@18:50 Well ... here in Germany long straight roads are considered dangerous, because they are boring and therefore lead to unconcentrated drivers. Curvy roads on the other hand are considered more safe, as they are more fun for the drivers. Of course there should be no dangerously sharp turns ;).
Same in Belgium. Plus the fact that grids create very dangerous intersections. Here they are trying to move to road systems that lead all cars as quick as possible to ring roads surrounding the inner city, and keep cars out of the city centre. Interesting to see the different kinds of city planner schools! Edit: what system works best naturally depends on the size of the city. You can’t just move all traffic of LA to one road and expect it to work.
@@CityPlannerPlays yeah it really is, I work for a council in London, I work with street markets. For a few highstreets (mainstreet in America i guess, a street with a lot of pedestrians and small shops) we have been asked to get stalls in the road to slow down traffic, they can't pedestrianise the roads totally as they are needed for access and loading, but if I throw a bunch of street traders down it in a zigzag pattern the motor vehicle traffic basically disappears to essential only.
Useful tip! Quickest way to fill in a grid is to zig-zag Say youre starting top left...8units down, 8 units across, 8 units down, 8 units across. When reaching lower boundary change it to up and across. Its quick because you dont have to unclick. When once you have your 8unit zig zag you have the guidelines for both vertical and horizontal road throughout the area and can just carry on the roads where they turn 90degrees
Just before handing over you could add in a small peice of rail next to the highway you built to show whoever picks spot 2 that that is where you would like to run a line. It doesn't have to go anywhere just yet, it would just be for communication purposes.
Just a note about the tools you are using. In the lower left area at 1:27 you have it set to 1 meter increments and a -2 meter current height. Note that just above that just above you are clicking the down arrow to force the height of the objects created to that -2 meters of elevation. At 1:40 is becomes set at 0, which appears to be what you want. You know the keyboard keys for changing it as you use it to make bridges and tunnels in other videos, which increments and decrements at the "step" value you selected on the slider. However, you may not have known about the [home] key, which sets it to 0. Before painting in a new road, just naturally hit [home] before placing it, unless you intentionally want it a different height. Just a good habit to make. There's some other tools that "change" the elevation unexpectedly (like copying another road, or using picker, etc.) So be aware of that lower of two numbers on that small circle in the lower left area of the screen.
CPPCB: Adds highway link between his parcel and spot 2, complete with water and power connection. CPPCB: Mentions wanting a railroad connection through gentle countryside he just added a highway link. CPPCB: Does not add rail line beside highway connection. On a more serious note, I enjoy your content man, keep it up. I recommend looking into "Electric Roads Mod 2.1". It would share the power throughout the region (this one in particular, but also Bluffside), as long as there's a road connection between the power plant (like that nice nucular one on the other side of the map) and your towns. I also don't particularly like how power connection is handled in the game (just slap down these high voltage lines with no substations between areas till you get development to carry it across). At least with ERM I can pretend we just buried the cables roadside (which is becoming more common anyways).
Thought there were only Tim Horton's in Buffalo because he played for the Sabres. I didn't know this until the other day, but they're all the way down to California.
@@ODiddy67 yes he did! I am assuming he will try and make specialized industry zones to generate some residential demand. Either way I think the whole concept is interesting.
@4:00 Those hills sometimes have one-sided zoning with houses looking down the slope. That would make sense if there's a view from the location. But the road would need a smooth slope. I believe you can have sloped junctions with FRA, unless I'm thinking of a different mod. @8:00 That's where fences help to stop zoning on one of the conflicting roads (as seen in your main series). Though the new road looked better in this case. I tend to use those bouncy castles with the city park trampoline asset. I think that makes sense. There's also the climbing frame. Doing a modular build (aka OverchargedEgg-style) with a small playground ties it all together.
It’s probably too late to mention, but,,, with all those small blocks it would be a great opportunity to try out a “super block” like they use in Barcelona and see how it affects the traffic.
