The healthcare problem you are talking about has nothing to do with actual healthcare but with the deathcare. At 17:45 you can see 264 deaths per month and a capacity of 100 a month. Hope this helps! Love your video's!
I love the sight of all those cranes building places in the suburbs, despite the fact no crane would ever be used at such heights for small houses and bungalows. Someone in the New Brewburgh council must obviously be a crane fanatic! 😆
That’s one silly little thing that’s always annoyed me about this game. Tower cranes are for towers. Houses and other small buildings need little truck cranes if anything. Also, those tower cranes can grow along with the building they’re constructing-they don’t need to start out at skyscraper height before the skyscraper even starts getting built. Though that does have in game usefulness, giving you an idea of how tall the building will end up being.
One suggestion... you've built a lot of cul-de-sacs and a lot of paths, but you've not really connected them. In my experience, those little dead-end streets almost always have pedestrian paths connecting them, so you don't have to go back to the main roads to get around.
@@BiffaPlaysCitiesSkylinesi think they meant u should connect the cul-de-sacs directly to the main road with a path instead of using the path to connect to the collector
@@BiffaPlaysCitiesSkylines Did I miss something? I didn't _see_ any connections to the cul-de-sacs... plenty of paths threading their way around them, but no actual connectivity...
@@mrtbts Yes, but more about connecting the cul-de-sacs to each other. That's how you normally get around those kinds of neighbourhoods... they're all interconnected so you can move around quite quickly without going along the busier streets.
Not sure if you caught it, but the med center you put in could not access the new area. That road was connected to the farming area so you may need to sneak a road in to get them better access. Also, the Comms Tab on the progression screen has a better tower. Need to look at the balance between the two, but the unlockable one has a massive coverage range, no upgrades, but I think just one will cover a 3x3 tile city with really good coverage. Otherwise, I love the look and the auto names of the district zones. they look really good!
Since you've got issues with healthcare & deathcare I'd love to see you build a (university) hospital complex with a nearby cemetery/crematorium :)) perhaps you could include buildings like the hospital, medical university (if it's in CS2), offices, green spaces/parks/plazas, car parking, and a crematorium/cemetery?
So good to watch a CS2 video where you are solving issues that the game poses. You’ve managed to expand the population but that causes traffic and unemployment so next episode is already prompted. So good to watch.
@@BiffaPlaysCitiesSkylines understood! Just finished the video and the thought of not having auto save on made my arse pucker. Really felt the pain on that lmao. Glad it worked out though.
3:20 Just FYI, the small thingies attached to the nodes that adjust the street curves are generally called "handles". It's one of the most common digital methods of defining curved lines that the streets here likely also use, the Bézier curve. E: Also what's the song around 10:45? E2: For anyone interested, I found it. It's the instrumental version of Velveteen - Losing It
Such a good episode, that ending though! These last two updates and hotfix have been so good. Not only did i get to work on my oldest save I've also started a couple of new saves. The game is so much fun again.
I know its too late now but would be awesome to see a little stream running to a small pond in one of these suburb areas. If possible even, make small bridges to cross it under the cul-de-sac entry roads. Have it running along side the main road kind of.
22:00 im laughing so hard. In the beginning, they told us, oh with new cs2 you dont need to slam down millions of schools etc etc... and here we are again.... so many fails with the balancing still :(((
@13:24 perhaps call it shady acres and fill it with sky rises 😛And parking lots 😛Add in some nice paths and parks too 😀Maybe a pond 😀A pond would be good for water run off from the rain gutters of the cul de sacs...
As an American, who is used to seeing subdivions like Hawthorne, I'd encourage small parks around the place... Playgrounds, dog parks, pocket parks, etc. It's standard fare for us. Separate thing. You asked how many people were in that new district (said 2500), and pointed at households, which was 3600-ish. The a tual pop was the next line down - 5647 (or so)
For the new cul de sac development, maybe you can add a few roads to connect through to the apartments, then you can just add the gated community policy to prevent other people using it Love the videos
Love the cul-de-sacs but it feels like perhaps some variation of appearance with some parks inbetween would look more natural :) Also name suggestion 'Teally Springs'.
