Thank you. Honestly I shouldn't be mad at you. You're a good person. Im just so tired of people that look like me not getting thought about man. Im gonna resub now.
Same. I have free and slave ancestors. Both were still overlooked in the long run but I like that you took care of it. I'll take my foot out of my mouth lol Also if you decide to make a bonafide business park, name it after York Clark. I'll let you do your research. Keep up the grassy work. Cant wait for another 5 Builders 1 City
I just want to really thank you for the channel. It's the combination of an expert speaking about his field, the entertainment of the game, the chill vibes of the music and your voice that really make this fun. Thank you. City planners are the unknown heroes of municipal government.
I imagine that the Myrtles and the Hamiltons have been feuding over that stretch of road and their land boundaries for generations. Myrtle Patriarch: "No Myrtle daughter o'mine is gonna marry a stinkin' Hamilton! By gawd!" Young Myrtle Daughter: "But Pa! I love him!"
38:02 -40% pollution is a bonus you have from having a level 5 farm. It's not a bad thing, any buildings in the industry zone will have 40% less pollution. (I might have missed it earlier in the video, but what was the reason to have 2 farm areas?)
@@dinkleberg93 I did catch that, but if that is the only reason, he could put just the main farm building in farm #2 and reap the benefits of merging the farms otherwise.
On storage supplying your factories set to fill. You always want stuff in the warehouses to supply your factories producing goods. For the outputs, set the storage to either balanced or empty. So for the flour factory, you want crops nearby set to fill. For output, you want a warehouse nearby set to flour on either balanced or empty. Having a second one to empty can be a great way to see if you have an over production or transport issue - if it starts to fill, time to figure out what the issue is :) Also a bus line from your new garden community to the farms would help with works as well as land value/leveling up.
@@AliB333 Make sure you have plenty of trucks available to move your local oil around. If all your oil extractors and warehouse trucks are busy trucking your oil off map, you won't have enough trucks to deliver it locally an so trucks will come from off map or from your cargo terminals. There are mods that can help dramatically - forcing trains and trucks to be full, restricting how many trucks can be used for exporting, changing delivery of trucks making the game simulation more accurate in prioritizing delivery/requests to be more local and not from all over the map, etc. Without some of those mods balancing industry can be nigh impossible. There are a couple of good guides around industry in the Steam workshop and I think they also go into detail on how the mods interact. I did a more detailed explanation too in one of the earlier videos here; I think it was one of the first industry Bluffside episodes as he hadn't started Verde Beach yet.
@@AliB333 No not at all, Industry DLC is usually misunderstood, Keep two things in mind. Trucks DELIVER. They do not go pick up. So a field truck delivers to the best place (storage, processor or off map). It has to take it somewhere, if there is no storage or process ready for it, it will send off map. If you have all your trucks busy, then no deliveries. Rule of thumb? Keep 5 trucks free at all times. If you do not have 5 delivery trucks available, fields stop extracting, processors get deliveries off map so you start importing.
So weird and awesome to watch Phil grow his cinematic style after being introduced to him through CWC. This is the first city tour in VB that I've felt compelled to watch. I really really like the style, coming into the city from the road and then the angles and the day night cycle and the little car lights and then finally BOOM the pull out full city view at night!!!
The "Pollution: -40% and -20%" are under "area bonuses", which mean they help reduce pollution of the buildings that produce pollution such as the slaughterhouse and/or milking parlor
I found your channel late Friday afternoon and in the last 52 hours (it’s now Sunday) I have watched all 50 of your Bluffside Crossing videos, and am working my way through the rest of your videos now. Thank you so much for the amazing content, the thought you put into each video and the time and effort you spend on the details. My favorite so far has been the ‘Vacation Cabins around the Lake’ episode; it was like watching Bob Ross create a masterpiece! Your content is helping so many of us through a challenging and isolated time. Thanks again.
If you remove some vegetation from around the campsites(open fires) fires will slow somewhat. Not sure why downtown is burning unless you don’t have the smoke detectors selected. Greatly reduces fires. Especially in vanilla. I play in console so have had some of the same issues
@@CityPlannerPlays as someone else mentioned in a reply here, you will need fire helicopters for your park. And also if you can (cant remember), but check the helicopter priority policy on the park area, you might need to put a normal zone on top of it to do it, should help put out the fires faster
Hey City Planners, wanted to say what you do is great. First time that I see city skylines applied to it's absolute best, with natural and plausible cities simulated well. Great work.
Another thing to check for the small/medium crop fields is whether the small fields are in an area with a higher density of fertile ground. I'm pretty sure that has an impact on their output too.
You could help fill some of the industrial demand by adding some specialized farming industry on top of the existing farms. It's a good way to meet demand, and provide more jobs. Someone already mentioned but yeah, transportation into the area would also help, even if it's a bus stop at the path into the area.
Spot on. I also really like the way the specialized industry buildings add some different character and detail to areas like this. It would also be interesting to see if a tram would work all the way down Oak street, connecting the garden city to both Lewis Lumber and the Farm Area (I would add a couple more paths from tram stops on that road, away from the main intersections.)
I had been hoping he would do that for the forestry industry way back early on. What was the point of replacing a forest with the industry DLC buildings, since I'm pretty sure they no requirements whatsoever to be placed around wild trees in the first place?
