I appreciate your level of detail. It's so satisfying watching this city grow at a slower pace. So many creators already have huge cities and the game has been out for less than a week.
Glad to hear it! Tbh, I think my favorite part of CS2 is that it appears to really reward you for taking it slow. We'll have more growth in the next one, but we're not going fast with this. I think the results are better if you chill out and play.
@@CityPlannerPlays I think the big thing that makes people rush is seeing how much dollars they are losing per *hour*. Very much panicking, expanding fast to try to make profit.
@@MonkeyLibFrontit’s actually out now. I’d wait a bit tho bc the performance is not very well optimized so might be best to wait for a few patches to help those, especially if you have an older computer. Could be a great Christmas gift though.
For the cul-de-sacs, you could look at doing them UK style. Instead of a bulb at the end of the road, they tend to end in a T of some description, and sometimes have an extended driveway coming off the T to fit in more houses. You can pick pretty much any town in the UK in Google Maps and zoom in on any housing estate with cul-de-sacs to see it.
Or just use an alley or one-lane, one-way road to create your own circle cul-de-sac with zoning. Alley is smaller, but no parking on the side of the road, while the one-way road would allow for parking as well.
I think most of the complaints about road tool and terrain tools is --- change management. Folks need to practice and get used to the new functionality. While I'm sure there are improvements to be made the vanilla tools are soo much better than vanilla in CS1.
I agree, but it feels like the traffic are consistently bad. If you have a 3 lane highway, and a slip road which comes from lane 1, 50% of traffic will take lane 2 and then cut into lane 1 at the last moment, causing complete grid lock for no reason. I 100% agree that this is somewhat realistic, it's common for people to skip the queue, but the consistency of it, and the pace that they merge is the issue.
@@tinyrodent2821 Yes, I'm having a lot of problems with this -- especially at roundabouts -- which made me very disappointed to see it just flashes me back hard to the asinine traffic AI of the previous game we all so hoped would be dead. Also, something about the lane-math on roundabouts is really broken because you'll have 4-lane roads meeting at a roundabout and the lanes will force the cars to all use the same lane because one of them will be a mandatory exit.
@@zech6846 Yeah it's super frustrating because it makes it so much harder to find the actual bottlenecks, then you just end up with traffic jams half way down your road, because the traffic ahead despawned. And on your 2nd point, I really cannot wait until a mod like TM:PE where we can actually set lane directions. I don't understand why we can't, as Biffa mentioned in another video, bus lanes let you select a specific lane on a road, why can't lane arrows.
I had this wrong, @solidXxXtuna is right that its the users consuming bandwidth. You know what was also in the low/flat area of my map? My Cims. original comment: I think it's worth mentioning that the location/elevation of your Radio Masts has a big impact on their coverage range. If you can place them on top of hills they give a stronger signal and wider total area, and if they're in a flat area or down in a sink/depression their range and strength are reduced
Somebody -- wanna say Czardius -- tested this out and found elevation has absolutely zero impact on coverage. What does have a major impact is bandwidth consumption within the mast coverage radius. That said, I haven't verified it personally and it could be that a much higher elevation is required to see the radius increase, or it's one of those things that currently behaves differently for different ppl at different times. Have you tried this out in game @Soporbum42? I'm waiting for another month of patching and content before I start CS2.
@@solidXxXtuna the coverage graphic color and size displayed varies widely from low elevation to high. I was checking on the Tempere map near the starting zone and the hills are not super high even. I did not verify any change in service provided after the fact
Not only this, but building affect the signal too. I placed the fancy tower at the start of my city because I'm an idiot, and it had green coverage across the entire city and more. I came back to the comms towers when I had a much bigger city, around 20K, and it was all yellow and red. It's an awesome mechanic.
@Paradox Needs to use the full grown tree LOD during the placement of the tree then have it "plant" the baby tree. I like the tree growth aspect but it needs a "planning session" button that shows the full grown version of plants so you can plan for the look your going for. Could have it enter a planning session in that it shows the full grown version of all plants then you hit a plant button and they become permanently baby plants until they grow.
I think that's one way to handle it, the other could be to just have that tree boundary shown around all trees when you're planting. Either way would make me happy... I'm one of those folks that actually really likes the tree growth mechanic, just want to be able to understand what's going on a bit better.
@@CityPlannerPlays It's an easy fix IMO. -Add a "Fully Grown" toggle to the planting menu -When a tree is placed Fully Grown, it's still treated under the hood as a sapling. It will grow over time (in numbers, in the code). When clicked it will report sapling levels of wood. -If a forestry industry is placed around a tree, it checks its wood quantity and reverts to the appropriate size if applicable. This way you get fully grown trees...but they cost more...and they can't be abused for making forestry industry.
@@CityPlannerPlays I also like that mechanic, in new build areas you almost never see full grown trees, or it must be a protected tree. And i wish (Personally) i could take down some trees, they look nice but they also take away sunlight in the garden, and heating (If the sun shines in a room it is much warmer) in the winter.
I built along with and copied you on the first episode of this series, and then continued off on my own path over the next few days, but my city is a mess. Really interesting to see this 2nd video now and how your city went in a completely different and much better direction. It's like some weird parallel dimension.
Great work! I would recommend adding more trees to the pathways. In the summertime, it can get quite hot for walkers if there are none, so having a thick canopy can really add to the park's quality. In real life I find the best parks are covered by trees. They clean the air and make the sidewalk so much cooler in the summertime. They also provide beautiful colors if you live in a place with fall like I do. Having trees takes you out of the city hustle and bustle and makes you enjoy your time outdoors, making you feel more connected to nature. Having visited Central Park and parks in Philadelphia, trees were so nice to have as they allow you a nice calming break from the skyscrapers and city traffic.
@@askers_I believe during winter less people will walk or cycle, less people in shops, parks less visitors. Most people will just take car, and I think it also changes peoples moods
thats so interesting! and such a fun attention to detail the devs really played to their strengths and realism compared to the first game @@notseymour7955
Your channel is a treasure. You are meticulous and thorough and the level of research and proficiency you bring to every video is astounding. The best part is you never stop having fun which simply makes you a pleasure to watch. It never feels like you are reading a script and yet your words and sentences almost never seem like fluff or out of place or erroneous. Every time I try to watch other CS content I just can’t because you do it so much better! Whatever you are doing to prepare for each episode is definitely working. Thank you for making such high-quality content. ❤
28:58 For Cul de sacs, if I plan to add homes around it, I would use narrow road (for small ones) + curve road tool and turn off all snapping options except for 90° and geometry. This will help you get that CS1 roundabout. Just make sure when creating a quarter circle, the width and height of the curve are the same while maintaining 90°. This creates a symmetrical circle road and you can build houses around it (depending on the diameter). I also made a huge roundabout for one of my city centers and plop city services in the middle (for aesthetic reason and hopefully avoid traffic jam).
