Hey Biffa - few things I've noticed which may help you generally 1)Tpme has an option to always have dedicated turning lanes so no need to go over junctions individually to set them! You can also remove any parking on branches coming into a roundabout in the options menu 2) by pressing select you can change the speed limit on all roads of that type! 3) building spawn points - you make it so that lorries have separate spawn points to other vehicles (I tend to put them round back with a service road). Means cars will still park out front and Lorries won't clog up main road/ drive through the parked cars when delivering/turning around.
Because you have Lock Forestry (in Tree Anarchy) activatet, planting trees doesn't give you the natural resources for trees. But it also doesn't remove the fertile land, so you can plant trees in your farming area. So you have to toggle it, when ever you need it. Glad you noticed in the end :D
Option 1 - it's ready built as an industrial location. Just be careful how you place the unique factory buildings as some of them are very large. Keep up the good work
I think area 2 would be prime real estate for super luxery housing (low density) and area 3 would be luxery housing (high density). I would make the road that is currently a small road that is to be connected to the highway a strip like thing..
Biffa If you go to options and go into Realistic Population, click on the schools tab. Where it says Default School Cap slide it to the right to increase the school capacity.
You named the ore district but none of the others. You can make pine needle tea from conifer trees, however yew and cedar are poisonous. So I suggest the Yew-go forestry district.
The 5th Industry is FISHING Biffa. Not technically an Industry from the Industry DLC, but works exactly the same and is under the same tab in the financial reports screen.
Afternoon, Biffa! The reason you were struggling with the Bakery is because you have a lot of livestock in your farming area. Those assets need crops just like your Bakery. If you're feeding the animals crops you will have less crops for the Bakery etc. :) It's also why your animal products are being exported and that figure continues to increase. Place more crops and less animals.
the crops output is waaay higher than the consumed, but maybe there's not enough storage to put all those crops so they get exported right away, and then it needs to import more to feed the animals
@@ReptilianLaserbeam His Bakery is running at 150%. He is importing crops. His livestock also use crops. If there was not enough storage, we would see exporting of product, not an import of that same product. Therefore logic dictates he is lacking in crops between all the uses he needs it for so he is then importing the additional crops to balance the lack of said resource(s).
@@Lighteningskye Thanks for this explanation! I don't have near the hours in this game that some of you folks do and I miss details like that sometimes 🙃
I had a similar issue with the forestry Industry. I think the fix was unlocking forestry which is available in your hotbar. I don't have my computer in front of me but I think it's something like that.
Highly recommend adding the “You’re fired” mod to your builds. Which will quickly solve your employment imbalances. Without it workers basically get stuck at the business regardless of their education, and the changes to education requirements as workplaces level up. Then I’d recommend using the ban imports option in transfer controller within your industries; on warehouses and factories.
Great episode! Thx Biffa Area 1 of course. Designed for. Areas 2 & 3 are waaay toooo nice for that! Rather for tourists (area2) ? Natural reserve (area3)?
Go for area 1. You can put the factories right up against the side of the canal wall as if they have a dock that's a part of their building. And you can put a cargo hub there and an actual shipyard right there to.
14:56 - I sure wish I understood why an industry is importing so much when it's also outputting so much. Are your warehouses sucking up all 58 tons of crops?
I just binged Real Civil Engineer's epic, chaotic, amazing Poocano playthrough and the stark contrast with Biffa's orderly, controlled, efficient cities is utterly amazing.
Heya Biffa! Congratulations on upgrading all the industries (and finding the solution for the Forestry resource ^ ^)! I think warehouses set to fill or balanced will always also import goods from outside the city until, so maybe prohibit importing via Transfer Manager Mod? Oh. And definitely Area 1 for the factories!
Area 1 !!! I know its not the most efficient way to do it, but I would love to see all factories in just one big industrial area with a loads of train tracks, security gates, fances and all that good stuff. A big harbour including the ship yard and an excessive use of oil tanks, containers and things like that. Name suggestion "Industrianapolis" 😁
Area 1 looks like a great place for an investment of industry. The shorelines a already hardened (which would matter to companies looking to invest for the long term), it is close to two kinds of logistics (Rail and Water), and there is plenty of space for expansion. Area 2 looks like a great spot for holiday beach homes and resorts. Area 3 would actually be a great spot for a nature conservation area.
