This was definitely one of the best introductions to an episode, concise but explained the objectives and the reasons behind them. The end result definitely has achieved everything set out! Looking forward to VB100!
@@CityPlannerPlays also the fact that you mention and reference your other cities/series/playthroughs such as van buran and have companies and individuals that appear as influential individuals and companies (such as jhonson aggregates) in all of your different cities give the world and narrative a lived-in feel to it all P.s can you name a stadium or street after me in verde Beach or if you do a uk themed city also fun fact there was a real stadium in the uk called bescot stadium that was the home ground of the Walsall football club. Also i know that big things are typically named after patrons and youtube members
The new DLC and creator packs makes me think they'll be a re-design stream for Verde Beach. Still need the sewage to drinkable water plant to on up Clearwater county in the 'Green' race.
@@abhishekvchaudhari8181 Old Verde Beach considering it's kinda California can have it's original homes, I guess. The city even started from a highway, so I it's kinda a smaller L.A. that didn't turn to a car infested hell
Going to be a number of episodes, most likely. There is a TON that I'd like to do with the new CCPs in particular VB, not to mention all the downtown work that we will be undertaking now!!
@@CityPlannerPlays You could add a direct connection to the twin train stations from the industry so that they wouldn't have to go through the roundabout
One of my absolute favorite sub-plots to the Verde Beach series is 30-40 minutes into the episode, when a fire-fighting helicopter just trolls through the frame, and Phil doesn’t even look. Such a teaser for a later episode - where we’re they flying, and how bad is it? 🔥🚒😂
Viva la Verde!!! 🌴🌴🌴 You should add the pedestrian path to the outside of the roundabout too, since its a highway roundabout no one can cross it by foot. Cant wait for the 100th episode in this absolutely gorgeous build!
@KrayKray2X The one on the inside yes, was meant to be a truck apron like he showed in the beginning of the video, he can add a concrete path on the outside to differentiate it.
Wow, this intro was solid and powerful, very informative. I've been watching VB since the very first episode and I am amazed that 99 episodes later it's still going strong. By far, the very best vanilla build I've ever seen. :D
Maybe it would be a better idea to convert the sepulveda bus line into a lught rail line It is extremely utilized, the street itself is probably longer than some metro lines and you can easily convert the whole street.
Problem is, Vanilla plus DLCs mean that super bendy buses hold more passengers than trams. Had it been a modded game with modded trams, trams would have been a better choice.
I'm glad you figured out the traffic in the Lewis Lumber Company, but you could have saved yourself some trouble by thinking more about how the trucks want to move through there (Tree Farm->Log Storage->Processor->Warehouse->Export/Factories). Some of the setups you tried in the middle were forcing trucks to leave and reenter the area just to move logs/lumber/paper to and from the processors!
33:00 BTW, you should add a merging lane after the on-ramps of the interchange, not just for lane math, but also because it’s realistic. Even on rural freeways, there’s almost always a merge lane with on-ramps from service interchanges.
@@edwardmiessner6502 rural freeways don’t usually have that, and it’s also fairly uncommon for service interchanges to have that if they’re right before system interchanges.
Great traffic management! One thing I would change: i would add pedestrian paths around the outside of the new roundabout, that way you ensure pedestrian movement.
After binge watching from episode one, right up to episode 98, I can't express how much I'm excited about the 100th episode! Verde Beach really feels like a real place and the amount of time, detail and love that it has been put in, I think it would be really lovely to take the time to remanence about the days of old! Really can't wait to see what future has in store for our lovely city, until next one, take care!
Love the constant evolution of the city. Can't wait to see what plans the major developers of VB are drafting in order to add major pedestrian districts to the city. (The new DLC packs are exciting!) Looking forward to the Verde Beach in review. Always like seeing how a build has evolved over time; it really helps summarize the narrative of the build. I trust that it will b really well put together as you are a really good storyteller.
Loved the focus on freight: I do traffic and transportation engineering with a Port Authority in the USA. Maybe trees on a roundabout approach isn't such a good thing for sight distance triangles though :D.
It actually shows the traffic though. I watched a news video from Detroit where suburban Oakland County had accident issues with their roundabouts. Turns out traffic was just flying in to the roundabouts as if they were high speed rotaries. So the road commission added a sight barrier fence at each approach and counterintuitively the number of accidents dropped significantly.
That intro 😍 I love getting a better, visual understanding of VB infrastructure (my puny brain has a hard time following most of your train/bus/road videos and remembering where we are and the big picture goal). Looking forward to VB100!!