I am extremely late to the party but I wanted to point out a few things regarding why the medium crops are producing less than the small crops. The other thing I would like to address is regarding fires. The crop issue is the easiest thing. The medium crop was producing less than the small crop because of where you placed it on the natural resource. The brighter the yellow the more fertile the land is. You placed the small crops in a more fertile area and therefore it was producing more crops. Before you place the crops you can hover it over the land and it will show you the max amount of crops it will produce. So if you want you medium crops to produce more than your small crops you have to place it on an area that is just as fertile or more fertile. This applies to ore and oil as well. So before you place your extractor buildings make sure you are placing them over the best natural resource areas. As for fires in this game. You have to view them in different ways. You have fires that can be fought from the roads. These are the fires covered by your fire stations/houses that the fire trucks extinguish. You then have your fires that cannot be fought from the road due to no road access. These have to be fought by the fire helicopters. Although both fire types are shown under 1 overall fire coverage you will still end up with massive fires in areas that cannot be extinguished by fire trucks. Trees and bushes may be “next” to a road but if this is where the fire starts, the fire trucks will not come fight it. If it spreads to an asset then they will but not for the trees and bushes themself. You have to plan accordingly. The Zoo and Nature parks cannot be extinguished by fire trucks unless the park entrances are on fire. They also do not have access to the assets within the parks. Fires in these areas HAVE to be fought by helicopters. When you look at the fire helicopter depot it only has 6 helicopters (maybe 8?). Which requires them to fly, get water, dump it, and repeat that process. This is easy to handle if you do not have lots of trees, bushes, and assets. In this case, you have entirely way to many things that the fire can spread to than 6 helicopters can keep up with. What makes this even more difficult is if the helicopters are already dispatched for building fires since it seems they can fight those as well. You did the right thing by creating the lake near the area. What you missed was adding enough depots to cover the amount of trees, bushes, and park assets. For the size of your parks you will need a large amount of depots. There are things you can do to minimize the spread of the fire. Easiest fix is to remove all of the trees or create “burn lines” where the fire cannot spread across. I believe a burn line in this game is 2 tiles. So no assets, trees, or bushes within the 2 tiles and the fire cannot spread. Unfortunately, trying to create burn lines without them looking hideous as very hard. It is usually easier to just strategically place helicopter depots around the area and hide them with trees and rocks. The same thing applies to the police helicopter depots. Any area without road access will have crime unless you have a helicopter depot. The larger the area, the more depots you will need. Sorry for the supper long post. I just wanted to give the best explanation I could regarding fires and the industry extractor buildings. Hopefully someone finds it useful.
I've spent the last week watching the entire stretch of you making this city and it's been fantastic. Now i've got to start watching the longer series of your older city to see what you did there. Great content, keep it up!
Love your videos. Never been big into these types of games but came across your videos and after some watching came to the conclusion that I'd give this game a try. Started with the Windows 10 version from Xbox GamePass, which isn't good. Decided to buy the full game + DLC on Steam and have to say I don't regret it. Really enjoying the game so far. Thanks for the great content you put out.
Another great vid good sir! I think a city-wide smoke alarm policy would do some good and the few more fire towers would do the trick. I used to have the same problem but I think the smoke detection policy did help me and it stopped the whole city burning.
Thank you for the new vid! Been loving this series and your gameplay in general :) ps: If I remember correctly I think you changed your channel name recently and I'm glad you did so because I'd like to see you play other types of games. I think you put more thought into it than most when playing games and I think that would be fun to see in other games too.
The quality of your videos - production and content - is so god damn great! Man!! I hope youre not doing to much production. This sort of highy quality lets plays usually exhaust the content creators in the long run. Ive seen it happening a lot, with ambitious and great youtubers. Please take care and make sure you are sustainable and caring with your workload an the amount of content you put out there! love your vids!
the choppers are having a hard time with the bush fires bc the water is too far away ... might be a good idea to provide small ponds or dams throughout the city. In aus we will use the dams in the farm pastures to fill the water droppers if need be :)
Not sure if others mentioned it. But in regards to your barn you put down early near the animal pastures. Dont set it to empty please, that way when the crops come in, they will export them out of your city. If you set it to fill or even balanced, then the barn will fill up, and when your pastures have a need for crops it isnt far off, and all above what it can hold will be exported directly.
The firehouse you upgraded in Ivy Heights near the collector has a big issue with traffic which might be slowing down the fire trucks! It would be a good idea to add a smaller centralized one that is outside of the heavy traffic located right inside Foggy Square. It would likely help with the land value there too because that location had low value last time you were checking I think.
I was puzzled when you planted potatoes and cotton and then built a flour mill until I noticed that the building just processes "crops" and not specifically wheat only. It would make sense for the game to follow the same raw goods conventions that we saw in the forestry industry, pulp for paper and planed lumber for furniture, etc. Now I'm curious to see if the buildings that produce finished goods will require specific crops or just certain buildings.
you could have a trainstation along with the cargoterminal next to lewes and have a pedestrian connnection over to the new industrial district, cause i believe people coming from downtown would use that really well
@City Planner Plays , the fire houses/stations do not deal with forest fires, only with buildings which are on fire. If your trees are catching fire a lot, you should have helicopter depot and fire towers covering your tree areas.
I think it’s time Verde Beach employed all of the millennials in an expansive IT cluster. Would help with the industrial demands. Silicone Shores perhaps?
The myrtle farm is only importing, its not actually generating anything. As a different commenter said, the pollution @ -40% is a good thing. Love these videos, inspiring stuff.
Great series! You probably want to add a fire station near the farms. And add a nice office district in downtown. And improve public transportation. I'm really enjoying your channel. :)
I'm really enjoying this build. I'd move here tomorrow! I could also see this city having a very desirable sprawling university campus, maybe somewhere close to downtown?
I love your planning but it seems when it comes to industry (specifically specialized) your road networks are less thought out 😅 plus when it comes to garden city industry as u mentioned was always part of the vision. I would have loved seeing the two zones better connected and planned together.
Officially caught up on both Bluffside Crossing & Verde Beach after a few weeks of binging when I can. Love the channel, love the real life stories & absolutely love the vanilla build with VB! Keep em' coming!
The point of the large fields is that they produce a lot more crops per worker, somewhere between 1.5x and 2x (even though they are slightly less space efficient). I tend to ignore them when leveling up the area (to maximize number of workers), and switch them in when at 5* (to maximize profitability). I think the large ones also produce slightly less traffic per resource produced since the small fields often don't fill the whole truck or use smaller trucks - but I'm not entirely sure about that, and you can alleviate that by placing silos set to "empty" nearby anyway.
Note that one has 100% imported products, while the larger one has 100% locally produced products. Might mean you might want to relook at the buildings. Clicking the single gear icon and double gear icon in the building selection area will help filter building by type. There's other icons for other types as well.
For your Clearwater County playthrough, I think the clipping for those big farm fields are just to be able to place the fields, and cover the roads because realistically, farms don't need roads in order to plow their fields/get around
As for the fire downtown. You should enable a u-turn on that 4-lane divided street entrance & that connects to the 6 lane road. Firetrucks can't get to that side of the street without going all the way around.
Just like in Bluffside Crossing, I really enjoy your farm episodes. Maybe it's the variety of color and texture but the areas in both series are especially aesthetically pleasing. It looks like your region in the "Five Builders, One City" series has a bunch of obvious farm land. Do you plan on creating a large farm area in your region on that map? At around 10min, you ran into the issue of being at the edge of your unlocked city area. How do cities work with counties/states when defining city, town borders? How do those borders typically change over time?
