Since those three industries are in the "Random5" part of the map, I believe their names should reflect it by using synonyms for "random", e.g. "Irregular Ores", "Incidental Crops", and my absolute favourite "Arbitrary Arboretum". ♥
And I think that whole area could be an industrial complex, pretend it is a rival company to what is already available, leave the other forest and farm industries. Then name the whole site "5 O.F.F. Industries" (Ores, Farming & Forestry) in addition to naming each individual subsidiary industry.
I think a bowing bridge between Eggelston and Random5 would look an work better. High in the middle and low at the ends. Over this spann the elevation should not be to bad.
One of the new bridges created here (from Snakus Isle to Random5 Isle) lets out immediately into 2 neighborhoods. While I'm sure they can take advantage of the access to them for work I'm not sure they would appreciate having constant Semi and Heavy Truck traffic driving past their houses throughout the day. It might be nice if there was a separate access onto the bridge that wasn't bringing industry traffic primarily through these areas.
Make a tunnel under the mountain and join to highway on the other end and have a couple exits etc. Might force some of those heavy vehicles to use the highways to get to other industries if you prohibit heavy vehicles to use the suburban roads.
I think that there should be a path between the ferry stop and the farming industry, so the people that use the ferry don't have to walk around the whole farm to get there.
I think it would make sense to have a big ferry loop as well as the lines going directly across. Just to give more options for people to get around, especially to the big entertainment area.
I have to wonder what the difference would be in a "completed" city by Biffa if all the tiles were unlocked from the start? It might be interesting to see if things develop in different fashions?
The solution for the second bridge that you built was quite good, but i think it would have been easier and also realistic if you just raised the middle section of the bridge for the ships so that the bridge gets a "bow"-shape and both ends of the bridge could end at terrain height. :) Lots of (local) bridges are built like that.
I think that the industry areas could use a bus line taking the workers to the ferry stop. Or you could build a passenger train station by the farming area.
The road layout looks super efficient to get around. Hopefully the game will agree 🍀 This map is very beautiful too, thank you builders! "Rustic Rolling River Ridge Ranch" is very random ánd has 5 R's 😉
here in Vienna we have loads of bridges across the Danube River and it doesn't look out of place. you could ad a few more bridges across your islands in the future.
Hey Biffa, cool new industry area but you should check the pre built intersections with the lane connectors from traffic manager because they can ignore the dedicated lanes. It is the same problem as on the junction over the pedestrian area. Even though there are intersection markings in there are no lane rules and the people simply drive how they like to
Brilliant video. Gave me a lot to think about. Just one thing, your new ferry line is not working because it is not connected to the ferry depot so boats cannot get out.
26:57 I think it would look more interesting, if you swing the road under the bridge and make the loop on the other side. Also a train line next to the bridge would be a good idea, connecting those ports together, before going back. And please upload more 🙌
3:17 Your advice as a City Skyline professional: I noticed your smooth movement within the map and navigating within it, what is your way of moving within the map? 😇
I think I would have made the second bridge connect straight to the main road from the highway, and upgrade that to the medium size road, so it can be further upgraded later if needed.
What you should have done was added one of those bridges you had in new tealand that raise to allow boats to pass on the second bridge you added in that has the ships go through it. (If the mod is still working)
Too bad quays can't be named because since we're in Random5's part of the map, a quay named "random key" would be funny because Biffa uses a lot the random key fonction for placing houses 😉
I thought of the bridge going between Oregon and Washington when you were building your bridge and adjusting the heights. It is in the city of Astoria Oregon (Goonies). Might give you some ideas. It was very interesting driving on it.
The road that comes from the Egglestone fishing indistry and that attaches to the "E6Gsy-Random5" bridge could carry on along the coast cliff and connect to the highway! What do you think? Love the video, keep up the good work!
Thank you for another Biffalo Countea video. I really like this series. I do feel like the two new bridges don't quite live up to the standards you've set at the beginning. They are simple beam bridges which are not able to span over great distances. Compare them to the bridges that already came with the map. They should either be huge suspension bridges or simply be replaced by a tunnel.