With the bridge span at the highway I feel like there is just enough room that the transportation department would justify the extra bridge span to move to rail slightly over and allow for a highway entrance on the south side as well
The traffic flow being 84% was perfect before Ep100, because that's the VB Normal. Waiting for Ep 100, I'm excited to see what's coming! With the new DLC Announced, excited to see if Downtown becomes even more pedestrian friendly than it already is
Those two train cargo stations could be substituted for a single airport cargo station (since it has two sets of tracks): it has cheaper maintenance, it occupies less space and looks better imo 😁
I was really feeling your frustration with the traffic management around your warehouses. I was laughing and crying at the number of mulligans you made in search of the best solution. You're very entertaining to watch, even when you're losing your mind!
Fantastic episode Phil. One thing I would love to see (and I think many of your citizens would apprecate) would be extending the bike connection from the roundabout area along the road to nova heights. It may seem a bit unrealistic, but there are many places in the world where cyclists are given these sort of connections and they do get used, and I know from my own experiences in game that cims will cycle these distances.
This is what i like about your content; the talk about the how and why you do stuff and bring that from your experience in your daily profession. Liked the fiddling with roads which can be so time consuming. So great to see that all the adjusting payed off. Great episode! Can't wait till VB100 and see the journey the city took from day 1. Was an awesome ride so far and i feel VB has so much more to offer.
Right on time. Been binge watching Verde Beach and was so sad when I caught up. If meant I had to wait for the next video. Lol. But looking forward to being part of the community. And help with naming some things.
Thanks for addressing my comment and connecting Nova Heights to Lupo Esplanade! It's great to see you acknowledging our feedback and implementing potential improvements. Looking forward to seeing the 100th episode of VB! 🎉
One thing I have noticed is that left turns out of industry buildings like warehouses and cargo terminals cause a lot of problems. You'll notice this with the back to back cargo terminals - few trucks are using the roundabout at the end - 8:44. I think there is a 2u vanilla road asset that has a barrier or median in the middle. This has helped a ton in my build as it forces trucks to take the appropriate turn out of buildings - which is better for traffic and a lot more realistic.
That's a vanilla+ road. The only vanilla roads with medians are the 4u ones. Maybe we'll get a small one in the coming DLC? It'd be handy, 'cause I use a vanilla+ small median road for exactly the same purpose you do and it's very useful. If you notice later in the vid though the trucks are correctly using the roundabout turnaround, though, so I think it was just a temporary routing thing while the repathing happened.
The Lewis family moving Lewis Lumber Company from Verde Beach in American New Tealand (call-out to Biffa!) thousands of miles to Van Buren in the State of Superior would simply bankrupt the company, creating a lose-lose situation. Man, you sure do have patience! Midway through your Gordian knot unravelling I would have lost patience, loaded Disasters DLC and had a meteor shower destroy the area! Mad respect, Phil! 👍👍
I started with you in January/February for Tutoria. I've since binged all of that, all of CC, and all of VB, and I'm following weekly now. Seeing the first episode clip with a hint of the park in old VB made me smile. What a journey the last 8 months, with ever-improving style, content, and of course, Mulligans aplenty. I never mulligan myself of course *coughs* never *coughs*. Roll on episode 100 - looking forward to it! Oh - and I'm sure if the rail company allowed you to remove the rail to do some grading, they'd not begrudge you the option of an on-ramp onto the highway in the other direction at that new interchange ;)
OMG, it's almost 100 episodes of Verde Beach. Crazy!!!!!! Episode 100 is going to be epic I'm sure (much like the fires that constantly rage throughout the city - hehehe).
I love watching/listening to an expert in their field with a great deal of passion for it. Plus I am learning so much! Thanks, you have a new Patreon supporter!.
The 'industrial rat's nest' has long been my nightmare. Personally I think the game handles imports and exports poorly and doesn't plan ahead nearly as much as it needs to... but also I'm bad at 'patching' industrial flow by adding more outlets that it ends up rubber banding on me bad later.
Are you insinuating that it's NOT good planning for a freight company to get out the rail yard and drive through three downtown sections and past a second freight terminal on the same line to drop off it's goods? Blasphemy!
I saw that the chapter was titled Episode 100 discussion and was about to suggest what you could do for Episode 100---and then I heard you describe exactly what I was going to suggest. Looking forward to it! Keep up the good work.