Fewcandy does something fun with the terrain tool in the stone industry area where she uses the tool to make some rock piles/small hills. That could be small but fun detail to add 😊
@@CityPlannerPlaysI hoped that I could put building underground in CS2. Or at least, for some industries. I mean, in huge cities like in Tokyo, you have buildings both above and underground. Also, having a real mine underground would be more realistic.
Excellent episode! I appreciate the workarounds you demonstrated - those will come in handy for my first REAL attempt at an ongoing project. I feel like I'm still in the testing and learning phase, figuring out what works and what doesn't. Thanks for ALL the work you do to help make Cities Skylines a better experience for everyone!
quite frankly despite what the reviews say, im having a blast, yes theres less stuff overall especially concerning buildings and variety, but the new mechanics are a strong foundation for whats to come
When you built parks and claimed eminent domain, some of that might have an alternative explanation: HOA foreclosure on homes with wrong curtains and turning them into HOA property and creating amenities where they can also fine people....
Been a minute, but knew that this was the first channel I needed to check out since the sequel released! Prior LS/CE and Current Telecom PM so the getting a take from a professional planner is epic! Thanks for the content!
My city is printing cash. I am right around 20k pop and profiting between 10k and 15k an hour. Most of it seems to be coming from my surplus goods being shipped out. At around 10-12k population I was running pretty tight to my budget, but once I got my harbor in and set up some shipping lanes my profit spiked to 4-6k, since then I have added train lines to the harbor and connected them up to outside cities as well as really paid close attention to my production tab to make sure I was in the green across the board on natural resource (farms, rocks, livestock, ore, etc), and now my city is making more money than I can spend.
I do use train as cargo,but it only use as import even i have stone,coal and woods. Maybe global data of whats demand and supplies will do much help as industries town
Yeah I just don’t get how they are making money of exports… the game doesn’t export anything… unless it’s all invisible or trucks only. They need a bit more information in their statistics so we can learn how the economy works.
@@Handzy I'm not sure what is going on in your game, but my ships and trains are definitely exporting a ton of goods. Did you set up lines between your harbor / train stations and the other cities? You have to do that manually by clicking the create line tool, and then connecting your harbor or train stations with the blue arrows on the edges of the map indicating other cities. Also you have to make sure you have surplus goods. If you are only producing as much as your city actually consumes, or less than it consumes, you are only going to import goods. You'll only export surplus. You can check and see what you are over and underproducing in the production tab.
@@vanadyan1674 Yeah mate, I’ve done it on 5 different cities. Even went into unlock all mode and produced ridiculous sums of rock grain etc, still nothing was exported…
Hello CPP ! Thank Your for this amazing work. Definitely the best guide for this game I have seen from far. Slow improvements, micro analysis, going deep in game features, detailed commentaries etc. I'll jump into the 3rd episode of this "show" and learning more and more with your peaceful & chill ambiance. When i watch your CSII videos, it's like having a coffee and reading my books in a smart coffee shop !
I found in Skylines 1 there was always a threshold that once you kind of got over the hump you'd be making 10k VERY quickly. I kept waiting for that too happen in Skylines 2 but the only way I can make money it seems is by dropping services down to 50% budget and even then it's only +600 give or take. Excited to figure this out finally!
One suggestion: can zoom into an area more right after you finish developing it? I love seeing the close ups and down to earth realistic views. I kinda get lost up in the air lol
I don’t often make comments but I watch your videos all the time. I just wanted to stop in and say thank you for all the Cities Skylines Videos you’ve made and for your continued content. Thank you. ❤
One of the things I like to do is depress the area that a quarry surrounds with the terrain tools to just a little lower than the surrounding terrain. Sometimes that will stop the extractors from spanning if you don't cut out a large enough area, but for stone mining I often find it looks more natural. It looks like the stone has actually been removed from the area.
Few people have pointed out Fewcandy's and Overcharged Egg's aggregate pile trick for rock and ore industries, and I have ANOTHER TIP! Make rock/ore industries a harsh cutout into a hill/mountainside. Gives a pretty cool effect of surface mining site, and also somewhat hides the area from outside!
Don’t understand why people waste their energy hating on stuff, there are a handful of CS creators that I look forward to watching each day, love the original, liking 2 but probably wouldn’t as much if it weren’t for you all doing what you do! Keep it up!!
Mostly to prevent developers from using poor releases as a precedent for future products. Many studios find justification now in releasing unfinished games because of previous titles releasing in equally poor states while still making millions of dollars. That being said, I am still excited to see the game progress and the things content creators come up with.
I know, I am so annoyed that I cancelled my preorder over the hate train around it being unfinished and unplayable, only to fire it up on GamePass and have it run fine, and it is so good I can't even think about going back to CS1. Lost out on two maps and a bunch of great assets for nothing. 🤬
Wow man, you're doing a great job with these videos! I remember watching years back when I was learning Cities Skylines 1, and those were great too, just awesome to see how far you've come since then. Great narration, great production, keep up the excellent work! Making me want to pickup CS2 now...
32:30 I don't know if you already figured it out but.. there is a way to remove a lot of Trees withou using the demolish tool, You can use the paint mode and turn off the snapping mode, which is plant or remove the similars and Right click it.
Just felt like I should drop a thank you so much for the videos. I started playing about a week ago and couldn't figure out hot to not run a giant deficit or have constantly sick people. Now after your videos I have an actual functioning city making money and am able to really dive into the little details and intricacies of the city building process that make this game so awesome
To show how to make the stone mine more attractive/realistic maybe you could use landscaping tools to make it look more like a quarry cutting into the hill?
Currently up to level 3 with a population of 1682 and can not wait to follow along and continue to grow my city of Lake View. Thank you for all the great videos that you produce. Been watching for a while now and finally got a PC that can run the game so super excited to continue along with you. Lets do this!
6:41 if you add a pedestrian path then delete it, it refocuses the grid without you needing to keep the path. I.e. the Grid is "sticky" so if you focus it on one side with a path then remove it it "sticks" to where it already is. Edit: If it does not seem to work, try adding zoning where you want it to be then remove the path. Because the game seems to not like to break zoning already in place
@@jmpreiss one thing that has worked for me is to zone them remove the path, cause I think the game does not like to break existing zoning if it can help it
Wasnt this the same for CS1 with roundabouts until Roundabout Builder Mod came along? Build the dirt roads on the interior of the roundabout then place the "exits" aka the spokes that were not going to be attached to a node, remove dirt roads and still have perfect roundabout
One tip I've found is turning the service fee for water and electricity down to like 1%, it give's a +20% efficiency bonus for companies and makes cims happy. This leads to places levelling up pretty fast which will make you a lot more money than you'd ever get from service fees.
⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️☀️☀️☀️☀️☀️ Immediately unlocked the solar farm and just exported millions of dollars of solar. Haven’t had to look at the budget since.
I don't know. Haven't really checked. All I know is I put down a solar plant and the budget immediately went in the green. When I could I placed a second plant and I was making even more. I haven't needed to place a third because I can buy anything I need at this point and my money surplus exceeds my growth. @@D4TANK
I'm one of those doing my best to build along with you in these videos. I just wanted to say thanks for the great content and you have me hooked waiting for each new episode drop.
Would love your take on the economy dynamics essentially being in "off" mode. Seems commercial buildings import material exclusively, the specialized industrial zones do nothing.
@CityPlannerPlays I also noticed that while my monthly budget is negative I actually gain money every month. If it let it run I make money while my budget is saying "negative". Not sure if that is bugged as well or not
Dang man, watching you build a city in this game is a thing of beauty, I tell ya. I was building along in the first video, but this... this... well, I personally got lost in how you did stuff, and now I'm just here to learn from you and hope I can glean some wisdom as my cities expand! Like, dude! You have really delved deep into this new game and you give such great advice on what's new or changed and how to think about growth... I'm off to watch your third installment now. My city will be faaaaar behind, but that's OK. I'd rather watch you master yours today. LOL
Loving this series for the interim before the map editor comes out and you decide on a main city series to do. In honor of Notre Dame being close to bring rebuilt after the fire, will you use it in Twotoria?
I appreciate that! And absolutely! Once we're a bit further along, we'll add it some place special! I had no idea it was close to being completely rebuilt, but that's great to hear!
Thanks for going as in depth as you do! I've been playing a pretty low spec laptop and am having a great time with this game. Can't wait to see what becomes of this over time!
Colossal order have confirmed that they have received reports of a bug with industries at the moment and are working on a fix. The bug is that extractors prefer to export their products instead of selling them to nearby industry instead. That makes it harder to make money with industry at the moment.
I'm loving CS2 road tools. They're such a huge step up and way more intuitive. I never built sophisticated highways and interchanges (or rail, subway, etc) in CS1 cause it was so finicky, but in my current CS2 city I've got a proper metro, a passenger / cargo rail network, and a somewhat insane highway system that includes lots of tunnels scooping underground and connecting up wherever I want. It may go against all proper guidelines and regulations, but it's getting the job done lol. I have no doubt this is going to be the best city builder ever made after mod tools hit the wild.
Your videos are not only informative but really well edited and voiced. I am having a blast learning this game and building damn close to what you are in the same spots and following along. Keep them coming!!
hey man, thanks for all the content - the positive vibes you give and love to detail in slow grow builds is what makes your channel stand out - thanks and keep going.
this is the best beginner guide out there! its easy to follow and to understand. I love the level of detail that you put into your video! looking forward to the next one!
The city tour was nice. You certainly added quite a bit this episode. The shot you had near the college with the sun flare really reminded me of a beautiful winter day when that sun shines over the untouched snow. Idk why but it was my favorite shot I've ever seen in this game
Thanks for the videos. I'm brand new to the cities franchise and I've been absorbing as much info as possible. Out of all the good channels for this game you sir have become my favorite. I'm definitely turning on notifications for new video drops. 🔥🔥🔥
I just found your channel and I absolutely love your videos. Your voice is so relaxing and this series is so nice and slow and easy to watch. I’d love to see more about public transport networks and raising wealth in the city more in the next episode!
I am really glad that I played this game along with you, in addition to watching your episodes on the specs and settings that work best with this game, depending on your equipment. I like to keep my day and night cycle on, that means I usually just let the game run during the nighttime and watch the city scenes while waiting for daytime hours to come. I learned a couple of interesting things about some of gameplay graphics. One evening I zeroed in on a gasoline truck making deliveries.....to residential homes. As soon as the truck finished, it returned to its gas station of origin, made another pickup, and delivered to a different house. After the second trip back to the station, the same gasoline truck had to go pick up more supply for the station out of town. I think the truck makes deliveries of heating fuel for residential homes only. I have never seen this feature before, because the first few times I started cities, I was so obsessed with keeping up with the demand meter. Every city I had looked like LA's City of Industry, with only a tiny bit less commercial. By the time my cities went between 20,000 and 30,000 all demand for single family housing had almost completely vanished, and the only desired residential was medium density or greater. I am guessing that by creating so many businesses, that none of them had their full quota of workers, and therefore all the jobs being filled were low paying, despite having colleges and universities. With a city chocked full of low-income workers, there was no real need for single family homes. I had a city that maybe had 5% residential homes for all residents, that is why I never saw a fuel delivery truck before. The medical clinics----Not only do the ambulances deliver patients, but they also drive in, and there are also a few urgent care spaces for patients with a medical emergency that drive in. Also, it appears that the medical treatments are quite lengthy, at least six hours long, possibly longer, exactly like most appointments I have had. When residents use their vehicles, they actually walk to the exact place where their car is parked before they drive off in it. None of that Sims 3 stuff, walking out to the street and the vehicle magically appears out of thin air. It makes me happy when game developers realize that we have not yet put into place that wonderful George Jetson car in the suitcase technology. When residents drive to gas stations to make fuel purchases, they do not drive up to the pump, they park it on the side of the street and make a purchase. Police functions----When you check out a police crime scene at a residential building, you can actually find the person getting arrested, and on their personal marker it will list their occupation as robber. I wonder if we could mod that to say Encyclopedia Salesman? They listed her as getting arrested; however, she was not driven away in the police car. She instead made the walk un-escorted. She only lived about .2 miles from the police station, and she only made it halfway before she turned around and went home. Misdemeanor? The attendance for the elementary school and high school is a tiny bit wonky. In the mornings you will see students walking to both with a reasonable amount of time before class, however, you will also see some of them leaving prior to 10:00 am. Elementary Night School? Most of the high school students have jobs in addition to their educational classes. I guess class attendance is not a huge deal, compared to all of the amazing and marvelous details about this game. Thanks for all your videos, huge fan. FYI, if you want the residential to fill in, play it more my style. I added about 30 to 50 percent more industrial zoning, plus maybe 6 to 8 commercial property tracts. Boom, all those hot residential properties filled in, plus some of the row homes zoning that had not filled in yet. This was still nothing like I was doing before, but it was enough to balance the scales. Thanks for all of your videos, big fan!
Thank u for a new Series. I like the way how you explain things and how much u are in detailing ur city. Its always Fun and one of the best Channels for fresh Cities Input ;) And - i dont know why - but sometimes it makes more fun to watch u build a city then to mess up another one by myself in the Game ;D
Hey dude, don't know if anybody has said this yet, but your city-tour editing was quite nice! Love how some of the scenes were in-time with the music, very nice touch!