You just added another bridge over the river that people would use to get into the city but also use to cut off a part of highway and slip to the other highway since thats quicker than following the highway around, i myself tend to set the highways (or specific parts) to unlimited speeds just to keep them from cutting through the city from one highway to the other, another good way to counter this is to add a tollbooth somewhere in between, they still can get through if they really want to but its cheaper to go around. I also use this example from real life, i live near the hague in the netherlands and we got the A4 highway from Amsterdam and the A44, theyre constructing a sliplane between both highways (working on it for the last 5-6 years, finished 2024) because now all people stuck in gridlock or thinking they can find a quicker way will go through the city (Voorburg, The Hague, Leiden) where the cities tried to discomfort these road users to no avail, just to keep people from hopping over
Instead of connecting the farm to the main arterial road, I think there should be a back road that goes under the elevated rail and then at grade across the other rail branch to join on to the road network deeper into the area. I'd also rebuild the connection of the 4u road from the high bridge to have the through-movement all the way to the bridge over the rail line. In particular, it'd be great if traffic from the ore, farm and forestry industries could get to the cargo harbour without going along the arterial!
Dear Biffa, I love your videos, I'm home all week being sick :( but watching you play and sometimes say random silly things really is a remedy. Thank you
Honestly, I think making the local bridge only for pedestrians, bikes, emergency vehicles and services and forcing all the other traffic on to the highway would probably work well. Facilitating more car traffic causes more traffic
Hi Biffa, love the series! Isn't it possible to move the cargo harbor (at around 7:51) back with the Move It mod, so the train tracks aren't over the water anymore? Or doesn't the Quay wall like that?
Genuinely liked the episode. But a suggestion: I personally notice my cargo exchange gets real busy even if it's only cargo train so I try putting it on a separate loop away from the main road. I fear your solution might cause problems as the traffic for the port might wait on your main throughput road. :-x
Transfer Manager is your friend, lol. I always pause the game and turn off imports when I place a storage facility. Didn't think you were going to be able to get an industry area with that terrain, but it worked, nice.
Biffa, with the issue for the trees, if you go under your mods when you pause the game, there's an option to hide them so they don't appear. This was happening to me a lot and it was highly annoying.
@@BiffaPlaysCitiesSkylines If I remember correctly (been a few months since I last played), you can set it up to delete trees on build, but not delete when loading the game. That only has the drawback that you'll need to be careful with MoveIt, as it will delete all trees that you move a building over. I guess it depends on playstyle and preference, which of those two options work best. 🤷♂
1 suggestion; The bridge which connecting this industry to fishing industry (european style) should directly connected to the new high way junction. But before this connection you should place a roundabout and connect it to the forestry, cargo hub, other new bridge and ore industry. So the traffic do not have to go inside other industires and directly connected to the bridge or highway.
I have a main metro system that goes through the heart of my city. From the suburban outskirts to the inner city commercial to the offices and industry. In it i have 2 lines, one going clockwise the other counter clockwise, but on both i have absolutely no passengers. Never have. Both are complete lines and you can see the metro operating. All stops are in places people live or popular places they go. Any clue at all what the problem there could be? My traffic would be greatly reduced if people would use it.
The road to the freight harbour in your new area should be a median. This prevents turning across the road to deliver to the harbour. This is difficult as you either get a 2u with 1 lane each way, or go 4u with 2 lanes. The 2u-3+ with a median are rare enough and you may need an extra asset. The limited movement by a median or a one-way road will likely require junctions to be roundabouts to allow turning back to their destination and exiting to where they go next.
Hi biffa, i recently started playing the game again after not playing for a few months. I noticed that I couldnt start my city anymore nor make a new one. I then learned about an update that caused mod incompatibility. I saw there was a list and unaubscribed from all my mods and only downloaded still working ones. I can now make and start up a new city but I cant open my pre update cities. They stop loading at about 75% and just stay there, longest i had it open was about 30-45 mins. I have searched everywhere and watched a lot of potential fix videos but nothing worked. I Do have a lot of assests downloaded, could that be the problem otherways i dont know what it is. Do you maybe know what the issue is and/or possible solutions? Thnx!
The old saves you have will not work because they are asking for assets/mod configurations that you no longer have so they won't load sorry. They are in the config of the saved City.
Great again Biffa. There must be something with the Eggsy land and the farming area (Eggs and Farm!? isn't there a name that could be found?)" I can wait for the next video!
