I like using the alley roads as neighborhood roads for low density residential. Removes street parking so they actually park in the driveway, also, in the US, most neighborhood streets are unmarked and typically narrower. I use the marked 2 lane 2 way as collectors, and 4 lane roads as arterials. I tend to only use 6+ lane roads if there are slip lanes or if a highway is terminating into an avenue or vice versa. I also found that smaller lot sizes in low density is better for conforming to terrain. I treat the 6 unit deep lot sizes as the "rich" homes and try to use those sparingly.
This is a very good practice indeed because I find CS 2 maps really difficult in terms of terrain topography. They made much bigger buildings but now the maps are steeper and with less flat areas and the big buildings won't fit well. I do a lot of terraforming in CS 2, luckily it's free. 😁
I have had good success just using the 2 way 2 lane standards roads and just being smart about my arterials (4 and 6 lane) and highways as well as putting the odd parking lot here and there. It has worked well for me with a well designed bus system that handles 30-40k people a month and a subway system that I just brought online recently. The only issue i have with traffic is the current AI not using merge lanes and exit ramps properly and it is maddening.
This was an amazing video. Something i really strugglwe with is how to structure to fiot the housing in my city. I really appreciate the hard work that you put into this video along side the spreadsheet. Super helpful! Amazingly done. Keep it up ♥♥
Just found randomly this video as I felt in love with the game and I have a kinda OCD thing within the game, so this video for me is like a sugar for cake ❤
Yes, but that is because the game has only rectangular assets. Besides in real life, you will rarely see new buildings with other corner angles than 90 degrees...
I have a question. How can I make people walk more? I have busses and trams that are going to schools and shopping zones. However I feel like everybody from my row houses are using cars to get anywhere.
In Cities Skylines 2 there are a lot of factors that influence the citizens in choosing how they move around the city like their wealth, how busy the roads are at a specific moment, if there are any car accidents along the way, how expensive is the ticket, how much they have to travel from home to station and from the station to their destination or some may just value time over money and use their cars because it’s faster. Also, pay attention to the time of the day, because if you play with the day/night cycle turned off you won’t notice when it’s day or night, and if you check the lines panel and it’s 2:00 AM it’s logic for the lines to be almost empty. At first, that’s what I was doing too and I kept on wondering why nobody was using my lines but I did not notice what time it was actually.
You should try the EU houses at 2 or 3 units deep only. They fit better in denser areas, seem to be scaled better to other assets, and have a regular house look like how you drew them in pre-school. Consider 6-deep lot is a whopping FOURTY EIGHT METRES deep 😱. That is extremely large for a single family home plot anywhere but very suburban or rural. 2x2, 2x3, 3x3, 3x2 etc. sized SFHs are more appropriate to being within city limits.
Very good points I really appreciate them! Where I live we have like 100 meters deep lots by 20-30 wide 😂 but of course at the countryside. But as you say, in the suburban part of a big city smaller lots fit better to achieve a bigger population density.
So the most tips aren't new, still combining them into one complete piece is trully great. Thank you for the MEGA helpfull spreadsheet, that is trully great, as game don't give you any reference regarding building's hight (I've gone with a try and error approach). Again, thanks, and hope you'll get more subscribers, as you deserve it.
I like your ideas for the medium and high density building, looks great. But the low residential area is somewhat unrealistic, in reality those neighborhoods are not that packed as in your example, nor are the houses that similar in size
Thank you! The problem with the low residential is that even tho there are houses 4 square wide, the chances to get one to spawn are really small and I don't know why. So I guess we are kinda stuck with the 2 and 3 squares wide for now. 🤷
when playing something like CS, i always find a professional one who build city because it more reasonable lol now i feel like bit understand why my build always having traffic issue
If it still got at least 30 FPS I'd say it's ok. It's not like an action game where you want to have quick reaction times, higher framerates other then interface smoothness in games like these don't matter that much
@@noxnovaYT ya i agree, i was even dealing with the like 10-20 fps I was getting because it functioned mostly. But as soon as you start into the 125k-150k persons in the city, there is a behind the scenes calculation slowdown. It starts screwing with a number of things the most evident of which is the traffic, it can take MONTHS of city time for a vehicle to move through the city and my fairly well equipped CPU is chugging to keep traffic moving. It slows down every 5 seconds to a crawl, then speeds back up for a few seconds and then slows to a stop and then rinse and repeat every 5 seconds. It is extremely unoptimized.
@@Trigger200284 I guess it's a trend these days 😅 . But somehow it's understandable for anything to start to run slower and slower the more things you add to it...
@@noxnovaYT oh i understand that, but my cpu is no slouch and has plenty of cores to work and it is turboed with almost all cores dedicated to the game. And it is completely brought to its knees.
This was just one of the many ways that you can lay down low residential. Let's say that the low residential falls more to the "Organized" category then.
