This type of build officially sold me on the idea that we horses and horse drawn vehicles and fire engines and horse police. Pooper scoopers could be an add on to the landfill 😅 Maybe even little ferry stops but the ferrys are lapris' or seals whales and manatees or even beautiful swan and turtle paddleboats. That or Charon the greek god who takes souls to their destination in the underworld(for a fee of course) There could be balto dog sledders delivering previous cargo and medicines for the sick and dying native peoples Also theres needs to be a cat bus mod and a mod where all vehicles are corn dogs and all people are wearing hotdog suits 🌭 🌭 🌭 😮 Imagine all the hotdogians boarding a corndog and flying to their destinations 😅 All the homes could be pancakes and birthday cakes and giant lollipops 🍭
@@duncanfather3039 this is true however it can also make sense to have at least some roads that are more restricted to traffic than others in the same way that Amsterdam has streets for cars, streets for all traffic, and streets for only pedestrians
@@duncanfather3039Ofc, it's not the type of Vehicle traffic for transportation of wares or craft. But the personal transportation that can be substituted easily with public transit or simpler means.
If you want the full "sandbox" experience some people have been building with Dev-mode enabled before the game starts. The under the hood tools allow for a lot more freedom as well as you can actually place props. I enjoy your creativity and look forward to seeing more.
Hi Thephantomchannel, how is Dev mode enabled on the non-Steam version? That is what I'm trying out right now and I would like to test Devmode. Thank you.
@@exsosus5002 1. You need to find the executable and create a shortcut, then right click for properties. 2. Select the shortcut tab, in the target field, place the cursor after the last quotation mark, add a space and enter with your launch options (preceded with hyphens and space separated)
Right when the cars were hitting the pavement, my kids started a Schitt's Creek episode, so I had that nice little intro music playing as the unwelcome vehicles went where they should not have gone. 🙂 I would think that the pedestrian roads getting cars should be a bug that gets fixed as opposed to a feature that gets modded, but we shall see which comes first.
@@marcgarrett4401 question is, will the traffic management come as a mod, or as a code patch? Lots of players refuse mods and expect the official developers to make the necessary fixes.
@@An_Economist_Plays I like to use very few mods, but some of these things feel like the creators are too cheap to fix their project. If I pay $60 for a game, I do expect it to work well without any mods. It's ridiculous.
A valiant effort. It really shouldn't bee this hard! I really hope CO work on this aspect of the game, because I know a LOT of people who want to experiment with building more walkable cities.
The sole reason for aquiring this game was to see if I was able to make a walkable, bikeable, public transport driven city. On basically all attempts I have failed and am quite bummed it. I hope they bring out updates soon that include bikes and perhaps a not so large reliance on cars. What I did come up with this morning was to only connect the train station with the outside connect, that way cars wont be able to come into the city, though I have not tested this yet.
at 8:55 be at ease, as they are all currently bugged to hell anyway. Importing and exporting via train and harbors is currently basically not possible, with shops remaining profitable somehow despite not having access to any goods. Currently shops and harbors/train stations do not interact properly which is a big bummer
such a shame we can't easily tailor cities to our needs with the initial launch of CS2... Their motto has been "if you can dream it, you can build it" but that's not true at all :/
Literally the only way to play this game is to build big, unoriginal, sprawling car-dependent suburbia. I try to make use of walking paths, and I thought everything was saved when I saw the alley road, until it says theres no sidewalks on it. What the hell. I feel like I'm building like a robot. I just want my small ped streets from CS:1
I’ve built a 150k pop car free city in CS2 without much effort, I just removed ALL parking in the city. Used wide sidewalks on every street to remove street parking. Commercial vehicles still function perfectly! If you have poor public transport hundreds of taxis will spawn however so keep that in mind.
I did the same. You can take it further by removing outside road connections. However be warned that this WILL stop the city importing services. I learned that part the hard way when my city with 60K people was producing 200T of garbage with only one recycling centre processing it lol.
This has been my goal since the early dev diaries. It looks so much more possible than vanilla CS1. As you said, the unlock progression prevents you from doing it from the start, but most car-free cities IRL used to have cars, right? We’re just getting that authentic experience
Depends actually. Amsterdam certainly used to have cars and was quite a different city back then. However, most other cities I can think about with amazing walking streets were just never paved over, almost left behind the times as a "failing" part of the city for decades until people started realizing that the old walkable parts of the city always remained busy. I believe that is true with Venice and where I lived in Italy for a couple years, Pordenone.I think that's true of Kasierslautern Germany as well. Both those other two cities have plenty of cars with still generous sidewalks, but also dedicated walking streets, oddly both connecting the city's train stations up to the city's historic chapels now that I think about it. In both cases, they have remained the heart of the city.
I really hope the devs end up including a "Anarchy" type of UI where you can chose if you want the roads to be elevated, cut and fill, at ground level, etc... it really surprised me that they didn't take that into consideration, as it is a really vanilla style type of mode and the UI is not complex.
My guess is that those features were meant to included but were removed due to causing bugs or making the game too difficult to new players. I expect it will be among the first mods to be released since the game engine clearly has the potential to be a lot more flexible. I hope at very least paradox adds a "constant height" toggle as that would fix 90% of annoyances.
That's a really nice idea, i love the concept! 💛 And OH MY, as we can see in the video, this is A TON of work 🙀 Thank you for putting in the time and effort for showing off the proof of concept, really appreciate it ^-^ This is a perfect showcase why it would be really nice to have a toggle that allows us to manually "force" the road into "cut & fill mode" ^-^ In any case, i think the outcome is still very lovely 💛 It's true, as you mention in the video, that the game currently does not have too much/enough asset variety currently, but I am hoping that this will significantly change once they release these different region packs they recently announced ^-^ I love that you're adding a bit of history and "lore" to the city, that's a great way to add a lot of character of course 💛 Makes a lot of sense to have the area around the train station by focused on tourism and give it a little buzz, too :) As i said, i think it worked out really well ^-^ thank you so much for the video, much much appreciated ^-^ ALL the best :)
Obviously this is an extreme example, as in reality you’d have some roads, but it does annoy me that the service buildings all have so much parking, they just don’t fit at all into a European city centre, the education and railway station being the worst offenders. I just do not understand why they didn’t make the assets without car parks and then have them be upgrades, would have made so much sense
FYI, if you draw your sea routes and then raise the land, it'll leave channels JUST big enough for the boats to still go through. Seems to also pretty consistently give me a few layers under the water for trains and tunnels. Makes it really easy to have a silly amount of passenger harbors boating peeps around. Additionally, using the level tool to raise the land up from the depths and forming islands that you drew with invisible boat roads is very satisfying. :)
Looks really nice. Quite chilled and liveable. I built a car free city (Porthaven - it's on TH-cam) in CS1 but that was with a mod - Advanced Vehicle Options - that allowed me to completely prevent private cars from spawning. Guess CS2 will just have to wait for more mods, especially Move It would be so useful for that train track you built and the canal roads. 👍
it should be said that amsterdam and venice do have service roads that connect major parts of the city with vital utilities like hospitals, fire dept. and police stations, most of the accessways for the city however are pedestrian roads.