For your factory area, I would say it is dependent on your shipping lines (ofc you probably have a mod that lets you modify them so they can be in any of the 3 areas). If you're doing a lot of triple and quadruple resource factories on max production, then the area would need a lot of space for big warehouses for each of them. I would suggest having a train line that can easily access your 4 industry stations to transport the resources for your factories, and also a diversion out with the cargo rail+ship hub to export the excess, as well as a regular cargo port to export unique factory products. I would suggest Area 2 or 3 (maybe a combination of 3 and the left side of 2) so only your oil industry has to go on a long trip through the city rail network, as opposed to everything but the oil industry.
I think Area 1 is ideal for the factories because it has docking places and quays. Area 2 is a barrier beach and therefore should become a beach community, and Area 3 looks like wetlands and therefore should be zoned for conservation/nature reserve.
Cool video Biffa showing how to level up all your industry. In terms of factories - it often depends from where they need their raw materials. The ship yard will go great in the quay area near the oil industry but there is also an option 4 to use the spare piece of land near the ore and farm industries - placing factories here will mean less travel all round for the trucks brining the raw materials over form your various industry areas. You also have the cargo train station close by for easy export if needed.
I just wanted to say that I really enjoy and look forward to your new content. I hadn't played a city builder game since SimCity 2000 and decided to try Cities: Skylines after all these years. After watching hours of your content, I finally found out what I was doing wrong so many years ago. Being retired, I understand it a lot more. I never wanted to slow down and let my city actually grow. You have brought a whole new light to the genre for me. Thank you and keep up the great work.
Hello Biffa! Loved the episode as always. I vote Area #1. Regarding the industries still importing things, a warehouse or production building will import if there aren't enough trucks available from the raw resource buildings in the single second when the warehouse puts in the request. You can manage this annoyance using Transfer Controller. When you open TC, the third tab will let you disable importing. Then do that on every warehouse and finished goods building to force them to be a little patient. If you do all that, make sure to always check and manage your available trucks. There should never be more than 75% of the trucks busy in any building.
Just to add my two cents... Area 1 is already set up to be a port/industrial area. It's the primo spot for all of you factories. I think that Area 2 should be used for either an upscale resort area or a very very high end apartment/housing development with private docks for yachts and boats. Area 3 is perfect for a golf course.
I'd recommend adding an office complex sometime in the near future, currently the highly educated citizens don't have a lot of places to work since industry employs mostly uneducated and slightly educated workers.
I love how, because Biffa now says the phrase "that is working really, really well" without thinking, he uses it even when describing an area that's patently NOT working at all well.
Seeing how the FACTORIES NEED STUFF FROM ALL INDUSTRIES: Make them IN THE SPACE BETWEEN THE 3 YOU CIRCLED. Central location means the raw materials can come together there. Also, close to living quarters and commercial for selling the product.
Some old unused/derelict areas in the Industrial areas would complete the look. I don't know if there are any assets like that tho. Old rusty combines, barrel areas. Even rusty disused barns, lacking proper access.
You need to put the commercial forestry on the green coloured ground (the yellow fertile ground equivalent). You can paint in as many trees as you like but it won't work without the underlying ground being green. There's a good patch just across the river. I agree it doesn't make a whole lot of sense because we know that a tree is a tree is a tree!
Do you know which mod he's using to paint the industry (yellow=farm, blue=ore, etc)? I've looked through his mod list but can't tell which one it would be
Haven't watched the whole episode yet but the problem with the trees not spreading forestry resources is because of the new tree Anarchy has a forestry lock option to enable you to place trees around farmland without encroaching on farmland resources for example
I think it would be cool to add a big American business center. offices movie theater big stores (target walmart etc) bunch of shops and restaurants transportation hub.