I fucking NEED some zoning disable tool, why in the world they couldn't do that, just add it as a regular upgrade tool come oooon, its so simplleeeeeee
@@ezakiil The only way to trick it its to just build the first road, zone the area, and then build other roads around, this way it will not overwrite the first zoning even tho you build the other roads at any other angle then 90 degree.
You can further show your support by clicking the "Thanks" button. 🔝
Like, share, and subscribe are also extremely appreciated! 🙏
I like using the alley roads as neighborhood roads for low density residential. Removes street parking so they actually park in the driveway, also, in the US, most neighborhood streets are unmarked and typically narrower. I use the marked 2 lane 2 way as collectors, and 4 lane roads as arterials. I tend to only use 6+ lane roads if there are slip lanes or if a highway is terminating into an avenue or vice versa. I also found that smaller lot sizes in low density is better for conforming to terrain. I treat the 6 unit deep lot sizes as the "rich" homes and try to use those sparingly.
This is a very good practice indeed because I find CS 2 maps really difficult in terms of terrain topography. They made much bigger buildings but now the maps are steeper and with less flat areas and the big buildings won't fit well. I do a lot of terraforming in CS 2, luckily it's free. 😁
I have had good success just using the 2 way 2 lane standards roads and just being smart about my arterials (4 and 6 lane) and highways as well as putting the odd parking lot here and there.
It has worked well for me with a well designed bus system that handles 30-40k people a month and a subway system that I just brought online recently.
The only issue i have with traffic is the current AI not using merge lanes and exit ramps properly and it is maddening.
I agree, alley roads in CS2 are generally what American streets look like in suburbs
I also stopped buying large road early on I just buy the highway and do your same road hierarchy
Easily the most informative CS2 video I have seen. Keep it up!
Thanks a lot! Part 2 coming soon. 😁
Bro you are so underrated and deserve way more subscribers, you’ve earned a sub.
I don't hear this every day. Thank you so much! 💯
I agree! This was a great video! I look forward to more
no
This very informative. Thank you!
Glad it was helpful!
This is what I was looking for: specific actionable insights. Bravo! And the spreadsheets are useful and well designed. Keep up the good work.
Thank you so much. Glad it was helpful!
Wow what an amazing tutorial! Especially the helpful spreadsheet and the tip about the sunlight hours. Thank you so much!
You're so welcome! Also I have 2 more tutorials about the Commercial and Industrial zones packed with lots of information. 😁
I've gladly liked and subscribed. :)
Good tips in here, and the spreadsheet is very handy!
Looking forward to videos on the other building types. :)
Awesome, thank you!
This was an amazing video. Something i really strugglwe with is how to structure to fiot the housing in my city. I really appreciate the hard work that you put into this video along side the spreadsheet. Super helpful! Amazingly done. Keep it up ♥♥
Thank you! Glad I could be of help😁
Oh my gosh I LOVE the spreadsheet! I’ve screenshot Ted it on my phone for easy reference now!
I'm very pleased to hear this!
Thank you for the easy to follow instructions. Excellent video!
Glad it was helpful!
I LOVE YOU FOR THAT SPREADSHEET OH MY GOD YOU ARE SO UNDERRATED
THANK YOUUU!
been waiting someone to document the size for a while, thank you!
Glad I could help!
Stay tuned because more videos like this are coming! 🏗
Very nice dude and thanks for the sheet!
Thank you! Glad you like it!
Going to try some of this out.
Liked your narration, keep it up! Hope to see more videos/building style soon!
Thank you! Just wait and see. 😌
Just found randomly this video as I felt in love with the game and I have a kinda OCD thing within the game, so this video for me is like a sugar for cake ❤
Thank you so much! 😅
Bro your heaven sent 🙏🏿
Thank you very much! 💯
Great content man, thoroughly enjoyed it 😊
Glad to hear it! 😁
super video, thanks for inspiration!
Glad you liked it!
shame you're always forced to use a grid without curved roads otherwise you get weird gaps between buildings
Yes, but that is because the game has only rectangular assets. Besides in real life, you will rarely see new buildings with other corner angles than 90 degrees...
Grids are necessary to make any project, but there is a problem in the game because of non orthogonal buildings.
Wonderfull spreadsheet!! You got yourself another sub! I really appreciate the quick and to the point style of this
Thank you so much! I already have two more spreadsheets ready to go for two more videos. 😅
Perfect. Thank you for the information, got my sub!!
Glad I helped, and thank you!😁
Thank you so much hey..
From Sydney, Australia.
Glad I helped!
My city i planned, 300k pop now and man i love it. Learned a lot from my mistakes. There is the most efficient way or the city crash n burns.
I have a question. How can I make people walk more? I have busses and trams that are going to schools and shopping zones. However I feel like everybody from my row houses are using cars to get anywhere.