I do plan on creating a large farm in 5B1C. Regarding borders - cities are stuck with the borders they have unless a land owner requests annexation. The main reason they want to get in - subdivide city lots or access to city utilities. Cities have a ton of restrictions as to how they can add land, though. No coercion, basically.
@@CityPlannerPlays thanks for the response! Is there any public resources you could point me toward on this city borders topic? Or is it a disparate mess without a cohesive bit of policy/legislation? I imagine it’s also city/county/state-specific.
I have to say, I have been playing along on the same map, following your progressing and using these videos as a guide to learn the game as I just recently started playing. My city is at about episode 5 now. I’m learning a lot and it’s a a ton of fun to make my own changes and make a lot of mistakes haha.
To deal with the type of fires you're seeing, add a helicopter fire station. The trees are catching fire and the normal firehouse/stations won't take care of that...they only take care of structure fires. Put the helicopter fire station near water. They'll need to fill their water drop containers from a lake or river. It usually takes a couple of helicopter trips to put out a tree fire patch. Oh, one other thing - place some fire watch towers around to provide coverage for tree fires. The watch tower sees the patch of trees on fire, and then dispatches the helicopters to put the blaze out.
For the different sizes of farms, it does seem odd that the bigger ones produce less; however, they do have many fewer workers needed which can be valuable if your agricultural industry is somewhat remote. You could support that industry with a smaller residential area nearby if you use the larger buildings. They also are much more water-efficient which is particularly helpful if you have lesser water resources on your map. For your map, water is probably going to be less of a problem, but I've definitely seen a lake start to get drained by my city. I believe that also means they produce less pollution (via sewage) per area and output.
Wow that cloverleaf is holding on pretty well for the amount of traffic! Also if you ever plan on playing other games I hope you ll' consider playing SimCity 4. I grabbed it recently from a sale to give a try to the old classic but i wasn't able, for the life of me, to keep the city's budget afloat. It is quite the different experience from Cities Skylines. Either way I am interested in hearing reading or hopefully sometime watching your take on it hehe 😄
As for the crop size differences, you can check the Cities Skylines Wiki about the industry/farm DLC, however, I believe the difference beyond just truck and workers counts is the harvest frequency. IIRC, the bigger fields produce larger harvests less frequently, while the smaller fields produce smaller harvests more frequently. Or vice versa...point is, your field outputs can be tuned based on the size of the field and for your downstream inputs.
Could your fires be part of the naturals disaters DLC, so adding more fire stations won't really help? Also, I noticed the fires are concentrated in heavy tree areas, so adding another fire helicopter depot and (if there aren't already fire watchtowers) could help
Maybe either getting some fishing going, or Lewis annexing another chunk o forest to feed increased demand, could be good for the industry thing? Love the attempt at the two farms, it always boggles me what things cause pollution though
That minus % pollution in your industry menu is not the problems from pollution, but actually how much the pollution is reduced inside the industry area when it levels up. So the larger that (-) value, the better
Hi, THANK YOU for the workshop links. I find it very fun to work on Verde Beach myself and see what direction you take on the city. I do have a question tho. Your screen looks a lot more realistic and colorful then the basic cs version. Could you make a video how to improve display quality? That would help a lot and make me a lot more excited about playing cs myself even more.
You should add more fire helicopter depos, because they can handle only 3 helicopters and when you have multiple fires in the city there is not enough helicopters. BTW very nice series
I was think this as well. Helos are the only way to put out burning trees. What can happen is a house/building fire causes trees to burn, the FD puts out the building fire but leaves the trees to spread the fire causing multiple building to burn at more or less the same time. Also it is misleading when they say all city service interact with the main building of specialized areas. In my experience fire departments only interact with buildings on roads not paths so I have lost most of a campus before I figured it out.
Hey I know its vanilla but when you make a new nodded. You should look for a model that reduces production from farms so you can have a huge farm area.
Production building like the fields will probably produce more product if more of its area is in the resource but factories are not dependent on the resource
Good episode, Planner. I didn't catch your name. Was it Phillip? Phillip Mulligan? JK, but maybe construction and demolition while paused feels more realistic, if not at least less disruptive. Nice stopgap solution with the buses, better to deal with all the lines in conjunction, later. The new area could maybe use some trains? On the other side of the highway, accessed through a pedestrian tunnel? I'm sure you will find a good solution! As for the RCI demand, I would put offices in a low land value area, maybe a generic uni nearby. Good luck, and thanks!
This one in particular hit hard with the (good-natured) wincing and shaking my head at the screen. Running through my mind: - Shouldn't your industrial areas still respect road hierarchy? If I'm not mistaken, you seem much looser with it there, which seems to cause big traffic issues. - Get those fire helicopter depots! Turn on smoke detector policies! Verde Beach is a tinderbox. - I don't know exactly what's going on in the farm industry, what storage buildings do, and what's going where, and I kinda get the sense you don't either? (I say this with compassion, it just felt like a somewhat confused part of the video.) In general, it felt like you were rushing through a lot of things in this one, instead of taking time to slow down and think about how the systems intersected or how to do things effectively. No doubt, that's sometimes a feature of city planning, but fingers crossed the pace slows down a bit in the future and Verde Beach gets the thorough, loving attention it deserves! I really love this series, so great work and thanks.
Remember back in Ep. 1 - "I'm going to end main street pointing towards this mountain and we will expand that way next" 15 ep. in and still no volcano/mountain development :( ... Loving your channel btw.
You need to look at the fire watchtower coverage, and maybe buy 1 or 2 more fire helicopter centres. Possibly have an air coverage park with fire helicopter base, police helicopter base, blimps, airport etc
There's ways to sate the industry needs. 1. Put in a huge IT cluster if you have a decent university. 2. Make Farming specialized, maybe in the gap of your farms, but may create more traffic headaches or seperate nearby. 3. Make 5 star industry with 1000+ workers. I also figured your unemployment is like the Depression when you call a mulligan on your industries :D
The specialized industry buildings can be counter-intuitive and some are dependent on natural resources. This is generally true for all four types of industry. Looking at just farming for now. Before selecting, when you rollover a small crop field the guide will tell you 4800/week for production. when you go to place that field on the map, the actual production rate depends on the resource for that spot. Placing the small field on a very yellow spot will get you full production of 4800. Placing it on a location with little to no yellow will give you 96 units per week (same type of thing is true for oil, ore and trees). Pasture land is fixed at the given rate as pastures depend on a supply of crops, not what the land provides. Placing a lot of small crop fields together will give you more traffic, need for more workers, but more crop per tile. Small field is 4x8, medium is 8x8 tiles. on best land sm field yields 4800 units, the med field yields 8000 units, less than double, but requires fewer workers and causes less traffic congestion. Overall, the industries are a balancing act between available space, population, and resources. Comparing footprint to production is needed for the higher levels in an industry. 2 cattle sheds produce more than one slaughter house and in less space, but the overall pollution is higher and they need more workers. As you play the game more, these things get easier to understand. An open flat map plays differently than a mountainous one. A slaughter house may be hard to fit in the mountains, but works well in the wide open plain.
