla-ish series!
adore these changes, especially the one on the diagonal road, that block suddenly looks realistic and fun. Looking forward to see what you will do with Segunda Beach going forward!
Hi Phil, I adore the new direction you've taken here, and I wanted to tell you something about the Japanese Medium Density Housing, and how it's perfect for this build. In early December, I went on a holiday to the Gold Coast (Queensland, Australia), and in the early 80s, Japanese developers bought out land, and built the land up from a marshland, now marking it the sixth largest city in Australia. When you built the clinic, and put the two Japanese apartment buildings, I could have sworn that I saw identical buildings while I was up there. Also if you wanted, you could use a Japanese property developer for potential story beats for Segunda Beach. Looking forward to the future of this series!
I am glad to see the “Lightly modded” approach here, as it is what I typically play with. The QOL mods that you have here are much the same as what I use as well, and quite frankly fix some of the silly limitations and shortcomings of the vanilla game. Love you, and love this series. I don’t think the mods will detract from any of this, although I’m sure your worried about canabalizing views from other series but, in my mind the more CCP the better 😂
I'm disappointed we're losing a vanilla series. I get why, but I liked the variety and the unique challenges presented from trying to imprint your style of play onto the base game.
LET'S GO. That shoreline looks sooo much better. On a different note, I'm curious from a safety perspective does it make sense to have those bus stops along the highway? I bet you could clean up those intersections even further if not. Maybe add a little gas station pull off / rest / bus stop?
Nice work as usual! One thing I saw that I’m not sure is fixable but it would be great if it is: maybe make the marina connect up to the roundabout dock area with a staircase or something? Right now it’s a long walk to get from the views to a boat docked right next door! Loving this series so far and I’m glad the mods have made it more manageable!
Mods definitely let you build more beautiful and unique things. Something that I would like to see in this series is more attention payed to street names, like you used to do in your CS1 builds (including Verde Beach) and are doing in Magnolia County.
This is how I like to play: I have a lot of mods, but I use them surgically to fix shortcomings of the game, and so I can make sure that the good can be slain to make way for the perfect. Also - that oil industry is incredible. I'll be borrowing that, thanks.
Hey Phil, I would love to see some more traffic calming measures in this community! Tight roads, medians, chicanes, etc! Definitely provides the citizens with safer roads, like carmell, Indiana.
Realistically most of these mods should have been implemented into the base game anyway. Glad you made that decision bc this is how the game should be to begin with. Love this series!
As someone who lives in Southern California near active and dormant oil fields (large and small) daily, that is waaaayyy too many trees. Small shrubs would be more reasonable. Also, for some of the derricks located on secondary/tertiary roads, it wouldn't be unusual for those to be dirt or gravel. Much cheaper to maintain than asphalt/concrete and if the derrick feeds pipeline it wouldn't have large trucks going to it regularly requiring paved roadway.
I had hoped you read some of the really good comments and arguments against mods, eventhough the masses voted for them. And perhaps you did, but decided against. Bottom line is that I can really see why you used them and all the changes are things I would do without hesitation in my own builds. That said I think you went to far in this one for it to feel like an 'unmodded' or even lightly modded build. I can't say I'm not slightly disappointed about that. The unmodded aspect of this series is what made this stand out to me, and it showed how far this game has come. You built a really beautiful city without mods, and for all its shortcomings it was still a treat to look at and really inspirational. That aspect of this build, at least for me, has now gone. Bottom line though: you play the game and it should be a fun experience for you. Like you said, you are probably more of modded player type now. And that is fine.
Oh yeah! I can’t wait for structuring and character development. Modding the save file makes sense and the difference between the two series should be focused more on direction of the city development and story instead of modding now. I want to see your full potential! Especially considering the fact that most people will be able to mod their save files so vanilla really is just moot
The results are amazing. Honestly, most of these mod tools should be part of the game. The oil industry looks incredibly good, although, the landscapping doesnt seen consistent with the area around it.
I would've liked to continue seeing what's possible in vanilla, but I think we've seen a good amount of that so far. Skylines is, in my opinion, a game that simply goes with modding. So this makes sense and I'm happy with the change and excited to see what comes next! :)
The mods help the build LOOK great, but I think that the story elements from your other builds (like Magnolia County) is what's gonna get people really invested in the series
Outstanding decision to use time saving mods and free up time to introduce characters into the build! I love the story telling and always lol at the travails of these folks
Suggestion: make the transit agency Segunda Beach Regional Transit Authority, similar to the San Luis Obispo Regional Transit Auth. that serves Morro Bay, Cal.
Happy to see the energy that the modding functionality gives you. Personally, I'm cool with seeing whatever cool stuff you want to make. So if mods help you achieve your vision then go for it. If you're having fun then I'm gonna have fun watching. Long live Segunda Beach!