In Cities Skylines 2 there are a lot of factors that influence the citizens in choosing how they move around the city like their wealth, how busy the roads are at a specific moment, if there are any car accidents along the way, how expensive is the ticket, how much they have to travel from home to station and from the station to their destination or some may just value time over money and use their cars because it’s faster.
Also, pay attention to the time of the day, because if you play with the day/night cycle turned off you won’t notice when it’s day or night, and if you check the lines panel and it’s 2:00 AM it’s logic for the lines to be almost empty.
At first, that’s what I was doing too and I kept on wondering why nobody was using my lines but I did not notice what time it was actually.
Great video
Thanks!
You should try the EU houses at 2 or 3 units deep only. They fit better in denser areas, seem to be scaled better to other assets, and have a regular house look like how you drew them in pre-school.
Consider 6-deep lot is a whopping FOURTY EIGHT METRES deep 😱. That is extremely large for a single family home plot anywhere but very suburban or rural. 2x2, 2x3, 3x3, 3x2 etc. sized SFHs are more appropriate to being within city limits.
Very good points I really appreciate them! Where I live we have like 100 meters deep lots by 20-30 wide 😂 but of course at the countryside.
But as you say, in the suburban part of a big city smaller lots fit better to achieve a bigger population density.
Great video!
Glad you enjoyed it
Really good vid
Thanks!
for low density houses i usually mix european and north american styles for more variety. They look almost the same
Yes you can do this with low res and high res, but the other categories don't look that similar. Also low rent are the same for both regions.
Thanks a lot for the file!
You're welcome!
So the most tips aren't new, still combining them into one complete piece is trully great.
Thank you for the MEGA helpfull spreadsheet, that is trully great, as game don't give you any reference regarding building's hight (I've gone with a try and error approach).
Again, thanks, and hope you'll get more subscribers, as you deserve it.
Thank you very much!
Fain clip frate
Mersi mult!
I like your ideas for the medium and high density building, looks great. But the low residential area is somewhat unrealistic, in reality those neighborhoods are not that packed as in your example, nor are the houses that similar in size
Thank you! The problem with the low residential is that even tho there are houses 4 square wide, the chances to get one to spawn are really small and I don't know why. So I guess we are kinda stuck with the 2 and 3 squares wide for now. 🤷
yay spreadsheet
Too bad it's just residential
Don't worry, commercial and office is coming out this week, so hit subscribe and stay tuned 😁
when playing something like CS, i always find a professional one who build city
because it more reasonable lol
now i feel like bit understand why my build always having traffic issue
I'm glad that I could be of help to you!
subbed right away because i need to learn from professional as much as possible hahaha@@noxnovaYT
I'm on PS4 can I get that spreadsheet 😮
You can download it from your phone. But how do you play on PS4? there is no console edition yet...
@@noxnovaYT Yes it on PS4 Xbox and other console systems. Thank
cool
Thanks!
pls do it for european not grid layouts
Be sure I will!
Modernist urbanism basically.
Yes, and done in a nice way.
@@noxnovaYT Is there a nice way? 🗣️
You're best bet is to put the game down and wait 4-6 months, because as your city gets larger, it is unplayable with the CPU loads.
If it still got at least 30 FPS I'd say it's ok. It's not like an action game where you want to have quick reaction times, higher framerates other then interface smoothness in games like these don't matter that much
@@noxnovaYT ya i agree, i was even dealing with the like 10-20 fps I was getting because it functioned mostly.
But as soon as you start into the 125k-150k persons in the city, there is a behind the scenes calculation slowdown. It starts screwing with a number of things the most evident of which is the traffic, it can take MONTHS of city time for a vehicle to move through the city and my fairly well equipped CPU is chugging to keep traffic moving.
It slows down every 5 seconds to a crawl, then speeds back up for a few seconds and then slows to a stop and then rinse and repeat every 5 seconds.
It is extremely unoptimized.
@@Trigger200284 I guess it's a trend these days 😅 . But somehow it's understandable for anything to start to run slower and slower the more things you add to it...
@@noxnovaYT oh i understand that, but my cpu is no slouch and has plenty of cores to work and it is turboed with almost all cores dedicated to the game. And it is completely brought to its knees.
That low density was super realistic......
Not
This was just one of the many ways that you can lay down low residential. Let's say that the low residential falls more to the "Organized" category then.
I fucking NEED some zoning disable tool, why in the world they couldn't do that, just add it as a regular upgrade tool come oooon, its so simplleeeeeee
I feel you bro! But they added that in CS 1 not long ago and I thought that it would come as a standard feature in CS 2, but it didn't...
@@noxnovaYT same, it's so annoying bit with this incosistent zonning
@@ezakiil The only way to trick it its to just build the first road, zone the area, and then build other roads around, this way it will not overwrite the first zoning even tho you build the other roads at any other angle then 90 degree.