IIRC you still have one ferry dock that you didn't create a line to because it had no "counterpart" on the other side. But not that far off you have a double-ferry dock where only one spot is used, so you could build a "diagonal" line so the unused dock is connected again :)
2:15 Pros and cons of not allowing truck traffic on the smaller bridge and forcing trucks/cargo to use the highway bridge? I've had similar situations even if not actually bridges, but a road and highway that I separated and didn't allow trucks to use. I didn't notice any cons, just wondered if anybody else has tried and it didn't work and maybe why not.
Hello Biffa. I'm just starting to watch this video and I totally agree with you that we need a new kind of cargo hub with the train line on the land side of it. Could you ask your friends to try to build one for us? It will greatly help. Thank you very much!!!
If you add oil and fishing you could name the area "Five Industries Point" or if not "Five Rocks Point" for the number of rock pieces you "displaced" at the waterfront. (If I didn't miscalculate.) Also, thank you for your time! Great video, plus: LANE MATHEMATICS! 8D Cheers!
Hey Biffa, I was thinking the little bit of road next to the farming area should probably be a bridge kind of road, since it looks like it's crossing an old river bed. Loving your videos! I haven't missed one for a year straight. :D
With the cargo hub you can use move it and move it back so the train line sits on top of the sea wall then raise the hub slightly just make sure it stays linked to the ship line looks much more realistic
OMG! Name for your ore-industry: Mélange Mountain Mining. As in - melange: a term for somewhat scrambled (->random) geological formations (because of your generous deposit) and also: - mélange: a composition of different teas.
Biffa: builds a bridge over the straight (but not where it narrows) Also Biffa: constructs a ferry service right next to it 😆😆😆 Biffa, you *know* the bridge and ferry will cannibalise each other!
Where will the Airport go? For the AlleyCat areas, why not start with names of alley cats from Top Cat and The Aristocats? So the T.C. and Benny Ball districts, etc.for Top Cat. 26:18 Run the 4-lane road down the industrial road. Maybe even have it go straight across the overpass to the other bridge. Even to the interchange. Which is in need of some lane mathematics. 33:47 was that one of the Network Rivers, perhaps?
Most long span bridges I am familiar with in the US would slope up and just have the middle section or two at the height needed for ships to pass under. 25:26
Super weird and interesting is cool but I'm pretty sure you could have connected that bridge (at 26:05) to the intersection if you started lowering it just after the ship lane.
That euro stone bridge you wanted as a second connection, change that for a bridge that opens up when ship arrives, like in other built you had that Koninginne brug (queens bridge)
I would have sloped the bridge and only make the middle 1-2-3 sections high enough for ships to pass, this is done all over the road to cut costs and make good connections with roads already there. I think it would have made a nicer connection with the newly developed area.
I would continue the road from the Random5-Snakus bridge further into Snakus Island between the hill and the existing development as a bypass collector road and industry zone connector. Too much traffic coming to Snakus Island will spill out into town from the T-junction when it could easily cut through, keeping more trucks from clogging the residential areas.
Hello Biffa, u can zone in industries in the ore and faring industry and the buldings that pop in will be of the same theme. i also thick that u can change the theme using mods
Since those three industries are in the "Random5" part of the map, I believe their names should reflect it by using synonyms for "random", e.g. "Irregular Ores", "Incidental Crops", and my absolute favourite "Arbitrary Arboretum". ♥
YES
Brilliant.
👍😂
And I think that whole area could be an industrial complex, pretend it is a rival company to what is already available, leave the other forest and farm industries. Then name the whole site "5 O.F.F. Industries" (Ores, Farming & Forestry) in addition to naming each individual subsidiary industry.
@@scamp5000 There's some oil in the little creek, too.
Biffa: "You want to plan out your road hierarchy in advance."
Also Biffa: places a busy cargo port directly on his collector road.
Also Also Biffa: turns local forestry road into main road for the area
Did you connect the ferry path to the Ferry Depot? This may require the bridge beside the ferry path to be a little taller.
No he didnt thats why you didnt see one ferry
Or, if the game allows it, add a second depot near by.
I think a bowing bridge between Eggelston and Random5 would look an work better. High in the middle and low at the ends. Over this spann the elevation should not be to bad.