Am I the only one who thinks that cars don't care where they are allowed to drive and where they are not? In my city, they just used the bus lanes and pedestrian roads even though they could just use normal rodes where they are allowed to drive.
I wonder if perhaps the issue isn't that we can't create car-free, people-scale cities in Cities Skylines 2, but that it's more difficult than people expected. One of my biggest issues with CS1 was not being able to make pedestrian focused cities, cars ALWAYS had to be there. Plazas and Promenades helped, but it still wasn't easy. I was expecting to have an easier time of human-focused development in CS2, since we have mixed use and such, but alas.. I suppose we'll have to wait for a DLC to *really* see if it's possible.
Urban promenades DLC is scheduled for release this quarter, I wonder if it will be delayed due to all of the complaining but hopefully it addresses some of these issues. Regarding the video; it seems fairly obvious that a city wouldn't function without roads if it doesn't have some other type of transport connection (rail or sea), particularly to handle freight. Completely self sustaining cities only exist in our imaginations. I don't think it's a limitation of the game as it currently stands that you cannot have your entire city disconnected from the rest of the world. Real walkable cities still have cars, but more importantly they also have a lot of trucks. It's quite feasible in the game as it is to have a city which has a road network that is almost exclusively used for freight. Pedestrian streets are a really effective way to reduce car reliance in CS:2 however you must provide alternatives otherwise people who live or work on pedestrian streets will still have to drive. From what I've seen, private vehicles using pedestrian streets *may* be a big but it might also be intended behaviour when you haven't adequately provided alternative transportation.
With private vehicles blocked out of the city, wonder if you can use the Alley road types to make paths that you can zone buildings to without the game casually spawning cars at those properties
I'm seriously admire your dedication, and am inspired by your delving into what's possible even though the game isn't QUITE ready to fully support it. I agree that the private-cars-on-pedestrian-ways has to be a bug, and as a software I actually think it's probably not even a HARD bug once they get time (which unfortunately is likely to be after tackling harder problems, like, you know, performance!)
Great effort! It would be interesting to see a second attempt once the game can be modded. However imo, cities without cars are not realistic. Private cars usage within the city should be limited to a minimum, yeah, but efficient goods deliveries, emergency services, and transportation like taxis and private vehicles for disabled people are essential and require cars. Let’s not forget about that 😎
A car free city would only be there before the 1900s. If you look at videos from the 1920s, cities like Paris are full of cars already. Great effort though.
This was a super cute little journey. Honestly if you did this, this early in the games life with no mods it will clearly be possible sooner rather than later. Anyway loved the video.
Really good effort! I don't think anyone could have done it better. It's such a shame that the assets really don't capture that European architecture, hopefully the new regions assets pack will include some more authentic looking structures!
I'm definitely looking forward to a mod that adds more flexibility and granular control to the road building, but that feature in particular seems simple and universally useful enough that I hope it gets included by Collosal Order in the actual game. It would make building bridges, quays and multi-level networks a lot easier.
hopefully they come up with a mod or patch that only allows service vehicles on pedestrian roads or a city policy that bans personal vehicles on ped roads
Yeah someone said you can ban cars with a district policy, but I haven't tried that yet. Would be nice to just have them banned on ped roads in general.
I made one of the districts in my city as less car-centric as possible by using alleys (narrow road) for residential and office areas. I hate when cims park their cars beside the road. It's good that we have the option to add parking lots but they're hideous and not as flexible. I hope they release a walkable city dlc in the future (not just basic green living).
Being real here, that's the coolest looking city I have seen anyone do on youtube by a large margin. As far as the trucks using the streets, that bit is actually realistic as stores do need restocked, and the cities I have lived in even have the odd car pull around on the walking streets (I never knew how they did that bit). Amazing job all around though.
At one point in my city's development I needed to level up without creating a whole bunch of hastily-planned sprawl which doesn't fit the lore, so I created a tiny neighborhood on a narrow island about the size of an elementary school. To make use of every bit of space, i only zoned ld commercial/hd residential. The only street was the narrow alley around the perimeter which created a quay, two narrow covered bridges for entrance/exit at either end, and a path underneath the overpass which bisected the island. It accidentally became a car-free neighborhood except for service vehicles because nobody can park on alleys, which I take as a W. I would wager you could create a similar concept by using mostly alleys in your city, plus occasional 4-lane streets so that you can fit trams down the middle. I don't find "pedestrian streets" suitable for most of my builds because they're too wide to allow for the building density I want.
It's clear that it's like in reality, it takes a lot of time and patience to create a city. I'm waiting for the map creation tool to create existing cities
Hi. You don't need highway access to the services. They just need pedestrian roads. I did a completely car free city where the only way to get in and out of the city is with trains. It all works fine, delivery trucks and service vehicles spawn and operate only inside the city.
This is quality content. Such dedication. Thank you. When water seeps or if you terraform over water, the water is still there if you can't see. You have to wait 'a while' for the invisiible water to drain to be able to build over it effectively.
I have had both good and bad results with pedestrian streets. Half of my new city is 100% pedestrian street with trams, and nothing ever drives there other than service and delivery vehicles. However, when attemping to use pedestrian streets to cut between roads, the AI just plowed straight through. So I guess pedestrian roads work fine, as long as they aren't the shortest (and only?) path to a goal for the cims?