Area 1 would be best in my opinion to keep the manufacturing traffic away from the main part of the city. It will also give you more scope to expand it later if required. Enjoying both your current cities, thanks for keeping us all entertained
The game makes a near-instant request for raw materials when storage buildings are placed (when set to balanced or full), and some Processor buildings can do this too. Tends to cause a temporary traffic explosion too. I believe you've used that Transfer Controller mod, which can stop that if you'd like the city to be self-sufficient (I like to allow a handful of buildings to still import though).
shirt idea- Miss a sipa Tea? - above the pic/silhouette of a southern belle sipping some tea just to check myself i looked up miss, mrs, ms: When to use Miss, Mrs and Ms. Miss: You should use 'Miss' when addressing girls and young, unmarried women. Ms: You should use 'Ms' when unsure of a woman's marital status or if she is unmarried and prefers to be addressed with a marital-status neutral title. Mrs: You should use Mrs when addressing a married woman.
I'd pick Area #1 for the Factory area. Also, for the forestry my suggestion for the name would be Sawtooth Mills. It would be in reference to the Sawtooth Range in Idaho and fits the Pacific Northwest naming theme going on with the Oregon sector.
Area 1 seems perfect for your industry stuff, as it has pre built Canales to send cargo out of, and it also gives adequate land space for building the factories, while the other areas have great water access, they would need alot of land modifications to make them fit all of the industry's
Once you've hit the population goal for more tiles, I'd love see some little rural farming towns and medium sized suburbs spread out all over. Sometimes the dense zoning becomes a bit unrealistic :)
I think the factorys should go in area number one it looks the most industrial and makes the most sense, and I think Area number two should be saved for Rich beach houses I think that would be a really cool addition!
I guess if you are splitting the farm area then the best option would probably be a transfer of the livestock area to the other side of the road. I am sure that is an obvious decision though
Either Area 1 (as it looks like it was made for this kind of thing) or the land in between the three areas and it's the most central location to all industry areas and will create the least traffic whilst also being the most efficient. I'm actually using this map for a city I have and I turned Area 1 into mostly a fishing area (with passenger and cargo harbours) and this works rather well so I would definitely say to go for the area in the middle of the three.
I think industry-Buildings that are more developet like the Cattle-shed or the Slaughter-House should have better roads leading to it.. they are build on a dirt path.. And Area 1 should be the industry Area with the big Factorys.. Area 2 is more like a Highrise place and Area 3 more of a Leisure place like lil LasTeagas
@@rowbot5555 but not for the roads that lead into the Packing facility, I’m living near one and the big trucks would get stuck on those muddy dirt roads
I would use Area 1 for your factories. The harbor would probably be useful for shipping all the unique factory products. Area 2 looks like it should be a park. Maybe a nature reserve for hiking, camping and fishing at the beach? Looking forward to seeing what you're going to turn this into
I still find it humourous that Paradox insists on using euphemisms like "animal products" rather than leather and "soft paper" rather than "toilet paper" factory.
@@Minotaur1975 no he just swapping the ground from gras to sand, u can see on his menu that he also could change the ground back to gras or other grounds
Just to remind you it is now 90 years since the UK won Gold in Town Planning in the 1932 Los Angeles Olympics. It's time to get the event re-instated and get Biffa on team GB.
I find your take on American farms interesting, because of course most US farms tend to be extremely rural, even when industrialized, and of course the fences tend to be cursory fences for animals if they're even present at all. Half the time I've seen fences it was barbed wire to keep animals away but would do literally nothing for people. And of course, lots of farms even for places that had people living in them, wouldn't have any boundary fence at all.
Anyone else sitting back and watching Biffa add all those fields and stuff while the Import problem is how he pooched the warehouses like three episodes back?
Area 1 is already set up to be industrial, and has options for lots of sea connections to avoid road traffic. Area 2 would be much better suited to an assortment off tourist, leisure and theme parks with it's sea view. And being a good distance from the rest of the city would avoid noise complaints. Being so long and thin it also gives a chance for a distinctive transport option to set it off nicely. Monorail perhaps?
One thing to help with the importing is to either build more extractors or get rid of some of the storage or put you storage on empty so it doesn't import the goods.
Definitely Area 1. Area 2 and Area 3 remind me too much of New Tealand. After Area 1, you should head into the mountains for future expansion! Some really interesting opportunities there - like maybe building an American-style mansion district like Beverly Hills!
