How Investing Millions Creates Jobs & Growth in Cities Skylines!
Вставка
- Опубліковано 13 вер 2024
- ⭐⭐⭐ NEW Merch Store Now Open! Check out the cool designs at www.biffaplays... ⭐⭐⭐
👍HOW TO SUPPORT ME:
➤If you wish to Support me on Patreon: / biffa2001
➤Join this UA-cam channel to get access to perks & emojis: / @biffaplayscitiesskylines
👁Series Mods & Assets Collections & Playlist:
===============================
➤ USA Theme City Mods & assets:
steamcommunity...
➤ USA Theme City Playlist (2022)
• Cities Skylines - Miss...
💪WHERE TO FOLLOW ME:
===============================
➤UA-cam: Indie Games: / biffaplaysindie
➤Twitter: @biffa2001
➤Patreon: / biffa2001
➤Discord Server: / discord
➤Twitch: / biffa2001
❗IMPORTANT INFO:
===============================
➤Vanilla Overpass Project:
steamcommunity...
➤Cities Skylines FIX YOUR CITY submission form:
forms.gle/N4D5...
➤Music:
www.epidemicso...
Enjoy my Cities Skylines Gameplay. Putting my town planning to the test and fixing up your cities problems and building a brand new city. Learn how to start your new city and what mods I find are the best to get started with. Enjoy :-)
👓PLAYLISTS:
===============================
- Cities Skylines - USA Themed (Modded)
• Cities Skylines - Miss...
- Cities Skylines - Blightea-on-the-Wold (Mods/Themed/Detailed)
• Cities Skylines - Blig...
- Cities Skylines - Antarcteaca (Vanilla/Hard Mod/No Mods/Snow)
• Cities Skylines - Anta...
- Cities Skylines - New Tealand (Modded)
• Cities Skylines - New ...
- Cities Skylines - Teaport City Build
• Cities Skylines - Teap...
- Cities Skylines - TeaVille City Build
• Cities Skylines - Teav...
- Cities Skylines - FIX YOUR CITY
• Cities Skylines - Fix...
- City Build Series (Kerrisdale Map): • Cities Skylines - Kerr...
- Cities Skylines Project Dam Snow: • Cities Skylines: Proje...
- Cities Skylines Industries: • Cities Skylines: Indus...
- Cities Skylines Real Time: • Cities Skylines: Real ...
- Cities Skylines Parklife: • Cities Skylines: Parkl...
- Cities Skylines Maximum Disasters: • Cities Skylines: Maxim...
- Cities Skylines Green Cities: goo.gl/pB28pS
- Cities Skylines Gameplay Mass Transit: goo.gl/LIldsj
- Cities Skyline Natural Disaster Comedy Short
"DISASTER STRIKES LONDON!":
• DISASTER STRIKES LONDO...
- Cities Skyline Natural Disaster (inc Scenarios): goo.gl/hgXj4c
- Cities Skylines Unlimited Mods: goo.gl/LBzkua
- Cities Skylines: Snowfall DLC: goo.gl/jD8g5G
- Cities Skylines: After Dark DLC: goo.gl/MCNlgW
- Cities Skylines: Heavenly Island Map: goo.gl/bVZGsE
- Cities Skylines: goo.gl/iO3cjK
🎮GAME INFO:
===============================
✈Cities Skylines - Airports DLC:
store.steampow...
#citiesskylines #biffaplays #USA
⭐⭐⭐ NEW BiffaPlaysMerch Store Open NOW! Check out the cool designs at www.biffaplaysmerch.com/ ⭐⭐⭐
Regarding the one-way around the ore..
You've set it so cars HAVE to leave the ore area and cannot continue round the one-way.
With the cargo ship where it is.. if a lorry comes from an ore industry building to the right of the cargo they have to leave the ore Industry, find somewhere to turn around, go back to the ore Industry onto the one way and go round to the cargo.