I had some issues with very short lengths of pedestrian paths too, I wonder if the game is adding invisible driving lanes that connect non-pedestrian roads if they are too close. There is a setting to toggle "automatic-connections" that could be related but I don't know what it does. Usually regular cars weren't using my pedestrian streets at all, besides emergency vehicles and deliveries *even if they were the shortest route*, however when I had two roads one unit apart and crossed them with the pedestrian street, cars would use the connection to move from one road to the other. I just replaced those connections with the footpaths from the landscaping menu and it works fine, except that emergency vehicles won't use it now.
I also did some canals in my city, partly thinking they'd actually be functional without knowing that there are no boats that can fit in small canals 😢 I know the struggle of getting the nice canal walls out of the cut & fill mode. Happy that it's possible, but it's a big pain to use at the moment. I hope we get a toggle option later between ground/cut/wall/elevated segments, even nicer if we could choose which sides get walls or don't, since I ended up with some unzoneable sections that are too much of a pain for me to go fix them Great job, this looks very nice!
I had a similar idea to this video - you’ve done an awesome job - clear, tightly edited and the backing music is really cool too! I look forward to seeing how you get those canals populated with commercial boat lines next!
I remember when we were working on one huge campus style green city project IRL we strictly divided the service roads from pedestrian roads. Tho pedestrian roads have emergency access all other roads were going tunnels and outside roads connecting businesses and services on the back areas. Pretty much doable in skylines but expansive road policies are lacking in the game currently, so.. yeah, feel ur pain D
I guess it would be cool to make a car-free downtown like many European cities, you can connect the downtown area only by footpaths and the surrounding suburbs can be regular city connected to the outside connections
That is one way to manage traffic LOL... Looked great! Whenever I tried to build on land where water use to be, it would never let me build on it. I even tried raising the land and it would still say I can not build on water. The roads I would try to put down would shoot straight up thinking it needed to be a bridge. It was very weird and frustrating enough to stop trying.
I appreciate all that you do Ms. Diana Your videos are very impressive with your city builds with you explaining everything with the what for/how to. One thing I will say as I have watched many CS1 videos of yours and I can tell by your voice that you are very frustrated with CS2 and its mechanics. We all hope like you that things improve and improve quickly.
My favourite way to make a city car free is to remove the highway connections and eliminate every single parking space on the map. Worked like a charm. Of course it was kinda artificial, but even intercity cars were rare when parking is limited to a select few buildings and there is good transit.
To do the canal section easier, you can level the terain a little lower than your finished height then raise the road (it turns to bridge at 8.something meters, otherwise it has the concrete base). Draw out your road layout then fill and level the land section and carve the canal as deep as needed, it will have the concrete walls.
So, you probably know it by now, but you can change the game to dev mode, which allows you to do a whole lot of things, like paint surfaces, edit building, and use anarchy and more, i think that could help with this city, when you're trying to build something the game is really made for
This was my dream when I started playing the game, looks like way too much effort for a lot of work. Hopefully a good mod comes out that makes an Amsterdam-style city possible without wasting years of your life. Also, curved lots, or flexible shaped lots should have been in this game.
Dang, I only just learned about CS2 and I'm extremely disappointed that they didn't do multiuse buildings and walkable cities right off the bat. To me, that was the only thing missing from CS1. Not sure why they even did a sequel then
I sure do like your format of balancing narration with music that works so well. I've got to upgrade my 4GB GTX1650 before I can play so I'll be watching all that you do.
The way this build looks seem overly tedious. Not sure if this is the creators approach or the game mechanics that make it look so cumbersome. I do enjoy your narration the most, really breaks down what we can expect and how things are going to look before it actually happens.
ty for showing reality about the cut n fill that its not all rainbows and butterfly's and not like the rest showing how easy it is, its a hell to place key's the way you want to place them
I made a city with no car access but the mail wouldn't get delivered. The mail needs to come into the city by mail I guess, but it would be cool if they added a train option or something so you don't have to connect your city with roads
really liked the fidly try car free or public transport heavy. It is always one of my goals. love to see someone else try. in CS1 i got far but it seemed capped and cars kept spamming in the most interesting spots. hopefully CO can get it futher along this time
will all mods and dlc, city skylines 1 offer a more complete experience, but with a better engine and interface, city skylines ii has more potential to make great cities quicker, once mods and texture will be available to us.
Workers and Resources does this pretty good. If you don't import cars and sell them to people, there is no cars and people ale dependant on public transport which requires buses, bus stops, bus endstations, depots and gas stations with fuel. All of it costs a lot and takes a lot of time to build so the first city is always quite dense so that every flat is in walking distance to shops, schools and some industries. Btw I tried to build a car-focused city once in sandbox... traffic almost killed half of the city, people couldn't get to work, ambulances, police cars and fire trucks couldn't get anywhere.. so yeah, I guess it's obvious why car-focused cities suck
I think that's fine. I mean, if the game didn't offer the potential for an at least almost car-free city, you would have to fundamentally question the game's public transport system. Otherwise, local public transport would not be able to effectively relieve congestion on the streets. Almost car-free is perfectly fine.
I really dislike how milestones make no sense at all. Like you can't farm GRAIN without hitting "grand village" milestone. Wut? It's just a very artificial progress system.
Why is that first song so sad? Why is nothing i do ever good? I feel the pain of cut and fill after making a quay along the river on the mountain map. It took me 3 tries and like 3.5 hours but it looks gorgeous now! Well worth it
The European theme is too limited, just by calling european shows its limitations. Few places in the world has so many different styles of architecture in such smal limited space as Europe. Inside the same country has multiple styles. It definetly should be improved by at least adding European theme by regions: Nordic, Mediterranean, French, Iberian, eastern, etc. In cities skylines 1 European always looked like Belgium and I don't remember they fixing it.
Cities: Skylines 2 has eight free regional packs on the way, including China, East Europe, France, Germany, Japan, both the east and west coasts in the USA, plus the UK.
Could you disjoint the industry and the rest of the city? You connect highway to industry to allow the trucks and such. Then you add only walking paths and trams from the industry to the main part of the city so your cims can get across without any traffic coming.