Biffa the issue with your tree painting is you left on lock forestry which prevents you from adding forest resources. Disable it and repaint your trees
Another suggestion is adding a ball park as a common stadium to host baseball matches as well as a local ball park as a shared asset between two districts to conduct matches between them also two rugby or football fields along with high schools in both districts will also serve as points to conduct inter-district rivalry matches
Area 2 should be the fishing industry, going off into the sea rather than the landlocked area. Area 3 would be great for some smaller factories, but area 1 is the only place big enough for the large ones. Them's my votes.
Area 1 is the industrial dock area, Area 3 looks like beachfront properteas, tourism and Yacht Harbours. Area 3 should be Long Crofton Beach (Croton punctatus Latin for beach tea being a Floridian Silver salt marsh loving plant)
Get Your Exclusive NordVPN deal here - NordVPN.com/biffa
It’s risk free with Nord’s 30 day money-back guarantee! :-)
at least you noticed and fixed your mistake regarding the warehouses :P ^^
Hey Biffa - few things I've noticed which may help you generally
1)Tpme has an option to always have dedicated turning lanes so no need to go over junctions individually to set them! You can also remove any parking on branches coming into a roundabout in the options menu
2) by pressing select you can change the speed limit on all roads of that type!
3) building spawn points - you make it so that lorries have separate spawn points to other vehicles (I tend to put them round back with a service road). Means cars will still park out front and Lorries won't clog up main road/ drive through the parked cars when delivering/turning around.
What day dog doin
the workers barracks do add more work spaces.
Sometimes vanilla trees gives green zone only. Change trees it will come.
Because you have Lock Forestry (in Tree Anarchy) activatet, planting trees doesn't give you the natural resources for trees. But it also doesn't remove the fertile land, so you can plant trees in your farming area. So you have to toggle it, when ever you need it.
Glad you noticed in the end :D
re: for the viewer.
This lock icon is left of the temperature icon, on the bottom widget bar
Yep, that's the one I've been shouting at the tv for the last 10mins 😂😂😂
I've gotten burned by this before...
I knew I was missing something in my city... Thanks. :)
This....give him a heart
Option 1 - it's ready built as an industrial location. Just be careful how you place the unique factory buildings as some of them are very large. Keep up the good work
Agreed, Option 1 for the factories. l think it would make a great industrial area.
Area #2 would be a bunch of vacation rental properties, from my experience.
Yes to the comment, yes and yes to the replies. Area 2 will be great for tuirism and high end homes
Yeah, I don't think most factories would even fit on options 2 and 3!
Area 1 look industrial already and having your factories there is the right place for me. Area 2 looks more like a beach/leisure area.
I agree and he could area 3 for something else’s
I think area 2 would be prime real estate for super luxery housing (low density) and area 3 would be luxery housing (high density). I would make the road that is currently a small road that is to be connected to the highway a strip like thing..
Don’t feel bad for adding fertile land. Farmers fertilize their fields all the time. I think it should be an option once a farm is to a certain level.
A building that slowly grows the fertile land would be really cool
Biffa If you go to options and go into Realistic Population, click on the schools tab. Where it says Default School Cap slide it to the right to increase the school capacity.
I'll take a look thanks :-)
You named the ore district but none of the others.
You can make pine needle tea from conifer trees, however yew and cedar are poisonous. So I suggest the Yew-go forestry district.
I hope Biffa uses that name for the forestry area, l love it.
I vote to put the factories in Area 1, as it already has the industrial/harbour layout, and Areas 2 & 3 look suitable for much more exciting things.
The 5th Industry is FISHING Biffa.
Not technically an Industry from the Industry DLC,
but works exactly the same and is under the same
tab in the financial reports screen.
Yeah he has used the Fishing Industry in the New Tealand series a few months ago
Afternoon, Biffa!
The reason you were struggling with the Bakery is because you have a lot of livestock in your farming area. Those assets need crops just like your Bakery. If you're feeding the animals crops you will have less crops for the Bakery etc. :)
It's also why your animal products are being exported and that figure continues to increase. Place more crops and less animals.