Great episode! Really loved the palm trees around the basketball court. Glad you raised the pedestrian road at the end. I do not understand all the trees in the oil space. Might make sense if it's on mountains, but not in a flat space. Maybe more sparse is the way.
I’ve always been pro mods for CS2 since the vanilla game has so many… quirks otherwise lol. Besides that extra level of control really helps sell the story of the place which is what CPP does best! Looking forward to more SB content ❤
I’m personally not sold on the level of mod use here (particularly Find If and Plop the Growables - I’m not a big fan of picking particular assets, I like letting things develop and those two feel a bit beyond “mod-light”), but I’m willing to keep watching to see how things develop. Especially if we might be seeing divorcé James or some of the Verde Beach characters moving in! I appreciate you and your videos greatly 🖤
Happy to see you happy now with the addition of some greatly needed quality of life mods! Imo one of the things that was missing when watching the series was the lack of story, something that made Verde Beach such a fun watch. I'm glad it's making a comeback! One thing bugs me: the marina in the channel should have some sort of breakwater, especially if you plan to have larger vessels transiting that area.
Always a fan, Phil, whatever direction you go in. As long as you don't get 'mannered' like some other video producers, I'm with you - that's to say as long as you remain your genuine self, I'm here for it!
Watching you do pedestrian paths always makes me smile. I just count the places where your beautiful winding paths would be cut full of desire paths. 😄
To be honest, I know the whole theme of this series is to do it vanilla (or mostly vanilla now) but I LOVE the idea of doing a beachy city and want to see what you can do with it using any and all tools you have available to you. I think it already is quite spectacular but I want to see what you can really do. That’s mostly what I was thinking with verde beach. I thought that city looked really good but I really wanted to see what you could do with it with any and all tools available
I have to be honest and say I'm disappointed that SB isn't a vanilla build any more, but that disappointment isn't aimed at you, Phil. I got some of the second-hand frustration you've experienced thus far, and the results of this video speaks for itself. I hope down the line you can run a properly vanilla build a la VB, but this series is clearly going to be fantastic in this new direction.
We're five episodes in, so the save is up on Paradox mods! Check it out here - mods.paradoxplaza.com/mods/97861/Any
Can you please promise us that you will first try to do your vision vanilla and only if you fail only then would use mods?
None of these mods are "cheats"; most belong in the vanilla game anyway. I'm glad you made this decision.
Except for anarchy, for exemple parkings clip through the road or buidings
@@DarkEagle26 I have to disagree. Anarchy should be in the base game in order for everyone to be able to make 'the city of their dreams'.
@ipoopinabag666ttv8 so why did they put errors when two things overlap each other then ? When you make a game, it is "anarchy" by default, you have to code it so it shows error.
So why did they code it ?
@@ipoopinabag666ttv8 maybe it should be in the base game but it's still cheat
@@DarkEagle26Also plop the growables, as that allows you to practically skip the zoning mechanics entirely
Really happy to see this! It’s a sad reality that mods are kinda needed to keep the game fun, but I’m glad you’ll keep going with this series, and try to keep that Verde Beach spirit alive in other ways.
It’s also very satisfying to watch all the little fixes that mods can help with
Honestly, I think it's a bit of an acknowledgement that mods and my experience playing CS2 has gone hand-in-hand. It wasn't like that as much for CS1, but at this point... I just find more fun playing with mods than playing without them.
Lots of other ways to keep the VB spirit alive, including using the mods much more minimally, acting as they are basically vanilla tools.
@@CityPlannerPlays Honestly, it's also the difference in the two games where CS1 was through Steam for mods whereas mods are "official" now through Paradox. So everyone that is a PC player has access to them. It'll be interesting to see how it goes once/if console arrives how mods are handled there and I can see a console-mod-light build being done by you so those players can play along as well. But for now, we're all in the same sandbox with the same tools so a lightly modded approach is welcome.
Colossal Order should make a note of this mod list and work to implement most of their functionalities into the base game. Really enjoyed the transformation of the oil area. IMO replacing the gravel roads with alleys was a slight misstep. The gravel road on the dirt surface looked very close to how the real life example was, and also I think it might make the abundance of foliage blend better. Awesome video as always!
Yes and no it's good that they implement some of these things in the best game but sometimes it's like an update is nothing but functions from mods. They should add something new we can't get from mods as well
I literally would not play without mods. It doesn't matter to me if they're in the base game, and I don't consider them cheating, I consider them like wizardry as opposed to muggle cities. (Not even a HP fan, but the word is perfect for mundanity.)
Also I prefer the alley roads to the gravel, so it's just a preference. No right or wrong way, just whatever you prefer 👍🏼
Y'know what I'd do, is put gravel on the shoulders. And gravel parking lots. No clue what real life oil fields do, I suppose it depends on the terrain.