I'd assume gas stations on pedestrian roads are an oversight resulting from commercial building types being unaffected by the road type they're facing and the focus on detailed car usage mechanics of C:S2 (no pocket cars, visible and functional parking spaces on commercial buildings and the like), where the pedestrian-only roads feel like added in as an afterthought. While "wait for a mod to fix it" is a flexible coping option and the developer doesn't have the means to implement every improvement anyone can imagine, there's an explicit intent from the developers to make this "the best city builder ever made". They're not hitting that goal if there is are any "essential mods", as those should definitely be included as updates to the base game. I'd like to think that this feature intake option is the reason to move to Paradox Mods for mod distribution, effectively doubling the mod support as the developer's crowdsourcing service for updates to emergent issues. This assumption is certainly backed by the Paradox Account Terms of Service section relating to User Generated Content, which is definitely an exciting and recommendable read, especially if you're into cold and calculated legalese. Or if you're interested in what the "Medieval Castle for free" actually costs you.
That is an annoying oversight, especially since we used to be able to fix that issue with the "historical building" toggle, and spamming with the bulldozer. I'm hoping that the Urban Promenades DLC comes with some base game QoL improvements.
Just wanted to stop by and say great content on city’s 2 I bought a pc just to play the game (given that they put it on Mac) it has been enjoyable, you mention patience, this games is good at giving you especially when you are decorating with the trees or making quays
I managed to make a functional city with only pedestrian roads and public transport. The only downside is that the beginning is a pain but once you unlock what you need, it's all good
I think I can safely say that i've been well and truely defeated when I said that there were no pedestrian paths in Skylines 2 in a previous video / community post. First I made my usual "fire and forget" post saying there were no paths in the community post, realised that there were "paths though not what I meant, I meant the pedestrian roads so I edited a correction. Shortly after, clicked on a Biffa video and sees him fly past his pedestrian roads then later on goes on an Overcharged Egg video, he flies past a pedestrian road. Now I wake up and see a notification by Diana "Oh! let's have a video showcasing these pedestrian roads!"😆 Great video but... You don't have to rub it in.😛
Trying to zone the blocks correctly has been the bane of my existence. I want to keep lots small, but sometimes the zoning doesn’t stick to the other side of the street!
Okay 👍 glad we are getting more CS1 content. By how the game looked and played I was never going to play CS2 anyway because the way I play would be very hard to replicate on the new CS2
With the parking lots under the roads menu, I wish the commercial buildings didn’t have build in parking lots. Specially with the European theme, as commercial buildings with their own parking are rare in Western Europe (at least in comparison to North America. For certain buildings it’s understandable of course, like hospitals. But buildings like train stations? In line in The Netherlands. Near the city with the 3rd largest rail hub of the country. There are literally no parking lots anywhere, with the exception of one owned by a convention center. And that just has room for 50 cars…. Near the 3rd largest rail network in the country. All the street parking is meant for residents. So, in total there might be 150/200 parking spots around, most at extremely expensive rates to discourage parking, at a station that services 38,000 people per day.
Always loved building canals in CS1. Used a lot of fishing boats to try and make it look cool. I know…not totally practical. Thank you for this video Diana!
You'd think after all of the updates in the first Cities: Skylines, in particular those adding bike lanes and trams, that it would have carried out to the second game. Heh, nice attempt either way!
Clever tricks with using pedastrian roads to get control of the zoning. Thanks! Also, I hope CO is taking notes on your struggle with creating canals. End result was great though, but it should not be this difficult😅
I like this, and i know i will never have the patience for it. It looks great and this is the vanilla game.(everything unlocked, but it shows the possibilities) Keep it up, you gave me some nice ideas.
I love this project, I've been wanting to do something similar but have refused to start with unlock all. Been planning to transition my current town into pedestrians only but doubt I have the energy for it
The fact that this much effort is necessary to fight the game systems to get a livable city kind of proves the point that the game feels made for us suburbia style cities.
I've built US suburbia in CS1 many times, CS2 doesn't even do US suburbia well yet either. It's still just a road building simulator with some zoning. Gotta get those mods and DLCs and assets.
Awesome! I hope it will get easier to build carfree cities. My dream for a game is not to just build bigger roads and have more cars. But I failed to do so (but not with unlimited money)
Being honest the whole cars drive anyways thing annoys the hell out of me, like this isnt only a issue with pedestrian (not so pedistrian) roads but also a issue with like service and transport only roads. It makes trying to make a road purely for service vehicles and busses a impossible nightmare
Click here for a Walkable City - th-cam.com/channels/oZ9LOmu2J3d6dex2l-Md1Q.html
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This type of build officially sold me on the idea that we horses and horse drawn vehicles and fire engines and horse police.
Pooper scoopers could be an add on to the landfill 😅
Maybe even little ferry stops but the ferrys are lapris' or seals whales and manatees or even beautiful swan and turtle paddleboats.
That or Charon the greek god who takes souls to their destination in the underworld(for a fee of course)
There could be balto dog sledders delivering previous cargo and medicines for the sick and dying native peoples
Also theres needs to be a cat bus mod and a mod where all vehicles are corn dogs and all people are wearing hotdog suits 🌭 🌭 🌭 😮
Imagine all the hotdogians boarding a corndog and flying to their destinations 😅
All the homes could be pancakes and birthday cakes and giant lollipops 🍭
It's weird that you cannot regulate where cars are allowed and where not.
It seems almost mandatory and many real cities have systems like that.
Can’t wait for some version of TMPE where you can decide what vehicles are allowed where
The biggest thing in cities is not Banning motor vehicles overall, but restricting them and prioritizing walking cycling and public transit
@@duncanfather3039 this is true however it can also make sense to have at least some roads that are more restricted to traffic than others in the same way that Amsterdam has streets for cars, streets for all traffic, and streets for only pedestrians
@@duncanfather3039Ofc, it's not the type of Vehicle traffic for transportation of wares or craft.
But the personal transportation that can be substituted easily with public transit or simpler means.
@@duncanfather3039 you can ban cars actually. in my city private cars are banned every sunday.
5:42 Yeah, it would be nice if the parking lots are extensions/upgrades instead of being part of the base building.
Or downgrades...
True zoning and code, sadly
@@howlinhauler they could js be underground. Besides this is a fictional game u r supposed to be able to do whatever u want
If you want the full "sandbox" experience some people have been building with Dev-mode enabled before the game starts. The under the hood tools allow for a lot more freedom as well as you can actually place props. I enjoy your creativity and look forward to seeing more.
Yup, I've played around with dev mode, it's interesting. It can break saves though.