I think there is also a lack of storage of crops in the farm!
the crops output is waaay higher than the consumed, but maybe there's not enough storage to put all those crops so they get exported right away, and then it needs to import more to feed the animals
@@ReptilianLaserbeam His Bakery is running at 150%. He is importing crops. His livestock also use crops. If there was not enough storage, we would see exporting of product, not an import of that same product. Therefore logic dictates he is lacking in crops between all the uses he needs it for so he is then importing the additional crops to balance the lack of said resource(s).
@@Lighteningskye Thanks for this explanation! I don't have near the hours in this game that some of you folks do and I miss details like that sometimes 🙃
I had a similar issue with the forestry Industry. I think the fix was unlocking forestry which is available in your hotbar. I don't have my computer in front of me but I think it's something like that.
It was! :-)
Sweet
You accidentally helped me as well. I literally couldn't figure out why my tree kingdom wasn't producing lol.
@@THEJPR glad I could help 😊
Highly recommend adding the “You’re fired” mod to your builds. Which will quickly solve your employment imbalances. Without it workers basically get stuck at the business regardless of their education, and the changes to education requirements as workplaces level up. Then I’d recommend using the ban imports option in transfer controller within your industries; on warehouses and factories.
Great episode! Thx Biffa
Area 1 of course. Designed for. Areas 2 & 3 are waaay toooo nice for that! Rather for tourists (area2) ? Natural reserve (area3)?
Go for area 1. You can put the factories right up against the side of the canal wall as if they have a dock that's a part of their building. And you can put a cargo hub there and an actual shipyard right there to.
14:56 - I sure wish I understood why an industry is importing so much when it's also outputting so much. Are your warehouses sucking up all 58 tons of crops?
Biffa, you're forgetting the first rule of labor shortage
set up an underground railway station in the middle of an industrial zone
Definitely Area 1 for the industry with a port to export the goods
I just binged Real Civil Engineer's epic, chaotic, amazing Poocano playthrough and the stark contrast with Biffa's orderly, controlled, efficient cities is utterly amazing.
Heya Biffa! Congratulations on upgrading all the industries (and finding the solution for the Forestry resource ^ ^)!
I think warehouses set to fill or balanced will always also import goods from outside the city until, so maybe prohibit importing via Transfer Manager Mod?
Oh. And definitely Area 1 for the factories!
Area 1 !!!
I know its not the most efficient way to do it, but I would love to see all factories in just one big industrial area with a loads of train tracks, security gates, fances and all that good stuff. A big harbour including the ship yard and an excessive use of oil tanks, containers and things like that. Name suggestion "Industrianapolis" 😁
Area 1 looks like a great place for an investment of industry. The shorelines a already hardened (which would matter to companies looking to invest for the long term), it is close to two kinds of logistics (Rail and Water), and there is plenty of space for expansion. Area 2 looks like a great spot for holiday beach homes and resorts. Area 3 would actually be a great spot for a nature conservation area.
Now Biffa needs to add fishing to take advantage of the water there.
For your factory area, I would say it is dependent on your shipping lines (ofc you probably have a mod that lets you modify them so they can be in any of the 3 areas). If you're doing a lot of triple and quadruple resource factories on max production, then the area would need a lot of space for big warehouses for each of them. I would suggest having a train line that can easily access your 4 industry stations to transport the resources for your factories, and also a diversion out with the cargo rail+ship hub to export the excess, as well as a regular cargo port to export unique factory products.
I would suggest Area 2 or 3 (maybe a combination of 3 and the left side of 2) so only your oil industry has to go on a long trip through the city rail network, as opposed to everything but the oil industry.
I think Area 1 is ideal for the factories because it has docking places and quays. Area 2 is a barrier beach and therefore should become a beach community, and Area 3 looks like wetlands and therefore should be zoned for conservation/nature reserve.
I love your ideas !
