as you were landscaping and detailing, you did some terrain work. And you know, I think there is something to be said for leaving some rougher bits instead of smoothing everything out. I know, it drives you a bit up the wall. But I live in a fairly hilly area and there are numerous areas where there are sharp drops and rises in the terrain instead of gently rolling hills.
I think the issue is that in cities skylines buildings don't morph into the terrain like they do in real life, they have fixed looks and shapes which can make it look janky while in real life engineers would just build into the terrain and change how things look.
@@VaingloriousGaming I feel the same way. Constantly smoothing out all areas makes it look unrealistic. A few sharp drops and changes in elevation where there are cliff edges would make it feel so much more realistic
It's a game though, not real world, he obviously wants it to look nice because this is TH-cam content and a game where the point is to make it look good, even if he tries to play it realistically. If it is important to the creator to do things a certain way (and he mentioned multiple times he prefers it this way) than that should be respected, he is the one looking at it for hours while making a video 😊
I agree - I also live in a hilly area, cliffs and retaining walls are just a matter of course for development. Not that CS2 handles it particularly elegantly...
That reminds me of this story: In 1948, a piece of land along the western boundary of New Westminster, B.C., was eradicated by bulldozers. The site, which a century prior had been a final resting place for Chinese pioneers, Sikhs, and members of First Nations, soon disappeared when a high school was built on top of it. (Globe & Mail)
@@jacobite2353 that would actually be pretty realistic. schools are built like prisons in many ways because it's a very secure layout. they work as evacuation zones because the walls are very thicc and strong, so while many cheaply built houses and businesses may crumble, the school will stand. would be epic. maybe there could be some "invisible building" and "inoperable building" mods where you could roleplay stuff like that. replace the functional prison with the inoperable version of it, then place an invisible school on it and make your own pathing line up with the walking areas and such, and then there you go. a prison that's been converted into a school.
This is the best city skylines channel on TH-cam by a mile. I’ve attempted at watching other ones but this channel is just so easy to watch and I love following along. Keep doing your thing!
@@CityPlannerPlays you balance design, function, and practicality very well. The chapters with different focused areas of the build. The lore with each map. 👍. Im guessing because of your career as a city planner it gives you an edge above the rest, and it shows. I been following since Verde beach (my fav city). Have a blessed day ✌️
Underneath the road, right where they belong. I've missed hearing this so much, and it just happens to be my birthday - best gift I could have asked for!
CPP makes this all look so effortless. I really enjoy this series and all the videos. I have tried to replicate a lot of the techniques with various levels of success.
I would add a few more houses around each of the cul-de-sacs. Also, Phil!! 37:08 You made no consideration for pedestrians going between neighborhoods. There is currently no safe/efficient way that i can see for pedestrians to walk between neighborhoods, they are locked between highways. Taking the tunnel collector is a less than ideal situation, considering the length of the route even though the neighborhoods are less than 100 yards away from one another. Perhaps a small path with a protected intersection is warranted, or the “Dale Highway” could be urbanized and a controlled access from each neighborhood could be added (eg, One way roads leading out)
People were locked up in a prison before! It's a big upgrade that they're now locked up in a beautiful community near the town dump and quarry. No complaining allowed ;)
I can't believe that was an hour episode. This was easy to follow as there were distinct and well laid out objectives for each area. If this whole City Skylines / TH-cam thing does not work out, I think Phil could be a successful city planner in his home town. 😜
Fair point. I'm trying to drive home the point that there is a place where respecting the topography and grading can live in harmony, but I don't think I articulated that all that well. Noted for next time!
You should see what they did to a hill in a town near where I live. They are putting in a new neighbourhood and the just cut the top of the hill and flattened the entire area. A huge amount of land. Community is not happy for multiple reasons, not just the farmland being bulldozed.
@@Picolinnia hill mathematically has more surface area than a flattened area with the aame perimeter, they've actually lost square footage by flattening it. How silly!
Just picked up the game a week ago, and thanks to this series I've been obsessed with it. Thank you for giving me a much-needed distraction these days. The videos remind me of being in drafting classes in the best possible way, very thoughtful and intuitive approach to learning a new program.
Building tunnels in CS2 without mods has been one of the banes of my existence. This tutorial made me realize there is a way easier method to do it. Thank you!