If you can place CS1 assets as props the developers can build beautiful cities because there are so many realistic assets!
Hi Thephantomchannel, how is Dev mode enabled on the non-Steam version? That is what I'm trying out right now and I would like to test Devmode. Thank you.
@@exsosus5002 1. You need to find the executable and create a shortcut, then right click for properties. 2. Select the shortcut tab, in the target field, place the cursor after the last quotation mark, add a space and enter with your launch options (preceded with hyphens and space separated)
Right when the cars were hitting the pavement, my kids started a Schitt's Creek episode, so I had that nice little intro music playing as the unwelcome vehicles went where they should not have gone. 🙂 I would think that the pedestrian roads getting cars should be a bug that gets fixed as opposed to a feature that gets modded, but we shall see which comes first.
kinda annoying how private cars can use pedestrian streets but i can’t even put bus stops on them
Totally need traffic management mod for cs2.
@@marcgarrett4401 question is, will the traffic management come as a mod, or as a code patch? Lots of players refuse mods and expect the official developers to make the necessary fixes.
@@An_Economist_Plays I like to use very few mods, but some of these things feel like the creators are too cheap to fix their project. If I pay $60 for a game, I do expect it to work well without any mods. It's ridiculous.
A valiant effort. It really shouldn't bee this hard! I really hope CO work on this aspect of the game, because I know a LOT of people who want to experiment with building more walkable cities.
The sole reason for aquiring this game was to see if I was able to make a walkable, bikeable, public transport driven city. On basically all attempts I have failed and am quite bummed it. I hope they bring out updates soon that include bikes and perhaps a not so large reliance on cars. What I did come up with this morning was to only connect the train station with the outside connect, that way cars wont be able to come into the city, though I have not tested this yet.
@@melsbovCS1 is still better which is pretty sad, 8 years in the making and they don't implement bikes from launch 😴
at 8:55 be at ease, as they are all currently bugged to hell anyway. Importing and exporting via train and harbors is currently basically not possible, with shops remaining profitable somehow despite not having access to any goods. Currently shops and harbors/train stations do not interact properly which is a big bummer
such a shame we can't easily tailor cities to our needs with the initial launch of CS2... Their motto has been "if you can dream it, you can build it" but that's not true at all :/
Literally the only way to play this game is to build big, unoriginal, sprawling car-dependent suburbia. I try to make use of walking paths, and I thought everything was saved when I saw the alley road, until it says theres no sidewalks on it. What the hell. I feel like I'm building like a robot. I just want my small ped streets from CS:1
I’ve built a 150k pop car free city in CS2 without much effort, I just removed ALL parking in the city. Used wide sidewalks on every street to remove street parking. Commercial vehicles still function perfectly! If you have poor public transport hundreds of taxis will spawn however so keep that in mind.
I did the same. You can take it further by removing outside road connections. However be warned that this WILL stop the city importing services. I learned that part the hard way when my city with 60K people was producing 200T of garbage with only one recycling centre processing it lol.
This has been my goal since the early dev diaries. It looks so much more possible than vanilla CS1. As you said, the unlock progression prevents you from doing it from the start, but most car-free cities IRL used to have cars, right? We’re just getting that authentic experience
Exactly. I also plan on creating a normal city and then removing cars gradually.
Depends actually. Amsterdam certainly used to have cars and was quite a different city back then. However, most other cities I can think about with amazing walking streets were just never paved over, almost left behind the times as a "failing" part of the city for decades until people started realizing that the old walkable parts of the city always remained busy. I believe that is true with Venice and where I lived in Italy for a couple years, Pordenone.I think that's true of Kasierslautern Germany as well. Both those other two cities have plenty of cars with still generous sidewalks, but also dedicated walking streets, oddly both connecting the city's train stations up to the city's historic chapels now that I think about it. In both cases, they have remained the heart of the city.
I really hope the devs end up including a "Anarchy" type of UI where you can chose if you want the roads to be elevated, cut and fill, at ground level, etc... it really surprised me that they didn't take that into consideration, as it is a really vanilla style type of mode and the UI is not complex.
My guess is that those features were meant to included but were removed due to causing bugs or making the game too difficult to new players. I expect it will be among the first mods to be released since the game engine clearly has the potential to be a lot more flexible.
I hope at very least paradox adds a "constant height" toggle as that would fix 90% of annoyances.
That's a really nice idea, i love the concept! 💛
And OH MY, as we can see in the video, this is A TON of work 🙀
Thank you for putting in the time and effort for showing off the proof of concept, really appreciate it ^-^
This is a perfect showcase why it would be really nice to have a toggle that allows us to manually "force" the road into "cut & fill mode" ^-^
In any case, i think the outcome is still very lovely 💛
It's true, as you mention in the video, that the game currently does not have too much/enough asset variety currently, but I am hoping that this will significantly change once they release these different region packs they recently announced ^-^
I love that you're adding a bit of history and "lore" to the city, that's a great way to add a lot of character of course 💛
Makes a lot of sense to have the area around the train station by focused on tourism and give it a little buzz, too :)
As i said, i think it worked out really well ^-^
thank you so much for the video, much much appreciated ^-^
ALL the best :)
They will probably realease a new "plazas and pormenades" DLC only for this in the future.
Already confirmed
San Francisco set - October 24, 2023. ...
Beach Properties - Q4 2023. ...
Urban Promenades - Q1 2024. ...
Modern Architecture - Q1 2024. ...
Bridges and Ports - Q2 2024.
Obviously this is an extreme example, as in reality you’d have some roads, but it does annoy me that the service buildings all have so much parking, they just don’t fit at all into a European city centre, the education and railway station being the worst offenders. I just do not understand why they didn’t make the assets without car parks and then have them be upgrades, would have made so much sense
Honestly the service buildings with that much parking wouldn't even fit into a lot of American city centers, maybe suburbs but not downtowns.
FYI, if you draw your sea routes and then raise the land, it'll leave channels JUST big enough for the boats to still go through. Seems to also pretty consistently give me a few layers under the water for trains and tunnels. Makes it really easy to have a silly amount of passenger harbors boating peeps around.
Additionally, using the level tool to raise the land up from the depths and forming islands that you drew with invisible boat roads is very satisfying. :)
I think your city came out so cute! I love the castle on the hill and all the canals!