There should really be an option to leave one-way road onto main toll road OR continue through the junction and remain on one-way
If that made any sense
You got the purchase price and the UPKEEP of the Warehouses mixed up you old fool!
you read the warehouses wrong its less upkeep you read the price of placing as the highest price lol. you can also place the barracks and jack up the amount of workers.
Watching Biffa on a Tuesday Afternoon with a cup of Rooibos tea in hand is the Best time of every week. love the Videos Love From SOUTH AFRICA🇿🇦
YOU MUST HAVE MORE TEA BREAKS, and slow down. You making too many silly mistakes. First forgetting how the "Area" view works and then confusing upkeep cost with building cost. You're just clicking things without stopping to look properly. Try breathing, that helps.
the warehouses' upkeep at 33:35 was only $160/week, the $10000 was the cost of dropping the buildings
This comment deserves more likes
Flippin' 'eck !
and demolishing it cost him money on top of wasting the 10k he spent building them in the first place.
And he had 12m.. 🤦♂️🤣
And puts down 3 ore industry maintenance buildings with 256/week each
03:52 Maybe these lane restrictions force the trucks that arrive on the harbor to leave the industrial zone, creating redundant traffic and unnecessary toll passes
does not allow to loop back
Correct, you need to allow the traffic to go straight at the entrance to your ore area. You are forcing all traffic to leave the area.
Yep. The moment the lane restrictions went in and the leftmost lane the changed from straight on to send traffic out of the area, I was thinking "Oh, NOooooo......"
maybe with a ramp to bypass the main junction..
So proud of our little bifida. Look how much he has learned over the years!
You can probably name the Ore industry district to "Ore Gone" as your 'ore' will be 'gone'... and its refers to Oregon.
Yess!! Do it Biffa!
I was gonna be the thousandth person to suggest 'Oretumn' but this is much better.
Or New Ore Leans
Its orgean
Ore tea gone
You should modify the lane connector at 4:17 so that vehicles can also go left and stay on the one way network if they wish!
Without that change, trucks returning from exporting to the harbour will be forced to turn around in the city
@@amdkillaplays They are going past the toll plaza, then turning right to the stub road and turning back paying toll again. 🤑💸
i think Biffa got distracted by his children. lol
he thought the storage buildings cost ten thousand money per week (they cost only 160 money per week). then deletes a bunch of warehouses. and then wonders later where his glass warehouses went.
you never cease to entertain us Biffa!~
I did lol :-)
Biffa, Biffa, Biffa, how long have you been playing this game?! Lol 🤣😉👍
That, and accidentally forcing traffic to leave the ore area were driving me nuts! (The latter doesn't matter as much because he didn't actually build anything on the other side of the entrance but still)
at the beginning he said "don't wanna connect this to the railway" and later on "oh how could i not see that Railwayline here" :D
You force them out by not having a straight through at the entrance of the one way loop. You force everyone to turn right and they have to leave the area instead of being able to loop around the ore area and get to cargo / storage / refineries
I agree.
Thought the same thing myself
Just a quick tip for making more workplaces, you could use the Worker's Barracks. They also provide some efficiency as a bonus. Love your videos!
I was going to say that, especially as it made such a difference on the oil area
03:50
Do you need a small bypass so trucks wanting to reach other parts of the mining complex don't have to go out to the city and back again?
You've forgotten you're in America at your Forestry interchange with the highway. You've got two lanes left turn only into oncoming traffic, and they're driving through the grass median across eight lanes to merge.
This needs more attention lol
Nothing better then watching Biffa making an actual well dsigned american city with a proper transit, cycling and walking infrastractures
and then going outside and remember how our cities actually looks like
Eek!
Hahahahaha soooooo true 😂
I worry for Biffa's sanity, one moment he says "we're not gonna hook to a rail line" while looking at the rail line and 2 minutes later he says "Oh we got a train line that goes through here, how I did not notice that?" LOL.
LOVING the longer videos! Keep the good work up can’t wait for the next.
Yay! Thank you!