Lee's video was amazing. I really enjoyed this one. CS is /such/ a traffic simulator, and it's the bit I struggle with the most. Getting my head around the "reduce to improve" concept is something I have always struggled with.
I really enjoyed this episode because you clearly demonstrated your thinking and showed what works and what doesn’t. I’m constantly amazed at how hard things are in the vanilla game but learned that the same fixes work. Controlling access to collectors, making sure junctions are not too close and providing direct access to the highway. Another point. You were worried about flipping factories and warehouses being unrealistic. In real life the building would stay in the same place while the gates to the compound would move.
I loved what you did in Ashland with the repurposed industrial zones turned downtown. I would love to see a similar repurposement into commercial/high density residential in Verde Beach in the future
Very excellent video CPP! I absolutely love the whole planning thing you did with the intro! Now I must wonder, which one is/was the bigger Mulligan? The whole Lewis Lumber road rework, the cargo station rework, or "That Park" from the previous episode? Can't wait for the centennial episode!
You know it's a good episode of Verde Beach when the only bad things were Vecna and the city tour music! I could see the freight trains backing up tho in the city tour
I have watched every episode of CWC but have not given Verde Beach anything. I clicked it because you had trucks on the title card and may go back to start watching this series. You would be surprised what some cities and towns call truck routes. Last month I followed the truck route in Council Bluffs IA in a hazmat tanker between I 29 and the customer that took me through a residential neighborhood.
You did an excellent job of fixing traffic congestion. One thing that may help in the future, you were having traffic problem areas where trucks came to drop off goods at the industry or warehouse. They cause congestion by entering the building from the opposite side of the street or exit trying to cross lanes to go the other direction. This can fixed, but it means not using industrial concrete roads. Biffa does it by adding a split road in front of the building and a turn around at the end, which forces the trucks to enter only from one direction of the road and exit the same direction. You almost have a similar objective at the 2 cargo train terminals. Right now the turn at the end is rarely used as traffic accessing and leaving can cross traffic on entrance and exit. Put a 4 lane divided road in front of the terminals and it stops that, forcing all traffic to use the whole road and turn at the end. If you would have done something similar in that industrial area instead of switching that large factory around several times it would have improved traffic significantly.
The secret for roundabouts is "N - 1" the number of lanes should be one less than the number of exits. Like you said though, it's working well enough. But, that is why you're getting some of that backup.
Insert Jeff Goldblum's You did it meme here! I had my doubts, but by golly you pulled it off. I have a couple of suggestions for future improvements though: 1. The upcoming Plazas & Promenades DLC will have a local road with a median in the middle (you can see it in the trailer at the 20 second mark), it'll be very helpful for controlling the traffic and preventing trucks from going the opposite way after offloading their cargo, like in 39:16. You should also use it on the road between the two cargo stations when the DLC comes out. 2. Maybe upgrade the two cargo stations into two airport cargo stations. They can serve more trains and help reduce the pressure on the main line. Take your time with VP100, Phil.
Loved the video! Really insightful on how cities and truck routes operate and how the city can flow traffic better. Lewis Lumber is a bit awkwardly located for efficient traffic though, yet your solution kinda fixed it so I'll take it
As a truck driver myself, I tend to try and stick to as much highway and main road as possible while trying to take the most direct route to and from shipper and receivers.
Great episode, as always :) I like the big roundabout, but I think you missed setting the prioritys. The cars inside the roundabout were waiting for the cars getting in
18:20 I noticed this while it was being built because I’m used to UK movements being clockwise for the sake of left-hand traffic, so I’m glad to see it change. 😅 Personally, I found that playing CS with right hand driving makes it harder to plan roads because it means overriding the tendency to work as you write/draw/read, left to right. If you build on the left with right-hand driving, you get more left hand turns = traffic problems. Then there’s the whole anti-clockwise roundabout thing.
Thank you! could you please add a television and radio broadcasting station? Verde Beach will need instant updates on the constant changes due to city growth
for the 200 roundabout - you could have brought the road connecting to the cargo station the other way around the train tracks and bike path, then brought the collector straight into the roundabout
Love this!!!! Always love your videos. Also what about changing some of the cargo train stations to the cargo stations that came with airports as it has two lanes and easier access?
VB has been such a fun series. Every time I see the bike highway, I wonder why people aren't using it. Have you thought about looking at it again and making sure connections are in place for it to be functional?