Also seems like the perfect place for a cargo hub and cruise ship factory
@@noemierollindedebeaumont1130 Yep! 👍
I think area 1 is best suited for unique factories and I would use Area 2 as an tourism/entertaiment area with long boulevards etc
Cool video Biffa showing how to level up all your industry. In terms of factories - it often depends from where they need their raw materials. The ship yard will go great in the quay area near the oil industry but there is also an option 4 to use the spare piece of land near the ore and farm industries - placing factories here will mean less travel all round for the trucks brining the raw materials over form your various industry areas. You also have the cargo train station close by for easy export if needed.
I just wanted to say that I really enjoy and look forward to your new content. I hadn't played a city builder game since SimCity 2000 and decided to try Cities: Skylines after all these years. After watching hours of your content, I finally found out what I was doing wrong so many years ago. Being retired, I understand it a lot more. I never wanted to slow down and let my city actually grow. You have brought a whole new light to the genre for me. Thank you and keep up the great work.
You're most welcome and thankyou 👍
Area 1 for factories. Areas 2 and 3 for Tourism/Leisure and eco-tourism (natural reserve). You might aswell add a Theme Park.
Hello Biffa! Loved the episode as always. I vote Area #1.
Regarding the industries still importing things, a warehouse or production building will import if there aren't enough trucks available from the raw resource buildings in the single second when the warehouse puts in the request.
You can manage this annoyance using Transfer Controller. When you open TC, the third tab will let you disable importing. Then do that on every warehouse and finished goods building to force them to be a little patient.
If you do all that, make sure to always check and manage your available trucks. There should never be more than 75% of the trucks busy in any building.
Just to add my two cents... Area 1 is already set up to be a port/industrial area. It's the primo spot for all of you factories. I think that Area 2 should be used for either an upscale resort area or a very very high end apartment/housing development with private docks for yachts and boats. Area 3 is perfect for a golf course.
Omg. THANK YOU BIFFA. You pronounce Oregon better than most Americans!
I'd recommend adding an office complex sometime in the near future, currently the highly educated citizens don't have a lot of places to work since industry employs mostly uneducated and slightly educated workers.
Unlock Forestry before placing the trees, I had the same issue
I love how, because Biffa now says the phrase "that is working really, really well" without thinking, he uses it even when describing an area that's patently NOT working at all well.
10:56 That last little piggy took his sweet time 😂😂😂😂
He enjoyed his freedom! :-)
Seeing how the FACTORIES NEED STUFF FROM ALL INDUSTRIES:
Make them IN THE SPACE BETWEEN THE 3 YOU CIRCLED.
Central location means the raw materials can come together there.
Also, close to living quarters and commercial for selling the product.
As long as there is a train line connecting the industry areas, you can use those to stock warehouses with the necesary materials.
Some old unused/derelict areas in the Industrial areas would complete the look.
I don't know if there are any assets like that tho. Old rusty combines, barrel areas. Even rusty disused barns, lacking proper access.
I love it when the animals run across the road
10:44 That sounded so much like Eddie Izzard that I was half-expecting "True story" at the end of that bit
That intro reminded me of the time I had to delete a prison van that had got stuck, and all the prisoners walked themselves to prison.
Damn those were some really good behaved prisonners 😆 !
Actually, i think the same thing happened in one of Biffa's video one time 😅
You need to put the commercial forestry on the green coloured ground (the yellow fertile ground equivalent). You can paint in as many trees as you like but it won't work without the underlying ground being green. There's a good patch just across the river. I agree it doesn't make a whole lot of sense because we know that a tree is a tree is a tree!
Do you know which mod he's using to paint the industry (yellow=farm, blue=ore, etc)? I've looked through his mod list but can't tell which one it would be
Haven't watched the whole episode yet but the problem with the trees not spreading forestry resources is because of the new tree Anarchy has a forestry lock option to enable you to place trees around farmland without encroaching on farmland resources for example
Area 1! And be sure to use trains or barges to transport the resources needed from the industrial areas to the factories :)
disappointing that you didn't get a load of red emojis from the cattle when you plopped down the slaughterhouse.
I think it would be cool to add a big American business center. offices movie theater big stores (target walmart etc) bunch of shops and restaurants transportation hub.