Same. A little terraforming is ok but only when it really makes sense so for big road projects or rail connectivity, large factory areas & energy producers.
It occurs to me that if somebody is going to do this sort of thing again, it would be a good idea to designate some road / utility connections between the regions beforehand. That way, the opportunity to share would be there from the start.
@@LukesYTube You can be creative without have to over built everything because everyone needs water and power. As I posted what it Biffa let's say thinks a nice sewer area would look nice. That of course is a over build. Looking nice you build more than you need. Tanks, pumps, storage. Now your other builders are tied to it. Now they have to build something but over all the map is making way to much. But none for the other 4 guys or gals.
This series is really great stuff! It also highlights the different approaches you guys take and I think that is just phantastic to see, where that leads to in a co-operation like this. :)
I hope there's a crematorium build somewhere or that cemetary will be filled before you get the savefile back. can't remember if you put childcare and eldercare into your area in your first part, but those seem important for your "bedroom community"
It’s going to be so interesting to see the differences between the communities. Also will be interesting to see if Biffa can resist putting a roundabout in Geneva (ok you have one at the highway I guess).
Looking forward to the next video. Years ago I was one of Biffa's Patreon's on Minecraft, and I think this "round robin" city is great! I have one or two more to subscribe to. Should every builder pick a regional multi-hub? Who is getting the central rail? Are y'all going to draw straws? Does everyone get one to meet in a central area?
A suggestion I would like to make / ask from all of the collaborators... I'm loving this series, so I would like to suggest that it would continue, one week each, in sequence... So, Czardus started it, then City Planner continued, then Biffa (who I would like to see more building), then ImperialJedi, and now, Timeister... Please keep the series in sequence for a few more weeks. I REALLY would like to see you guys building a huge city this way. I think it would look great, given the idea of all being excellent players. Also, there is another player whom I think could had something to this, making it 6B1C... That would be Overcharged Egg. Just a suggestion, of course... :D
Man, i recently discovered your Channel and i'm binging It. I want to thank you, watching your videos is so relaxing and interesting, and i'm learning many things on how cities are planned! Keep up the good job, greetings from Italy!
I'd love to see Overcharged Egg in this series. He's a amazing builder be it vanilla or mods. He can do both really well. Some of the great city builders in this game are mods only. Hand laying every building using 1000s of assets.
I remember that the way you planned this city is similar to the city planning of the Spaniards in their colonies such as in Mexico and the Philippines. I'm from the Philippines by the way and all our old cities founded during the spanish colonization have a similar way of city planning.
I'm from a now city in the north that was planned by the Americans during early 1900s when they occupied the country and they planned it with grid and even the early roads have ample amount of distance between any commercial and residential so they could be upgraded in the future by following road hierarchy. The road in our front is now upgraded to a 4-lane and it still has extra distance. There's not even any kind of heavy traffic there to begin with. The planning is also similar in cities near Subic where the Americans had their base. I now live here in Laguna where they're having a tough time convincing owners to give up properties that they built very near to the roads since they're now upgrading it because of very heavy traffic. Cars have no choice but to use local roads to avoid it and even the local roads have no wide distance from the houses.
I don't know your long term plans for the city, but it would be cool to see a small community college type thing set up eventually. Not a big 5 star university, but maybe a small campus using some of the stand alone assets.
Would it make any sense from a traffic flow standpoint to make your streets into long 1 ways alternating each one? The sweeping perimeter road could maybe be upgraded to encourage residents to use it rather than drive through the entire neighbourhood to reach the collector?
That would be adding a collector, basically (if added in a couplet). Absolutely a legitimate way to move traffic. In fact - if there were ever concerns within the gridded area, this is absolutely the approach I would take!
"Let's clean up these slopes..." It is The Euro map, Finnish one to be precise. Some rocky slopes would be very natural in such a location. Slopes are pretty much everywhere, nice sharp rocky slopes, concrete sometimes.
I'm loving these videos. Maybe for a new series you could try to build a city with a population of 1 million, it can be very challenging in Cities: Skylines!