In some ways I like that tile upkeep keeps me smaller longer so I focus more on detailing. I would like a mod to turn it off though without affecting anything else.
25:54 I get that it's frustrating to have all that detailing ruined by them but I would love to see a playthrough with disasters turned on at some point ;)
Your lack of commercial demand is probably due to the high residential taxes. If taxes are high then the residents won’t have money to spend at commercial lots.
fun video as always, however the new clinic that you put where the internet tower is, you connected it to a road that does not connect to the housing area, it connects into the farms, so people in houses can see it but they will have to drive miles to get to it and there is no ped access either. So i do not think it will solve the unreliable medical services issue
In the roundabouts it would make a huge difference go the look if you used the surface tool and painted a lighter green grass over the area. Would make it stand our the surrounding undeveloped areas and look like it's being attended to. Just an idea.
The city looks very nice. The disasters in this version were quite timid but since 2.0 patches it's actually begun hitting my city instead of never coming near. I enjoy a disaster but I wish the firest fires weren't so frequent.
On the other hand it actually incentivizes you to do what most cities do and set up a deforested area around the main city to prevent this from happening
A lot of icons tell Biffa that New Brewburg needs more hearses. Biffa is like: we'll leave it as it is.😬 Why Biffa? Just put extra hearses and internet facilities in, please! 😄
Those roundabout cul-de-sacs look interesting, but are a very inefficient use of land. So many gaps! CS2 could really do with a) proper cul de sac ends, and b) non-square zoning. Zoning around bends in the road is so wasteful of space compared to real life, where you'd have trapezoidal lots around a cul-de-sac. The other thing I'm confused by is why you made your paths go fully in between all the houses from main road to main road? It would be far more efficient to have the paths come off the end of the "roundabout" cul de sacs. You'd be able to make the paths a lot shorter and also make walking routes shorter, while not taking away space from the back gardens. IRL these are called modal filters. You basically create a grid for pedestrians, but not for cars.
Great comment. - overriding the grid mechanics is certainly possible judging from the detailing patch. I wonder if this can extend to zoning at some point. - Modal filters... Very European. how about we get some proper lane / light controls first!!! 😊
:p just a bit brief history of the junction part of town names. This is from the rail industry as a junction is the rail form of a road intersection where to rail line intersect and trains can change lines.
I wonder, can you build small blind alleys at the end of the roads because seems a bit exisive to have a full on roundabout at the end of the road in a small residential area.
Some things thatbwould be nice to see CO or modders out there. 1. Proper cul de sac options 2. A small pedestrian path that is zoneable. 3. A tool to square off dead end roads/with sidewalk still. I was looking around my neighourhood and no where i can think of or see is there houses on an island. No where did i see a rounded dead end road! Lots of houses with no roads infront or behind them eg zonable pedestrian path, norm path size, then double that for city centres then the big one for large city centre.
@BiffaPlaysCitiesSkylines yes ill give you that. the new islands do help but with my numero 1 point they still don't look quite right to me. Don't worry I'm not going to review bomb the game over this jst some tlc touches I'd like to see in the future. Point 2 take york for an example lots of shops and houses on pedestrian areas. Out of the 3 I'd like 2 the most. 1 is kind of here now and could be expanded on thru mods. 3 is probably a mod. But 2 needs to come from CO really in base. More pedestrian options as like I sed bot all houses/shops etc are connected straight to a road. And the pedestrian path in game rn is ridiculous to big, other than for a large city center build. How cool would it be to eventually make a cobbled walk way for shops etc. Like an old town kept in a modern city. I'm almost certain they will address the paths maybe in a dlc.
Its a real joy to watch you build and not a word about how bad the game is. Thousand Thanks for that. Keep on like this and you will be one of my absolute favorite to watch and to inspirer here on youtube.
I'd like to know if you have attempted a vanilla start after the economy patch as I feel that starting a new vanilla build now is almost impossible, i've had 5 attempts and cant get past milestone 4 (should be a new achievement) with a positive bank balance and more than 20 (+/- 4) commercial buildings with a pop of 2500, even with tax on commercial -2% (cant even pay em to come). I think more focus has gone to people with existing cities and those starting fresh are gonna find it more difficult to get to a point where they can start enjoying the game rather than work out how to cheese the game at the beginning.