Thank you so much 😊
A football field next to an medieval castle has to be one of the most European things I've seen
I would *kill* for some kind of forced level grade / forced cut & fill option with the roads
We need support for odd shapes for when grid roads aren’t made.
Agreed
Looks really nice. Quite chilled and liveable. I built a car free city (Porthaven - it's on TH-cam) in CS1 but that was with a mod - Advanced Vehicle Options - that allowed me to completely prevent private cars from spawning. Guess CS2 will just have to wait for more mods, especially Move It would be so useful for that train track you built and the canal roads. 👍
it should be said that amsterdam and venice do have service roads that connect major parts of the city with vital
utilities like hospitals, fire dept. and police stations, most of the accessways for the city however are pedestrian roads.
Also Amsterdam has lots of cars
Am I the only one who thinks that cars don't care where they are allowed to drive and where they are not? In my city, they just used the bus lanes and pedestrian roads even though they could just use normal rodes where they are allowed to drive.
I wonder if perhaps the issue isn't that we can't create car-free, people-scale cities in Cities Skylines 2, but that it's more difficult than people expected. One of my biggest issues with CS1 was not being able to make pedestrian focused cities, cars ALWAYS had to be there. Plazas and Promenades helped, but it still wasn't easy. I was expecting to have an easier time of human-focused development in CS2, since we have mixed use and such, but alas.. I suppose we'll have to wait for a DLC to *really* see if it's possible.
Urban promenades DLC is scheduled for release this quarter, I wonder if it will be delayed due to all of the complaining but hopefully it addresses some of these issues.
Regarding the video; it seems fairly obvious that a city wouldn't function without roads if it doesn't have some other type of transport connection (rail or sea), particularly to handle freight. Completely self sustaining cities only exist in our imaginations. I don't think it's a limitation of the game as it currently stands that you cannot have your entire city disconnected from the rest of the world.
Real walkable cities still have cars, but more importantly they also have a lot of trucks. It's quite feasible in the game as it is to have a city which has a road network that is almost exclusively used for freight.
Pedestrian streets are a really effective way to reduce car reliance in CS:2 however you must provide alternatives otherwise people who live or work on pedestrian streets will still have to drive.
From what I've seen, private vehicles using pedestrian streets *may* be a big but it might also be intended behaviour when you haven't adequately provided alternative transportation.
Still, your city looks beautiful! First time I see a CS:2 not looking like the all the others
With private vehicles blocked out of the city, wonder if you can use the Alley road types to make paths that you can zone buildings to without the game casually spawning cars at those properties
I'm seriously admire your dedication, and am inspired by your delving into what's possible even though the game isn't QUITE ready to fully support it. I agree that the private-cars-on-pedestrian-ways has to be a bug, and as a software I actually think it's probably not even a HARD bug once they get time (which unfortunately is likely to be after tackling harder problems, like, you know, performance!)
I've reported the bug but I don't know if the devs have seen my report yet....
either way I had WAY too much fun editing together that long sequence of cars infesting the city 🤣
Great effort! It would be interesting to see a second attempt once the game can be modded.
However imo, cities without cars are not realistic. Private cars usage within the city should be limited to a minimum, yeah, but efficient goods deliveries, emergency services, and transportation like taxis and private vehicles for disabled people are essential and require cars. Let’s not forget about that 😎
A car free city would only be there before the 1900s. If you look at videos from the 1920s, cities like Paris are full of cars already. Great effort though.
I still want to be able to build them in city skylines.
Lane man is rolling in his lifted Ford F-50
This was a super cute little journey. Honestly if you did this, this early in the games life with no mods it will clearly be possible sooner rather than later. Anyway loved the video.
Really good effort! I don't think anyone could have done it better. It's such a shame that the assets really don't capture that European architecture, hopefully the new regions assets pack will include some more authentic looking structures!
Can't wait for a move-it style mod that allows us to snap roads all to the same height...
I'm definitely looking forward to a mod that adds more flexibility and granular control to the road building, but that feature in particular seems simple and universally useful enough that I hope it gets included by Collosal Order in the actual game.
It would make building bridges, quays and multi-level networks a lot easier.
hopefully they come up with a mod or patch that only allows service vehicles on pedestrian roads or a city policy that bans personal vehicles on ped roads
Yeah someone said you can ban cars with a district policy, but I haven't tried that yet. Would be nice to just have them banned on ped roads in general.
I made one of the districts in my city as less car-centric as possible by using alleys (narrow road) for residential and office areas. I hate when cims park their cars beside the road. It's good that we have the option to add parking lots but they're hideous and not as flexible. I hope they release a walkable city dlc in the future (not just basic green living).
Being real here, that's the coolest looking city I have seen anyone do on youtube by a large margin. As far as the trucks using the streets, that bit is actually realistic as stores do need restocked, and the cities I have lived in even have the odd car pull around on the walking streets (I never knew how they did that bit). Amazing job all around though.
At one point in my city's development I needed to level up without creating a whole bunch of hastily-planned sprawl which doesn't fit the lore, so I created a tiny neighborhood on a narrow island about the size of an elementary school. To make use of every bit of space, i only zoned ld commercial/hd residential. The only street was the narrow alley around the perimeter which created a quay, two narrow covered bridges for entrance/exit at either end, and a path underneath the overpass which bisected the island. It accidentally became a car-free neighborhood except for service vehicles because nobody can park on alleys, which I take as a W.
I would wager you could create a similar concept by using mostly alleys in your city, plus occasional 4-lane streets so that you can fit trams down the middle. I don't find "pedestrian streets" suitable for most of my builds because they're too wide to allow for the building density I want.
I wanted to do the same thing when I started playing but I got frustrated, and just wanted to get my city under way, so I gave up.
The zoning was a struggle 😅 But nice concept and great delivery 😊
It's clear that it's like in reality, it takes a lot of time and patience to create a city.
I'm waiting for the map creation tool to create existing cities
Hi. You don't need highway access to the services. They just need pedestrian roads.
I did a completely car free city where the only way to get in and out of the city is with trains. It all works fine, delivery trucks and service vehicles spawn and operate only inside the city.
I was kinda like 🤭 watching you fight the zoning with the paths! hehe
This is quality content. Such dedication. Thank you. When water seeps or if you terraform over water, the water is still there if you can't see. You have to wait 'a while' for the invisiible water to drain to be able to build over it effectively.