In vanilla Cities, it is hilarious to think that the city getting power is reliant on people throwing extension cords across the roads and at the neighbours. If they run out of extension cords, half the city loses power 🤣
Think he missed a trick here, could have been a lovely lakeside town, tourist destination, alot less densely packed. The triangle of land closer the highways could be more gridded
It's a big area - that's still possible. That said, I like the idea of a small town being the hub of the action until a bigger regional destination type city appears
I can dig it! Problem is you reached beyond what the developers intended. As good as this game is, it's not programmed to what you are expecting. Can only hope Paradox heeds the call. Other than that you rock!
Absolutely! I'm thinking the one near the water. The park near the interchange is definitely there to provide an amenity on otherwise undesirable land.
29:51, the off ramps coming into your city. Please upgrade to a 2 lane to match the avenue. It is working now with low traffic, but I have been doomed by small overlooks like that on console before.
Hi, Mr. Planner! I was excited to see and play on this wonderful map (It looks so beautiful!) so I took the time to download the workshop package for all the mods. Then buy the Mass Transit DLC to make the map work. Then go back and download the 2 dozen files not included (Not blaming you, not your fault. Totally worth the map! Anyways it was beautiful and after fighting road anarchy for a bit my hud elements disappeared and the game crashed... Keep up the wonderful work you do! I plan to continue to experience this wonderful game vicariously through people like you while I play far easier games like Dark Souls and Sekiro. Best wishes!
There are none at all in my city (even the private schools) but where my parents grew up (about fifteen hours closer to the equator, which might have something to do with it!) almost every high school and many primary(/elementary) schools had them. Climate will definitely have something to do with it :P
You struggle with Fine Road Tool might ease out by pushing that button left side of straight road button that says ”1m Gnd 2m” (or whatever measurements there happen to be. As iirc correctly thats the one that uses set road heights and not clicked (as in vanilla) road heights. Hmmm ... I have an theory, that dedicated bicycle paths attract criminals! ... and polluters? So: Avoid expenditures to police, force your citizens to drive a car! btw: What are ”Things of grocery nature”!? ... almost meat products? :P I noticed one weird thing right at the end of video!? That further on ramp inward your city block: Cars enter that right turning ramp on LEFT lane of that highway!? Someone should fix that thats looked really awkward. PS: Biffa is gonna have heart attack when he opens your save as your lane math is NOT perfect? :P :D
I guess now it's too late for this turn (and things will look quite different when you get it back), but I would have added a bus connection to Czardus' city, just to help all those residents which are working in the fishing industry get to their jobs.
Clarification from 0:27 - final video during this turn of having the save file. I'm not done with the series 😀
Hahaha I almost had a heart attack 😂😂
I got real scared lmao went straight to comments 😂
Hi, is there any way you could do a C:S mod tutorial video where you talk about all the mods you use? Or at least the most important ones?
damn thank god! loving the series
so who has the save now?
Another great addition to the series, and I particularly enjoyed the cinematic camera flying through my arch!
Glad you likes that! I spent a little while trying to make that look smooth! This series was a great idea - lots of fun!
Did you forget to put down a waste transfer facility and bug out CPPCB?
@18:50 Well ... here in Germany long straight roads are considered dangerous, because they are boring and therefore lead to unconcentrated drivers. Curvy roads on the other hand are considered more safe, as they are more fun for the drivers. Of course there should be no dangerously sharp turns ;).
That's really interesting! Funny how different things can be. I certainly understand the logic though!
Same in Belgium. Plus the fact that grids create very dangerous intersections. Here they are trying to move to road systems that lead all cars as quick as possible to ring roads surrounding the inner city, and keep cars out of the city centre. Interesting to see the different kinds of city planner schools!
Edit: what system works best naturally depends on the size of the city. You can’t just move all traffic of LA to one road and expect it to work.
They do this here in the UK as well.
You can tell a "new" motorway/ dual carriage way from an old one because you get turns in it
interesting
@@CityPlannerPlays yeah it really is, I work for a council in London, I work with street markets.