One of the new bridges created here (from Snakus Isle to Random5 Isle) lets out immediately into 2 neighborhoods. While I'm sure they can take advantage of the access to them for work I'm not sure they would appreciate having constant Semi and Heavy Truck traffic driving past their houses throughout the day. It might be nice if there was a separate access onto the bridge that wasn't bringing industry traffic primarily through these areas.
Biffa could branch off the port road, making that section 2-way
Make a tunnel under the mountain and join to highway on the other end and have a couple exits etc. Might force some of those heavy vehicles to use the highways to get to other industries if you prohibit heavy vehicles to use the suburban roads.
I think that there should be a path between the ferry stop and the farming industry, so the people that use the ferry don't have to walk around the whole farm to get there.
I think it would make sense to have a big ferry loop as well as the lines going directly across. Just to give more options for people to get around, especially to the big entertainment area.
I have to wonder what the difference would be in a "completed" city by Biffa if all the tiles were unlocked from the start? It might be interesting to see if things develop in different fashions?
The solution for the second bridge that you built was quite good, but i think it would have been easier and also realistic if you just raised the middle section of the bridge for the ships so that the bridge gets a "bow"-shape and both ends of the bridge could end at terrain height. :) Lots of (local) bridges are built like that.
or a tunnel, Rotterdam has several tunnels to prevent high bridges from being needed across the working river
@@jeffparker1617 true, but the tunnel also needs some space to get up again to not look awkward
A "bow"-shape would be beautiful
I think that the industry areas could use a bus line taking the workers to the ferry stop. Or you could build a passenger train station by the farming area.
Mainline rail works great in industrial areas, as one commonly has a line for freight anyway
Great video to start the day off. Thank you for all the hard work you put into your builds!
My pleasure!
Just an FYI, for console players, a "Y" intersection works great with in-game 🚦. You won't have to worry about cross traffic.
25:00 You could try to replicate "The Veluwemeer Aqueduct: Netherland's Unique Water Bridge". It would suit the area very well!
That IS an awesome Aqueduct!
The road layout looks super efficient to get around. Hopefully the game will agree 🍀 This map is very beautiful too, thank you builders! "Rustic Rolling River Ridge Ranch" is very random ánd has 5 R's 😉
here in Vienna we have loads of bridges across the Danube River and it doesn't look out of place.
you could ad a few more bridges across your islands in the future.
I was yelling "Biffa, You already have a Farm!!!" My family thinks I've gone around the bend.
Hey Biffa, cool new industry area but you should check the pre built intersections with the lane connectors from traffic manager because they can ignore the dedicated lanes.
It is the same problem as on the junction over the pedestrian area.
Even though there are intersection markings in there are no lane rules and the people simply drive how they like to
Brilliant video. Gave me a lot to think about. Just one thing, your new ferry line is not working because it is not connected to the ferry depot so boats cannot get out.
👍
the Pinky/Purple line represents Aircraft / Flight paths, but if you plan extending a ferry line having the bridge higher isn't a bad shout
Aha!
26:57 I think it would look more interesting, if you swing the road under the bridge and make the loop on the other side. Also a train line next to the bridge would be a good idea, connecting those ports together, before going back. And please upload more 🙌
3:17 Your advice as a City Skyline professional: I noticed your smooth movement within the map and navigating within it, what is your way of moving within the map? 😇
I use KB and mouse and all the controls available to me :-)
I think I would have made the second bridge connect straight to the main road from the highway, and upgrade that to the medium size road, so it can be further upgraded later if needed.
at 18:20 commenting as i am watching, i hope you didn't forget to connect that ferry pathway to the ferry main grid, to get some ships there
What you should have done was added one of those bridges you had in new tealand that raise to allow boats to pass on the second bridge you added in that has the ships go through it. (If the mod is still working)
Too bad quays can't be named because since we're in Random5's part of the map, a quay named "random key" would be funny because Biffa uses a lot the random key fonction for placing houses 😉
I thought of the bridge going between Oregon and Washington when you were building your bridge and adjusting the heights. It is in the city of Astoria Oregon (Goonies). Might give you some ideas. It was very interesting driving on it.