Really enjoy watching the unpicking and solving issues in older parts of the city as much as the new build areas. And the "Hi, I'm Lee" at 0:01:20 made me laugh so hard
That was an enjoyable episode although you had me screaming at the screen at times. 😅 I'm not sure the one way roads were at all necessary but I'd say it ended up pretty fine. Also, I'd add a slip lane from the train hub to go right, for the traffic not to go through the roundabout to make a U-turn. And.. now we wait for the 100th episode! I'm really glad you took the suggestion for a summary episode.
I find that places like Lewis Lumber's one way couplet always have problems like what you discovered. The best way I have found to fix it is to have either a true one way road or a road (like a four lane) split and "create" a one way couplet. Of course I use TMPE, so that might also help, but this is a mod free city.
Hey CPP, I think the bridge at 31:38 needs to be raised a little on both sides. If you watch the box truck go under there is not much room between the room of the box and the bridge. So if something taller like a coach bus or semi went under the bridge would probably peel it's top off like a can opener. And the bridge is lower on the other side so it would be even worse on the other side.
One little thing - you have the bike path over the new roundabout, but the roundabout will be impeding any cycle and pedestrian traffic that used to go through that intersection. Not sure if it's a problem or not - there may be alternative routes that work - but maybe something to check on...
I probably would have ended up at a similar ending with the roadway layout, but I tend to move backwards from the Destination to the Source of traffic, so probably would have created the highway junction first and then the Arterials and then the inner roads on the Louis Lumber Co. Speaking of Louis Lumber Co, are there trucks leaving the area just to re-enter the area because of the Paper stored in the Large Warehouse?
Here in the UAE, trucks have a completely separate road to travel on, sometimes not even accessible to cars 👀... center lanes highway interchange between the highway lanes 🤔.
Lumber yards are just about the easiest building imaginable for "pick it up and rotate it", though. They're just an empty yard for stacking stuff, so really, all you're doing is adding a new gate opening onto the other street, and removing the original one.
This was definitely one of the best introductions to an episode, concise but explained the objectives and the reasons behind them. The end result definitely has achieved everything set out!
Looking forward to VB100!
Thank you! Trying to find a better way to stay organized and explain what's rattling around in my mind, so I'm glad that you liked this!!
I love that you are actively treating this as if it was a real city and are acting accordingly
Its a real city, Im living in here
@@wardonx887 same
@@CityPlannerPlays also the fact that you mention and reference your other cities/series/playthroughs such as van buran and have
companies and individuals that appear as influential individuals and companies (such as jhonson aggregates) in all of your different cities give the world and narrative a lived-in feel to it all
P.s can you name a stadium or street after me in verde Beach or if you do a uk themed city also fun fact there was a real stadium in the uk called bescot stadium that was the home ground of the Walsall football club. Also i know that big things are typically named after patrons and youtube members
@@wardonx887 came in here to comment this exact same words. 😂
The new DLC and creator packs makes me think they'll be a re-design stream for Verde Beach. Still need the sewage to drinkable water plant to on up Clearwater county in the 'Green' race.
I think the amount of work is more for a couple of episodes. Walkable Verde Beach, yay!
the old verde beach sould be converted to the old american houses in the content creator pack (wrote here because my comment didn't get seen)
@@abhishekvchaudhari8181 Old Verde Beach considering it's kinda California can have it's original homes, I guess. The city even started from a highway, so I it's kinda a smaller L.A. that didn't turn to a car infested hell
Going to be a number of episodes, most likely. There is a TON that I'd like to do with the new CCPs in particular VB, not to mention all the downtown work that we will be undertaking now!!
@@CityPlannerPlays You could add a direct connection to the twin train stations from the industry so that they wouldn't have to go through the roundabout
One of my absolute favorite sub-plots to the Verde Beach series is 30-40 minutes into the episode, when a fire-fighting helicopter just trolls through the frame, and Phil doesn’t even look. Such a teaser for a later episode - where we’re they flying, and how bad is it? 🔥🚒😂
"You spin me right round baby right round, like a warehouse, round round right round".
All I know is that to me, you look like your traffic’s gone…open up your loading doors, watch out here I come!
🤣
Viva la Verde!!! 🌴🌴🌴
You should add the pedestrian path to the outside of the roundabout too, since its a highway roundabout no one can cross it by foot.
Cant wait for the 100th episode in this absolutely gorgeous build!
@KrayKray2X he added the path on the inside to make it look like a truck apron, so yeah just for aesthetic purposes
@KrayKray2X The one on the inside yes, was meant to be a truck apron like he showed in the beginning of the video, he can add a concrete path on the outside to differentiate it.