Just a quick tip, forestry areas do not have to be where someone has placed them on the map.
If you use the tree brush and place down a dense area of trees it automatically becomes a forest area because the game is looking for a dense clump of trees.
I do this all the time on my console playing vanilla to put my forestry where I want it (close to road, rail etc.)
Which is exactly what he says, and does. 27:00
@@TheOriginalBadger except biffa has forestry lock turned on, so adding trees *doesn't* add forestry resource to the map, which you can clearly see when he switches to resource view
The only reason I mentioned it was because Biffa had already selected the area that he was going to build in, which was an area created by the map creator and far away from outside connections. He even mentions that although by the river it had no boat connections.
Another note:
The tree brush removes fertile farm land
“I did what I did and now you’re going to have to live with it”
These are the kind of biffa’isms that made infinitely more sense to me the first time I heard him say he was a dad
Hey Biffa, loving it as always. Here's the feedback :)
Name for the Ore Industry: Kettle Shards Mining Inc.
4:20 Any trucks wanting to go from the right side of the mining area to the processing facilities on the left, need to exit through the toll booth, turn around somewhere and drive back. You don't allow straight on at the T-junction before you exit through the boots.
17:50 Just put your storage on empty. They still get filled with local produce and sell any surplus ore.
The forestry area could be called “Oxbow Forestry”. The river is an oxbow, and there is a tea company called Oxbow.
When you painted the trees, you didn't actually paint forestry resources, because you had forestry lock switched on (the button to the right of the tree anarchy button).
Also, with the traffic controller, you can't actually reserve all the trucks for city deliveries. The slider maximum is lower than the amount of trucks in the building's description.
Thanks for the videos by the way, I learned a lot from the already : )
Name suggestions: Tea Ore Coffee?, milk ore sugar?
26:12 oh no Biffa. those lanes go right in the-'Merica. 😉
I know it's a different state, but maybe Oreklahoma for the ore industry?
Orelando could maybe also be an option then :)
I would say Oak-lahoma for forestry and Ore-gon for ore industry haha
@@raymaa1223 good one!
think you mis-read the costs of warehouses... it is not 10,000 a week, it was 160 per week and 10,000 to buy...
I did lol :-)
At 14:20 you have dedicated turning lanes. This means, of the three lanes to enter the industrial area with, only one is used - but there are two downstream lanes. Better to have the right on lane also a straight on. Lane mathematics applies to junctions too.
At the entrance/exit of the ire industry area you need to allow the traffic to go back in to the area not force both lanes to the toll road, that would help traffic and help people use the port
a name suggestion for the Ore district: Teaodore district. Just like Theodore but with a reference to tea and ore.
Goes right along with the American theme: Theodore Roosevelt!
My city has so many works available that it happens my industries and commercials are just dying one after another due to the lack of employees
Suggested name for a Ore Industry is: "Ore Blimy!"
I think that would work well in Blighty On The Wold.
The one-way system in the ore industry area is forcing vehicles out and through the toll booth. It does double your toll income but forces them to exit, go through the toll, find a u-turn, and return to the loop through the toll. The loop needs a slip lane or simply the option to continue around.
For some cars it’s triple then I reckon cuz the enter, exit, enter again maybe? I’m sure that’s the reason behind it!
You need to allow the to go straight across the main intersection so they don't go into town to u-turn.
Love the rural feel of the forestry area! Since 'Orelando' is already taken by New Tealand, why not have New Oreleans?
Watching Biffa on a Tuesday Afternoon with a cup of Rooibos tea in hand is the Best time of every week. love the Videos Love From SOUTH AFRICA🇿🇦
20:00 Put your Industrial Train Station where the Police Station and Office Building is located. Gosh this City looks Spiffa Biffa!!!
When you put in the cargo harbor, it didn't connect with the shipping lanes. The ship that you saw just went past
the cargo harbor. And we saw no other ships stop. A fishing industry would be nice also.