You are doing great work as always; this series is part learning and part appreciation of an artist at work. Thank you for combining both! I was surprised to see you add the neighborhood near the quarry; you had been so careful to avoid putting folks downwind from the pollution sources up until then!
Finally can’t wait to watch this whole one hour been waiting a month for UBG I love your series I can’t wait until we get back to play city skylines without all of these mods. Can’t wait for them to finish the game. I will be going back and re-watching the whole UBG series. It’s been too long. Don’t know what was going on In the UBG ANYMORE
@@CityPlannerPlays thank you I appreciate all your videos and everything you do for the community. Can’t wait for the next video. Just got done watching the whole series again. ❤️
I've been trying to get into this game, but I still struggle with the very basics; creating dynamic roads that are curvy from which you can base your grids on, but also with traffic congestion. Then I watch videos like these and it makes it look all effortless. I love it.
Such a lovely set of builds. I really appreciate that you put some if the low rent housing near the school. I also appreciate that you out sound barriers in neighborhoods that in the real world would take decades of fighting and special tax incentives to ever get built.
I like this overall, but I can't vibe with residential by that stone quarry. When you drew the grids next to it I just assumed they would house industrial zoning, because who would live next to a loud and dusty stone quarry? Even better, it just doesn't fit that part of the city anymore - it's no longer out on the edge, it should move further out to the edge again IMO
I always get a bit hesitant when I see you place a bunch of houses along a looong block without leaving any space for crossroads. I've noticed this when you place residential that backs onto the highway. I don't think there's anything wrong with that, realistically the highway isn't going anywhere and it's like highway crossings happen all the time, but I think you've taught me to look out for future issues with right of way, haha.
Hey Phil, another fun build thanks! I think you need to start using a combination of sinking highways and raising the road over to not have bridges that are so high. And when appropriate use the contours and run the local road under the highway where the highway is already raised (like it sorta was at the parklow) 😊
Hi, I hope you are well. I love your videos, I appreciate them. I have a hard time sleeping and your videos help me sleep. When times are tough, I end up watching your entire video. When times are normal, within 5 minutes, I’m a sleep and I wake up to watching 3-4 videos of yours without being a wake. They get rewatched next night when I’m awake lol. Thansk again!
What a beautiful expansion! Maybe some more pedestrain connections in the next episode together with transit option. And those clouds were really dark sometimes, maybe you could optimise your lighting settings a bit?
Your planning for every episode must be exhausted. Well, you must tried multiple times b4 taping for an episode. You have work and doing this as spare time. Good work
It is really fun watching you buildout cities in general, I hope you make more of these! I got the game (it's a bit expensive for what it is rn compared to the previous one from what I gather). My first idea for a city is woodcutters and woodwork mega industrial city. :D
Maybe something for off-camera, but here also for engagement: the farms haven't spread at the edges of the city. All of that flat land with road access seems like it ought to be cultivated
One important thing this series taught me is to not worry too much about the zoning demand bars down below, and look more at employment, education, and service coverage in thinking about expansion.
12:52 YES! This song is so much better than the previous silly song. Hello Darkness indeed... especially since Editor Phil sees in only in black and white
Loved the expansions, but I did think one or two of your larger areas would end up as a "custom park". Maybe when things eventually expand up the valley past the high school? Also LOVED the slower transitions during the city tour. 10/10 Didn't have to constantly go back and/or slow the video down to get a good sense of what changed.
Heyhey! Love the video again, keep it up. I do have one bit of feedback. The song playing at 15:20, kinda drives me crazy hahaha. I get the vibe but that vibrato guitar plucking the same not for 3 minutes straight is pretty tough. Besides that, loving it!!
You should consider decommissioning and revitalizing the quarry now that it’s surrounded by residential uses. Tailings in the water and particulates in the air would be a huge problem for nearby residents.
When Phil was connecting Maple to Grove, and he adds a connection at 24:23. I was hoping he would say "we'll add it underneath the highway, right where it belongs". 🙂
With the new residential units that are located between the landfill/garbage center and the quarry, I'm curious how these residence fair with the air quality coming from the industrial park that is flow across their area? (I vaguely remember that being the direction of travel for the air current).