I've been trying to get specialised industries and farming going asap to have an income. But it is much harder I have to watch every move and need now!
TBFH I've started farming since the steam sale and i'm finding the mundane task of mulching a patch of land to build on much more satisfying than trying to enjoy CS 2.
Is this like cities skylines 1 where you need generic industry to make goods? Or can you just get rid of it as the buildings look so bad, especially the ones with all the smokestacks. I much prefer the farms you've made, they look honestly perfect!
I feel they should change out the animation for smaller buildings being built to frame works rising out the ground slowly rather than cranes it just seems odd
I gave it ago & less than 5 min ago I closed the game due to the horrid traffic AI or whatever they use. 8 lane road, cars trying to turn right from the furthest left lane & vise versa. My brain just can't put up with it. Thanks for the content though, can enjoy your playthrough. All the new smaller buildings like medical centre, schools, police ect really do help with the economy & smaller cities though. Wasn't immediately in the red just because I gave the city health care & a school which is nice.
If I’m not mistaken, the road access to the new medical clinic requires a long, meandering trip through the farms to get to it from the residential areas.
Im still making loads of money with all tiles unlocked, population around 200k. The new update has tanked my performance unfortunately. I average 10-15fps from 30fps solid before update.
Hey Biffa i have an idea, seen as tile upkeep cost can be seen as very 'expensive', why dont you do a video on how big a city can be within the 9 tile starting area, using mods could be fun adding layers, now being able to adjust heights of surfaces and networks.Just a quick short video (not series) idea. Been to a next door neighbours (of 30 years) funeral today so didnt catch it when you posted it.
@BiffaPlaysCitiesSkylines oh it was pre-recorded, makes sense Hope too see higher density in the future then lol And more public transport, that was always fun in CS1, shame we don't have stuff like the monorail anymore but that's probably future dlc content
Good to see you crashed the game :) It's a bit regular for me now, so I am a compulsive saver! I do hope they get the stabilty sorted on their return from the break.
The fact that low density residential residents DO NOT PARK ON THEIR PROPERTY! like seriously they all have driveways and sometimes a garage, park at home not 600yards away down on the main residental artery road... WHAT?! Medium density should totally have a parking lot, these are like apartment buildings scattered here and there in the suburbs. Now High density i can understand not having parking as in a high density city everything is typically with in walking distance so cars arent as necessary and public transit can be relied upon more heavily... But seriously... WHY on earth do low density residents not park in their damn driveway!!! I live on a Court and most of the time everyone is parked in their driveway, sometimes a couple cars out front their house on the court... but never have any of us on the court parked on the side street the court is connected to. Well ok once when the city repoured 80% of the court. Oh i should also mention most courts over here actually dont have a centerpiece but instead just flat open concrete, fantastic for playing some sports and games for the kids. But seriously we do NOT park on the nearby side street nor the major road said side street is connected to... people park in their driveways and garages most of the time or outfront their house... So that being said, if the game had low density residents park on their property and/or out front. That alone would relieve a crapton of congestion and streets absolutely littered with cars thus resulting in people walking a mile+ to get home from where they can park...
Biffa, I can not find a balance services versus housing. I endcup covering most space in med, death, postal, fire, police services. Wost still is the education. Thoughts?
The healthcare problem you are talking about has nothing to do with actual healthcare but with the deathcare. At 17:45 you can see 264 deaths per month and a capacity of 100 a month.
Hope this helps! Love your video's!
I think you also need to check your ground pollution. It seems most of the Ambulance signs pop up near your industrial area.
New Brewburgh resident:The internet is slow!we want better internet!
Biffa:Let's put some bush on roundabout.
😂
That was pretty realistic actually
You know for all the valid criticisms about the launch of CS2, it really is a beautiful game when you were in third person on the street level.
I love the sight of all those cranes building places in the suburbs, despite the fact no crane would ever be used at such heights for small houses and bungalows. Someone in the New Brewburgh council must obviously be a crane fanatic! 😆
It's corruption. Crane company greased the palms of a few New Brewburgh politicians and now every new construction requires a massive static crane.