Adding them to the base game would sure help out console players, whenever that happens. I hadn't thought of that.
Any boat launch should have large parking lot next to it so the trucks and trailers have a place to park while the boat is on the water. It would be great to see that detail added.
Came to say this. Both the Marina and the launch area need parking, Im not going to drag a weekends worth of supplies for fun on my boat there on a bus or in a uber.
@@jeffgivens7248 this, and a place to turn around so the trailer could be backed into the water. Could be done with a cul de sac easily.
The marina needs to be on the side near the boat launch. As it is now if you were to launch and dock, whoever you are with would have to drive/walk all the way through Sunset street.
You definitely need some sort of dock next to the boat ramp so they can tie the boat while they go park.
Also needs a jetty for a wave break. Most marinas have these to protect the boats and sea wall
I know I'm in the minority, but I was really looking forward to another all vanilla playthrough. That being said, if this is what's needed for you to have the energy/will to continue the series, then it's definitely better than the alternative of stopping making it.
I too will miss the just vanilla part of the series. I can support using mods for anything we had vanilla in CS1, and that it its used sparingly. Ultimately, if it makes it more fun and rewarding for Phil, than it will be better than cancelling the series. I am very much looking forward to the new characters and storylines.
I really enjoyed the episode, but I think that you overcorrected with the beach. While it does look nice, it looks very un-Californian. In my experience, sand goes until it meets either a natural barrier (such as rocks or a massive mountain) or a man-made one (such as fences on the side of bike/walking paths). This may be a SoCal thing, but having the sand barely makes the coast just feel very un-Californian. A fun fact that demonstrates my point is that before my local beach was developed there were massive sand dunes that stretched at least a mile off the coast, because of that there was so much extra sand that it was sent to beaches in Hawaii such as Waikiki.
I agree, the beach should reach the road in most spots, while leaving some patches of grass open for palms and other greenery. Also in europe (france, spain, italy) usually costal roads are adjacent to sand
I came to the comments to say this, I've been to Morro Bay a few times(the place this map is based off of) and in most places where there is beach, it extends 100-300 yards from the water. In his version at some points there's only a few feet of sand between the water and where the grass starts, to fix it and have it look a bit more natural I'd say to choose one of the following for whatever area your working on: dedicated beach, buildings/roads up to the water, or grassy park with seawall. A specific example would be to have the sand go all the way up to the paths in that main pedestrian area on the coast near the center of the city.
This 👆
Where I'm from, woods gradually become brush that gradually mixes with sand until it's just sand, for about 300-400 yards, until you hit the water. I think Phil's is fine, with the exception that there normally aren't spots where sand goes much farther in that others. The gradient is fairly uniform and horizontal.
If I was a business owner on Cedar St., I would be pretty PO'd at the new intersection. The median would prevent a left turn, which I think is reasonable given your justification. However, now the only way to get to those businesses is to get on the highway first, then take the exit onto Cedar St. and hope the parking lot has room. There is a parking lot on the other side of the road, but you have to walk all the way down the block to cross the street. Maybe the businesses should be oriented on to Rosewood Street? That way if you mess up your directions, you aren't stuck on the highway.
But that is a nitpick, the series has been interesting so far!
The oil field changes sold me on this addition of mods. I wasn't happy with it before that bookmark, and quickly I figured out why. I think it simply highlights how... mid CS2 is without mods, which I then quickly realised was true of CS1.
In the Oil field area, you don't want a bunch of foliage near oil wells and storage sites. You have the sand/dirt as a natural fire break in case of fires. Furthermore, harder to do site clean up in case of a spill if there is foliage. Contaminated dirt and sand can be removed to properly clean and dispose of. Yes, there are was to remove spilled oil from dirt and sand usually using water and oil separators.
I will say I was a bit disappointed that the vote went the way it did, however I do respect how you plan to use the mods you’ve put into this series. The most controversial one for me was “plop the growables”, however the fact that you’re using it for a very specific reason and not to “paint” city blocks together is refreshing and caters more to the vanilla side of things. I look forward to the rest of the series.
Huge fan of the light modding. Feels like most of what you've chosen are features that should be base game anyways (except possibly some potential custom ploppings, but you're using them sparingly to go for a specific vibe in regions, which is probably a mod I'd approve of anyway). The auto-grading for roads/parks across a hilly development just always satisfies my OCD so much it drove me nuts they didn't implement anything of the sort after how good it looked in CS1.
Definitely dig the new oilfield. As a Texan, the base oilfields always felt much more like something you'd see specifically toward Odessa or New Mexico where desert is the only thing around for miles and there's zero frills because nobody is seeing anything that doesn't work there. What you've made feels much more like a midwest/northeastern pipeline, so feels a lot more natural.