Good idea! Will get that added!
Loved the new intro style with the visually drawn edits of what's about to happen, really cool!
Wow, this intro was solid and powerful, very informative. I've been watching VB since the very first episode and I am amazed that 99 episodes later it's still going strong. By far, the very best vanilla build I've ever seen. :D
so amazing and really looking forward to episode 100 💯💯💯💯 🌠🌠
Maybe it would be a better idea to convert the sepulveda bus line into a lught rail line
It is extremely utilized, the street itself is probably longer than some metro lines and you can easily convert the whole street.
Problem is, Vanilla plus DLCs mean that super bendy buses hold more passengers than trams. Had it been a modded game with modded trams, trams would have been a better choice.
or monorail
I'm glad you figured out the traffic in the Lewis Lumber Company, but you could have saved yourself some trouble by thinking more about how the trucks want to move through there (Tree Farm->Log Storage->Processor->Warehouse->Export/Factories). Some of the setups you tried in the middle were forcing trucks to leave and reenter the area just to move logs/lumber/paper to and from the processors!
33:00 BTW, you should add a merging lane after the on-ramps of the interchange, not just for lane math, but also because it’s realistic. Even on rural freeways, there’s almost always a merge lane with on-ramps from service interchanges.
Exactly. And you usually see a diverge lane for the off-ramps too, although I've seen a few without.
Makes sense! I'll get that added
@@edwardmiessner6502 rural freeways don’t usually have that, and it’s also fairly uncommon for service interchanges to have that if they’re right before system interchanges.
@@grahamturner2640 where I've lived and now live though it's different
You should check back on the old parts of town and see if they need some rework and reimagining.
It will be even more important thing after the new DLC will be added
@@nekto4658
That cats walking track at the end is my absolute favorite and in many ways the flavor of City Planner Plays.
Don’t let perfect be the enemy of good!
Great traffic management! One thing I would change: i would add pedestrian paths around the outside of the new roundabout, that way you ensure pedestrian movement.
After binge watching from episode one, right up to episode 98, I can't express how much I'm excited about the 100th episode! Verde Beach really feels like a real place and the amount of time, detail and love that it has been put in, I think it would be really lovely to take the time to remanence about the days of old! Really can't wait to see what future has in store for our lovely city, until next one, take care!
Love the constant evolution of the city.
Can't wait to see what plans the major developers of VB are drafting in order to add major pedestrian districts to the city. (The new DLC packs are exciting!)
Looking forward to the Verde Beach in review. Always like seeing how a build has evolved over time; it really helps summarize the narrative of the build. I trust that it will b really well put together as you are a really good storyteller.
Loved the focus on freight: I do traffic and transportation engineering with a Port Authority in the USA. Maybe trees on a roundabout approach isn't such a good thing for sight distance triangles though :D.
It actually shows the traffic though. I watched a news video from Detroit where suburban Oakland County had accident issues with their roundabouts. Turns out traffic was just flying in to the roundabouts as if they were high speed rotaries. So the road commission added a sight barrier fence at each approach and counterintuitively the number of accidents dropped significantly.
That intro 😍 I love getting a better, visual understanding of VB infrastructure (my puny brain has a hard time following most of your train/bus/road videos and remembering where we are and the big picture goal). Looking forward to VB100!!
With the bridge span at the highway I feel like there is just enough room that the transportation department would justify the extra bridge span to move to rail slightly over and allow for a highway entrance on the south side as well
Although usually when the trains are there first the highway will get moved instead.
@@edwardmiessner6502 Completely agree. And since it is working, I doubt it'd ever get done, even if it is preferable!
The traffic flow being 84% was perfect before Ep100, because that's the VB Normal. Waiting for Ep 100, I'm excited to see what's coming!
With the new DLC Announced, excited to see if Downtown becomes even more pedestrian friendly than it already is
Those two train cargo stations could be substituted for a single airport cargo station (since it has two sets of tracks): it has cheaper maintenance, it occupies less space and looks better imo 😁
I was really feeling your frustration with the traffic management around your warehouses. I was laughing and crying at the number of mulligans you made in search of the best solution. You're very entertaining to watch, even when you're losing your mind!
Fantastic episode Phil. One thing I would love to see (and I think many of your citizens would apprecate) would be extending the bike connection from the roundabout area along the road to nova heights.