For a few highstreets (mainstreet in America i guess, a street with a lot of pedestrians and small shops) we have been asked to get stalls in the road to slow down traffic, they can't pedestrianise the roads totally as they are needed for access and loading, but if I throw a bunch of street traders down it in a zigzag pattern the motor vehicle traffic basically disappears to essential only.
Useful tip!
Quickest way to fill in a grid is to zig-zag
Say youre starting top left...8units down, 8 units across, 8 units down, 8 units across. When reaching lower boundary change it to up and across.
Its quick because you dont have to unclick. When once you have your 8unit zig zag you have the guidelines for both vertical and horizontal road throughout the area and can just carry on the roads where they turn 90degrees
Good tip!
Just before handing over you could add in a small peice of rail next to the highway you built to show whoever picks spot 2 that that is where you would like to run a line.
It doesn't have to go anywhere just yet, it would just be for communication purposes.
I really wish I would have done this. I meant to do that with a ferry, too.
Just a note about the tools you are using. In the lower left area at 1:27 you have it set to 1 meter increments and a -2 meter current height. Note that just above that just above you are clicking the down arrow to force the height of the objects created to that -2 meters of elevation. At 1:40 is becomes set at 0, which appears to be what you want. You know the keyboard keys for changing it as you use it to make bridges and tunnels in other videos, which increments and decrements at the "step" value you selected on the slider. However, you may not have known about the [home] key, which sets it to 0. Before painting in a new road, just naturally hit [home] before placing it, unless you intentionally want it a different height. Just a good habit to make. There's some other tools that "change" the elevation unexpectedly (like copying another road, or using picker, etc.) So be aware of that lower of two numbers on that small circle in the lower left area of the screen.
I wish I could give this comment 10 hearts. Thank you so much!
CPPCB: Adds highway link between his parcel and spot 2, complete with water and power connection.
CPPCB: Mentions wanting a railroad connection through gentle countryside he just added a highway link.
CPPCB: Does not add rail line beside highway connection.
On a more serious note, I enjoy your content man, keep it up. I recommend looking into "Electric Roads Mod 2.1". It would share the power throughout the region (this one in particular, but also Bluffside), as long as there's a road connection between the power plant (like that nice nucular one on the other side of the map) and your towns. I also don't particularly like how power connection is handled in the game (just slap down these high voltage lines with no substations between areas till you get development to carry it across). At least with ERM I can pretend we just buried the cables roadside (which is becoming more common anyways).
😬... haha! I have been meaning to add that mod. Very common and something my community requires in all new developments.
Better to use No need for power lines mod, I've heard there are issues with the Electric Roads mod, particularily when the city grows
Fun Fact: There is a Tim Hortons in Geneva NY... sooo Tim Hortons is ok to drink while making this.
Tim Hortons has a large presence in Spain (or has at least licensed the brand in Spain)
I'm Canadian and I do not like Tim Horton's. I think their coffee smells like dirty feet.
😂
I thought Tim Hortons pulled out of america though
Thought there were only Tim Horton's in Buffalo because he played for the Sabres. I didn't know this until the other day, but they're all the way down to California.
So basically Biffa is left with zero demand to start with 😆 that would be interesting!
Everyone gets a unique challenge? Biffa is "zero demand"? I think Biffa even had a video on increasing demand a month or two ago.
It’d be cool to see Biffa’s city specialize into like a huge entertainment hub. Concerts, hotels, casinos, zoos, amusement parks
go fix the traffic.
@@ODiddy67 yes he did! I am assuming he will try and make specialized industry zones to generate some residential demand. Either way I think the whole concept is interesting.
I'm looking forward to watching him fix it. Especially since my favorite city has no demand atm.
There's a city we used to do mission work in in haiti where they had to run a tv ad to tell people how to use a stop light when they put it in.
That's amazing! I'd love to see it if it is around the internet somewhere.
@@CityPlannerPlays I will look around for it but it's going to be in french or haitian creole
Loving the series so far!