I was going to argue for a T interchange when you started with the highways, but I understand it's still a pretty small town vibe (you didn't even include one on main street) and the bridge on Cedar won me over. The heights worked for that so perfectly, I'd mostly wondered why it wasn't an overpass already. The levations just matched perfectly for it, and for me I feel like that would make that street a ton nicer to drive on rather than driving down a large hill.
Don't even feel I need to comment on the promenade/shoreline build. I think we all know it's much better, and I'm sure that was a huge impetus for mods in the first place.
Really love the idea to change the building colors. I’m originally from Jamaica (just went back for the holidays) and I just love how almost every tropical region utilizes bright and vibrant colors for their houses. I think it fits this build beautifully.
Totally was giving off DR or Miami vibes! Totally not correct for Morro, which is droll browns, greens and terra cotta earth tones. (Not a complaint!)
You can feel the relief in the video.
I love the changes, I agree with the majority of comments that the addition of mods has really helped the city feel better instantly. I do have a few suggestions though. The oil industry looks amazing, but I think the props should be recolored to be a single, unified color. Likely the whole area is a single company, so the different colors don’t make sense. I also think that for the self storage area, everything should be ctrl + h ‘d so that everything is the same height. It may have already been done, and it is a small change, but I feel like it’d be better. Lastly, now that you’ve changed the parking near the new coastline, the parking garage doesn’t make much sense. With the angled parking on the street I think the area would look better with another apartment building there. Great video. Super happy you made the decision to lightly mod the series.
I definitely think making Segunda Beach more like magnolia county is the right move. I love B&B, but I think citybuilders don't lend themselves to Livestream highlights as much as they do to just live streams & fully scripted videos, very much an all or nothing situation. Excited to see where the series goes from here!
Its so much better! Way to go, Phil!
Its crazy how much more special the build looks now. It feels far less generic, despite the fact that no custom workshop assets have been added. It really goes to show how well the devs built the fundamentals of CS2. Hopefully we'll have the power to play with them in the vanilla game as well! Until then, there's no point in building a city with half your toolbox locked away when the result is so much worse than what you know it could be
Phil - the thing I (and I think others) loved about Verde Beach was how you were able to really work with the vanilla constraints to still make a really beautiful and believable city. Unfortunately, Cities 2 right now just isn't in a state where you can really do that, so I'm fully behind the change. However, if CO ever really fixes the problems with the base game and gets it to the Cities 1 vanilla standard, I'd personally love to see you revisit the concept in another series.
I voted against mods but feeling better after your intro. I’m glad you won’t be doing the building clipping thing. Generally I liked the vanilla build because it forces people to use the games systems rather than focus on making things just looking nice, so hope that focus on working with the game mechanics rather than bypassing them continues!
Agreed, I do like a lightly modded playthrough just so things can look nicer, but I can't stand over-plopping buildings and clipping! Makes it feel like you're no longer really playing the same game I guess
37:12 I don't know how it feels to others, but the recolour change for those townhomes looks like a change from Amsterdam to Willemstad (capital of Curaçao) - which is a very good thing
Definitely helps with the tropical vibes! Maybe Phil should take more inspiration from the Caribbean
When you fixed the entrance into the city, you added a dedicated right turn lane but the straight on road is still allowing a right turn at that intersection. I think you should double check and make sure the intersection isn’t allowing turns that shouldn’t be happening
I think going lightly modded on this series is a great idea! Last week when you were struggling with the quay wall for the promenade, we were all feeling your pain. 😅
I love all the changes! The oil field looks a ton better, maybe too many oil storage buildings but that's so tiny. Great work, loving the new series!
I don't know if it's because I'm Brazilian and from Rio, but seeing these beaches with a narrow strip of sand makes me anxious. Here the beaches have wide strips of sand and the cities with beaches are the most valued and sought after places to live. I find it very interesting how the culture we live in shapes our perception of the space around us. I'm loving the series.
I made a very similar comment, and it's not just cuz you're Brazilian, I live about 10 minutes from a Beach in Socal and had the same concern
Turning an esplanade into a promenade. From fancy to fancier. I dig it.
The area IRL has an embarcadero, a place for fishing industry, boat launches, and is a little bit dirtier. I'm glad to see the boat launch! Just wish the power plant was on the coast and that we had a custom salt water taffy and shell shop.
Love that you're embracing the mods in SB, Phil! They're very needed.
I did want to point out that the docks being so high up makes it feel more like walking paths than places to dock boats, especially since many marinas are floating on the water. They look way too high at the end there, but maybe everyone docking there has giant yachts 😅
15:14 I don‘t think the colors are quite there yet. The Green especially.
Looking forward to the story additions to this series. After the drama with James in Magnolia, a new narrative could be fun here.