Area 1 would be best in my opinion to keep the manufacturing traffic away from the main part of the city. It will also give you more scope to expand it later if required. Enjoying both your current cities, thanks for keeping us all entertained
Perfect timing! It’s to hot to go outside so perfect thing to do is watch some biffa
@32:49 you could use the node controller to widen the end of the road instead of making a roundabout.
Area 2, you can expand across the waters and introduce ferries. A new form of transport, more money
Taller fences around those apples, Biffa, you must keep those bloody scrumpers away!
The game makes a near-instant request for raw materials when storage buildings are placed (when set to balanced or full), and some Processor buildings can do this too. Tends to cause a temporary traffic explosion too. I believe you've used that Transfer Controller mod, which can stop that if you'd like the city to be self-sufficient (I like to allow a handful of buildings to still import though).
shirt idea-
Miss a sipa Tea? - above the pic/silhouette of a southern belle sipping some tea
just to check myself i looked up miss, mrs, ms: When to use Miss, Mrs and Ms. Miss: You should use 'Miss' when addressing girls and young, unmarried women. Ms: You should use 'Ms' when unsure of a woman's marital status or if she is unmarried and prefers to be addressed with a marital-status neutral title. Mrs: You should use Mrs when addressing a married woman.
Area 1 for the facories, (I see barges in the future, getting the goods there form the 4 industries)
Area 2 looks like a nice nature reserve.
I'd pick Area #1 for the Factory area. Also, for the forestry my suggestion for the name would be Sawtooth Mills. It would be in reference to the Sawtooth Range in Idaho and fits the Pacific Northwest naming theme going on with the Oregon sector.
area 1 makes the most sense for the industrial factories. Leave the ocean front areas for some high rise condos etc.
Sometimes when you place fields and go back and add forest on top they seem to block the resources an stopping them from producing
Area 1 seems perfect for your industry stuff, as it has pre built Canales to send cargo out of, and it also gives adequate land space for building the factories, while the other areas have great water access, they would need alot of land modifications to make them fit all of the industry's
Once you've hit the population goal for more tiles, I'd love see some little rural farming towns and medium sized suburbs spread out all over. Sometimes the dense zoning becomes a bit unrealistic :)
I think the factorys should go in area number one it looks the most industrial and makes the most sense, and I think Area number two should be saved for Rich beach houses I think that would be a really cool addition!
I guess if you are splitting the farm area then the best option would probably be a transfer of the livestock area to the other side of the road. I am sure that is an obvious decision though
Either Area 1 (as it looks like it was made for this kind of thing) or the land in between the three areas and it's the most central location to all industry areas and will create the least traffic whilst also being the most efficient.
I'm actually using this map for a city I have and I turned Area 1 into mostly a fishing area (with passenger and cargo harbours) and this works rather well so I would definitely say to go for the area in the middle of the three.
area 1 for sure. already near some industry, has a docks theme to it, and the others could be used for much more
Area 1 certainly looks promising, especially for the Unique Factories, thanks for an informative video.
Deffo Area 1 for the factories, looks like a port already and has good highway and rail connections?
Positive - no more giant collections of gargantuan rocks.
Negative - Biffa is scandalously under-beautifying.
You need FIRST to plant the trees, and then put the building on top of it...
I think industry-Buildings that are more developet like the Cattle-shed or the Slaughter-House should have better roads leading to it.. they are build on a dirt path..
And Area 1 should be the industry Area with the big Factorys.. Area 2 is more like a Highrise place and Area 3 more of a Leisure place like lil LasTeagas
Cattlesheds and slaughterhouses in real life have gravel/dirt roads because it's easier for the cows to walk on than tarmac.
@@rowbot5555 but not for the roads that lead into the Packing facility, I’m living near one and the big trucks would get stuck on those muddy dirt roads
@@imheretoholdyourbeer that part is true
I would use Area 1 for your factories. The harbor would probably be useful for shipping all the unique factory products.
Area 2 looks like it should be a park. Maybe a nature reserve for hiking, camping and fishing at the beach? Looking forward to seeing what you're going to turn this into
27:55 Biffa must make note of the noise pollution from that building. Perhaps rezone the housing into commercial to avoid people getting sick.