New player and new subscriber here! Gosh I’ve been addicted to this game AND your videos since it came out. Your content feels so genuine and one on one with the audience, keep up the great work! I need a traffic control and city transit setup video next! Haha
Good stuff ! Im liking the budget aspect of it. Its makes more of a realistic approach to city. Cant just plop or zone and go. Actually need to pay attention.
I have learned more in the past two episodes than the past 18 months of watching people randomly place zones and streets. Please continue to make more of these!
Back before the fix for garbage production, i literally just cut down the budget for every single public services to make way for the incineration plants, and somehow, I survived a whole few milestones without needing a loan
As a landscaper by trade I love creating and designing new city's, your videos have helped me understand some of the finer details. I do love the way you design your city's which help with my designs. Great content thank you.
Thanks for attempting to balance the budget (I know parts of it are broken right now) . Still, the greatest thing I took away from this episode was the employee availability stats, once I balanced that my city came back into the green. Awesome content, keep it up. Peace from a Appleton expat now living in Sweden.
This is absolutely fantastic - I'm learning so much as you move along with just a couple videos. Cannot wait to see how you handle things like public transit - I feel like that's always been daunting for me (I never plan ahead well and it seemingly requires a lot of rework to meet my wants when it comes time for busses, trails, etc.).
Thanks to you and Biffa, I have finally managed to get my city under control and start earning money, not to mention that meshing both your ideas together. I think the city actually looks quite good. Love the content
I really love this project. I am absolute new to Cities Skylines and were so lost. I for now follow along and build with u. On the other hand I try to do my own city on a different map. Its so much fun. Looking forward for some new parts to even evolve more! Love u and thanks!...
Please keep working and growing this city, I want to learn how to reach the last city stage. I've barely made it half way before in the first game! You're very talented and doing a great job, me and my fiancee are enjoying your videos!
I don't have the game yet but I'm still watching this series anyway, I just love watching someone playing these kinds of games normally instead of all the shenanigans most other creators would do for once. Might come back to these videos once I do have the game.
I have found that disabling snap to grid, guidelines, and keeping on snap to angle and length helps a lot in ensuring good griding. Also when making cures and such, you can toggle the snap options at any point when drawing a road. Also, to get over roads and raillines, you have to be 10m over it. You will notice that even at 7.5m, the bridge kind of bends upwards over the highway because it wants to be 10m. You can use a path to split a block to allow for same depth row homes. After all the lots are made you can delete and put an alley way in then since you normally would have alleys behind row homes for trash and whatnot.
appreciate all the hard work you put into these videos! Any one else having the issue with the city chirper constantly complaining about Medical services? could have 6 clinics and still complaining
Dang it is so satisfying to watch you play this with such a grasp of the mechanics of the game as well as not moving too fast forward. Carefully upgrading the core of the city while slowly expanding outward. Really nice! Got a sub and a bell from me at least
Great stuff! In terms of cul-de-sac endings, I’ve found that you can make pseudo cul-de-sac bulbs by placing roundabouts at the end of the road and making a small circular road loop around it. This can also leave a bit of space in the centre of the bulb for a playground or some decoration
i have started zoning homes on the streets that I want them oriented on like the row homes also leaves a space so in case I ever have to increase the streets it doesn't destroy them.
Your videos are inspiring me to be more creative and more deliberate with my city. My low density residential demand is currently out of control, so I’ve been expanding a very basic grid and basically zoning en masse. Definitely going to try and slow growth down and be much more deliberate, adding unique parks and such. Probably not going to create a culdasac neighborhood. Having grown up in the unwalkable suburbs I really despise them. But definitely going to create some unique parks!
Your videos are amazing mate, thanks. And as an editor myself: love the detail of having the bird pop-up at the same spot as in game and have the subscribe and like call to action in that same style. Nice detail, cheers!
This tutorial is going to help a lot of people. Thank you! In short: sell what you can sell (e.g. water and electricity), increase your population (by adjusting the density) and increase taxes...
To fill the space in parks, I've been enjoying doing Campfire Site --> Hill with a path --> Forest, and then turning the forest into an industry area so it has a purpose but still seems like a foresty park.
I appreciate your level of detail. It's so satisfying watching this city grow at a slower pace. So many creators already have huge cities and the game has been out for less than a week.
Glad to hear it! Tbh, I think my favorite part of CS2 is that it appears to really reward you for taking it slow. We'll have more growth in the next one, but we're not going fast with this. I think the results are better if you chill out and play.
Absolutely as someone who watched CS1 and didn't play, your videos made me want to pre order and I've enjoyed building along.
@@CityPlannerPlays I think the big thing that makes people rush is seeing how much dollars they are losing per *hour*. Very much panicking, expanding fast to try to make profit.
@@CityPlannerPlays yes, I like the slower place. You also make it easy to understand so a person can play along. Thank you!
@@MonkeyLibFrontit’s actually out now. I’d wait a bit tho bc the performance is not very well optimized so might be best to wait for a few patches to help those, especially if you have an older computer. Could be a great Christmas gift though.
For the cul-de-sacs, you could look at doing them UK style. Instead of a bulb at the end of the road, they tend to end in a T of some description, and sometimes have an extended driveway coming off the T to fit in more houses. You can pick pretty much any town in the UK in Google Maps and zoom in on any housing estate with cul-de-sacs to see it.
Or just use an alley or one-lane, one-way road to create your own circle cul-de-sac with zoning. Alley is smaller, but no parking on the side of the road, while the one-way road would allow for parking as well.
Here in the netherlands there's often something like an F cul-de-sac, which looks just like the letter obviously
I think most of the complaints about road tool and terrain tools is --- change management. Folks need to practice and get used to the new functionality. While I'm sure there are improvements to be made the vanilla tools are soo much better than vanilla in CS1.
I could see that and I know I was surprised by the functionality at first, but once you get that hang of it... man oh man is it powerful!
But once you get used to them, they offer far more flexibility than the old ones do.
I agree, but it feels like the traffic are consistently bad. If you have a 3 lane highway, and a slip road which comes from lane 1, 50% of traffic will take lane 2 and then cut into lane 1 at the last moment, causing complete grid lock for no reason. I 100% agree that this is somewhat realistic, it's common for people to skip the queue, but the consistency of it, and the pace that they merge is the issue.
@@tinyrodent2821 Yes, I'm having a lot of problems with this -- especially at roundabouts -- which made me very disappointed to see it just flashes me back hard to the asinine traffic AI of the previous game we all so hoped would be dead. Also, something about the lane-math on roundabouts is really broken because you'll have 4-lane roads meeting at a roundabout and the lanes will force the cars to all use the same lane because one of them will be a mandatory exit.