3:50 preventing traffic from circling back
You should add an underground foot and cycle path connecting the housing to industry area
Heya Biffa! I always love building the industries. It's kinda like a little mini-game within Cities Skylines. ^ ^
Tipp: You should use Transport Manager Mod to ban your warehouses and processing plants to _import_ goods. That should increase your income from them significantly
FunFact: Parcels sent by trucks are called "SHIPment" and parcels sent by ship are called "CARgo". 🤗
40:05 Why did you not run the birdge in a straight line, alongside the two ground-level roads? The effect would be that people who come walking from the road it bridges over will have to travel the same distance, but the people who come from the other roads will have to travel less distance, by almost the distance of the two ramps leading to the bridge over the road. Also, by making it a road with walking and cycling, you would also get people who bike to work, instead of taking a car (or the non-existent public transport connections to the new industry areas, which you could also add).
Hey Biffa :) are you aware of the Optimal Industries ratio?
There's a good guide on the workshop, basically tells you the right amount of each building you need so you're producing just the right amount of goods.
Mitigates the problem of going through long periods of negative income.
Please call the Forestry area Lapsang Pines, after Lapsang Souchong (a type of pinewood smoked black tea).
This is my favorite black tea
If you're worried about unemployment, you could set up a couple of residential areas that have the 'school's out' policy where the residents prefer work over education. It would probably be a good idea to set up some metro or buses to the area as well. Keep up the great work.
I like when you make these longer videos! 30 minutes feels too short, anywhere from 45-60 is a good amount to either way in one sitting or come back to over a couple days while we wait for the next video!
Love your videos and makes my day whenever i see a new upload. Small suggestion: for the one way loop at the ore industry i think it would be better if you have the road setup in such way that you are not forcing people out of the industry. This way for any reason someone wants to go from one end to other they don't have to find a u turn somewhere up the road to come back into the industry area.... hope it makes sense :)
Big import numbers mean you do not produce enough raw material. Do not forget to increase that as well!
Yay! You've finally started placing accessible parking spaces close to the place they're parking for!
Now you just need to stop putting steps everywhere in Blightea :P
Biffa, You should re visit Teaville and Teaport and review them.
The moment you used unlock segment a whole new world opened for me.
Your video's give so much inspiration and solutions for me to try and fix my own isle city traffic problems (which im failing hard in :D)
love the episode, you missed the fishing industry too :)
Oh, I do like the crossing tip @39:15. That's good to know.
17:58 All you need to do is turn off "allow imports" in the third tab. Since your ore industry is the only local source, it will take from there.
At 04:30 you will either need roundabout or do connectors that truck can go round in loop on the one way system. In case the truck has to go left on that junction. You forcing them right so they will travel around till they can do a U turn to go all the way back.
Forestry Industry name suggestion: TeaForest Kelley, after DeForest Kelley of Star Trek
Instead of Oolong Surprising how much money these industries can make! Anxious to see part two :) And maybe Black Forest Tea District? Both are types of tea.
28:26 that’s not quite right. The working age population doesn’t equal the total population. It said you had 13,194 people employed. 13,194 is 76% of the working age population. Some quick math tells me you have 17,361 people in your work force. 17,361-13,194=4,167. So only 4167 people unemployed and looking for work.
Thats correct. His math trigerred me so i calculated for myself like you did. xd
🥺 I can't believe the video is over already
Keynesian economics works. Who knew
You can name the forestry industry as Missi-Sula
Representing it's peninsula look
love from 🇮🇳
For the forestry industry, you can call "Teander Forestry", A Meander is when the river bends,
GASP! 3:40 is just heretical, you DO need a roundabout. Naughty Biffa.