When you just sittdown, and then biffa shows up !!!!!
make some of the trees like you have installed for the city .this will look the city realistic
Please can you name the forestry zone "Lapsang Pines" after my favourite Tea; Lapsang Souchong (pinewood smoked black tea)
Great idea 💡
This was great timing for me, as I was just wrestling with adding ore and oil! Looking forward to seeing how these progress!
you could build a underwater tunnel from the ore section to the otherside so the cargo ships just go overtop. thats what i do
The road that comes from the Egglestone fishing indistry and that attaches to the "E6Gsy-Random5" bridge could carry on along the coast cliff and connect to the highway! What do you think?
Love the video, keep up the good work!
I think he should do that to prevent future backups.
He also should add some kind of public transport into that direction
Thank you for another Biffalo Countea video. I really like this series. I do feel like the two new bridges don't quite live up to the standards you've set at the beginning. They are simple beam bridges which are not able to span over great distances. Compare them to the bridges that already came with the map. They should either be huge suspension bridges or simply be replaced by a tunnel.
How does it make sense to have a ferry line near a bridge mate?
You just added another bridge over the river that people would use to get into the city but also use to cut off a part of highway and slip to the other highway since thats quicker than following the highway around, i myself tend to set the highways (or specific parts) to unlimited speeds just to keep them from cutting through the city from one highway to the other, another good way to counter this is to add a tollbooth somewhere in between, they still can get through if they really want to but its cheaper to go around. I also use this example from real life, i live near the hague in the netherlands and we got the A4 highway from Amsterdam and the A44, theyre constructing a sliplane between both highways (working on it for the last 5-6 years, finished 2024) because now all people stuck in gridlock or thinking they can find a quicker way will go through the city (Voorburg, The Hague, Leiden) where the cities tried to discomfort these road users to no avail, just to keep people from hopping over
I love how you make everything flow together, it looks so natural. Also thanks for turning me onto this game!
25:30 maybe an underwater tunnel? 🙊 (if not for this one, then maybe next time you need a crossing from one island to another)
I think one of those bridges that raise for ships to pass that Biffa used in new tealand would work better (if the mod is still working)
Excellent build! Nice new industry section to answer the needs. Always a pleasure to watch you build 🤩
This map would love the movable bridge mod :)
Great way to start the weekend.🎉🎉
agreed!
Enjoy!
in fact im drinkin tea rn
Instead of connecting the farm to the main arterial road, I think there should be a back road that goes under the elevated rail and then at grade across the other rail branch to join on to the road network deeper into the area.
I'd also rebuild the connection of the 4u road from the high bridge to have the through-movement all the way to the bridge over the rail line. In particular, it'd be great if traffic from the ore, farm and forestry industries could get to the cargo harbour without going along the arterial!
I like how the roads through your industry aren't all cookie cutter 👍
Use some of the "old school" methods. Create districs and set them to farm, ore, and forestry, to fill out some of the small spaces.
Dear Biffa,
I love your videos, I'm home all week being sick :( but watching you play and sometimes say random silly things really is a remedy.
Thank you
Gws 👍
Honestly, I think making the local bridge only for pedestrians, bikes, emergency vehicles and services and forcing all the other traffic on to the highway would probably work well. Facilitating more car traffic causes more traffic
You should put tolls on the bridge, in order to manage traffic in them
Hi Biffa, love the series! Isn't it possible to move the cargo harbor (at around 7:51) back with the Move It mod, so the train tracks aren't over the water anymore? Or doesn't the Quay wall like that?
Genuinely liked the episode. But a suggestion: I personally notice my cargo exchange gets real busy even if it's only cargo train so I try putting it on a separate loop away from the main road. I fear your solution might cause problems as the traffic for the port might wait on your main throughput road. :-x
Transfer Manager is your friend, lol. I always pause the game and turn off imports when I place a storage facility. Didn't think you were going to be able to get an industry area with that terrain, but it worked, nice.
Love your videos! For a name how about Milton Beynes Ltd Industries (beynes pronounced beans)
Nice!
10:00 Thank God! You noticed that juncjion before building a new one! It was very scary to watch the video before you saw that junction :))))
Why dont you go inside your tmpe settings in the meny and turn on automatic dedicated turninglanes? Instead of doing it manually?