That’s one silly little thing that’s always annoyed me about this game. Tower cranes are for towers. Houses and other small buildings need little truck cranes if anything. Also, those tower cranes can grow along with the building they’re constructing-they don’t need to start out at skyscraper height before the skyscraper even starts getting built. Though that does have in game usefulness, giving you an idea of how tall the building will end up being.
Or takes back-handers from the crane manufacturer :)
One suggestion... you've built a lot of cul-de-sacs and a lot of paths, but you've not really connected them. In my experience, those little dead-end streets almost always have pedestrian paths connecting them, so you don't have to go back to the main roads to get around.
Keep watching 👍😁
@@BiffaPlaysCitiesSkylinesi think they meant u should connect the cul-de-sacs directly to the main road with a path instead of using the path to connect to the collector
@@BiffaPlaysCitiesSkylines Did I miss something? I didn't _see_ any connections to the cul-de-sacs... plenty of paths threading their way around them, but no actual connectivity...
@@simongeard4824maybe he adresses it in the next episode
@@mrtbts Yes, but more about connecting the cul-de-sacs to each other. That's how you normally get around those kinds of neighbourhoods... they're all interconnected so you can move around quite quickly without going along the busier streets.
Not sure if you caught it, but the med center you put in could not access the new area. That road was connected to the farming area so you may need to sneak a road in to get them better access. Also, the Comms Tab on the progression screen has a better tower. Need to look at the balance between the two, but the unlockable one has a massive coverage range, no upgrades, but I think just one will cover a 3x3 tile city with really good coverage. Otherwise, I love the look and the auto names of the district zones. they look really good!
Since you've got issues with healthcare & deathcare I'd love to see you build a (university) hospital complex with a nearby cemetery/crematorium :)) perhaps you could include buildings like the hospital, medical university (if it's in CS2), offices, green spaces/parks/plazas, car parking, and a crematorium/cemetery?
Hi Biffa, i've noticed your new medic clinic is only connected to the road by the fields area. Great video!
You can use the new schools that you showed us last week with the new update that you can keep adding new buildings :)
So good to watch a CS2 video where you are solving issues that the game poses. You’ve managed to expand the population but that causes traffic and unemployment so next episode is already prompted. So good to watch.
Cities Skylines 2 looking good mechanically. IMO they can now just start pushing content. Content. Content. Content. Content.
Little sad you didn’t use the new roundabout designs for your cul-de-sacs. Great video as always though mate.
Pre recorded 👍
@@BiffaPlaysCitiesSkylines understood! Just finished the video and the thought of not having auto save on made my arse pucker. Really felt the pain on that lmao. Glad it worked out though.
Should name your new area 'coombe acres' gives it a homely vibe!
3:20 Just FYI, the small thingies attached to the nodes that adjust the street curves are generally called "handles". It's one of the most common digital methods of defining curved lines that the streets here likely also use, the Bézier curve.
E: Also what's the song around 10:45?
E2: For anyone interested, I found it. It's the instrumental version of Velveteen - Losing It
Such a good episode, that ending though!
These last two updates and hotfix have been so good. Not only did i get to work on my oldest save I've also started a couple of new saves. The game is so much fun again.
Spent about 20 hours in game since economy 2.0. CS:2 is finally playable and a good challenge.
I know its too late now but would be awesome to see a little stream running to a small pond in one of these suburb areas. If possible even, make small bridges to cross it under the cul-de-sac entry roads. Have it running along side the main road kind of.
Looking great, the new zoneable roundabouts woulda saved you the trouble of all the copy paste 😀. Also a name suggestion "Cuppaty Heights"
22:00 im laughing so hard. In the beginning, they told us, oh with new cs2 you dont need to slam down millions of schools etc etc... and here we are again.... so many fails with the balancing still :(((
I love the homes built on the cul-de-sac!! Really looks cool. Very nice build! Glad you didn't lose it 🤩
Thank you! 😁
@13:24 perhaps call it shady acres and fill it with sky rises 😛And parking lots 😛Add in some nice paths and parks too 😀Maybe a pond 😀A pond would be good for water run off from the rain gutters of the cul de sacs...