@@zech6846 Yeah it's super frustrating because it makes it so much harder to find the actual bottlenecks, then you just end up with traffic jams half way down your road, because the traffic ahead despawned. And on your 2nd point, I really cannot wait until a mod like TM:PE where we can actually set lane directions. I don't understand why we can't, as Biffa mentioned in another video, bus lanes let you select a specific lane on a road, why can't lane arrows.
I had this wrong, @solidXxXtuna is right that its the users consuming bandwidth. You know what was also in the low/flat area of my map? My Cims.
original comment: I think it's worth mentioning that the location/elevation of your Radio Masts has a big impact on their coverage range. If you can place them on top of hills they give a stronger signal and wider total area, and if they're in a flat area or down in a sink/depression their range and strength are reduced
Great point and I'll make note of that in the next one - totally forgot to mention it!
Somebody -- wanna say Czardius -- tested this out and found elevation has absolutely zero impact on coverage. What does have a major impact is bandwidth consumption within the mast coverage radius.
That said, I haven't verified it personally and it could be that a much higher elevation is required to see the radius increase, or it's one of those things that currently behaves differently for different ppl at different times.
Have you tried this out in game @Soporbum42? I'm waiting for another month of patching and content before I start CS2.
@@solidXxXtuna the coverage graphic color and size displayed varies widely from low elevation to high. I was checking on the Tempere map near the starting zone and the hills are not super high even. I did not verify any change in service provided after the fact
Not only this, but building affect the signal too. I placed the fancy tower at the start of my city because I'm an idiot, and it had green coverage across the entire city and more. I came back to the comms towers when I had a much bigger city, around 20K, and it was all yellow and red. It's an awesome mechanic.
@Paradox Needs to use the full grown tree LOD during the placement of the tree then have it "plant" the baby tree. I like the tree growth aspect but it needs a "planning session" button that shows the full grown version of plants so you can plan for the look your going for. Could have it enter a planning session in that it shows the full grown version of all plants then you hit a plant button and they become permanently baby plants until they grow.
I think that's one way to handle it, the other could be to just have that tree boundary shown around all trees when you're planting. Either way would make me happy... I'm one of those folks that actually really likes the tree growth mechanic, just want to be able to understand what's going on a bit better.
@@CityPlannerPlays It's an easy fix IMO.
-Add a "Fully Grown" toggle to the planting menu
-When a tree is placed Fully Grown, it's still treated under the hood as a sapling. It will grow over time (in numbers, in the code). When clicked it will report sapling levels of wood.
-If a forestry industry is placed around a tree, it checks its wood quantity and reverts to the appropriate size if applicable.
This way you get fully grown trees...but they cost more...and they can't be abused for making forestry industry.
@@CityPlannerPlays I also like that mechanic, in new build areas you almost never see full grown trees, or it must be a protected tree.
And i wish (Personally) i could take down some trees, they look nice but they also take away sunlight in the garden, and heating (If the sun shines in a room it is much warmer) in the winter.
I built along with and copied you on the first episode of this series, and then continued off on my own path over the next few days, but my city is a mess. Really interesting to see this 2nd video now and how your city went in a completely different and much better direction. It's like some weird parallel dimension.
😂😂😂 luckily I’m following along 99%
Great work! I would recommend adding more trees to the pathways. In the summertime, it can get quite hot for walkers if there are none, so having a thick canopy can really add to the park's quality. In real life I find the best parks are covered by trees. They clean the air and make the sidewalk so much cooler in the summertime. They also provide beautiful colors if you live in a place with fall like I do. Having trees takes you out of the city hustle and bustle and makes you enjoy your time outdoors, making you feel more connected to nature. Having visited Central Park and parks in Philadelphia, trees were so nice to have as they allow you a nice calming break from the skyscrapers and city traffic.
Yeah trees along the paths and then open spaces between for stuff like games or picnics
Does this have a real in game impact on cims temperature or is this just RP?
@@askers_I believe during winter less people will walk or cycle, less people in shops, parks less visitors. Most people will just take car, and I think it also changes peoples moods
thats so interesting! and such a fun attention to detail the devs really played to their strengths and realism compared to the first game
@@notseymour7955
Your channel is a treasure. You are meticulous and thorough and the level of research and proficiency you bring to every video is astounding. The best part is you never stop having fun which simply makes you a pleasure to watch. It never feels like you are reading a script and yet your words and sentences almost never seem like fluff or out of place or erroneous. Every time I try to watch other CS content I just can’t because you do it so much better! Whatever you are doing to prepare for each episode is definitely working. Thank you for making such high-quality content. ❤
Hey man, love the work and effort you have put into this game already, appreciate the dedication! Keep it up ❤
Thank you so much!!
Thank you for all you do:)
I enjoyed the episode. Thanks for the tips for using paths to fix zoning and for adding paths to parks. Great stuff! 👍
28:58 For Cul de sacs, if I plan to add homes around it, I would use narrow road (for small ones) + curve road tool and turn off all snapping options except for 90° and geometry. This will help you get that CS1 roundabout. Just make sure when creating a quarter circle, the width and height of the curve are the same while maintaining 90°. This creates a symmetrical circle road and you can build houses around it (depending on the diameter). I also made a huge roundabout for one of my city centers and plop city services in the middle (for aesthetic reason and hopefully avoid traffic jam).
Fewcandy does something fun with the terrain tool in the stone industry area where she uses the tool to make some rock piles/small hills. That could be small but fun detail to add 😊
FewCandy is another PHENOMENAL CS creator. I’d love to see her as a guest mayor in a CPP build.
@@retha90who's FewCandy? :) I just got here.
Fewcandy is great and That is a great idea! I'll have to give that a go! I'd love to make a pit mine, too!
@@CityPlannerPlaysI hoped that I could put building underground in CS2. Or at least, for some industries. I mean, in huge cities like in Tokyo, you have buildings both above and underground. Also, having a real mine underground would be more realistic.
Excellent episode! I appreciate the workarounds you demonstrated - those will come in handy for my first REAL attempt at an ongoing project. I feel like I'm still in the testing and learning phase, figuring out what works and what doesn't. Thanks for ALL the work you do to help make Cities Skylines a better experience for everyone!
Lol, I had so many hours of that so I know exactly what you're talking about! And thank you so much for the kind words!
loving this series so much, it’s such a treat to get to explore this new game with your guidance - this is the exact episode I needed! 🙌🏻🌞
quite frankly despite what the reviews say, im having a blast, yes theres less stuff overall especially concerning buildings and variety, but the new mechanics are a strong foundation for whats to come
Oh my god. These on and off ramps on the highway with turning lanes look so good and the best part - they're so easy to make.
I appreciate how you teach us how to create realistic cities while explaining the game's mechanics. Thank you very much.
When you built parks and claimed eminent domain, some of that might have an alternative explanation: HOA foreclosure on homes with wrong curtains and turning them into HOA property and creating amenities where they can also fine people....