Maybe childcare and eldercare could've boosted demand? Either way, it's just another challenge for the build!
"Maybe we can leave the nature trail a little more undisturbed" said no planner ever in my city
@4:00 Those hills sometimes have one-sided zoning with houses looking down the slope. That would make sense if there's a view from the location. But the road would need a smooth slope. I believe you can have sloped junctions with FRA, unless I'm thinking of a different mod.
@8:00 That's where fences help to stop zoning on one of the conflicting roads (as seen in your main series). Though the new road looked better in this case.
I tend to use those bouncy castles with the city park trampoline asset. I think that makes sense. There's also the climbing frame. Doing a modular build (aka OverchargedEgg-style) with a small playground ties it all together.
It’s probably too late to mention, but,,, with all those small blocks it would be a great opportunity to try out a “super block” like they use in Barcelona and see how it affects the traffic.
not too late at all! Great idea!
Early prediction, you're going to be working on the city parks and a designated mining / farming industry sector next time round!
I was waiting for the forestry industry on this chapter, guess we'll have to wait for one more video
2:50 Yayy, finally you are building with the landscape! That is what I always say ;-)
You and me, friend!
Good to see there are more people that have the same opinion!!!
Same. A little terraforming is ok but only when it really makes sense so for big road projects or rail connectivity, large factory areas & energy producers.
It occurs to me that if somebody is going to do this sort of thing again, it would be a good idea to designate some road / utility connections between the regions beforehand. That way, the opportunity to share would be there from the start.
i think they didn't do this to allow more creative freedom. i think all the creators will link up eventually in their own way.
@@LukesYTube You can be creative without have to over built everything because everyone needs water and power. As I posted what it Biffa let's say thinks a nice sewer area would look nice. That of course is a over build. Looking nice you build more than you need. Tanks, pumps, storage. Now your other builders are tied to it. Now they have to build something but over all the map is making way to much. But none for the other 4 guys or gals.
A city planner and a great video producer. Love it! Looking forward to your next round.
Also, 31:20 that marina and the steep road 🙈
This series is really great stuff! It also highlights the different approaches you guys take and I think that is just phantastic to see, where that leads to in a co-operation like this. :)
I really enjoy seeing different modes of play in the same city. Very educational.
Nice vids. You guys should keep this going for a while. Good to see all of you have different approaches of building a town/city.
I hope there's a crematorium build somewhere or that cemetary will be filled before you get the savefile back.
can't remember if you put childcare and eldercare into your area in your first part, but those seem important for your "bedroom community"
All good points! I missed the mark on child and eldercare. I'll add those...in five weeks - ha!
There will be convoys of hearses on the freeway.
There is a crematorium, he added this earlier.
18:58 drivers tend to be more attentive on curvy roads
Thank you for making another video in this series. Really enjoying seeing how good this area is coming together.
It’s going to be so interesting to see the differences between the communities. Also will be interesting to see if Biffa can resist putting a roundabout in Geneva (ok you have one at the highway I guess).
Looking forward to the next video. Years ago I was one of Biffa's Patreon's on Minecraft, and I think this "round robin" city is great! I have one or two more to subscribe to.
Should every builder pick a regional multi-hub? Who is getting the central rail? Are y'all going to draw straws? Does everyone get one to meet in a central area?
That's a really interesting idea! We'll have to see how that all shakes out, but I'll share that with the group!
A suggestion I would like to make / ask from all of the collaborators...
I'm loving this series, so I would like to suggest that it would continue, one week each, in sequence...
So, Czardus started it, then City Planner continued, then Biffa (who I would like to see more building), then ImperialJedi, and now, Timeister...
Please keep the series in sequence for a few more weeks. I REALLY would like to see you guys building a huge city this way. I think it would look great, given the idea of all being excellent players.
Also, there is another player whom I think could had something to this, making it 6B1C... That would be Overcharged Egg.