It may seem a bit unrealistic, but there are many places in the world where cyclists are given these sort of connections and they do get used, and I know from my own experiences in game that cims will cycle these distances.
This is what i like about your content; the talk about the how and why you do stuff and bring that from your experience in your daily profession.
Liked the fiddling with roads which can be so time consuming. So great to see that all the adjusting payed off.
Great episode!
Can't wait till VB100 and see the journey the city took from day 1. Was an awesome ride so far and i feel VB has so much more to offer.
Right on time. Been binge watching Verde Beach and was so sad when I caught up. If meant I had to wait for the next video. Lol.
But looking forward to being part of the community. And help with naming some things.
Thanks for addressing my comment and connecting Nova Heights to Lupo Esplanade! It's great to see you acknowledging our feedback and implementing potential improvements. Looking forward to seeing the 100th episode of VB! 🎉
I’m so excited for Episode 100! I can’t wait!
One thing I have noticed is that left turns out of industry buildings like warehouses and cargo terminals cause a lot of problems. You'll notice this with the back to back cargo terminals - few trucks are using the roundabout at the end - 8:44. I think there is a 2u vanilla road asset that has a barrier or median in the middle. This has helped a ton in my build as it forces trucks to take the appropriate turn out of buildings - which is better for traffic and a lot more realistic.
That's a vanilla+ road. The only vanilla roads with medians are the 4u ones. Maybe we'll get a small one in the coming DLC? It'd be handy, 'cause I use a vanilla+ small median road for exactly the same purpose you do and it's very useful. If you notice later in the vid though the trucks are correctly using the roundabout turnaround, though, so I think it was just a temporary routing thing while the repathing happened.
The Lewis family moving Lewis Lumber Company from Verde Beach in American New Tealand (call-out to Biffa!) thousands of miles to Van Buren in the State of Superior would simply bankrupt the company, creating a lose-lose situation.
Man, you sure do have patience! Midway through your Gordian knot unravelling I would have lost patience, loaded Disasters DLC and had a meteor shower destroy the area! Mad respect, Phil! 👍👍
I started with you in January/February for Tutoria. I've since binged all of that, all of CC, and all of VB, and I'm following weekly now. Seeing the first episode clip with a hint of the park in old VB made me smile. What a journey the last 8 months, with ever-improving style, content, and of course, Mulligans aplenty. I never mulligan myself of course *coughs* never *coughs*. Roll on episode 100 - looking forward to it!
Oh - and I'm sure if the rail company allowed you to remove the rail to do some grading, they'd not begrudge you the option of an on-ramp onto the highway in the other direction at that new interchange ;)
Thank you so much for sticking with me!! And you might be right about that, haha
I always love the rebuilding of the older infrastructure
OMG, it's almost 100 episodes of Verde Beach. Crazy!!!!!! Episode 100 is going to be epic I'm sure (much like the fires that constantly rage throughout the city - hehehe).
I love watching/listening to an expert in their field with a great deal of passion for it. Plus I am learning so much! Thanks, you have a new Patreon supporter!.
Yet another fantastic video CPP - love the new roundabout and the landscaping around it looks brilliant.
can't wait until episode 100!!!
The 'industrial rat's nest' has long been my nightmare.
Personally I think the game handles imports and exports poorly and doesn't plan ahead nearly as much as it needs to... but also I'm bad at 'patching' industrial flow by adding more outlets that it ends up rubber banding on me bad later.
Are you insinuating that it's NOT good planning for a freight company to get out the rail yard and drive through three downtown sections and past a second freight terminal on the same line to drop off it's goods? Blasphemy!
After 2 weeks of binging this, I have caught up. What an adventure, keep up the good work!
I saw that the chapter was titled Episode 100 discussion and was about to suggest what you could do for Episode 100---and then I heard you describe exactly what I was going to suggest. Looking forward to it! Keep up the good work.
Lee's video was amazing. I really enjoyed this one. CS is /such/ a traffic simulator, and it's the bit I struggle with the most. Getting my head around the "reduce to improve" concept is something I have always struggled with.
I really enjoyed this episode because you clearly demonstrated your thinking and showed what works and what doesn’t. I’m constantly amazed at how hard things are in the vanilla game but learned that the same fixes work. Controlling access to collectors, making sure junctions are not too close and providing direct access to the highway.
Another point. You were worried about flipping factories and warehouses being unrealistic. In real life the building would stay in the same place while the gates to the compound would move.