The commenters are basically people living in the city writing to the local councils haha "Dear sir, I am quite concerned with the proximity of our water intake lines to that polluted water treatment zone, best be on to that guvnah"
Oh yeah, and I think only the emergency management building can put out forest fires which is any fire in a group of trees. The regular fire services only put out building fires while the backyard and between the building remain in flames. Your landscaping in the downtown is catching fire and the fire department ignores it until it reaches a building and the helicopters are too few and too slow from the single emergency management building.
I've watched all the BC and VB episodes and I've really enjoyed them. One of the things that have bugged me is the ringing of single buildings with roads (a road that goes around a single factory or utility). Sure, a really large facility (e.g. an petro-chemical plant, airport, or a major private industry such as one of the farms) might have a road ringing it, but why would a city go to the expense of closely ringing an industrial lot intended for a single warehouse? The warehouse only has a front entrance, what is the value of the added roads and junctions around the back? Wouldn't the city create a larger grid in industrial areas, allowing 4, 6, or ,more large facilities within a single block? I think this is unrealistic, expensive, land consuming and traffic inducing. What am I missing?
Totally jazzed to see the title of this video... Glad you're adding in a farm. It works well with the garden city theme IMO. About that silo @9:05... Oy vey! Gonna be a serious drag on traffic right at that intersection. I always place silos away from intersections and with a bit of space between them and other assets. Wondering why you have two farming districts right next door to each other? You're doubling your overhead. cattle shed + milking parlor = MANURE I would run a bus line through to bring workers in. Try the fire detector policy? It costs a teeny bit, but enhances coverage. Hmmm... So shorten the route, and add a second overlapping route? You could paint a vanilla farming district ATOP the DLC farming districts... then zone industry in smaller unused tiles. It gives variety and detail that enhances the character of the district. No... the bakery will be BAKING. 🤣🤣🤣 Why two farming districts? They bounce around because the buying and selling transactions between resource producers, warehouses, and special goods producers never correlate perfectly. I bet if you look at the industry tab in your overall budget, you'll see warehouses making decent profit regularly. I love the aesthetics of farming. Looks beautiful. But why two farming districts?
I found when you have more forested maps and have the disasters DLC you need more fire helicopters. Otherwise fires just keep happening. Afterall, I believe, each fire helicopter pad only puts out 3 helicopters to fight fire.
Medium sized plots produce less cuz land underneath is less fertile! Different factories producing same product (animal products) give bigger outputs per surface area and more jobs. Any specific reason why you split the animal farms and everything else in terms of zoning?
Whoa - forgot the Workshop link: steamcommunity.com/sharedfiles/filedetails/?id=2387049933
Whoa Also forgot top not name a COTTON FIELD as a PLANTATION. ITS NOT THE 1800s!
@@leclark5067 fixed in the first 3 minutes of the next episode
Thank you. Honestly I shouldn't be mad at you. You're a good person. Im just so tired of people that look like me not getting thought about man. Im gonna resub now.
@@leclark5067 I'm biracial myself and have ancestors that were slaves. It was a miss.
Same. I have free and slave ancestors. Both were still overlooked in the long run but I like that you took care of it. I'll take my foot out of my mouth lol Also if you decide to make a bonafide business park, name it after York Clark. I'll let you do your research. Keep up the grassy work. Cant wait for another 5 Builders 1 City
I just want to really thank you for the channel. It's the combination of an expert speaking about his field, the entertainment of the game, the chill vibes of the music and your voice that really make this fun. Thank you. City planners are the unknown heroes of municipal government.
I nearly vomited from how hard this is fishing for him to heart it. Cringe af.
@@HeelBJC yea god forbid someone actually does like the channel for the same reasons
I imagine that the Myrtles and the Hamiltons have been feuding over that stretch of road and their land boundaries for generations.
Myrtle Patriarch: "No Myrtle daughter o'mine is gonna marry a stinkin' Hamilton! By gawd!"
Young Myrtle Daughter: "But Pa! I love him!"
sounds like the Braithwaites and Grays from Red Dead Redemption 2 lol (if you’ve played it)
Two households, both alike in dignity,
In fair Verde Beach, where we lay our scene...
@@BeachHam it’s Romeo and Juliet my dude
I'm a great RDR2 fan but, yeah. It's Shakespeare not Sam Houser. :)@@joshuaanderson4090
@@joshuaanderson4090 "...(if you've read it)" 😁
I would love too see the University Campus being build, this would solve the industrial Problem by zoneing more office or IT
38:02 -40% pollution is a bonus you have from having a level 5 farm. It's not a bad thing, any buildings in the industry zone will have 40% less pollution. (I might have missed it earlier in the video, but what was the reason to have 2 farm areas?)
This was what I was wondering as well. Couldn't all this be done with one farming zone?
@@MsJantje666 Either for flavor purposes or he assumes/knows something down the line will want them to be differentiated.
@@dinkleberg93 I did catch that, but if that is the only reason, he could put just the main farm building in farm #2 and reap the benefits of merging the farms otherwise.
Suggestion: rename the "Myrtle Estate" to "the Udder Side".
Yes
I've watched the entirety of Bluffside Crossing and all of Verde Beach (so far) in less than a week.
I think it's safe to say I'm addicted.
On storage supplying your factories set to fill. You always want stuff in the warehouses to supply your factories producing goods.
For the outputs, set the storage to either balanced or empty.
So for the flour factory, you want crops nearby set to fill. For output, you want a warehouse nearby set to flour on either balanced or empty. Having a second one to empty can be a great way to see if you have an over production or transport issue - if it starts to fill, time to figure out what the issue is :)
Also a bus line from your new garden community to the farms would help with works as well as land value/leveling up.