14:07 In Spring Acres. You counted 3279, but that's households. The residents number are below, and they are 5646
As an American, who is used to seeing subdivions like Hawthorne, I'd encourage small parks around the place... Playgrounds, dog parks, pocket parks, etc. It's standard fare for us.
Separate thing. You asked how many people were in that new district (said 2500), and pointed at households, which was 3600-ish. The a tual pop was the next line down - 5647 (or so)
10:02
I like your sense of rhythm when placing those trees ;-)
For the new cul de sac development, maybe you can add a few roads to connect through to the apartments, then you can just add the gated community policy to prevent other people using it
Love the videos
You might save your stress levels if you place your paths prior to placing your zones. Just a thought...
Love the cul-de-sacs but it feels like perhaps some variation of appearance with some parks inbetween would look more natural :) Also name suggestion 'Teally Springs'.
In some ways I like that tile upkeep keeps me smaller longer so I focus more on detailing. I would like a mod to turn it off though without affecting anything else.
529 tile mod 🫡
25:54 I get that it's frustrating to have all that detailing ruined by them but I would love to see a playthrough with disasters turned on at some point ;)
Your lack of commercial demand is probably due to the high residential taxes. If taxes are high then the residents won’t have money to spend at commercial lots.
fun video as always, however the new clinic that you put where the internet tower is, you connected it to a road that does not connect to the housing area, it connects into the farms, so people in houses can see it but they will have to drive miles to get to it and there is no ped access either. So i do not think it will solve the unreliable medical services issue
Seeing the exact same school multiple times is a tad depressing.
Please start using the new service buildings, they’re really nice. Keep up the good work 👍
In the roundabouts it would make a huge difference go the look if you used the surface tool and painted a lighter green grass over the area.
Would make it stand our the surrounding undeveloped areas and look like it's being attended to.
Just an idea.
Could you add some oaths from the roundabout section of the cul-de-sac connecting to the main paths?
The Industry shuttle needs more stops on it to pick up workers on its route.
The city looks very nice. The disasters in this version were quite timid but since 2.0 patches it's actually begun hitting my city instead of never coming near. I enjoy a disaster but I wish the firest fires weren't so frequent.
On the other hand it actually incentivizes you to do what most cities do and set up a deforested area around the main city to prevent this from happening
Loved the walking around at the beginning of the video. The end of the video did get a laugh out of me lol
Does anybody else has people leaving the city walking on the highway? Thanks
Loving the videos Biffa :D
Ty for the VOD. 🥃🥃
A lot of icons tell Biffa that New Brewburg needs more hearses. Biffa is like: we'll leave it as it is.😬 Why Biffa? Just put extra hearses and internet facilities in, please! 😄
8:08 RIP those houses, lost their zoning :c
Those roundabout cul-de-sacs look interesting, but are a very inefficient use of land. So many gaps! CS2 could really do with a) proper cul de sac ends, and b) non-square zoning. Zoning around bends in the road is so wasteful of space compared to real life, where you'd have trapezoidal lots around a cul-de-sac. The other thing I'm confused by is why you made your paths go fully in between all the houses from main road to main road? It would be far more efficient to have the paths come off the end of the "roundabout" cul de sacs. You'd be able to make the paths a lot shorter and also make walking routes shorter, while not taking away space from the back gardens. IRL these are called modal filters. You basically create a grid for pedestrians, but not for cars.
Great comment.
- overriding the grid mechanics is certainly possible judging from the detailing patch. I wonder if this can extend to zoning at some point.
- Modal filters... Very European. how about we get some proper lane / light controls first!!! 😊
:p just a bit brief history of the junction part of town names. This is from the rail industry as a junction is the rail form of a road intersection where to rail line intersect and trains can change lines.
@22:43 perhaps put 2 more schools up in aspn ind east, and turn that into more residential and commercial? Relocate the industry???
You might call the new district "Green cross", as the citizens cross the area on their way to work.
@11:24 The amount of cars parking on the street might limit through flow, might want to adda parking lot near by???
I love the name Vermont Crossing, I guess it's because I'm a Vermonter living in Vermont 😀 Great video, nice city!
Its been a while since I watched one of your videos, you've really stepped up with the editing! wow!