Biffa I really like your videos but I feel like you have been rushing into some things on your past videos. Not sure if it's the need to keep them on a specific length due to YT or what, but you have been missing some basic things lately, like:
- The warehouse 10k cost is to place then, not weekly. Had already placed them, then deleted, just lost the money. And even if it was the case, the city is making so much money and you said you couldn't spend it, so I don't get it why would you delete them xD
- The Transfer Control has a imports tab which is probably what you want to use to avoid the building to import the ore
- The road coming to the Ore area would work much better attached a bit down that other road away from the bridge connection, removing the need of a T junction / traffic light. The traffic is fine for now, once you expand that area it might not be due to the T junction. And you need a lot of jobs but don't want to place buildings to avoid traffic, makes no sense xD
- Your trucks on the Ore area going to the end won't be able to stay inside the close loop if they need to reach the factories, creating unnecessary traffic going out to turn around and back again.
- If you want offices on those areas you need public transport there probably so the well educated (that probably live farther) can comute.
They have begun to feel rushed. Never know what someone is going through tho
I always find that providing a bus route to the industry areas helps too, i just use little minibuses from the nearest residential area and they're always packed
I don’t understand why you deleted all those warehouses? Like, 10,000 doesn’t seem like that much compared to the millions that you already have. Did you maybe think the 10,000 is the weekly upkeep?
I got turned around right there lol :-)
Love this series!! Gives me loads of ideas for my own city!
Glad you enjoy it! Thanks :-)
Hi Biffa. Loved the video, as always.
The Industry Maintenance increases the storage of Industry buildings by 5%, and you can have 20 of them (for a max 100% boost to storage capacity).
The one you really want for maximizeing profits is the Workers' Barracks. That's a 5% increase to "efficiency" (which I've always read as "production capacity) and it also maxes out at a 100% boost (20 barracks).
Also, for regulating and managing the warehouses for your industries, you want to use the Transfer Controller do disable imports. Disable imports on all warehouses and all goods productions buildings (paper mills, glass kilns, metal refineries, plastics, petrol, etc) to ensure that none of those buildings attempt to import the raw products (lumber, ore, oil) while trying to meet their own internal demand. Reserving trucks for internal use is helpful if you want to still allow exporting and importing, but, to max out profits, disable imports entirely (especially if you have unlimited resources turned on, which I think you do?).
You can also force your exports to use trains and ships by disallowing trucks on the exit roads from your industry zones. That requires some extra rail planning to ensure that goods can get to the city proper, but it helps reduce truck exports.
I believe unemployment is based on number of adults, not total number of residents in your city.
That would make more sense as the kids should be at school! :-)
@@BiffaPlaysCitiesSkylines if you look at my other comment above you only have about 4,160 people unemployed.
RealCivilEngineer would be incredibly proud of the strong shape of this forestry zone.
Biffa was temporarily possessed by RCE and built his forestry area into the Strongest Shape
Would love to see some mods, if they exist, that have some realistic US retail similar to what you have in your British themed city. Stores like Wegmans, Target, Wawa, etc.
When using the Transfer Control mod, I always turn off imports to ensure they are using my resources and not spending money. It also helps with traffic. I'm not sure, but it would make sense for that to increase the need for workers too.
a gravel parking lot would really add to your industry areas. The blacktop parking lots in the middle of dirt roads look really odd.
Here's hoping you choose New Oileans for your oil industry area! Also, there is a national forest in Mississippi called 'Homochitto National Forest', you could possibly name your forest industry Homochittea Forest Industry!
I'm amending my suggestion for the oil company name.
Originally, I suggested Chesateake Energy, as there is an American oil and gas company called Chesapeake Energy (Chesapeake also being a geographic name like Mississippi).
I'm tightening that to Chesatea Energy.
Which sounds a lot like "juss a tea," which seems like something Biffa would say when asked if he wants something to drink.
So, final suggestion: Jussatea Energy
33:35 10 000 was the cost to place down the building. 160 is the upkeep cost
Indeed :-)
If you make it act like a full roundabout in the ore area, you can place things wherever you need them in the area and they can all ship to each other.
Biffa, conifer are pines and spruce trees and the like (you didn't even set the forst plantations to conifer) so you might go ahead and rename that brush
Would be nice to see a road round the river connecting the Forrest area straight to the ferry 😊
Biffa I am not sure if this is of any help. But maybe you might want to look into added an entertainment area to increase your employment. Also, you should consider adding subway to your new industry areas as well.