Great tips!
@@AliB333 Make sure you have plenty of trucks available to move your local oil around. If all your oil extractors and warehouse trucks are busy trucking your oil off map, you won't have enough trucks to deliver it locally an so trucks will come from off map or from your cargo terminals.
There are mods that can help dramatically - forcing trains and trucks to be full, restricting how many trucks can be used for exporting, changing delivery of trucks making the game simulation more accurate in prioritizing delivery/requests to be more local and not from all over the map, etc.
Without some of those mods balancing industry can be nigh impossible.
There are a couple of good guides around industry in the Steam workshop and I think they also go into detail on how the mods interact. I did a more detailed explanation too in one of the earlier videos here; I think it was one of the first industry Bluffside episodes as he hadn't started Verde Beach yet.
@@AliB333 You don't *have* to, but they sure even things out considerably.
@@AliB333 also check your traffic situation; default game despawns traffic if it gets too bad, so oil trucks might be disappearing!
@@AliB333 No not at all, Industry DLC is usually misunderstood, Keep two things in mind. Trucks DELIVER. They do not go pick up. So a field truck delivers to the best place (storage, processor or off map). It has to take it somewhere, if there is no storage or process ready for it, it will send off map. If you have all your trucks busy, then no deliveries.
Rule of thumb? Keep 5 trucks free at all times. If you do not have 5 delivery trucks available, fields stop extracting, processors get deliveries off map so you start importing.
It's kind of hilarious watching baby CPP. So many mechanics that we didn't understand back in the day.
So weird and awesome to watch Phil grow his cinematic style after being introduced to him through CWC. This is the first city tour in VB that I've felt compelled to watch. I really really like the style, coming into the city from the road and then the angles and the day night cycle and the little car lights and then finally BOOM the pull out full city view at night!!!
Those islands in the river could make for a neat park someday, kinda like theodore roosevelt island in dc
I've been thinking about that, actually!
One of them could make for a good Alcatraz haha
The "Pollution: -40% and -20%" are under "area bonuses", which mean they help reduce pollution of the buildings that produce pollution such as the slaughterhouse and/or milking parlor
I found your channel late Friday afternoon and in the last 52 hours (it’s now Sunday) I have watched all 50 of your Bluffside Crossing videos, and am working my way through the rest of your videos now. Thank you so much for the amazing content, the thought you put into each video and the time and effort you spend on the details. My favorite so far has been the ‘Vacation Cabins around the Lake’ episode; it was like watching Bob Ross create a masterpiece! Your content is helping so many of us through a challenging and isolated time. Thanks again.
If you remove some vegetation from around the campsites(open fires) fires will slow somewhat. Not sure why downtown is burning unless you don’t have the smoke detectors selected. Greatly reduces fires. Especially in vanilla. I play in console so have had some of the same issues
I don't have that policy enabled. I've give it a shot city-wide. Thanks! Good idea with the camp fires - ha. Seems so obvious... oops!
@@CityPlannerPlays Chuck a few Fire Watch Towers down too, as it'll reduce forest fires a bit, which seems to be mostly what is burning in Downtown.
most of the problem looks like tree fires, which can only be put out by fire helicopters
Good policy but VERY expensive. Be careful with enabling it after not having it enabled to start with. Maybe just enable it in the problem districts.
@@CityPlannerPlays as someone else mentioned in a reply here, you will need fire helicopters for your park.
And also if you can (cant remember), but check the helicopter priority policy on the park area, you might need to put a normal zone on top of it to do it, should help put out the fires faster
really like how viewers are coming up with a neat back story to certain places in the city. it makes feel more alive
Hey City Planners, wanted to say what you do is great. First time that I see city skylines applied to it's absolute best, with natural and plausible cities simulated well. Great work.
Thank you!
Me: It's nearly midnight, I've got to go to bed.
Sees this in my recommended feed
Also Me: Eh, bedtime can wait.
Me
It's 3 AM here...
I tried watching this at 6am ;-; I fell asleep
More times than I’d like to admit, midnight hits and I say “one more episode.” Next thing I know, it’s 9am and I’m still watching 😅
Another thing to check for the small/medium crop fields is whether the small fields are in an area with a higher density of fertile ground. I'm pretty sure that has an impact on their output too.
You could help fill some of the industrial demand by adding some specialized farming industry on top of the existing farms. It's a good way to meet demand, and provide more jobs. Someone already mentioned but yeah, transportation into the area would also help, even if it's a bus stop at the path into the area.
Spot on. I also really like the way the specialized industry buildings add some different character and detail to areas like this. It would also be interesting to see if a tram would work all the way down Oak street, connecting the garden city to both Lewis Lumber and the Farm Area (I would add a couple more paths from tram stops on that road, away from the main intersections.)
I had been hoping he would do that for the forestry industry way back early on. What was the point of replacing a forest with the industry DLC buildings, since I'm pretty sure they no requirements whatsoever to be placed around wild trees in the first place?
Yes this^
My thoughts exactly, also some forestry industry where you set up near highway?
I’ve been watching your verde beach series and I love it! I am late to the whole series but I’ve been enjoying it on my chill weekends ☺️
Wouldn't it be a good time to work on that University campus area? Maybe that would allow more offices on the city (?).
Loving this series BTW!
Absolutely. One more build I need to get to first though...
I am extremely late to the party but I wanted to point out a few things regarding why the medium crops are producing less than the small crops. The other thing I would like to address is regarding fires.
The crop issue is the easiest thing. The medium crop was producing less than the small crop because of where you placed it on the natural resource. The brighter the yellow the more fertile the land is. You placed the small crops in a more fertile area and therefore it was producing more crops. Before you place the crops you can hover it over the land and it will show you the max amount of crops it will produce. So if you want you medium crops to produce more than your small crops you have to place it on an area that is just as fertile or more fertile. This applies to ore and oil as well. So before you place your extractor buildings make sure you are placing them over the best natural resource areas.
As for fires in this game. You have to view them in different ways. You have fires that can be fought from the roads. These are the fires covered by your fire stations/houses that the fire trucks extinguish. You then have your fires that cannot be fought from the road due to no road access. These have to be fought by the fire helicopters. Although both fire types are shown under 1 overall fire coverage you will still end up with massive fires in areas that cannot be extinguished by fire trucks. Trees and bushes may be “next” to a road but if this is where the fire starts, the fire trucks will not come fight it. If it spreads to an asset then they will but not for the trees and bushes themself.