I'll let me editor know, thank you :-)
Biffs I’d recommend to use eu low density houses as they look better
Can you please do a CS2 mods update soon? And maybe an overview of the settings you use! I can never get my game looking as good as yours…😢
You could probably fix the tax complaint by lowering the tax on the low rent/ low density so it is less than the other 2 housing taxes
I wonder, can you build small blind alleys at the end of the roads because seems a bit exisive to have a full on roundabout at the end of the road in a small residential area.
Some things thatbwould be nice to see CO or modders out there.
1. Proper cul de sac options
2. A small pedestrian path that is zoneable.
3. A tool to square off dead end roads/with sidewalk still.
I was looking around my neighourhood and no where i can think of or see is there houses on an island. No where did i see a rounded dead end road! Lots of houses with no roads infront or behind them eg zonable pedestrian path, norm path size, then double that for city centres then the big one for large city centre.
1) they just did in the latest free update
2) 100%
3) Interesting :-)
@BiffaPlaysCitiesSkylines yes ill give you that. the new islands do help but with my numero 1 point they still don't look quite right to me. Don't worry I'm not going to review bomb the game over this jst some tlc touches I'd like to see in the future. Point 2 take york for an example lots of shops and houses on pedestrian areas. Out of the 3 I'd like 2 the most. 1 is kind of here now and could be expanded on thru mods. 3 is probably a mod. But 2 needs to come from CO really in base. More pedestrian options as like I sed bot all houses/shops etc are connected straight to a road. And the pedestrian path in game rn is ridiculous to big, other than for a large city center build. How cool would it be to eventually make a cobbled walk way for shops etc. Like an old town kept in a modern city. I'm almost certain they will address the paths maybe in a dlc.
Its a real joy to watch you build and not a word about how bad the game is. Thousand Thanks for that. Keep on like this and you will be one of my absolute favorite to watch and to inspirer here on youtube.
Thank you very much!
I'd like to know if you have attempted a vanilla start after the economy patch as I feel that starting a new vanilla build now is almost impossible, i've had 5 attempts and cant get past milestone 4 (should be a new achievement) with a positive bank balance and more than 20 (+/- 4) commercial buildings with a pop of 2500, even with tax on commercial -2% (cant even pay em to come).
I think more focus has gone to people with existing cities and those starting fresh are gonna find it more difficult to get to a point where they can start enjoying the game rather than work out how to cheese the game at the beginning.
I've been trying to get specialised industries and farming going asap to have an income. But it is much harder I have to watch every move and need now!
@@ToCoSo Vanilla Map or Not?
TBFH I've started farming since the steam sale and i'm finding the mundane task of mulching a patch of land to build on much more satisfying than trying to enjoy CS 2.
Nice episode thank you 👍 😊
Is this like cities skylines 1 where you need generic industry to make goods? Or can you just get rid of it as the buildings look so bad, especially the ones with all the smokestacks. I much prefer the farms you've made, they look honestly perfect!
I feel they should change out the animation for smaller buildings being built to frame works rising out the ground slowly rather than cranes it just seems odd
18:10 check your citizen health. You need more healthcare. It’s 57%. Is your budget turned down? CPP had the same issue
“Like so” = Biffa’s new hot phrase
I gave it ago & less than 5 min ago I closed the game due to the horrid traffic AI or whatever they use. 8 lane road, cars trying to turn right from the furthest left lane & vise versa.
My brain just can't put up with it. Thanks for the content though, can enjoy your playthrough.
All the new smaller buildings like medical centre, schools, police ect really do help with the economy & smaller cities though. Wasn't immediately in the red just because I gave the city health care & a school which is nice.
I think you missunderstood how the internet towers work in C:S2
Coverage is one
Bandwith the other, bandwith is shared, yo want all green sir!
I think biffa likes that you can zone on roundabouts, not sure tho.
Jeez. Reminds me of the Cabrini Green tenements.
Biffa: Do not build on roundabouts!
Also Biffa: Let's build all these homes on roundabouts!
Don’t build on roundabouts, he builds on cul de sacs
What a lovely place 💞
If I’m not mistaken, the road access to the new medical clinic requires a long, meandering trip through the farms to get to it from the residential areas.