I have had both good and bad results with pedestrian streets.
Half of my new city is 100% pedestrian street with trams, and nothing ever drives there other than service and delivery vehicles.
However, when attemping to use pedestrian streets to cut between roads, the AI just plowed straight through. So I guess pedestrian roads work fine, as long as they aren't the shortest (and only?) path to a goal for the cims?
I had some issues with very short lengths of pedestrian paths too, I wonder if the game is adding invisible driving lanes that connect non-pedestrian roads if they are too close. There is a setting to toggle "automatic-connections" that could be related but I don't know what it does.
Usually regular cars weren't using my pedestrian streets at all, besides emergency vehicles and deliveries *even if they were the shortest route*, however when I had two roads one unit apart and crossed them with the pedestrian street, cars would use the connection to move from one road to the other. I just replaced those connections with the footpaths from the landscaping menu and it works fine, except that emergency vehicles won't use it now.
I also did some canals in my city, partly thinking they'd actually be functional without knowing that there are no boats that can fit in small canals 😢 I know the struggle of getting the nice canal walls out of the cut & fill mode. Happy that it's possible, but it's a big pain to use at the moment. I hope we get a toggle option later between ground/cut/wall/elevated segments, even nicer if we could choose which sides get walls or don't, since I ended up with some unzoneable sections that are too much of a pain for me to go fix them
Great job, this looks very nice!
I had a similar idea to this video - you’ve done an awesome job - clear, tightly edited and the backing music is really cool too! I look forward to seeing how you get those canals populated with commercial boat lines next!
There should be a toggle for walls
I remember when we were working on one huge campus style green city project IRL we strictly divided the service roads from pedestrian roads. Tho pedestrian roads have emergency access all other roads were going tunnels and outside roads connecting businesses and services on the back areas. Pretty much doable in skylines but expansive road policies are lacking in the game currently, so.. yeah, feel ur pain D
I guess it would be cool to make a car-free downtown like many European cities, you can connect the downtown area only by footpaths and the surrounding suburbs can be regular city connected to the outside connections
ok but hearing I Can't Handle Change was absolutely insane haha, i was so surprised
That is one way to manage traffic LOL... Looked great!
Whenever I tried to build on land where water use to be, it would never let me build on it. I even tried raising the land and it would still say I can not build on water. The roads I would try to put down would shoot straight up thinking it needed to be a bridge. It was very weird and frustrating enough to stop trying.
I appreciate all that you do Ms. Diana Your videos are very impressive with your city builds with you explaining everything with the what for/how to. One thing I will say as I have watched many CS1 videos of yours and I can tell by your voice that you are very frustrated with CS2 and its mechanics. We all hope like you that things improve and improve quickly.
Great build! I don't even want to know how much time went into planning and execution. 😵💫 You've got way more patience than I do! 😆
Diana talking to the cars: Get off my lawn!
My favourite way to make a city car free is to remove the highway connections and eliminate every single parking space on the map. Worked like a charm. Of course it was kinda artificial, but even intercity cars were rare when parking is limited to a select few buildings and there is good transit.
seeing private cars on the pedestrian roads broke my heart. I was so excited for CS2's first class pedestrian roads.
To do the canal section easier, you can level the terain a little lower than your finished height then raise the road (it turns to bridge at 8.something meters, otherwise it has the concrete base). Draw out your road layout then fill and level the land section and carve the canal as deep as needed, it will have the concrete walls.
Hopefully as the game gets updated more traditional architectural styles will be implemented
So, you probably know it by now, but you can change the game to dev mode, which allows you to do a whole lot of things, like paint surfaces, edit building, and use anarchy and more, i think that could help with this city, when you're trying to build something the game is really made for
Yup I know about dev mode, it's pretty cool 😎
This was my dream when I started playing the game, looks like way too much effort for a lot of work. Hopefully a good mod comes out that makes an Amsterdam-style city possible without wasting years of your life. Also, curved lots, or flexible shaped lots should have been in this game.
Dang, I only just learned about CS2 and I'm extremely disappointed that they didn't do multiuse buildings and walkable cities right off the bat. To me, that was the only thing missing from CS1. Not sure why they even did a sequel then
I sure do like your format of balancing narration with music that works so well. I've got to upgrade my 4GB GTX1650 before I can play so I'll be watching all that you do.
The way this build looks seem overly tedious. Not sure if this is the creators approach or the game mechanics that make it look so cumbersome.
I do enjoy your narration the most, really breaks down what we can expect and how things are going to look before it actually happens.
It's definitely a mix of the two but mostly the game tbh
ty for showing reality about the cut n fill that its not all rainbows and butterfly's and not like the rest showing how easy it is, its a hell to place key's the way you want to place them
Great video. Interesting idea. Hopefully bikes will return one day.
You can disallow for cars with districts
I made a city with no car access but the mail wouldn't get delivered. The mail needs to come into the city by mail I guess, but it would be cool if they added a train option or something so you don't have to connect your city with roads
really liked the fidly try car free or public transport heavy. It is always one of my goals. love to see someone else try. in CS1 i got far but it seemed capped and cars kept spamming in the most interesting spots. hopefully CO can get it futher along this time
will all mods and dlc, city skylines 1 offer a more complete experience, but with a better engine and interface, city skylines ii has more potential to make great cities quicker, once mods and texture will be available to us.
Workers and Resources does this pretty good. If you don't import cars and sell them to people, there is no cars and people ale dependant on public transport which requires buses, bus stops, bus endstations, depots and gas stations with fuel. All of it costs a lot and takes a lot of time to build so the first city is always quite dense so that every flat is in walking distance to shops, schools and some industries. Btw I tried to build a car-focused city once in sandbox... traffic almost killed half of the city, people couldn't get to work, ambulances, police cars and fire trucks couldn't get anywhere.. so yeah, I guess it's obvious why car-focused cities suck
I think that's fine. I mean, if the game didn't offer the potential for an at least almost car-free city, you would have to fundamentally question the game's public transport system. Otherwise, local public transport would not be able to effectively relieve congestion on the streets. Almost car-free is perfectly fine.
I really dislike how milestones make no sense at all. Like you can't farm GRAIN without hitting "grand village" milestone. Wut? It's just a very artificial progress system.
Yeah that IS weird.....
Why is that first song so sad? Why is nothing i do ever good?