You have to plan accordingly. The Zoo and Nature parks cannot be extinguished by fire trucks unless the park entrances are on fire. They also do not have access to the assets within the parks. Fires in these areas HAVE to be fought by helicopters. When you look at the fire helicopter depot it only has 6 helicopters (maybe 8?). Which requires them to fly, get water, dump it, and repeat that process. This is easy to handle if you do not have lots of trees, bushes, and assets. In this case, you have entirely way to many things that the fire can spread to than 6 helicopters can keep up with.
What makes this even more difficult is if the helicopters are already dispatched for building fires since it seems they can fight those as well. You did the right thing by creating the lake near the area. What you missed was adding enough depots to cover the amount of trees, bushes, and park assets. For the size of your parks you will need a large amount of depots. There are things you can do to minimize the spread of the fire. Easiest fix is to remove all of the trees or create “burn lines” where the fire cannot spread across. I believe a burn line in this game is 2 tiles. So no assets, trees, or bushes within the 2 tiles and the fire cannot spread. Unfortunately, trying to create burn lines without them looking hideous as very hard. It is usually easier to just strategically place helicopter depots around the area and hide them with trees and rocks.
The same thing applies to the police helicopter depots. Any area without road access will have crime unless you have a helicopter depot. The larger the area, the more depots you will need.
Sorry for the supper long post. I just wanted to give the best explanation I could regarding fires and the industry extractor buildings. Hopefully someone finds it useful.
I've spent the last week watching the entire stretch of you making this city and it's been fantastic. Now i've got to start watching the longer series of your older city to see what you did there. Great content, keep it up!
Totally giving me Bob Ross vibes😩. This channel is my lullaby every night😭.
Also, smoke detector policies😩😩😩
Love your videos. Never been big into these types of games but came across your videos and after some watching came to the conclusion that I'd give this game a try. Started with the Windows 10 version from Xbox GamePass, which isn't good. Decided to buy the full game + DLC on Steam and have to say I don't regret it. Really enjoying the game so far. Thanks for the great content you put out.
the amount of effort you put into your videos is much appreciated... gj and tyvm for the relaxing vids
Big fan of the cinematics at the end of the video. Nice way to rap up what happened in the episode.
Another great vid good sir! I think a city-wide smoke alarm policy would do some good and the few more fire towers would do the trick. I used to have the same problem but I think the smoke detection policy did help me and it stopped the whole city burning.
Thank you for the new vid! Been loving this series and your gameplay in general :)
ps: If I remember correctly I think you changed your channel name recently and I'm glad you did so because I'd like to see you play other types of games. I think you put more thought into it than most when playing games and I think that would be fun to see in other games too.
Coming soon!
Ooooh, nice catch! I wonder what it is...
Along with topography you should look at the resources overlay that'll tell you where you have fertile land among other things
The quality of your videos - production and content - is so god damn great! Man!!
I hope youre not doing to much production. This sort of highy quality lets plays usually exhaust the content creators in the long run. Ive seen it happening a lot, with ambitious and great youtubers. Please take care and make sure you are sustainable and caring with your workload an the amount of content you put out there!
love your vids!
I love all the little tidbits of info I find out about this game from watching your videos.
Hooray! Been waiting for a livestream or a new video for today. Just can't believe how addicting your vids have been.
the choppers are having a hard time with the bush fires bc the water is too far away ... might be a good idea to provide small ponds or dams throughout the city. In aus we will use the dams in the farm pastures to fill the water droppers if need be :)
Not sure if others mentioned it.
But in regards to your barn you put down early near the animal pastures.
Dont set it to empty please, that way when the crops come in, they will export them out of your city.
If you set it to fill or even balanced, then the barn will fill up, and when your pastures have a need for crops it isnt far off, and all above what it can hold will be exported directly.
The firehouse you upgraded in Ivy Heights near the collector has a big issue with traffic which might be slowing down the fire trucks! It would be a good idea to add a smaller centralized one that is outside of the heavy traffic located right inside Foggy Square. It would likely help with the land value there too because that location had low value last time you were checking I think.
I was puzzled when you planted potatoes and cotton and then built a flour mill until I noticed that the building just processes "crops" and not specifically wheat only. It would make sense for the game to follow the same raw goods conventions that we saw in the forestry industry, pulp for paper and planed lumber for furniture, etc. Now I'm curious to see if the buildings that produce finished goods will require specific crops or just certain buildings.
you could have a trainstation along with the cargoterminal next to lewes and have a pedestrian connnection over to the new industrial district, cause i believe people coming from downtown would use that really well
@City Planner Plays , the fire houses/stations do not deal with forest fires, only with buildings which are on fire. If your trees are catching fire a lot, you should have helicopter depot and fire towers covering your tree areas.
I tip is to higher the production rate to max in the bakery. Your profits will increase a lot!
I think it’s time Verde Beach employed all of the millennials in an expansive IT cluster. Would help with the industrial demands. Silicone Shores perhaps?
This city is way past the millenial generation at this point. Millenials are starting to get old enough to retire!
One thing i always noticed is one way roads are very good with traffic control, and maybe its time to go nuclear power, keep up the good work
The myrtle farm is only importing, its not actually generating anything. As a different commenter said, the pollution @ -40% is a good thing. Love these videos, inspiring stuff.
Great series! You probably want to add a fire station near the farms. And add a nice office district in downtown. And improve public transportation. I'm really enjoying your channel. :)
I'm really enjoying this build. I'd move here tomorrow! I could also see this city having a very desirable sprawling university campus, maybe somewhere close to downtown?
I love your planning but it seems when it comes to industry (specifically specialized) your road networks are less thought out 😅 plus when it comes to garden city industry as u mentioned was always part of the vision. I would have loved seeing the two zones better connected and planned together.
O gotta say, I didnt really think about it, but youre the only C:S player I watch thst does the City Tour things at the end and thats super neat
Your quality has improved so much. Great editing.
Officially caught up on both Bluffside Crossing & Verde Beach after a few weeks of binging when I can. Love the channel, love the real life stories & absolutely love the vanilla build with VB! Keep em' coming!
The point of the large fields is that they produce a lot more crops per worker, somewhere between 1.5x and 2x (even though they are slightly less space efficient). I tend to ignore them when leveling up the area (to maximize number of workers), and switch them in when at 5* (to maximize profitability).