Emerald Bay- good name for a waterside district or leisure area, keeping in with the verde/green theme 💚
So good to see the traffic fixed. It’s been an issue for a long time
99 episodes already! I am still loving it. Keep it up please!
I loved what you did in Ashland with the repurposed industrial zones turned downtown. I would love to see a similar repurposement into commercial/high density residential in Verde Beach in the future
Very excellent video CPP! I absolutely love the whole planning thing you did with the intro! Now I must wonder, which one is/was the bigger Mulligan? The whole Lewis Lumber road rework, the cargo station rework, or "That Park" from the previous episode?
Can't wait for the centennial episode!
This one - the park hasn't gone anywhere
I love Tuesdays so much. Thank you, Phil!
You know it's a good episode of Verde Beach when the only bad things were Vecna and the city tour music! I could see the freight trains backing up tho in the city tour
I have watched every episode of CWC but have not given Verde Beach anything. I clicked it because you had trucks on the title card and may go back to start watching this series. You would be surprised what some cities and towns call truck routes. Last month I followed the truck route in Council Bluffs IA in a hazmat tanker between I 29 and the customer that took me through a residential neighborhood.
This is exactly why I love this channel. Awesome stuff
Nice one, I think I suggested reversing the one way loop here a year ago. Nice to see it worked well
I really enjoyed how you explained the work you would be doing at the beginning.
You did an excellent job of fixing traffic congestion. One thing that may help in the future, you were having traffic problem areas where trucks came to drop off goods at the industry or warehouse. They cause congestion by entering the building from the opposite side of the street or exit trying to cross lanes to go the other direction. This can fixed, but it means not using industrial concrete roads. Biffa does it by adding a split road in front of the building and a turn around at the end, which forces the trucks to enter only from one direction of the road and exit the same direction. You almost have a similar objective at the 2 cargo train terminals. Right now the turn at the end is rarely used as traffic accessing and leaving can cross traffic on entrance and exit. Put a 4 lane divided road in front of the terminals and it stops that, forcing all traffic to use the whole road and turn at the end. If you would have done something similar in that industrial area instead of switching that large factory around several times it would have improved traffic significantly.
Another great episode! Looking forward to the big 100! Take whatever time you need, this is a huge milestone, gotta do it right!
Structurally one of your best episodes.
Perhaps it makes more sense to reverse the flow of that collector couplet? As I type that you do it in the video! Good job, glad you realized it.
A city tour without a fire!? Myrtle must be pleased with your changes!
The secret for roundabouts is "N - 1" the number of lanes should be one less than the number of exits.
Like you said though, it's working well enough. But, that is why you're getting some of that backup.
Insert Jeff Goldblum's You did it meme here! I had my doubts, but by golly you pulled it off. I have a couple of suggestions for future improvements though:
1. The upcoming Plazas & Promenades DLC will have a local road with a median in the middle (you can see it in the trailer at the 20 second mark), it'll be very helpful for controlling the traffic and preventing trucks from going the opposite way after offloading their cargo, like in 39:16. You should also use it on the road between the two cargo stations when the DLC comes out.
2. Maybe upgrade the two cargo stations into two airport cargo stations. They can serve more trains and help reduce the pressure on the main line.
Take your time with VP100, Phil.
Loved the video! Really insightful on how cities and truck routes operate and how the city can flow traffic better.
Lewis Lumber is a bit awkwardly located for efficient traffic though, yet your solution kinda fixed it so I'll take it
That's it! I've finally caught up! Just in time for episode 100. Now for Clearwater county...
I love the concept of you showing us how its done in real life and then solving it in City:S.
As a truck driver myself, I tend to try and stick to as much highway and main road as possible while trying to take the most direct route to and from shipper and receivers.
Great episode, as always :) I like the big roundabout, but I think you missed setting the prioritys. The cars inside the roundabout were waiting for the cars getting in
18:20 I noticed this while it was being built because I’m used to UK movements being clockwise for the sake of left-hand traffic, so I’m glad to see it change. 😅
Personally, I found that playing CS with right hand driving makes it harder to plan roads because it means overriding the tendency to work as you write/draw/read, left to right. If you build on the left with right-hand driving, you get more left hand turns = traffic problems. Then there’s the whole anti-clockwise roundabout thing.
I always struggle with freight traffic, this one is going to be an importante lesson to me.
I had a feeling a mulligan was coming. I’m really happy for the appropriate changes bc traffic by the lubber needed a overhaul.