Looks great, very realistic expansion of a city. There are 2 minor modifications I would reccomend. In the first expansion next to the aggregate mine there was a small 2x2 section by the eyebrow that was screaming for a local corner store (visible at 46:20 ) And next to the secondary school sports field I would reccomend a car park for students/teachers during the week and the away team on the weekend.
I thought you gave up on another UBG for a bit XD...I was building along with you but have since expanded up the coast a bit more, as well as starting a cargo rail line connecting to a harbor where the manmade lakes are.
The trick of using highways to focus zoning is clever. I use mods so Zoning Controller does it better but seeing a vanilla solution is cool. Ironically I actually prefer these “tutorial” videos.
15:29 that road that you curved along the hillside realistically could have actually continued south. the reason is that historically arterial roads were highways which followed the shortest possible point from a and b while following terrain. since that road is for the most part a north south road, it would make sense that it continues south towards the coast (merging with that other arterial at the roundabout).
With the high school, would it make more sense to flip it around remove the street separating it from the sports facilities? I’ve honestly never been to a high school where I’d have to cross a road to get to PE.
Hey, thanks a lot for making this series, I really appreciate it. How often do you release new videos for it? Since your last video, I've learned how to make maps using QGIS and import heightmaps. I even found an old rail line in my hometown that I had no idea existed!
I'm hook up with all the geinus design choice you make. If only you are our city planner in Vietnam haha. I can't wait to see how you gonna add in train and Metro railway network. Since in my country there is only 1 single rail network along the entire country, I'm very much lack the knowledge how to intergrated rail network in the city like how should the slope of the railway should be and how should the railway and road interact with each other.
I would appreciate if you would spend a little time discussing your landscaping philosophy. You always time lapse the landscaping which makes it hard to follow the specifics. It always looks so good and I would like to learn more about how you accomplish that.
I think that by adding street lights on the highway, it makes the bui,d unrealistic since each building draws a significant amount of power that it can affect the illumination of street lights. I suggest that you provide a certain distance from the main highway and build a power pole segment.
I am surprised that you did not add a small "hub" near the gravel pit. The commercial (Food and groceries with PPE shops) and professional support (engineers, lawyers etc.)for the activity would be naturally anchored by that major employer. Getting some zoning for higher density entry level housing would be a perq they could offer new miners with families. A similar root area might exist near any farms with farmhands walking from the higher density accomodations too.
Question. At approximately 22:10 shouldn't the ends of the off ramps have regular 2 lane roads for left and right turns and to slow the traffic before the intersection?
49:54 I would remove both rows of houses at both sides of the highway. Nobody wants to sit in their backyard and see and HEAR all that traffic moving by. (55:21 even worse for those on the wrong kind of Ivystreet). Good spot for offices. They can advertise to costumers driving by and act as a soundbarrier. 1 high rise by the college (55:12 over looking the sportscomplex; up in the corner facing Dalestreet) would benefit those students who come from far away. Remove those 4 trees at 55:46 right of Madisonstreet and leave it green so people can play football or have a picnic. Good spot for a gazebo where a local band can play and people can watch. Stop filling up every spot with trees!!
No one wants to but especially in such a terrain constrained location people will still buy and live in them. The houses would probably end up selling slightly cheaper than those not along the highway.
Would you consider to build.a City of Tomorrow, where we keep the green fields green and develop the city space to not destroy nature? I believe the futere will see a big renaturing effort of green field developments.
as you were landscaping and detailing, you did some terrain work. And you know, I think there is something to be said for leaving some rougher bits instead of smoothing everything out. I know, it drives you a bit up the wall. But I live in a fairly hilly area and there are numerous areas where there are sharp drops and rises in the terrain instead of gently rolling hills.
I think the issue is that in cities skylines buildings don't morph into the terrain like they do in real life, they have fixed looks and shapes which can make it look janky while in real life engineers would just build into the terrain and change how things look.
@@VaingloriousGaming I feel the same way. Constantly smoothing out all areas makes it look unrealistic. A few sharp drops and changes in elevation where there are cliff edges would make it feel so much more realistic
It's a game though, not real world, he obviously wants it to look nice because this is TH-cam content and a game where the point is to make it look good, even if he tries to play it realistically. If it is important to the creator to do things a certain way (and he mentioned multiple times he prefers it this way) than that should be respected, he is the one looking at it for hours while making a video 😊
@@anyolipe we all have different ideas of what "looking good is".... I'm very happy with the Clif edges tbh
I agree - I also live in a hilly area, cliffs and retaining walls are just a matter of course for development. Not that CS2 handles it particularly elegantly...