I think the large ones also produce slightly less traffic per resource produced since the small fields often don't fill the whole truck or use smaller trucks - but I'm not entirely sure about that, and you can alleviate that by placing silos set to "empty" nearby anyway.
Note that one has 100% imported products, while the larger one has 100% locally produced products. Might mean you might want to relook at the buildings. Clicking the single gear icon and double gear icon in the building selection area will help filter building by type. There's other icons for other types as well.
9am here, and perfect timing. Coffee time at Verde Beach! ☕👌🏻
For your Clearwater County playthrough, I think the clipping for those big farm fields are just to be able to place the fields, and cover the roads because realistically, farms don't need roads in order to plow their fields/get around
As for the fire downtown. You should enable a u-turn on that 4-lane divided street entrance & that connects to the 6 lane road. Firetrucks can't get to that side of the street without going all the way around.
Just like in Bluffside Crossing, I really enjoy your farm episodes. Maybe it's the variety of color and texture but the areas in both series are especially aesthetically pleasing. It looks like your region in the "Five Builders, One City" series has a bunch of obvious farm land. Do you plan on creating a large farm area in your region on that map?
At around 10min, you ran into the issue of being at the edge of your unlocked city area. How do cities work with counties/states when defining city, town borders? How do those borders typically change over time?
I do plan on creating a large farm in 5B1C. Regarding borders - cities are stuck with the borders they have unless a land owner requests annexation. The main reason they want to get in - subdivide city lots or access to city utilities. Cities have a ton of restrictions as to how they can add land, though. No coercion, basically.
@@CityPlannerPlays thanks for the response! Is there any public resources you could point me toward on this city borders topic? Or is it a disparate mess without a cohesive bit of policy/legislation? I imagine it’s also city/county/state-specific.
i think next episode should be an office/ traffic improvement video because the interchanges could probably be reworked
So exciting to watch Verde Beach grow. Keep on keeping on!
I have to say, I have been playing along on the same map, following your progressing and using these videos as a guide to learn the game as I just recently started playing. My city is at about episode 5 now. I’m learning a lot and it’s a a ton of fun to make my own changes and make a lot of mistakes haha.
Awesome! If you aren't in the Discord hop in and share your city!
To deal with the type of fires you're seeing, add a helicopter fire station. The trees are catching fire and the normal firehouse/stations won't take care of that...they only take care of structure fires. Put the helicopter fire station near water. They'll need to fill their water drop containers from a lake or river. It usually takes a couple of helicopter trips to put out a tree fire patch.
Oh, one other thing - place some fire watch towers around to provide coverage for tree fires. The watch tower sees the patch of trees on fire, and then dispatches the helicopters to put the blaze out.
Amazing video! I cant wait what the future will bring after your rebrand!
beautiful city. Love the over view shots
Man I can’t wait till that city crosses the river eventually. Love your work!
For the different sizes of farms, it does seem odd that the bigger ones produce less; however, they do have many fewer workers needed which can be valuable if your agricultural industry is somewhat remote. You could support that industry with a smaller residential area nearby if you use the larger buildings. They also are much more water-efficient which is particularly helpful if you have lesser water resources on your map. For your map, water is probably going to be less of a problem, but I've definitely seen a lake start to get drained by my city. I believe that also means they produce less pollution (via sewage) per area and output.
Wow that cloverleaf is holding on pretty well for the amount of traffic!
Also if you ever plan on playing other games I hope you ll' consider playing SimCity 4. I grabbed it recently from a sale to give a try to the old classic but i wasn't able, for the life of me, to keep the city's budget afloat. It is quite the different experience from Cities Skylines. Either way I am interested in hearing reading or hopefully sometime watching your take on it hehe 😄
Hooray! Another upload. Love this series
As for the crop size differences, you can check the Cities Skylines Wiki about the industry/farm DLC, however, I believe the difference beyond just truck and workers counts is the harvest frequency. IIRC, the bigger fields produce larger harvests less frequently, while the smaller fields produce smaller harvests more frequently. Or vice versa...point is, your field outputs can be tuned based on the size of the field and for your downstream inputs.
I just love this channel so much! Thank you Phillip!
Could your fires be part of the naturals disaters DLC, so adding more fire stations won't really help? Also, I noticed the fires are concentrated in heavy tree areas, so adding another fire helicopter depot and (if there aren't already fire watchtowers) could help
forest and tree fires are handled by helicopters and firewatch towers. so, it wont help adding fire sations.
@@neikos7064 that is what I said
Fire Watch Towers see the fire earlier, than any other fire asset. They help a lot. Also, use smoke detectors.
I have learned a lot from you and biffa, awesome work! Also you might wanna put some fire helicopters to deal with parklife fires
Maybe either getting some fishing going, or Lewis annexing another chunk o forest to feed increased demand, could be good for the industry thing?
Love the attempt at the two farms, it always boggles me what things cause pollution though
That minus % pollution in your industry menu is not the problems from pollution, but actually how much the pollution is reduced inside the industry area when it levels up. So the larger that (-) value, the better
Hi, THANK YOU for the workshop links. I find it very fun to work on Verde Beach myself and see what direction you take on the city. I do have a question tho. Your screen looks a lot more realistic and colorful then the basic cs version. Could you make a video how to improve display quality? That would help a lot and make me a lot more excited about playing cs myself even more.
You should add more fire helicopter depos, because they can handle only 3 helicopters and when you have multiple fires in the city there is not enough helicopters. BTW very nice series
I was thinking that, if there is an arsonist running amuck in the city.
I was think this as well. Helos are the only way to put out burning trees. What can happen is a house/building fire causes trees to burn, the FD puts out the building fire but leaves the trees to spread the fire causing multiple building to burn at more or less the same time. Also it is misleading when they say all city service interact with the main building of specialized areas. In my experience fire departments only interact with buildings on roads not paths so I have lost most of a campus before I figured it out.
Yeah that's what I came here to post, all those large fires are the off road trees and there's only 3 helicopters in the whole city covering those.
Hey I know its vanilla but when you make a new nodded. You should look for a model that reduces production from farms so you can have a huge farm area.
Production building like the fields will probably produce more product if more of its area is in the resource but factories are not dependent on the resource
LOVE it man! keep it up!
Good episode, Planner. I didn't catch your name. Was it Phillip? Phillip Mulligan? JK, but maybe construction and demolition while paused feels more realistic, if not at least less disruptive.