Been a minute, but knew that this was the first channel I needed to check out since the sequel released! Prior LS/CE and Current Telecom PM so the getting a take from a professional planner is epic! Thanks for the content!
My city is printing cash. I am right around 20k pop and profiting between 10k and 15k an hour. Most of it seems to be coming from my surplus goods being shipped out. At around 10-12k population I was running pretty tight to my budget, but once I got my harbor in and set up some shipping lanes my profit spiked to 4-6k, since then I have added train lines to the harbor and connected them up to outside cities as well as really paid close attention to my production tab to make sure I was in the green across the board on natural resource (farms, rocks, livestock, ore, etc), and now my city is making more money than I can spend.
how do you get stuff to ship out?!? All the train and ships take nothing out... :(
I do use train as cargo,but it only use as import even i have stone,coal and woods. Maybe global data of whats demand and supplies will do much help as industries town
Yeah I just don’t get how they are making money of exports… the game doesn’t export anything… unless it’s all invisible or trucks only.
They need a bit more information in their statistics so we can learn how the economy works.
@@Handzy I'm not sure what is going on in your game, but my ships and trains are definitely exporting a ton of goods.
Did you set up lines between your harbor / train stations and the other cities? You have to do that manually by clicking the create line tool, and then connecting your harbor or train stations with the blue arrows on the edges of the map indicating other cities.
Also you have to make sure you have surplus goods. If you are only producing as much as your city actually consumes, or less than it consumes, you are only going to import goods. You'll only export surplus. You can check and see what you are over and underproducing in the production tab.
@@vanadyan1674
Yeah mate, I’ve done it on 5 different cities. Even went into unlock all mode and produced ridiculous sums of rock grain etc, still nothing was exported…
Hello CPP !
Thank Your for this amazing work.
Definitely the best guide for this game I have seen from far.
Slow improvements, micro analysis, going deep in game features, detailed commentaries etc. I'll jump into the 3rd episode of this "show" and learning more and more with your peaceful & chill ambiance. When i watch your CSII videos, it's like having a coffee and reading my books in a smart coffee shop !
I found in Skylines 1 there was always a threshold that once you kind of got over the hump you'd be making 10k VERY quickly. I kept waiting for that too happen in Skylines 2 but the only way I can make money it seems is by dropping services down to 50% budget and even then it's only +600 give or take. Excited to figure this out finally!
well the economy simulation in cs2 is actually broken and not working, maybe thats why.
set parking fee on street and lots to 50 bucks and profit
@@5ur3nh0hnhopefully devs release an update to fix that.
This is about the threshold here. In the next episode, I presume the budget will go nuts.
@@lityum2779 Yes, and export power, timber, ore, etc. I have 5k pop and over $4 million.
One suggestion: can zoom into an area more right after you finish developing it? I love seeing the close ups and down to earth realistic views. I kinda get lost up in the air lol
I don’t often make comments but I watch your videos all the time.
I just wanted to stop in and say thank you for all the Cities Skylines Videos you’ve made and for your continued content.
Thank you. ❤
Thank you for the kind words
You made my playing experience way better with the two tutorials in this series so far cant wait to see more!
One of the things I like to do is depress the area that a quarry surrounds with the terrain tools to just a little lower than the surrounding terrain. Sometimes that will stop the extractors from spanning if you don't cut out a large enough area, but for stone mining I often find it looks more natural. It looks like the stone has actually been removed from the area.
Few people have pointed out Fewcandy's and Overcharged Egg's aggregate pile trick for rock and ore industries, and I have ANOTHER TIP! Make rock/ore industries a harsh cutout into a hill/mountainside. Gives a pretty cool effect of surface mining site, and also somewhat hides the area from outside!
Don’t understand why people waste their energy hating on stuff, there are a handful of CS creators that I look forward to watching each day, love the original, liking 2 but probably wouldn’t as much if it weren’t for you all doing what you do! Keep it up!!
Amen the shade train need to go away.
Optimization is terrible it’s not hate dude
Mostly to prevent developers from using poor releases as a precedent for future products. Many studios find justification now in releasing unfinished games because of previous titles releasing in equally poor states while still making millions of dollars. That being said, I am still excited to see the game progress and the things content creators come up with.
Cus we want/ed it to be good, had our hopes up, and hope it gets friggin fixed cus we hope/expect to enjoy the potential it has.
I know, I am so annoyed that I cancelled my preorder over the hate train around it being unfinished and unplayable, only to fire it up on GamePass and have it run fine, and it is so good I can't even think about going back to CS1. Lost out on two maps and a bunch of great assets for nothing. 🤬
Wow man, you're doing a great job with these videos! I remember watching years back when I was learning Cities Skylines 1, and those were great too, just awesome to see how far you've come since then. Great narration, great production, keep up the excellent work!
Making me want to pickup CS2 now...
32:30 I don't know if you already figured it out but.. there is a way to remove a lot of Trees withou using the demolish tool, You can use the paint mode and turn off the snapping mode, which is plant or remove the similars and Right click it.
watch eps. 1, he already explained bout that
Just felt like I should drop a thank you so much for the videos. I started playing about a week ago and couldn't figure out hot to not run a giant deficit or have constantly sick people. Now after your videos I have an actual functioning city making money and am able to really dive into the little details and intricacies of the city building process that make this game so awesome
I tried playing this build again with 2.0 and got crushed by debt.
Been watching this channel for over a year now and it’s always a good time!
My city's buget:📉📉📉📉📉📉📉📉📉💸
🤣🤣
Lol same. Im making 46,000 per hour with 100K people I'm literally paying people to live in my city most of my tax rates are -5%
To show how to make the stone mine more attractive/realistic maybe you could use landscaping tools to make it look more like a quarry cutting into the hill?
Currently up to level 3 with a population of 1682 and can not wait to follow along and continue to grow my city of Lake View. Thank you for all the great videos that you produce. Been watching for a while now and finally got a PC that can run the game so super excited to continue along with you. Lets do this!
6:41 if you add a pedestrian path then delete it, it refocuses the grid without you needing to keep the path. I.e. the Grid is "sticky" so if you focus it on one side with a path then remove it it "sticks" to where it already is.
Edit: If it does not seem to work, try adding zoning where you want it to be then remove the path. Because the game seems to not like to break zoning already in place
I've had that work in some instances but not in others, and I can't figure out why
@@jmpreiss one thing that has worked for me is to zone them remove the path, cause I think the game does not like to break existing zoning if it can help it
@@jmpreiss I've had the same experience. Works 90% of the time.... but that 10%, lol
Wasnt this the same for CS1 with roundabouts until Roundabout Builder Mod came along? Build the dirt roads on the interior of the roundabout then place the "exits" aka the spokes that were not going to be attached to a node, remove dirt roads and still have perfect roundabout
One tip I've found is turning the service fee for water and electricity down to like 1%, it give's a +20% efficiency bonus for companies and makes cims happy. This leads to places levelling up pretty fast which will make you a lot more money than you'd ever get from service fees.
⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️☀️☀️☀️☀️☀️
Immediately unlocked the solar farm and just exported millions of dollars of solar. Haven’t had to look at the budget since.
I thought you can only export a max of 400mw, how do you get around that? I used two geothermal plants and hit that cap on exporting power.
@@D4TANK get more outside connections?
I don't know. Haven't really checked. All I know is I put down a solar plant and the budget immediately went in the green. When I could I placed a second plant and I was making even more. I haven't needed to place a third because I can buy anything I need at this point and my money surplus exceeds my growth. @@D4TANK
I'm one of those doing my best to build along with you in these videos. I just wanted to say thanks for the great content and you have me hooked waiting for each new episode drop.
Would love your take on the economy dynamics essentially being in "off" mode. Seems commercial buildings import material exclusively, the specialized industrial zones do nothing.
Thinking of having a stream in the next few days and will chat more about it then.
@CityPlannerPlays I also noticed that while my monthly budget is negative I actually gain money every month. If it let it run I make money while my budget is saying "negative". Not sure if that is bugged as well or not
Dang man, watching you build a city in this game is a thing of beauty, I tell ya. I was building along in the first video, but this... this... well, I personally got lost in how you did stuff, and now I'm just here to learn from you and hope I can glean some wisdom as my cities expand! Like, dude! You have really delved deep into this new game and you give such great advice on what's new or changed and how to think about growth... I'm off to watch your third installment now. My city will be faaaaar behind, but that's OK. I'd rather watch you master yours today. LOL
Loving this series for the interim before the map editor comes out and you decide on a main city series to do.
In honor of Notre Dame being close to bring rebuilt after the fire, will you use it in Twotoria?
I appreciate that! And absolutely! Once we're a bit further along, we'll add it some place special! I had no idea it was close to being completely rebuilt, but that's great to hear!
@@CityPlannerPlays it's scheduled to reopen in Dec 2024. There will be additional work though. Idk when it'll be at 100%.
What a high quality amazing content.
Also i really enjoyed your voice and video vibe ❤👍
🚽
Thanks for going as in depth as you do! I've been playing a pretty low spec laptop and am having a great time with this game. Can't wait to see what becomes of this over time!
Colossal order have confirmed that they have received reports of a bug with industries at the moment and are working on a fix. The bug is that extractors prefer to export their products instead of selling them to nearby industry instead. That makes it harder to make money with industry at the moment.
I'm loving CS2 road tools. They're such a huge step up and way more intuitive. I never built sophisticated highways and interchanges (or rail, subway, etc) in CS1 cause it was so finicky, but in my current CS2 city I've got a proper metro, a passenger / cargo rail network, and a somewhat insane highway system that includes lots of tunnels scooping underground and connecting up wherever I want. It may go against all proper guidelines and regulations, but it's getting the job done lol. I have no doubt this is going to be the best city builder ever made after mod tools hit the wild.
This is a great start Phil. Enjoying the series. You are a master planner.
Been here since day one and its awesome to see this channel grow. Keep up the good work!
Your videos are not only informative but really well edited and voiced. I am having a blast learning this game and building damn close to what you are in the same spots and following along. Keep them coming!!
hey man, thanks for all the content - the positive vibes you give and love to detail in slow grow builds is what makes your channel stand out - thanks and keep going.
this is the best beginner guide out there! its easy to follow and to understand. I love the level of detail that you put into your video! looking forward to the next one!
Great video! I had no clue until I watched this this is a great game
The city tour was nice. You certainly added quite a bit this episode. The shot you had near the college with the sun flare really reminded me of a beautiful winter day when that sun shines over the untouched snow. Idk why but it was my favorite shot I've ever seen in this game
Thanks for the videos. I'm brand new to the cities franchise and I've been absorbing as much info as possible. Out of all the good channels for this game you sir have become my favorite. I'm definitely turning on notifications for new video drops. 🔥🔥🔥
I just found your channel and I absolutely love your videos. Your voice is so relaxing and this series is so nice and slow and easy to watch. I’d love to see more about public transport networks and raising wealth in the city more in the next episode!
I am really glad that I played this game along with you, in addition to watching your episodes on the specs and settings that work best with this game, depending on your equipment. I like to keep my day and night cycle on, that means I usually just let the game run during the nighttime and watch the city scenes while waiting for daytime hours to come. I learned a couple of interesting things about some of gameplay graphics. One evening I zeroed in on a gasoline truck making deliveries.....to residential homes. As soon as the truck finished, it returned to its gas station of origin, made another pickup, and delivered to a different house. After the second trip back to the station, the same gasoline truck had to go pick up more supply for the station out of town. I think the truck makes deliveries of heating fuel for residential homes only. I have never seen this feature before, because the first few times I started cities, I was so obsessed with keeping up with the demand meter. Every city I had looked like LA's City of Industry, with only a tiny bit less commercial. By the time my cities went between 20,000 and 30,000 all demand for single family housing had almost completely vanished, and the only desired residential was medium density or greater. I am guessing that by creating so many businesses, that none of them had their full quota of workers, and therefore all the jobs being filled were low paying, despite having colleges and universities. With a city chocked full of low-income workers, there was no real need for single family homes. I had a city that maybe had 5% residential homes for all residents, that is why I never saw a fuel delivery truck before.
The medical clinics----Not only do the ambulances deliver patients, but they also drive in, and there are also a few urgent care spaces for patients with a medical emergency that drive in. Also, it appears that the medical treatments are quite lengthy, at least six hours long, possibly longer, exactly like most appointments I have had.
When residents use their vehicles, they actually walk to the exact place where their car is parked before they drive off in it. None of that Sims 3 stuff, walking out to the street and the vehicle magically appears out of thin air. It makes me happy when game developers realize that we have not yet put into place that wonderful George Jetson car in the suitcase technology. When residents drive to gas stations to make fuel purchases, they do not drive up to the pump, they park it on the side of the street and make a purchase.
Police functions----When you check out a police crime scene at a residential building, you can actually find the person getting arrested, and on their personal marker it will list their occupation as robber. I wonder if we could mod that to say Encyclopedia Salesman? They listed her as getting arrested; however, she was not driven away in the police car. She instead made the walk un-escorted. She only lived about .2 miles from the police station, and she only made it halfway before she turned around and went home. Misdemeanor?
The attendance for the elementary school and high school is a tiny bit wonky. In the mornings you will see students walking to both with a reasonable amount of time before class, however, you will also see some of them leaving prior to 10:00 am. Elementary Night School? Most of the high school students have jobs in addition to their educational classes. I guess class attendance is not a huge deal, compared to all of the amazing and marvelous details about this game.