56:43 the elementary being where a prison once sat. I'm sure the irony is not lost on at least some portion of the students.
It will make the school have some lore ngl
Would be cool if you could convert it rather than tearing the whole building down
That reminds me of this story:
In 1948, a piece of land along the western boundary of New Westminster, B.C., was eradicated by bulldozers. The site, which a century prior had been a final resting place for Chinese pioneers, Sikhs, and members of First Nations, soon disappeared when a high school was built on top of it. (Globe & Mail)
@@jacobite2353 that would actually be pretty realistic. schools are built like prisons in many ways because it's a very secure layout. they work as evacuation zones because the walls are very thicc and strong, so while many cheaply built houses and businesses may crumble, the school will stand. would be epic. maybe there could be some "invisible building" and "inoperable building" mods where you could roleplay stuff like that. replace the functional prison with the inoperable version of it, then place an invisible school on it and make your own pathing line up with the walking areas and such, and then there you go. a prison that's been converted into a school.
Very good work Phil love this city
This is the best city skylines channel on TH-cam by a mile. I’ve attempted at watching other ones but this channel is just so easy to watch and I love following along. Keep doing your thing!
I appreciate you!
@@CityPlannerPlays you balance design, function, and practicality very well. The chapters with different focused areas of the build. The lore with each map. 👍. Im guessing because of your career as a city planner it gives you an edge above the rest, and it shows. I been following since Verde beach (my fav city). Have a blessed day ✌️
@@Pnaliza 🥱 paid comment
@@hachiman8935 just showing appreciation. Sometimes use the internet to spread positivity instead of insults and ridicule
@@Pnaliza sorry sorry sorry
Ooo, you know it's a good morning when you open youtube and there is a new video from City Planner Plays!
Underneath the road, right where they belong.
I've missed hearing this so much, and it just happens to be my birthday - best gift I could have asked for!
CPP makes this all look so effortless. I really enjoy this series and all the videos. I have tried to replicate a lot of the techniques with various levels of success.
Hopefully they have been helpful! Ultimately everything comes down to practicing and finding shortcuts that work well for you.
Grove street you say?, "CJ, all you had to do was follow the damn train!"
check out r3d koolaid!
Here we go again!
Grove Street 4 Life right CJ?
weird my comment was removed (or wasnt saved) and i still get notifications on the thread...
Did somebody say Grove Street?
I would add a few more houses around each of the cul-de-sacs. Also, Phil!! 37:08 You made no consideration for pedestrians going between neighborhoods. There is currently no safe/efficient way that i can see for pedestrians to walk between neighborhoods, they are locked between highways. Taking the tunnel collector is a less than ideal situation, considering the length of the route even though the neighborhoods are less than 100 yards away from one another. Perhaps a small path with a protected intersection is warranted, or the “Dale Highway” could be urbanized and a controlled access from each neighborhood could be added (eg, One way roads leading out)
Oh that's an embarrassing mistake. This is absolutely warranted!
People were locked up in a prison before! It's a big upgrade that they're now locked up in a beautiful community near the town dump and quarry. No complaining allowed ;)
@@CityPlannerPlays senpai noticed me ❤️
@@jjaesse twice
@@CityPlannerPlays u put such a huge smile on my face, been w u since bluffside, love you ❤️
I can't believe that was an hour episode. This was easy to follow as there were distinct and well laid out objectives for each area. If this whole City Skylines / TH-cam thing does not work out, I think Phil could be a successful city planner in his home town. 😜
"respect the topography" (terraforms an entire tile)
Fair point. I'm trying to drive home the point that there is a place where respecting the topography and grading can live in harmony, but I don't think I articulated that all that well. Noted for next time!
You should see what they did to a hill in a town near where I live. They are putting in a new neighbourhood and the just cut the top of the hill and flattened the entire area. A huge amount of land. Community is not happy for multiple reasons, not just the farmland being bulldozed.
@@Picolinnia hill mathematically has more surface area than a flattened area with the aame perimeter, they've actually lost square footage by flattening it. How silly!