Maybe James will move here…
hey CPP, realize I've had a couple critical comments in the past and I wanted to be clear: watching your show and playing city skylines 2 has really helped me be a lot more mindful about walking around in my city. Going to my home on Long Island for the holidays and then coming back to NYC I was really rapt on the drive in, noticing anew the way that rural development turned to exurbs, then inner suburbs, and then the increasing metropolis that is Queens. Living in a part of the rustbelt I like magnolia county because it feels familiar, but I genuinely find segunda beach delightful, as someone who's not been to the West Coast enough to have a real idea of the way they're designed
Thanks for this upload! Was struggling to sleep. SB was pretty cool vanilla, but seeing you use mods and make it feel like a tropical place makes it feel a lot more realistic. I can't wait to see more!
part of what makes you great to watch, is when you're really enjoying the process. glad you added mods 😊
I did vote for continuing on completely vanilla, but I'm happy that it's going to be lightly modded now
Great changes! As someone who lives in the PNW, I have some suggestions for realism and some unsolicited narrative advice.
1) Roundabouts can happen on highways, especially rural highways. As the road capacity increases you can later remove them and build real interchanges. Or, we have some two lane highways that do have crossings with no lights. Not the safest but it’s realistic for lower access areas.
2) I think the pedestrian access to the vineyard would never happen. Most vineyards don’t want people walking through the grapes. We have some vineyards tucked into neighborhoods where new development has grown around them, and even then, there are lots of no trespassing signs.
3) Your boat launch needs more asphalt! Either long stalls to park trucks+trailers, or even just unmarked gravel lots. Sometimes there are food trucks posted up there, and usually a playground nearby.
4) if you’re looking for a “reason” to drive growth, now that you have mods, you should consider building a national laboratory campus. They are usually focused around a specific industry (nat’l security, renewable energy, etc). The DOE has no dedicated marine sciences laboratory… could be a need for it in Seguna Beach?
5) This is the western US… MORE PARKING. MORRRREEEEE. It’s a car’s world over here. We want a walkable city but it’ll never happen because America runs on cars.
i don't get the "mods are cheating" take. if a painter put a piece of tape on their brush or removed a few bristles, you wouldn't call that cheating.
Hey man I have been following a while, in fact first comment I have ever posted on one of your videos, I know you feel like the engagement has been down on your videos there are probably many factors that come into play with that such as TH-cam itself, I just wanted to let you hear it that your videos rock! You keep me playing this game! Like you I have many hours of game time in this game! And seeing you power through its ups and downs makes me still love city builders. Thanks for the what you do! And I appreciate the addition of the mods it helps me learn how to better utilize mods myself! Thanks again for the great content!
Looking at the self storage area, you removed all the roof ornaments from all the buildings. I think a few of them should have air conditioning units since many self storage facilities offer limited climate controlled facilities. BTW, the pedestrian promenade is really nice. I wouldn't mind living in that area (if the rent isn't too high!).
That’s a great point! I worked on a place like this and the climate controlled spaces were often used by dentists and lawyers for record storage.
Looking forward to seeing SB develop further with mods & more story. Love your work always
I appreciate that! Hope you enjoy this first step!
All very good changes, mods are just so helpful! Honestly they add so much functionality that should be in the game!
The self storage place should have a front office building I feel like thats the only thing its missing.
Id love to see a neighborhood where the color scheme is white with dark blue accents, I feel like that would feel super beachy and unique!
I used to prefer your vanilla builds years ago only because i was playing the game a bunch on ps4 and couldn't do mods, and i loved seeing what was possible with just practice patience and creativity. But i don't play the game anymore at all, so i dont mind the modded builds, the best thing about your videos is getting to experience your excitement for whatever your working on, it was really satisfying watching you get to scratch all the itches in this video. CPP FOREVER! Love you Phil
Hey Phil! I noticed at 30:26 that your pedestrian path looks a bit janky. I believe that the segment of path between the road and the bridge could be made more directly, and I think it would be more realistic from a planning perspective as well.
Hey there! Charleston Resident here. Love the shout out! I’m not an expert, but I do know the homes (depending when they were built) in the historic districts of the peninsula have to follow the guidelines provided by the Historic Preservation Society, which includes the exterior color of stucco/siding, front doors, and windows/shutters. There are houses sprinkled throughout the city that have pastel exteriors. Most are pretty muted or neutral, but we do enjoy a peachy salmon color every few blocks. We of course are known for Rainbow Row, which is only a block of a few residences facing the water, with an assortment of pastel-colored exteriors. Maybe you should recreate that by having a single row of signature homes that are colorful, and then sprinkle a colorful home here and there in certain districts. Charleston is not that gaudy where every house must be colorful. It is done with class and a tasteful palette. I think it would be interesting to add a preservation society to this build, which might add an extra level of detail for certain areas. Could be cool!