Also, very well done on these city builds. I have been watching them and enjoying it a lot.
Coniferous trees, or conifers, are those that have mostly needle-like or scaly leaves, have cones, and are usually evergreen (the Tamarack is an exception to this part as it loses it needles for the winter). Deciduous trees are those that lose all of their leaves for part of the year.
Yeah the fact that the "Conifer" setting used oak trees had me very confused. What the heck, Cities Skylines.
The episode can never get to long
For the Forestry area, its a bit odd to have paved parking areas lead onto dirt roads. I'd imagine parking to be a bit more rustic, like gravel/dirt parking lots. Are there any like that on the workshop?
I suggest the Yew-go Cedar forestry district. As Yew and cedar are both types of conifers and because they are toxic, they shouldn't be made into tea.
that ship canal would be a great area to build up something fantastic on both sides...maybe 30 videos later :p
Biffa: I don’t want to hook into the train line.
5 min later: let’s hook into the train line
Imagine there was a Motorsport/ Street Circuit mod, to make the roads of the Ore Industry into a temporary street-circuit with the cargo hub as the pitlane. The Circuit would shut down the industry for a bit of time, but it'd make up for a boost in tourism and a bit more income for an additional cost of traffic during that time.
I’m happy I’m not the only one who thinks like this
I think the unemployment problem is because of your realistic population mod. Your homes have real numbers, but your industry/businesses still have the low skylines numbers. A modest office building could have a thousand people, and a large factory could have many thousands.
It also changes workplaces in offices/commercial :-)
"We've got farming at 2" - I was expecting the theme to the Archers to start playing.
I think it is realistic population mod but something changes the available jobs to like 3 workers for the small options in any industry. Maybe that is normal but I change the settings so that there are more worker slots.
If the cargo ferries still work could you boat the cargo from the timber industry to the cargo harbour perhaps?
I could be wrong, but couldn't you just set your warehouses to empty to keep them from importing goods like ore, etc? I usually place my extractor buildings and production buildings with warehouses in-between them and even with "empty selected they will fill up and empty as the raw resources are stored and used.
I've also found warehouses to be a way of re-directing traffic. If you place them between your industrial and commercial areas and then set them to commercial goods your trucks will transfer the commercial goods to the warehouses and the commercial vehicles will come pick them up and take them to commercial areas. If you are strategic in where you put the warehouses you can avoid having your trucks and commercial vehicles take your main roads which alleviates a lot of pressure from them.
You could use the network multitool at the toll booth to upgrade the road to an industrial one.
Suggestion: A car only road connection between the residential area and the ore area (under the road and railway) might be very useful.
Love these videos, what’s the map that you use here? It’s a superbly laid out map
That area above to the right of ore area would be a great place for a heavy industrial area with the rails bringing in materials from all the zones, could also have it's own dedicated port on the right of the ore zone if you get that square. A walking bridge over the railway would also help people get to work in the industial part of the ore. Lol scratch the first part, just got to that point of the vid :D and the second
The ore area could named after Hattiesburg, Ms. Perhaps The Hatteasburg Mining Co. The forestry area after Meridian, maybe Meritean Millworks.
Would workers in the industry areas need also commercial buildings, like places to eat?
There's probably a lot of traffic, because traffic is forced to leave the are at the toll checkpoint. If you open the option to drivers to go back to the are instead of only turn right traffic could go down
There is a old Iron ore pit in the Iron Range in Northern Minnesota that after they mined all the Ore out of it let it fill up with water. Now it is a little pit lake called "lake ore be gone". For real folks.
How about Ore-Al Grey Mining Conglomerates
Biffa, for the ore district: Cupoftea Ore ("cup of tea or?")... 😆
Petition to add New Tealand Memorial Park complete with lighthouse and alien rock sculpture (maybe a miniature version)