Biffa, with the issue for the trees, if you go under your mods when you pause the game, there's an option to hide them so they don't appear. This was happening to me a lot and it was highly annoying.
But on next game load they'll be back. And if you change the settings that does that, then you'll lose any detailing you did in anarchy.
@@BiffaPlaysCitiesSkylines If I remember correctly (been a few months since I last played), you can set it up to delete trees on build, but not delete when loading the game. That only has the drawback that you'll need to be careful with MoveIt, as it will delete all trees that you move a building over. I guess it depends on playstyle and preference, which of those two options work best. 🤷♂
16:38 I dream that one day, maybe, perhaps, Biffa will upgrade that one tiny segment of road there that's still highway for some reason.
Great video! I think a good name for a normal district around all the industries could be Tea Shores Idustrial Complex.
1 suggestion; The bridge which connecting this industry to fishing industry (european style) should directly connected to the new high way junction. But before this connection you should place a roundabout and connect it to the forestry, cargo hub, other new bridge and ore industry. So the traffic do not have to go inside other industires and directly connected to the bridge or highway.
I have a main metro system that goes through the heart of my city. From the suburban outskirts to the inner city commercial to the offices and industry. In it i have 2 lines, one going clockwise the other counter clockwise, but on both i have absolutely no passengers. Never have. Both are complete lines and you can see the metro operating. All stops are in places people live or popular places they go. Any clue at all what the problem there could be? My traffic would be greatly reduced if people would use it.
When Biffa says "Trees on röd", I automatically think "trees on red", since röd means red in Swedish (and Norwegian I guess)...
The road to the freight harbour in your new area should be a median. This prevents turning across the road to deliver to the harbour.
This is difficult as you either get a 2u with 1 lane each way, or go 4u with 2 lanes. The 2u-3+ with a median are rare enough and you may need an extra asset.
The limited movement by a median or a one-way road will likely require junctions to be roundabouts to allow turning back to their destination and exiting to where they go next.
Thank you for another wonderful video, Biffa! I always look forward to your videos. Cheers!
My pleasure!
Hi biffa, i recently started playing the game again after not playing for a few months.
I noticed that I couldnt start my city anymore nor make a new one. I then learned about an update that caused mod incompatibility. I saw there was a list and unaubscribed from all my mods and only downloaded still working ones.
I can now make and start up a new city but I cant open my pre update cities. They stop loading at about 75% and just stay there, longest i had it open was about 30-45 mins. I have searched everywhere and watched a lot of potential fix videos but nothing worked.
I Do have a lot of assests downloaded, could that be the problem otherways i dont know what it is. Do you maybe know what the issue is and/or possible solutions? Thnx!
Sounds like you need more help than I can give in the comments, head over to my discord 👍
The old saves you have will not work because they are asking for assets/mod configurations that you no longer have so they won't load sorry. They are in the config of the saved City.
@@BiffaPlaysCitiesSkylines will Do thnx!
Option 3 (the offshore oil) would make an excellent beach for the cims to visit. Maybe save the oil industry for another area?
Love Biffa! ❤ Great video! 😊
Thank you! 😄
Great again Biffa. There must be something with the Eggsy land and the farming area (Eggs and Farm!? isn't there a name that could be found?)" I can wait for the next video!
IIRC you still have one ferry dock that you didn't create a line to because it had no "counterpart" on the other side. But not that far off you have a double-ferry dock where only one spot is used, so you could build a "diagonal" line so the unused dock is connected again :)
2:15 Pros and cons of not allowing truck traffic on the smaller bridge and forcing trucks/cargo to use the highway bridge? I've had similar situations even if not actually bridges, but a road and highway that I separated and didn't allow trucks to use. I didn't notice any cons, just wondered if anybody else has tried and it didn't work and maybe why not.
Hello Biffa. I'm just starting to watch this video and I totally agree with you that we need a new kind of cargo hub with the train line on the land side of it. Could you ask your friends to try to build one for us? It will greatly help. Thank you very much!!!
25:30 tunnel! That’s what happens IRL with those sort of issues.
If you add oil and fishing you could name the area
"Five Industries Point"
or if not
"Five Rocks Point"
for the number of rock pieces you "displaced" at the waterfront. (If I didn't miscalculate.)