I still find it humourous that Paradox insists on using euphemisms like "animal products" rather than leather and "soft paper" rather than "toilet paper" factory.
Hey biffa can u tell me which mod u used in 23:34 where u change the ground from green to sand. Im looking for this mod so long now.
I think he's holding down the right mouse button rather than the left to remove the selected trait from the area?
@@Minotaur1975 no he just swapping the ground from gras to sand, u can see on his menu that he also could change the ground back to gras or other grounds
You should name the industrial areas after figures from American folklore, so the Paul Bunyan Logging Company and the Johnny Appleseed Orchards
Definitely Area 1 it gives industrial park vibes, 2 could be a tourism /beach area maybe in the future
Your videos help me fall asleep at night. I mean that in the nicest way possible. Thank you!
Just to remind you it is now 90 years since the UK won Gold in Town Planning in the 1932 Los Angeles Olympics. It's time to get the event re-instated and get Biffa on team GB.
I find your take on American farms interesting, because of course most US farms tend to be extremely rural, even when industrialized, and of course the fences tend to be cursory fences for animals if they're even present at all. Half the time I've seen fences it was barbed wire to keep animals away but would do literally nothing for people. And of course, lots of farms even for places that had people living in them, wouldn't have any boundary fence at all.
Area 1 for the factories, it would really complete the look of the industrial harbor
Anyone else sitting back and watching Biffa add all those fields and stuff while the Import problem is how he pooched the warehouses like three episodes back?
Adding fertile ground is a valid and realistic action as land is converted to agricultural use all the time IRL.
Great episode as always. My vote is for area number 1, looks very well suited with excellent connectability
Area 1 is already set up to be industrial, and has options for lots of sea connections to avoid road traffic.
Area 2 would be much better suited to an assortment off tourist, leisure and theme parks with it's sea view. And being a good distance from the rest of the city would avoid noise complaints. Being so long and thin it also gives a chance for a distinctive transport option to set it off nicely. Monorail perhaps?
One thing to help with the importing is to either build more extractors or get rid of some of the storage or put you storage on empty so it doesn't import the goods.
in your farm, upgrading gave you access to a lemonade factory, but you put in apple trees
Definitely Area 1.
Area 2 and Area 3 remind me too much of New Tealand. After Area 1, you should head into the mountains for future expansion! Some really interesting opportunities there - like maybe building an American-style mansion district like Beverly Hills!
Biffa The Best Cities Skylines Content!
Area 2, because it’d be interesting how you do the road and rail links to it.
Biffa the issue with your tree painting is you left on lock forestry which prevents you from adding forest resources. Disable it and repaint your trees
Another suggestion is adding a ball park as a common stadium to host baseball matches as well as a local ball park as a shared asset between two districts to conduct matches between them also two rugby or football fields along with high schools in both districts will also serve as points to conduct inter-district rivalry matches
Make a street with full of high raise like time-squre make it as TEA-Square, with full of offices and commercials .
Definitely area 1 for the factories. Area 2 looks perfect for a strip of leisure and tourism.
If you can you should make a huge recycling and composting center.
Every time you say the name of this city I hear it as "Mrs Sippa Tea", and I love it
No 1 area is best location with water access and oil industry. No 2 area should be tourist attractions
Biffa drinking game. When "I'm just wondering whether....?" is said, take a shot.
Area 2 should be the fishing industry, going off into the sea rather than the landlocked area. Area 3 would be great for some smaller factories, but area 1 is the only place big enough for the large ones. Them's my votes.
Q: About 'barracks... do the sims actually live in there i.e. no longer need a house or is it just a workplace?
If Hugo can afford flying around and pay for vpn, i guess he's not one of those thousands of unemployed people in the city 🧐
Area 1 is the industrial dock area, Area 3 looks like beachfront properteas, tourism and Yacht Harbours. Area 3 should be Long Crofton Beach (Croton punctatus Latin for beach tea being a Floridian Silver salt marsh loving plant)
Area 1 for the factories. Area 2 being a coastal strip of land has to be your version of Miami beach. Hotels, high end property and entertainment.
As someone from Oregon, I was quite pleased to hear Biffa pronounce it correctly.