Nice stopgap solution with the buses, better to deal with all the lines in conjunction, later. The new area could maybe use some trains? On the other side of the highway, accessed through a pedestrian tunnel? I'm sure you will find a good solution!
As for the RCI demand, I would put offices in a low land value area, maybe a generic uni nearby.
Good luck, and thanks!
if you don't have a name picked out for a future space elevator, might i suggest calling it the "David Bowie Starchild Express"
So many mulligans, maybe Verde Beach should have a golf course 😀
This one in particular hit hard with the (good-natured) wincing and shaking my head at the screen. Running through my mind:
- Shouldn't your industrial areas still respect road hierarchy? If I'm not mistaken, you seem much looser with it there, which seems to cause big traffic issues.
- Get those fire helicopter depots! Turn on smoke detector policies! Verde Beach is a tinderbox.
- I don't know exactly what's going on in the farm industry, what storage buildings do, and what's going where, and I kinda get the sense you don't either? (I say this with compassion, it just felt like a somewhat confused part of the video.)
In general, it felt like you were rushing through a lot of things in this one, instead of taking time to slow down and think about how the systems intersected or how to do things effectively. No doubt, that's sometimes a feature of city planning, but fingers crossed the pace slows down a bit in the future and Verde Beach gets the thorough, loving attention it deserves!
I really love this series, so great work and thanks.
Remember back in Ep. 1 - "I'm going to end main street pointing towards this mountain and we will expand that way next" 15 ep. in and still no volcano/mountain development :( ... Loving your channel btw.
You need to look at the fire watchtower coverage, and maybe buy 1 or 2 more fire helicopter centres. Possibly have an air coverage park with fire helicopter base, police helicopter base, blimps, airport etc
Really love your videos. Wish I remembered to like them more
got back into the game because of ur vids. and soooo many good tips from em too. good stuff
There's ways to sate the industry needs. 1. Put in a huge IT cluster if you have a decent university. 2. Make Farming specialized, maybe in the gap of your farms, but may create more traffic headaches or seperate nearby. 3. Make 5 star industry with 1000+ workers.
I also figured your unemployment is like the Depression when you call a mulligan on your industries :D
Offices are industrial. It seems that putting in that university and a ton of offices would be what the city needs.
Phil ur channel is growing insanely
The specialized industry buildings can be counter-intuitive and some are dependent on natural resources. This is generally true for all four types of industry. Looking at just farming for now. Before selecting, when you rollover a small crop field the guide will tell you 4800/week for production. when you go to place that field on the map, the actual production rate depends on the resource for that spot. Placing the small field on a very yellow spot will get you full production of 4800. Placing it on a location with little to no yellow will give you 96 units per week (same type of thing is true for oil, ore and trees). Pasture land is fixed at the given rate as pastures depend on a supply of crops, not what the land provides. Placing a lot of small crop fields together will give you more traffic, need for more workers, but more crop per tile. Small field is 4x8, medium is 8x8 tiles. on best land sm field yields 4800 units, the med field yields 8000 units, less than double, but requires fewer workers and causes less traffic congestion.
Overall, the industries are a balancing act between available space, population, and resources. Comparing footprint to production is needed for the higher levels in an industry. 2 cattle sheds produce more than one slaughter house and in less space, but the overall pollution is higher and they need more workers. As you play the game more, these things get easier to understand. An open flat map plays differently than a mountainous one. A slaughter house may be hard to fit in the mountains, but works well in the wide open plain.
I want to see him design a non-typical city, where cars are discouraged (lots of footpaths, public transportation, closer design)
Love your vids man. Your laugh is contagious lol
The commenters are basically people living in the city writing to the local councils haha "Dear sir, I am quite concerned with the proximity of our water intake lines to that polluted water treatment zone, best be on to that guvnah"
Oh yeah, and I think only the emergency management building can put out forest fires which is any fire in a group of trees. The regular fire services only put out building fires while the backyard and between the building remain in flames. Your landscaping in the downtown is catching fire and the fire department ignores it until it reaches a building and the helicopters are too few and too slow from the single emergency management building.
The Verde Beach arsonist strikes again! He's getting cocky as well. So many fires in one episode (plus two simultaneous ones!)
I've watched all the BC and VB episodes and I've really enjoyed them.
One of the things that have bugged me is the ringing of single buildings with roads (a road that goes around a single factory or utility). Sure, a really large facility (e.g. an petro-chemical plant, airport, or a major private industry such as one of the farms) might have a road ringing it, but why would a city go to the expense of closely ringing an industrial lot intended for a single warehouse? The warehouse only has a front entrance, what is the value of the added roads and junctions around the back? Wouldn't the city create a larger grid in industrial areas, allowing 4, 6, or ,more large facilities within a single block?
I think this is unrealistic, expensive, land consuming and traffic inducing. What am I missing?
How about increasing industrial taxes to manage the high demand?
Thinking about an office park to manage. unemployment is getting high, so I need to do something.
Just watched the entire content of your channel in a 3day binge. I think I have a problem 😂
Totally jazzed to see the title of this video... Glad you're adding in a farm. It works well with the garden city theme IMO.
About that silo @9:05... Oy vey! Gonna be a serious drag on traffic right at that intersection. I always place silos away from intersections and with a bit of space between them and other assets.
Wondering why you have two farming districts right next door to each other? You're doubling your overhead.
cattle shed + milking parlor = MANURE
I would run a bus line through to bring workers in.
Try the fire detector policy? It costs a teeny bit, but enhances coverage.
Hmmm... So shorten the route, and add a second overlapping route?
You could paint a vanilla farming district ATOP the DLC farming districts... then zone industry in smaller unused tiles. It gives variety and detail that enhances the character of the district.
No... the bakery will be BAKING. 🤣🤣🤣
Why two farming districts?
They bounce around because the buying and selling transactions between resource producers, warehouses, and special goods producers never correlate perfectly. I bet if you look at the industry tab in your overall budget, you'll see warehouses making decent profit regularly.
I love the aesthetics of farming. Looks beautiful.
But why two farming districts?
I found when you have more forested maps and have the disasters DLC you need more fire helicopters. Otherwise fires just keep happening. Afterall, I believe, each fire helicopter pad only puts out 3 helicopters to fight fire.
Medium sized plots produce less cuz land underneath is less fertile! Different factories producing same product (animal products) give bigger outputs per surface area and more jobs.
Any specific reason why you split the animal farms and everything else in terms of zoning?