👍
0:37 something something got uuuuuuuge (gestures at chest) tracts of land!?
With the new detailer patch can't you use the regular roundabouts to create cul-de-sacs now? Pretty sure that's a thing now.
Pre recorded 👍
Im still making loads of money with all tiles unlocked, population around 200k. The new update has tanked my performance unfortunately. I average 10-15fps from 30fps solid before update.
Those are some mighty fine time lapses.
The crash is tragic 😢 its looking so good though!
Hey Biffa i have an idea, seen as tile upkeep cost can be seen as very 'expensive', why dont you do a video on how big a city can be within the 9 tile starting area, using mods could be fun adding layers, now being able to adjust heights of surfaces and networks.Just a quick short video (not series) idea. Been to a next door neighbours (of 30 years) funeral today so didnt catch it when you posted it.
LOL Biffa's neighbors should be glad he doesn't have omniscient mayoral powers...they might find themselves *relocated* in favor of a 5G tower. :D
Need a "Portables" upgrade for the schools
hi biffa! great video! :)
Thanks :-)
Did u realize that putting trees or removing them with the brush significantly influence the money per hour
"for the kiddy winky's" is hilarious 🤣🤣
Crazy thought, can you, or should you attach a roundabout to another roundabout?
🤔
Biffa out here creating the most inefficient use of space possible while already not being able to afford the tiles because the density is way too low
If only I knew in advance about Economy 2.0 :-)
@BiffaPlaysCitiesSkylines oh it was pre-recorded, makes sense
Hope too see higher density in the future then lol
And more public transport, that was always fun in CS1, shame we don't have stuff like the monorail anymore but that's probably future dlc content
@@BiffaPlaysCitiesSkylines ah you tried the detailer in advance?
I still don't own CS2. But I enjoy your videos Biffa! 🍻🎉
Much appreciated
Spring acres could be called shermann oaks, its a good name
Biffa hoping he can fit his paths round the back of buildings without them getting bulldozed..... without realising hes left anarchy on 😉
Cheers Biffa :)
You're welcome 😊
Sadly there are more Trees Bushes and Hedges then Rocks that you can save or move.
I do think the urban schools should fit better this dense population center.
You've really mastered making money now with the Economy 2.0 mod, Biffa... 😏
Where can I find which mods you use? Amazing stuff!
On my discord 👍😁
My fingers are itching to finally get the game. But I'll think I wait for the region packs...
Good to see you crashed the game :) It's a bit regular for me now, so I am a compulsive saver! I do hope they get the stabilty sorted on their return from the break.
how did you walk around in the beginning?? thats cool
First Person Cam mod :-)
yea and commercial does not go back up...also citizens stay at home and stand there more then usual...
Oak Tea Estate?
You need a downtown!
Nice Video!
The fact that low density residential residents DO NOT PARK ON THEIR PROPERTY! like seriously they all have driveways and sometimes a garage, park at home not 600yards away down on the main residental artery road... WHAT?!
Medium density should totally have a parking lot, these are like apartment buildings scattered here and there in the suburbs. Now High density i can understand not having parking as in a high density city everything is typically with in walking distance so cars arent as necessary and public transit can be relied upon more heavily...
But seriously... WHY on earth do low density residents not park in their damn driveway!!! I live on a Court and most of the time everyone is parked in their driveway, sometimes a couple cars out front their house on the court... but never have any of us on the court parked on the side street the court is connected to. Well ok once when the city repoured 80% of the court. Oh i should also mention most courts over here actually dont have a centerpiece but instead just flat open concrete, fantastic for playing some sports and games for the kids. But seriously we do NOT park on the nearby side street nor the major road said side street is connected to... people park in their driveways and garages most of the time or outfront their house...
So that being said, if the game had low density residents park on their property and/or out front. That alone would relieve a crapton of congestion and streets absolutely littered with cars thus resulting in people walking a mile+ to get home from where they can park...
Biffa, I can not find a balance services versus housing.
I endcup covering most space in med, death, postal, fire, police services.
Wost still is the education.
Thoughts?
Please do river front park
Love it !
Thankyou 🙏