I feel the pain of cut and fill after making a quay along the river on the mountain map. It took me 3 tries and like 3.5 hours but it looks gorgeous now! Well worth it
The song reflects how I feel trying to navigate this maps insane terrain 😭
The European theme is too limited, just by calling european shows its limitations. Few places in the world has so many different styles of architecture in such smal limited space as Europe. Inside the same country has multiple styles.
It definetly should be improved by at least adding European theme by regions: Nordic, Mediterranean, French, Iberian, eastern, etc.
In cities skylines 1 European always looked like Belgium and I don't remember they fixing it.
Cities: Skylines 2 has eight free regional packs on the way, including China, East Europe, France, Germany, Japan, both the east and west coasts in the USA, plus the UK.
i feel like the smallest roads this game has to offer are literal highways
There is a huge need to have a road upgrade tool for cut&fill options, this would make everything so much easier...
Could you disjoint the industry and the rest of the city? You connect highway to industry to allow the trucks and such. Then you add only walking paths and trams from the industry to the main part of the city so your cims can get across without any traffic coming.
0:56 Diana go full Cartman mode "i do what I want"
I want to see another canal city because the final result is amazing.
Car-free city? Reminds me of Chuggington, a childhood favorite show that I WISH the city could be built in Cities Skylines.
I'd assume gas stations on pedestrian roads are an oversight resulting from commercial building types being unaffected by the road type they're facing and the focus on detailed car usage mechanics of C:S2 (no pocket cars, visible and functional parking spaces on commercial buildings and the like), where the pedestrian-only roads feel like added in as an afterthought.
While "wait for a mod to fix it" is a flexible coping option and the developer doesn't have the means to implement every improvement anyone can imagine, there's an explicit intent from the developers to make this "the best city builder ever made". They're not hitting that goal if there is are any "essential mods", as those should definitely be included as updates to the base game. I'd like to think that this feature intake option is the reason to move to Paradox Mods for mod distribution, effectively doubling the mod support as the developer's crowdsourcing service for updates to emergent issues. This assumption is certainly backed by the Paradox Account Terms of Service section relating to User Generated Content, which is definitely an exciting and recommendable read, especially if you're into cold and calculated legalese. Or if you're interested in what the "Medieval Castle for free" actually costs you.
That is an annoying oversight, especially since we used to be able to fix that issue with the "historical building" toggle, and spamming with the bulldozer.
I'm hoping that the Urban Promenades DLC comes with some base game QoL improvements.
Just wanted to stop by and say great content on city’s 2 I bought a pc just to play the game (given that they put it on Mac) it has been enjoyable, you mention patience, this games is good at giving you especially when you are decorating with the trees or making quays
I managed to make a functional city with only pedestrian roads and public transport. The only downside is that the beginning is a pain but once you unlock what you need, it's all good
I think I can safely say that i've been well and truely defeated when I said that there were no pedestrian paths in Skylines 2 in a previous video / community post. First I made my usual "fire and forget" post saying there were no paths in the community post, realised that there were "paths though not what I meant, I meant the pedestrian roads so I edited a correction. Shortly after, clicked on a Biffa video and sees him fly past his pedestrian roads then later on goes on an Overcharged Egg video, he flies past a pedestrian road.
Now I wake up and see a notification by Diana "Oh! let's have a video showcasing these pedestrian roads!"😆
Great video but... You don't have to rub it in.😛
Trying to zone the blocks correctly has been the bane of my existence. I want to keep lots small, but sometimes the zoning doesn’t stick to the other side of the street!
I've been dealing with that too, a lot! Haha mods help but still aren't great at fixing it
It would be nice if future DLCs allow to explore more car free solutions.
Okay 👍 glad we are getting more CS1 content. By how the game looked and played I was never going to play CS2 anyway because the way I play would be very hard to replicate on the new CS2
With the parking lots under the roads menu, I wish the commercial buildings didn’t have build in parking lots. Specially with the European theme, as commercial buildings with their own parking are rare in Western Europe (at least in comparison to North America.
For certain buildings it’s understandable of course, like hospitals. But buildings like train stations? In line in The Netherlands. Near the city with the 3rd largest rail hub of the country. There are literally no parking lots anywhere, with the exception of one owned by a convention center. And that just has room for 50 cars…. Near the 3rd largest rail network in the country. All the street parking is meant for residents. So, in total there might be 150/200 parking spots around, most at extremely expensive rates to discourage parking, at a station that services 38,000 people per day.
Always loved building canals in CS1. Used a lot of fishing boats to try and make it look cool. I know…not totally practical. Thank you for this video Diana!
You'd think after all of the updates in the first Cities: Skylines, in particular those adding bike lanes and trams, that it would have carried out to the second game. Heh, nice attempt either way!
It looks like a German city who had a lot of damage during WW2 and after that didn’t rebuild the old center back. A Ruhrgebied city.
there's so few old city style european buildings it all looks like stuff built in the 1950s - present
Oh man the music when the cars were on the pedestrian roads was sending me 😂😂
Clever tricks with using pedastrian roads to get control of the zoning. Thanks!
Also, I hope CO is taking notes on your struggle with creating canals. End result was great though, but it should not be this difficult😅
for some reason, you always post a video when its cloudy!
I love the clouds
I like this, and i know i will never have the patience for it. It looks great and this is the vanilla game.(everything unlocked, but it shows the possibilities)
Keep it up, you gave me some nice ideas.
I love this project, I've been wanting to do something similar but have refused to start with unlock all. Been planning to transition my current town into pedestrians only but doubt I have the energy for it
The fact that this much effort is necessary to fight the game systems to get a livable city kind of proves the point that the game feels made for us suburbia style cities.
I've built US suburbia in CS1 many times, CS2 doesn't even do US suburbia well yet either.
It's still just a road building simulator with some zoning. Gotta get those mods and DLCs and assets.
Loved your edit, with these wonderful musics you have put in!
Awesome! I hope it will get easier to build carfree cities. My dream for a game is not to just build bigger roads and have more cars. But I failed to do so (but not with unlimited money)
Being honest the whole cars drive anyways thing annoys the hell out of me, like this isnt only a issue with pedestrian (not so pedistrian) roads but also a issue with like service and transport only roads. It makes trying to make a road purely for service vehicles and busses a impossible nightmare