You forgot the other on and off ramps to the new interstate interchange. Can’t wait for episode 100!
Can't wait for episode 100 and can't wait to see you get your hands on the new expansion pack.
Thank you! could you please add a television and radio broadcasting station? Verde Beach will need instant updates on the constant changes due to city growth
You forgot to reset the new medium warehouse to "balanced" after you deleted the three old small ones; the medium is still set to "fill".
Take your time with #100. It will be worth the wait. This has been a great series :)
for the 200 roundabout - you could have brought the road connecting to the cargo station the other way around the train tracks and bike path, then brought the collector straight into the roundabout
Love this!!!! Always love your videos. Also what about changing some of the cargo train stations to the cargo stations that came with airports as it has two lanes and easier access?
VB has been such a fun series. Every time I see the bike highway, I wonder why people aren't using it. Have you thought about looking at it again and making sure connections are in place for it to be functional?
Maybe try adding slip lanes to the roundabout
Love the channel and the Verde Beach series! (Despite me being a Minnesota native and Vikings fan!)
Woo-hoo Manitowoc, I was born just up the coast in a little town called Algoma. It would be awesome to do a map and build based on that area. 😉
Great episode, I kind of hope episode 100 is in 2 weeks, because unfortunately I’ll miss it it comes out next week
99% chance it won't come out this Monday :)
Really enjoy watching the unpicking and solving issues in older parts of the city as much as the new build areas.
And the "Hi, I'm Lee" at 0:01:20 made me laugh so hard
This episode was a traffic wonk's delight. I am not one of those, but I enjoyed it nonetheless. Nicely done, Sir. 🙂
I look forward to 100.
This introduction is why I subbed to begin with. Killer!
I love your videos it helps me a lot thanks 😃
Keep up the good work and have fun
That was an enjoyable episode although you had me screaming at the screen at times. 😅 I'm not sure the one way roads were at all necessary but I'd say it ended up pretty fine.
Also, I'd add a slip lane from the train hub to go right, for the traffic not to go through the roundabout to make a U-turn.
And.. now we wait for the 100th episode! I'm really glad you took the suggestion for a summary episode.
Always makes my day when you upload! Keep up the great content
I find that places like Lewis Lumber's one way couplet always have problems like what you discovered. The best way I have found to fix it is to have either a true one way road or a road (like a four lane) split and "create" a one way couplet. Of course I use TMPE, so that might also help, but this is a mod free city.
I love this
City planner uploads new verde video, I watch.
Hey CPP, I think the bridge at 31:38 needs to be raised a little on both sides. If you watch the box truck go under there is not much room between the room of the box and the bridge. So if something taller like a coach bus or semi went under the bridge would probably peel it's top off like a can opener. And the bridge is lower on the other side so it would be even worse on the other side.
Going to get that fixed - completely agree
One little thing - you have the bike path over the new roundabout, but the roundabout will be impeding any cycle and pedestrian traffic that used to go through that intersection. Not sure if it's a problem or not - there may be alternative routes that work - but maybe something to check on...
#great #video 🙌🏽
I can't wait for the 100th... I been watching VB since the beginning. 😃
OK, I just caught up on Verde Beach after watching all of Clearwater County. Remain calm, it'll be OK...
Lots of big things on the horizon.... stay tuned!! Thanks so much for being here with me! Hope you have been enjoying the series!
Man on fire today, love it.
Looking forward to episode 100!
The new interchange could be a candidate for one of those PITA left lane exits for the inbound traffic.
I probably would have ended up at a similar ending with the roadway layout, but I tend to move backwards from the Destination to the Source of traffic, so probably would have created the highway junction first and then the Arterials and then the inner roads on the Louis Lumber Co.
Speaking of Louis Lumber Co, are there trucks leaving the area just to re-enter the area because of the Paper stored in the Large Warehouse?
He moved it so many times lol but i think in the end he put the large warehouse on the internal road.
Here in the UAE, trucks have a completely separate road to travel on, sometimes not even accessible to cars 👀... center lanes highway interchange between the highway lanes 🤔.
Love your channel keep it up 👍🏻
Lumber yards are just about the easiest building imaginable for "pick it up and rotate it", though. They're just an empty yard for stacking stuff, so really, all you're doing is adding a new gate opening onto the other street, and removing the original one.
Can't wait for the next episode!
never heard a more professional cold open in my life 😂
Go underground maybe a good solution too if it‘s too complicated to change the things on the ground. Love your vid btw