Just picked up the game a week ago, and thanks to this series I've been obsessed with it. Thank you for giving me a much-needed distraction these days. The videos remind me of being in drafting classes in the best possible way, very thoughtful and intuitive approach to learning a new program.
This is the earliest I've been to a video since Clearwater County Saturdays.
Even if i haven't got cities skylines 2, i'm watching.
This one of the best UBG episodes ever. You are killing it man!
Building tunnels in CS2 without mods has been one of the banes of my existence. This tutorial made me realize there is a way easier method to do it. Thank you!
You are doing great work as always; this series is part learning and part appreciation of an artist at work. Thank you for combining both! I was surprised to see you add the neighborhood near the quarry; you had been so careful to avoid putting folks downwind from the pollution sources up until then!
Finally can’t wait to watch this whole one hour been waiting a month for UBG I love your series I can’t wait until we get back to play city skylines without all of these mods. Can’t wait for them to finish the game. I will be going back and re-watching the whole UBG series. It’s been too long. Don’t know what was going on In the UBG ANYMORE
Sorry for the delay! Won't be so long for the next one!
@@CityPlannerPlays thank you I appreciate all your videos and everything you do for the community. Can’t wait for the next video. Just got done watching the whole series again. ❤️
I've been trying to get into this game, but I still struggle with the very basics; creating dynamic roads that are curvy from which you can base your grids on, but also with traffic congestion. Then I watch videos like these and it makes it look all effortless. I love it.
Such a lovely set of builds. I really appreciate that you put some if the low rent housing near the school.
I also appreciate that you out sound barriers in neighborhoods that in the real world would take decades of fighting and special tax incentives to ever get built.
Surprised you didn’t add any parking lots to these new areas, or at least at the stadium
he either goes all in on parking or totally forget it.
I think parking and ped access were blind spots in this one. Will discuss and fix soon.
I like this overall, but I can't vibe with residential by that stone quarry. When you drew the grids next to it I just assumed they would house industrial zoning, because who would live next to a loud and dusty stone quarry? Even better, it just doesn't fit that part of the city anymore - it's no longer out on the edge, it should move further out to the edge again IMO
This channel is so amazing. I have a feeling that these videos will have an impact on real life city planning in the future.
I always get a bit hesitant when I see you place a bunch of houses along a looong block without leaving any space for crossroads. I've noticed this when you place residential that backs onto the highway. I don't think there's anything wrong with that, realistically the highway isn't going anywhere and it's like highway crossings happen all the time, but I think you've taught me to look out for future issues with right of way, haha.
This came out just as I finished Episode 4. Thank you so much for putting in the time and effort for this series :)
Hey Phil, another fun build thanks! I think you need to start using a combination of sinking highways and raising the road over to not have bridges that are so high. And when appropriate use the contours and run the local road under the highway where the highway is already raised (like it sorta was at the parklow) 😊
Hi, I hope you are well. I love your videos, I appreciate them. I have a hard time sleeping and your videos help me sleep. When times are tough, I end up watching your entire video. When times are normal, within 5 minutes, I’m a sleep and I wake up to watching 3-4 videos of yours without being a wake. They get rewatched next night when I’m awake lol. Thansk again!
These videos are awesome, I love the UBG series. High quality and so much to take away. You've definitely earned a subscriber from me. Cheers.
I love this series so much. Always excited to see more from it. I’ve watch each episode like 10 times.
What a beautiful expansion!
Maybe some more pedestrain connections in the next episode together with transit option.
And those clouds were really dark sometimes, maybe you could optimise your lighting settings a bit?
Yeah, that was a miss in this one. We'll get that added!
I’ve been watching a lot of city skylines videos. Every other TH-camr mentions you. You may be the gold standard of city skylines players! ❤
GROWTH ENGAGEMENT 📈📈📈 RAHHH
Your planning for every episode must be exhausted. Well, you must tried multiple times b4 taping for an episode. You have work and doing this as spare time. Good work
It is really fun watching you buildout cities in general, I hope you make more of these! I got the game (it's a bit expensive for what it is rn compared to the previous one from what I gather).