Also, thank you for your time! Great video, plus: LANE MATHEMATICS! 8D Cheers!
😁
The central part of the bridge could be higher than the rest of the bridge so that cargo ships can pass
_______
/ 🚢 \
do you have infinet Minerals on ? due to be rid of them runing out of the oil and minerals all the time
Hi Biffa, Opening Bridge option on your bridges (or were you having issues)?
Hey Biffa,
I was thinking the little bit of road next to the farming area should probably be a bridge kind of road, since it looks like it's crossing an old river bed.
Loving your videos! I haven't missed one for a year straight. :D
Just in time for me to watch and relax. Thanks Biffa 👏🏻👏🏻
My pleasure!
I still think the 1st farming industry area should be Trooper Square instead of Cooper Square. :) Awesome video once again
7:44 it's for the cranes - they need to reach the containers in trains AND ships. You can see them there, they are looking at you.
Vid 2 of asking for a baseball stadium
I keep thinking of the Millennium Falcon each time I see the starter area of this project
And then of course you go ahead and comment it during the video. Can't remember that you have before. :-)
With the cargo hub you can use move it and move it back so the train line sits on top of the sea wall then raise the hub slightly just make sure it stays linked to the ship line looks much more realistic
I think Cities Skylines needs a Biffa mod to help us perfect our traffic issues.
the bridges that raise for boats could be good connecting from the new industry island to the fishing side
OMG! Name for your ore-industry:
Mélange Mountain Mining.
As in
- melange: a term for somewhat scrambled (->random) geological formations (because of your generous deposit) and also:
- mélange: a composition of different teas.
15:55 well, not water based cargo, but I suppose they do have air cargo lines, so you're not entirely wrong SuperVinlin
Biffa: builds a bridge over the straight (but not where it narrows)
Also Biffa: constructs a ferry service right next to it
😆😆😆 Biffa, you *know* the bridge and ferry will cannibalise each other!
Right! What would be the purpose of a ferry if a bridge spans across
Not everyone drives...
@@BiffaPlaysCitiesSkylines No, but a short distance like that, they'll walk or cycle across the bridge.
Where will the Airport go?
For the AlleyCat areas, why not start with names of alley cats from Top Cat and The Aristocats? So the T.C. and Benny Ball districts, etc.for Top Cat.
26:18 Run the 4-lane road down the industrial road. Maybe even have it go straight across the overpass to the other bridge. Even to the interchange. Which is in need of some lane mathematics.
33:47 was that one of the Network Rivers, perhaps?
I know it's nothing to do with "Random5", but my first thought for Beech Center (Farming) was Beach Center (Farming)!
Most long span bridges I am familiar with in the US would slope up and just have the middle section or two at the height needed for ships to pass under. 25:26
How about Rowntrees Randoms for the forestry area?
You forgot to connect the ferry line to the ferry depot
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Super weird and interesting is cool but I'm pretty sure you could have connected that bridge (at 26:05) to the intersection if you started lowering it just after the ship lane.
That euro stone bridge you wanted as a second connection, change that for a bridge that opens up when ship arrives, like in other built you had that Koninginne brug (queens bridge)
I would have sloped the bridge and only make the middle 1-2-3 sections high enough for ships to pass, this is done all over the road to cut costs and make good connections with roads already there. I think it would have made a nicer connection with the newly developed area.
This is Biffa's first use of AI generated imagery for the thumbnail.
do you have the name of the mod that you used to brush ore on the ground?
Hey biffa, in 25:21 why not use the animated brigdes like you did in New Tealand? That would be great🎉
More cargo cranes might solve your delivery and pick up problems, in Rotterdam post we have as much as 10 cranes on 1 quay site.
I would continue the road from the Random5-Snakus bridge further into Snakus Island between the hill and the existing development as a bypass collector road and industry zone connector. Too much traffic coming to Snakus Island will spill out into town from the T-junction when it could easily cut through, keeping more trucks from clogging the residential areas.
Question... what happened to the movable bridge?
The Ferry Stops want Bus Stops just outside please.
Hello Biffa, u can zone in industries in the ore and faring industry and the buldings that pop in will be of the same theme. i also thick that u can change the theme using mods