Hey Phil, you should really add more roundabouts. Those Highway intersections you reworked would probably have been fine with a roundabout, and if necessary, a chicane movement just before the roundabout to reduce traffic to a safer speed.
In the Netherlands, this is an extremely common way to link an arterial/collector to a local/county highway, and it works fantastically.❤
Just trying to reduce the 'american' mentality of just one more lane/cars first.
Segunda Beach is kind of reminding me of Santa Barbara, California, and its really cool to see that!
I think the build (outside of the 2nd and 3rd hwy junctions) proved why mods are a good thing for this series. This vid had some of my fav changes/updates you've ever made. I also really like how the pier came out with the addition of the cul-de-sac. Really beautiful
The other changes stay fairly close to vanilla spirit, but that oil field looks nowhere near vanilla! I like the end result, especially since the vanilla version is a mess, but I just wanted to point this out in case straying far from vanilla was a concern.
I am not thrilled about mods being added to Segunda Beach but I respect it and recognize that mods and the modding community helped shape this game into what it is today. I'm glad you're being selective about what you use.
Honestly thank you so much. Looks so much more polished, particularly the oil fields. I saw the vision before the mods but I feel like you were really able to execute it with the addition of mods. So satisfying to see honestly
Man, this made this city significantly batter! It also helps that we can tell how involved you are now that you can detail how you want!
I was an anti-modder for this series as just about every other series uses lots of mods. But I was happy to see there were so few mods and ones that I think really should mainly be core features, so you've won me over =) Loving how much better things are looking now. My only suggestion would be if it were possible to slow down a bit and explain some of the actual mod uses (like you did with the colouring one) as that can be super helpful for people who are new to using these mods. Great job!
Lightly modded is definitely the way to go! This all looks so much better!! Two nitpicks: 1) the businesses on the right side of the street at the intersection on Cedar street are now only accessible from the highway because of that median and 2) the sand should go all the way to the road on the beaches! Right now the grass just makes it look like a riverside rather than a tropical oceanfront in my opinion. Anyway keep up the great work!
Also, editing to add that I do agree with the comments that point out how over-use of mods is a put-off. I really dislike over-use of plopping buildings instead of zoning, and building clipping. Stuff like that personally makes me feel like you're really not playing the game anymore and you're just painting with it. This is why I specifically like "lightly-modded" play throughs. I hope this series doesn't stray too far into the use of mods!
I think adding more structure to the episodes will help a lot. The live build was a great experiment, and I enjoyed watching it unfold, but I think it placed a huge hurdle where it didn't need to be. And while I understand the rationale behind adding more mods into the build, I'm still sad to see it happen. SB was the series that made me think maybe I'd like to try to wade back into CS2. My dislike for PDX mods is well documented at this point, and my install of the game is 100% vanilla. SB was helping me to see how I could maybe find my way back to the game without mods.
I feel like its best to do what makes you happiest playing it, because when you're enjoying yourself we'll get the best content possible to watch. And, the narrative storytelling you do with your series is what makes you stand apart from the crowd, so if these mods help you be more creative and fulfill more ideas, then I'm all for it.
24:03 the oil industry looks so much better now. The amount of work involved is insane but it really looks good. I don’t know if I just appreciate the time you invest more, or whether you really are spending longer detailing in CS2 than you used to in CS1
This looks so good, I agree with other commenters, these mods should just be available in the game. Particularly the traffic stuff. The oil fields are so good!
What a great episode, my excitement for this series just increased tenfold!
As someone who really likes and prefers mostly vanilla builds, I wholeheartedly approve of mods that save your sanity. I'm liking this series a lot btw.
The oil fields look a lot more operational, but it would a nightmare for logistics with all those stubs leading to each rig. If you look at the reference again, a lot of loops are used to mitigate weight, poor turning turning, and vehicle bypass that might help it feel more like a complete industrial complex in conjunction with a few small outbuildings scattered for site security, water and electrical maintenance (since there isn't any other local substation), and engineering labs. Great work as always!
Hey Phil! I think you should extend the vegetation beyond the boundaries of the oil industry area. As it stands, it really looks like the forest was planted by them, which is unlikely. In reality, they would deforest the necessary area to operate.
I’d say this was the right decision. The absolute most people playing this game do it in at least a slightly modded way. At least the “making life easier” type of mods. And what we’ve learned from going from CS1 into CS2 is that some of the old mods now are vanilla game mechanics. The game should be fun, that’s the most important aspect. And if stuff is tedious or impossible to do then that’s removing fair bit of the fun part.
Great to see you again, Phil. I’ve seen all of Verde Beach, Magnolia County and Clearwater County but I fell out of love with the game at the launch of CS2. Gotten back into it now and all of a sudden you showed up in my recommendations again. 🙂
I really hope these features make it into the base game, at least many of them. It's too bad that the sim allows it, mods can manage it, but the vanilla game can't do it. But C:S2 has shown some good initiative implementing functions from mods and I hope they continue. I especially want to see the road designer!