My first idea for a city is woodcutters and woodwork mega industrial city. :D
Loved this episode. LOVE THIS SERIES. Your format draws me in so well. Thank you Phil
Maybe something for off-camera, but here also for engagement: the farms haven't spread at the edges of the city. All of that flat land with road access seems like it ought to be cultivated
One important thing this series taught me is to not worry too much about the zoning demand bars down below, and look more at employment, education, and service coverage in thinking about expansion.
12:52 YES! This song is so much better than the previous silly song. Hello Darkness indeed... especially since Editor Phil sees in only in black and white
Best City Tour I've seen all year! That baseline 🕺 tho
Have to say, I was playing along, and I am so happy for another episode. I actually did similar things as you!
Great minds!
📊 Engagement!
this series might be my favorite over magnolia county every episode is a masterpiece
Phil - In the new neighbourhoods, you added commercial and offices, but you didn't add any parking. 20,000+ people and no parking lots?
Theres a lot honesty in this one :)
Why under the road, under the sidewalk... less pain to repair.
Haha, miss that one... removed another phrase I said way, way too much... haha. And under the road because it's cheaper to patch and repair.
You're building quite a car dependent city, but I love your videos man! Keep it up!
Thank you for these videos. I struggle making road layouts that are not just boring grids. This helps a lot.
This is an outstanding video, i learnt so much more with you talking through your process. Thank you so much for taking the time.
I mean, I know it happens IRL, but god, who would want to live that close to a quarry?
I never thought I'd see the day, hearing Phil let's not dwell on little imperfection and then leaving things be.
Really loving building along with this series!
Loved the expansions, but I did think one or two of your larger areas would end up as a "custom park". Maybe when things eventually expand up the valley past the high school?
Also LOVED the slower transitions during the city tour. 10/10 Didn't have to constantly go back and/or slow the video down to get a good sense of what changed.
im really glad i found this. Every city i see has a downtown with massive skyscrapers only to have 25k population
I can’t explain how excited I am for this video!
Yay! I've been putting my city on hold until this came out, love following along thanks for the video!!
Heyhey! Love the video again, keep it up. I do have one bit of feedback. The song playing at 15:20, kinda drives me crazy hahaha. I get the vibe but that vibrato guitar plucking the same not for 3 minutes straight is pretty tough. Besides that, loving it!!
You should consider decommissioning and revitalizing the quarry now that it’s surrounded by residential uses. Tailings in the water and particulates in the air would be a huge problem for nearby residents.
When Phil was connecting Maple to Grove, and he adds a connection at 24:23.
I was hoping he would say "we'll add it underneath the highway, right where it belongs".
🙂
Love the videos. I've been building along with you. Hoping for an ubg 6! Thanks for all the help.
No parking lots? Especially around the higher-density residential and offices?
With the new residential units that are located between the landfill/garbage center and the quarry, I'm curious how these residence fair with the air quality coming from the industrial park that is flow across their area? (I vaguely remember that being the direction of travel for the air current).
me 2
Looks great, very realistic expansion of a city.
There are 2 minor modifications I would reccomend.
In the first expansion next to the aggregate mine there was a small 2x2 section by the eyebrow that was screaming for a local corner store (visible at 46:20 )
And next to the secondary school sports field I would reccomend a car park for students/teachers during the week and the away team on the weekend.
I thought you gave up on another UBG for a bit XD...I was building along with you but have since expanded up the coast a bit more, as well as starting a cargo rail line connecting to a harbor where the manmade lakes are.
Another great video thanks.
This is my favourite build, even better than Magnolia County
I was waiting for this one! Thank you
56:42 the main drag that goes through the footprint of the prison should be called "Reform Blvd"🎯
Oh I like that
Literally the only channel I’ll “like” when the creator asks, and constantly thinking of something pithy to say for “engagement”.
bro, 'sliding down the dunes' is amazing
Newport is a very helpful series for new players to the game.
For some reason the video started to play in Spanish and if it is AI translated, is one of the most impressive things I have witnessed!!!
its been 2 weeks! where's the next episode I can't wait! hehe :)
For the love of engagement, here I am. ☕️🇯🇲👌🏾
Been waiting for this for some inspiration in my own build
Idk about you guys, but the partial cloverleaf interchange is one my favourite interchanges to create
Having the quarry in between the two parts of the community reminds me a bit of approaching Waukesha on F coming south from Sussex...