Thanks for all your videos, huge fan. FYI, if you want the residential to fill in, play it more my style. I added about 30 to 50 percent more industrial zoning, plus maybe 6 to 8 commercial property tracts. Boom, all those hot residential properties filled in, plus some of the row homes zoning that had not filled in yet. This was still nothing like I was doing before, but it was enough to balance the scales.
Thanks for all of your videos, big fan!
Thank u for a new Series. I like the way how you explain things and how much u are in detailing ur city. Its always Fun and one of the best Channels for fresh Cities Input ;) And - i dont know why - but sometimes it makes more fun to watch u build a city then to mess up another one by myself in the Game ;D
Hey dude, don't know if anybody has said this yet, but your city-tour editing was quite nice! Love how some of the scenes were in-time with the music, very nice touch!
New player and new subscriber here! Gosh I’ve been addicted to this game AND your videos since it came out. Your content feels so genuine and one on one with the audience, keep up the great work! I need a traffic control and city transit setup video next! Haha
Good stuff ! Im liking the budget aspect of it. Its makes more of a realistic approach to city. Cant just plop or zone and go. Actually need to pay attention.
I’m so glad you and Biffa are finally coming out with regular videos again. The dry spell is over 🤩
I have found it best to straight up ignore the needs meter and just build. If i attempted to satisfy it, i would just build low rise residential.
Loved how you did the highway on ramps/off ramps from the bridge. Great ideas
I have learned more in the past two episodes than the past 18 months of watching people randomly place zones and streets. Please continue to make more of these!
Love how well edited and scripted your videos are!👌🏻
Back before the fix for garbage production, i literally just cut down the budget for every single public services to make way for the incineration plants, and somehow, I survived a whole few milestones without needing a loan
As a landscaper by trade I love creating and designing new city's, your videos have helped me understand some of the finer details. I do love the way you design your city's which help with my designs. Great content thank you.
Thanks for attempting to balance the budget (I know parts of it are broken right now) . Still, the greatest thing I took away from this episode was the employee availability stats, once I balanced that my city came back into the green. Awesome content, keep it up. Peace from a Appleton expat now living in Sweden.
This is absolutely fantastic - I'm learning so much as you move along with just a couple videos.
Cannot wait to see how you handle things like public transit - I feel like that's always been daunting for me (I never plan ahead well and it seemingly requires a lot of rework to meet my wants when it comes time for busses, trails, etc.).
Thanks to you and Biffa, I have finally managed to get my city under control and start earning money, not to mention that meshing both your ideas together. I think the city actually looks quite good.
Love the content
I really love this project. I am absolute new to Cities Skylines and were so lost. I for now follow along and build with u. On the other hand I try to do my own city on a different map. Its so much fun. Looking forward for some new parts to even evolve more! Love u and thanks!...
Please keep working and growing this city, I want to learn how to reach the last city stage. I've barely made it half way before in the first game! You're very talented and doing a great job, me and my fiancee are enjoying your videos!
great tip to use pedestrian paths to adjust the zoning! Thanks !👏
Every little bit helps, some of the icons are too small for me to see, but now I know they're there
this guy is helping me so much
I almost gave up on 2 cities after my budget fiasco and started a third one today. I needed this video so much. Thank you for this.
Really enjoy series like this. Cities Skylines is way too complicated for me to enjoy playing it but I love watching people build awesome stuff.
Your playthroughs of cs & cs2 have been super helpful! Thank you and keep up with the great videos!❤
I can't wait, I'm getting Cities: Skylines II for Christmas. \o/
Thanks for all your videos! I can't wait to see how deep and involved some of your city builds will get. This game has quite a bit of depth to it.
I love this series. the quality of your videos is amazing as ever.
I don't have the game yet but I'm still watching this series anyway, I just love watching someone playing these kinds of games normally instead of all the shenanigans most other creators would do for once. Might come back to these videos once I do have the game.
Great vid Phil. This one has been extremely helpful for me as I struggled with money in CS2 and your tips really helped me.
I have found that disabling snap to grid, guidelines, and keeping on snap to angle and length helps a lot in ensuring good griding. Also when making cures and such, you can toggle the snap options at any point when drawing a road.
Also, to get over roads and raillines, you have to be 10m over it. You will notice that even at 7.5m, the bridge kind of bends upwards over the highway because it wants to be 10m.
You can use a path to split a block to allow for same depth row homes. After all the lots are made you can delete and put an alley way in then since you normally would have alleys behind row homes for trash and whatnot.
I have always enjoyed the satisfaction of building insurances--but OMG I don't think I've ever had this much FUN building an interchange! 🙌🙌🙌
appreciate all the hard work you put into these videos!
Any one else having the issue with the city chirper constantly complaining about Medical services? could have 6 clinics and still complaining
Dang it is so satisfying to watch you play this with such a grasp of the mechanics of the game as well as not moving too fast forward. Carefully upgrading the core of the city while slowly expanding outward. Really nice! Got a sub and a bell from me at least
Great (as always) and well paced video. I love the level of detail and good explanation. Also the editing is magic. 😃
This is just the best! You’re awesome and my partner and I are always excited to watch your episodes!
Great stuff! In terms of cul-de-sac endings, I’ve found that you can make pseudo cul-de-sac bulbs by placing roundabouts at the end of the road and making a small circular road loop around it. This can also leave a bit of space in the centre of the bulb for a playground or some decoration
This is probably going to sound silly... but I hadn't even considered doing that, even though I did it all the time in CS1. Will do it!
Thank you for everything you do. Love watching your videos to see what I might be able to do on my end of things in my city.
i have started zoning homes on the streets that I want them oriented on like the row homes also leaves a space so in case I ever have to increase the streets it doesn't destroy them.
Your videos are inspiring me to be more creative and more deliberate with my city.
My low density residential demand is currently out of control, so I’ve been expanding a very basic grid and basically zoning en masse.
Definitely going to try and slow growth down and be much more deliberate, adding unique parks and such. Probably not going to create a culdasac neighborhood. Having grown up in the unwalkable suburbs I really despise them. But definitely going to create some unique parks!
Your videos are amazing mate, thanks. And as an editor myself: love the detail of having the bird pop-up at the same spot as in game and have the subscribe and like call to action in that same style. Nice detail, cheers!
This tutorial is going to help a lot of people. Thank you! In short: sell what you can sell (e.g. water and electricity), increase your population (by adjusting the density) and increase taxes...
I love this series. I wish it was daily. I’ve been wanting since the first episode.
The video I needed for sure! Great work!
To fill the space in parks, I've been enjoying doing Campfire Site --> Hill with a path --> Forest, and then turning the forest into an industry area so it has a purpose but still seems like a foresty park.
i recently found your videos, loving to see you work in cities skylines 2. Keep the great work.