I loved this episode! You made so many good changes to the already developed areas, especially the oil zone. It looks completely different and 1000x better. Yes you used mods, but you used them to improve upon what you are already creating and are still keeping the vanilla feel just making things better. This is the city skylines content I love to see, and if you're having fun building we're having fun watching.
25:57 Tropical Highway. I highly recommend you have some satellite time, and also recognise that the Caribbean actually adopts the “Dutch solution”. 1 lane, not dual lane highways your standard highway is 4m grass verge, 3m lane, 4m grass+palm tree(perfectly manicured because vote buying), 3m lane, 4m grass verge. What this means is -if you’re disciplined- there is always a continuous straight through lane, and all turn lanes are cutting 3m out of the 4m grass verge, either left of right, and always cut out, you never have that wierd weaving left/right where one junction is a T left, then the next is T right, which means you need to indicate to go straight ahead.
So you would need to build 4 roads, straight, left, right, both turns. Then I don’t know how good the road builder is, but random country houses that are one the highway(for some reason/bad planning) convert the grass verge into concrete, so it sort of looks like a bus-stop in front of their house. Likewise, I really recommend making a bus that uses the highway in this city, it’s a funny not great way of doing things, but they add a beautiful little taste of the Caribbean to a city. To the
I love the detailing you do. I don’t have the patience for it, but your cities look way better for it.
Really grateful for this series - not only because it really highlights the limitations of Vanilla. I hope in the future, maybe when the Pre-Order content is fully delivered, I hope you'll do another vanilla-ish series!
adore these changes, especially the one on the diagonal road, that block suddenly looks realistic and fun. Looking forward to see what you will do with Segunda Beach going forward!
Hi Phil, I adore the new direction you've taken here, and I wanted to tell you something about the Japanese Medium Density Housing, and how it's perfect for this build.
In early December, I went on a holiday to the Gold Coast (Queensland, Australia), and in the early 80s, Japanese developers bought out land, and built the land up from a marshland, now marking it the sixth largest city in Australia. When you built the clinic, and put the two Japanese apartment buildings, I could have sworn that I saw identical buildings while I was up there. Also if you wanted, you could use a Japanese property developer for potential story beats for Segunda Beach.
Looking forward to the future of this series!
Great job Phil! I think you certainly made the right call with this pivot. Keen to see where it all goes!
I am glad to see the “Lightly modded” approach here, as it is what I typically play with. The QOL mods that you have here are much the same as what I use as well, and quite frankly fix some of the silly limitations and shortcomings of the vanilla game. Love you, and love this series. I don’t think the mods will detract from any of this, although I’m sure your worried about canabalizing views from other series but, in my mind the more CCP the better 😂
I'm disappointed we're losing a vanilla series. I get why, but I liked the variety and the unique challenges presented from trying to imprint your style of play onto the base game.
LET'S GO. That shoreline looks sooo much better. On a different note, I'm curious from a safety perspective does it make sense to have those bus stops along the highway? I bet you could clean up those intersections even further if not. Maybe add a little gas station pull off / rest / bus stop?
I’m really happy that you made the change, this series is easily my new favorite and I can’t wait for every episode
Nice work as usual! One thing I saw that I’m not sure is fixable but it would be great if it is: maybe make the marina connect up to the roundabout dock area with a staircase or something? Right now it’s a long walk to get from the views to a boat docked right next door! Loving this series so far and I’m glad the mods have made it more manageable!
Mods definitely let you build more beautiful and unique things. Something that I would like to see in this series is more attention payed to street names, like you used to do in your CS1 builds (including Verde Beach) and are doing in Magnolia County.
This is how I like to play: I have a lot of mods, but I use them surgically to fix shortcomings of the game, and so I can make sure that the good can be slain to make way for the perfect. Also - that oil industry is incredible. I'll be borrowing that, thanks.
38:33 Those front yards are mighty steep
With Phil saying "--ability to create really beautiful things--" while those are on the screen. 🫠 Good stuff, but that timing was hilarious!
Hey Phil, I would love to see some more traffic calming measures in this community! Tight roads, medians, chicanes, etc! Definitely provides the citizens with safer roads, like carmell, Indiana.
Realistically most of these mods should have been implemented into the base game anyway. Glad you made that decision bc this is how the game should be to begin with. Love this series!
As someone who lives in Southern California near active and dormant oil fields (large and small) daily, that is waaaayyy too many trees. Small shrubs would be more reasonable.
Also, for some of the derricks located on secondary/tertiary roads, it wouldn't be unusual for those to be dirt or gravel. Much cheaper to maintain than asphalt/concrete and if the derrick feeds pipeline it wouldn't have large trucks going to it regularly requiring paved roadway.