The trick of using highways to focus zoning is clever. I use mods so Zoning Controller does it better but seeing a vanilla solution is cool. Ironically I actually prefer these “tutorial” videos.
15:29 that road that you curved along the hillside realistically could have actually continued south. the reason is that historically arterial roads were highways which followed the shortest possible point from a and b while following terrain. since that road is for the most part a north south road, it would make sense that it continues south towards the coast (merging with that other arterial at the roundabout).
📈 (felt I'd watched enough videos without commenting!)
With the high school, would it make more sense to flip it around remove the street separating it from the sports facilities? I’ve honestly never been to a high school where I’d have to cross a road to get to PE.
Hey, thanks a lot for making this series, I really appreciate it. How often do you release new videos for it? Since your last video, I've learned how to make maps using QGIS and import heightmaps. I even found an old rail line in my hometown that I had no idea existed!
Can wait to see where this goes :)
Pedazo de video. Me encanta. Me suscribo totalmente
Love watching your videos and streams. I gave up on this game. I had 2k hours on cs1 I can't play this without getting aggravated
Thanks for amazing Guide 😃
I nearly spit out my drink when you dropped the Simon and Garfunkle xD LMAO!
I'm hook up with all the geinus design choice you make. If only you are our city planner in Vietnam haha.
I can't wait to see how you gonna add in train and Metro railway network. Since in my country there is only 1 single rail network along the entire country, I'm very much lack the knowledge how to intergrated rail network in the city like how should the slope of the railway should be and how should the railway and road interact with each other.
I would appreciate if you would spend a little time discussing your landscaping philosophy. You always time lapse the landscaping which makes it hard to follow the specifics. It always looks so good and I would like to learn more about how you accomplish that.
51:05 "This is not a sustainable solution" Phil it's green power, it literally is😄🌱 But maybe you could also try the Solar Power Plant for this city😁
Phil, I’ve noticed that you usually don’t use much water like ponds or creeks when you landscape, is it too much of a pain or just not reasonable?
Wish that I could place ponds, but it's not possible in vanilla. Creeks are pretty easy though and I should show them.
Could you build this noise barrier on the Autobahn 700 m from my home? I often hear laud sports cars
I think that by adding street lights on the highway, it makes the bui,d unrealistic since each building draws a significant amount of power that it can affect the illumination of street lights. I suggest that you provide a certain distance from the main highway and build a power pole segment.
Needed this 💯
can't wait for the next one
I am surprised that you did not add a small "hub" near the gravel pit. The commercial (Food and groceries with PPE shops) and professional support (engineers, lawyers etc.)for the activity would be naturally anchored by that major employer. Getting some zoning for higher density entry level housing would be a perq they could offer new miners with families. A similar root area might exist near any farms with farmhands walking from the higher density accomodations too.
Xbox player but still enjoying skylines 2 thanks to you
Question. At approximately 22:10 shouldn't the ends of the off ramps have regular 2 lane roads for left and right turns and to slow the traffic before the intersection?
49:54 I would remove both rows of houses at both sides of the highway. Nobody wants to sit in their backyard and see and HEAR all that traffic moving by. (55:21 even worse for those on the wrong kind of Ivystreet). Good spot for offices. They can advertise to costumers driving by and act as a soundbarrier.
1 high rise by the college (55:12 over looking the sportscomplex; up in the corner facing Dalestreet) would benefit those students who come from far away.
Remove those 4 trees at 55:46 right of Madisonstreet and leave it green so people can play football or have a picnic. Good spot for a gazebo where a local band can play and people can watch. Stop filling up every spot with trees!!
Sure but my sister's backyard literally goes straight to the highway wall. It happens in the real world.
It actually happens in real life so it’s realistic what he did
No one wants to but especially in such a terrain constrained location people will still buy and live in them. The houses would probably end up selling slightly cheaper than those not along the highway.
Would you consider to build.a City of Tomorrow, where we keep the green fields green and develop the city space to not destroy nature?
I believe the futere will see a big renaturing effort of green field developments.
The homeless exile arc has ended. CPP has become the villain of the story :V
Would love to see a video including the new asset packs, showing us how to use them in a way that doesn’t waste their potential! Japan town?
I like using the anarchy adding a quay to disable zoning on a side of a road lol
24:20 a connection underneath the highway, right where it belongs... Just me who got that in mind 😄🤭