I had hoped you read some of the really good comments and arguments against mods, eventhough the masses voted for them. And perhaps you did, but decided against.
Bottom line is that I can really see why you used them and all the changes are things I would do without hesitation in my own builds.
That said I think you went to far in this one for it to feel like an 'unmodded' or even lightly modded build.
I can't say I'm not slightly disappointed about that. The unmodded aspect of this series is what made this stand out to me, and it showed how far this game has come. You built a really beautiful city without mods, and for all its shortcomings it was still a treat to look at and really inspirational. That aspect of this build, at least for me, has now gone.
Bottom line though: you play the game and it should be a fun experience for you. Like you said, you are probably more of modded player type now. And that is fine.
Oh yeah! I can’t wait for structuring and character development. Modding the save file makes sense and the difference between the two series should be focused more on direction of the city development and story instead of modding now. I want to see your full potential! Especially considering the fact that most people will be able to mod their save files so vanilla really is just moot
The results are amazing. Honestly, most of these mod tools should be part of the game.
The oil industry looks incredibly good, although, the landscapping doesnt seen consistent with the area around it.
I would've liked to continue seeing what's possible in vanilla, but I think we've seen a good amount of that so far. Skylines is, in my opinion, a game that simply goes with modding. So this makes sense and I'm happy with the change and excited to see what comes next! :)
The storage area looks so much better now. So does the oil industry. Great episode.
The mods help the build LOOK great, but I think that the story elements from your other builds (like Magnolia County) is what's gonna get people really invested in the series
Outstanding decision to use time saving mods and free up time to introduce characters into the build! I love the story telling and always lol at the travails of these folks
Suggestion: make the transit agency Segunda Beach Regional Transit Authority, similar to the San Luis Obispo Regional Transit Auth. that serves Morro Bay, Cal.
Happy to see the energy that the modding functionality gives you. Personally, I'm cool with seeing whatever cool stuff you want to make. So if mods help you achieve your vision then go for it. If you're having fun then I'm gonna have fun watching. Long live Segunda Beach!
I don’t mind the mods at all, especially when you do what you can to keep them minimal. Great build :)
Great episode!
Really loved the palm trees around the basketball court. Glad you raised the pedestrian road at the end. I do not understand all the trees in the oil space. Might make sense if it's on mountains, but not in a flat space. Maybe more sparse is the way.
I’ve always been pro mods for CS2 since the vanilla game has so many… quirks otherwise lol. Besides that extra level of control really helps sell the story of the place which is what CPP does best! Looking forward to more SB content ❤
I’m personally not sold on the level of mod use here (particularly Find If and Plop the Growables - I’m not a big fan of picking particular assets, I like letting things develop and those two feel a bit beyond “mod-light”), but I’m willing to keep watching to see how things develop. Especially if we might be seeing divorcé James or some of the Verde Beach characters moving in! I appreciate you and your videos greatly 🖤
Originally i was against bringing mods to Segunda Beach but after seeing this ive definitely changed my mind! 😅
Coincidentally, this is now the best "how to use mods in CS2" video. Great refresher.
Wait until the next video… haha.
Happy to see you happy now with the addition of some greatly needed quality of life mods! Imo one of the things that was missing when watching the series was the lack of story, something that made Verde Beach such a fun watch. I'm glad it's making a comeback!
One thing bugs me: the marina in the channel should have some sort of breakwater, especially if you plan to have larger vessels transiting that area.
Always a fan, Phil, whatever direction you go in. As long as you don't get 'mannered' like some other video producers, I'm with you - that's to say as long as you remain your genuine self, I'm here for it!
Great improvements! The Japan assets are so good and the apartments fit US builds really well.
Definitely keen on the structured and story telling. It's your channels best feature. Gameplay is great, Gameplay with narrative is better.
Watching you do pedestrian paths always makes me smile. I just count the places where your beautiful winding paths would be cut full of desire paths. 😄
Honestly so glad you finally added mods to segunda, i love this map but watchign you struggle to build simple things like roads and walls was rough
To be honest, I know the whole theme of this series is to do it vanilla (or mostly vanilla now) but I LOVE the idea of doing a beachy city and want to see what you can do with it using any and all tools you have available to you. I think it already is quite spectacular but I want to see what you can really do. That’s mostly what I was thinking with verde beach. I thought that city looked really good but I really wanted to see what you could do with it with any and all tools available
I have to be honest and say I'm disappointed that SB isn't a vanilla build any more, but that disappointment isn't aimed at you, Phil. I got some of the second-hand frustration you've experienced thus far, and the results of this video speaks for itself. I hope down the line you can run a properly vanilla build a la VB, but this series is clearly going to be fantastic in this new direction.