Just a suggestion, of course... :D
The Famous Five of C:SL - love the project and love all of you guys! ❤️
CPP: "Let's call this area a nature reserve"
Also CCP: builds a road direct from the town to the lake right through the reserve
Man, i recently discovered your Channel and i'm binging It. I want to thank you, watching your videos is so relaxing and interesting, and i'm learning many things on how cities are planned! Keep up the good job, greetings from Italy!
I appreciate the kind words! Hope things are going okay in Italy!
I'd love to see Overcharged Egg in this series. He's a amazing builder be it vanilla or mods. He can do both really well. Some of the great city builders in this game are mods only. Hand laying every building using 1000s of assets.
I remember that the way you planned this city is similar to the city planning of the Spaniards in their colonies such as in Mexico and the Philippines. I'm from the Philippines by the way and all our old cities founded during the spanish colonization have a similar way of city planning.
I'm from a now city in the north that was planned by the Americans during early 1900s when they occupied the country and they planned it with grid and even the early roads have ample amount of distance between any commercial and residential so they could be upgraded in the future by following road hierarchy. The road in our front is now upgraded to a 4-lane and it still has extra distance. There's not even any kind of heavy traffic there to begin with. The planning is also similar in cities near Subic where the Americans had their base. I now live here in Laguna where they're having a tough time convincing owners to give up properties that they built very near to the roads since they're now upgrading it because of very heavy traffic. Cars have no choice but to use local roads to avoid it and even the local roads have no wide distance from the houses.
No Cry was fantastic in with headphones on. Thank you for your videos; they are so relaxing after work.
Glad you liked the song - I think it's great! Also glad to hear that you're enjoying the videos!
Interesting road layout and can’t wait to see how it transforms when you get it back
It’s satisfying seeing you grid so accurately. Everything looks so clean
I mean do the lumber industry you were planning... that will get you some $$ for sure... but I’m sure Biffa will take care of it
I'm first in line when you release "Respect the Topography" t-shirts. :D
I’m waiting for my “Trying to be cognisant” one. Perhaps with “wellllll that’s good enough” on the back.
I asked for
"Let's remedy that"
in the beginning of Bluffside Crossing
this series is so cool! i’m excited to see how everything looks once everyone gets finished with their first run through. :)
Me too!
amazing build, really enjoyed your run. PLEASE take a second round at this city
I don't know your long term plans for the city, but it would be cool to see a small community college type thing set up eventually. Not a big 5 star university, but maybe a small campus using some of the stand alone assets.
Hey man just a thought: Maybe you should call yourself City Planner Plays. It’s a lot more concise and catchy I think. Keep up the great videos :).
...Coming up very soon :)
Damn did you also aske Zuckerberg to drop the "the" from "The Facebook"?
Would it make any sense from a traffic flow standpoint to make your streets into long 1 ways alternating each one? The sweeping perimeter road could maybe be upgraded to encourage residents to use it rather than drive through the entire neighbourhood to reach the collector?
That would be adding a collector, basically (if added in a couplet). Absolutely a legitimate way to move traffic. In fact - if there were ever concerns within the gridded area, this is absolutely the approach I would take!
Your outro music is always on point. Great video. As I've said before, truly enjoy your style of gameplay.
Thank you!
CPP: This is pretty steep still..
Me in PA where roads will go up at like a 60 degree incline: Yeah... pretty steep.. hah..
Can't wait to see how this is going to turn out considering all your different styles and the unlimited cash to make the communities work.
"Let's clean up these slopes..." It is The Euro map, Finnish one to be precise. Some rocky slopes would be very natural in such a location. Slopes are pretty much everywhere, nice sharp rocky slopes, concrete sometimes.
I'm loving these videos. Maybe for a new series you could try to build a city with a population of 1 million, it can be very challenging in Cities: Skylines!
It's looks so good already, this colab can only get better
This series is SO awesome!! Can't wait to see the next turn.
I didn't think I would like those 8x8 blocks, but they look pretty nice, honestly, once the houses fill in.
Tim Horton wont let you down, it fuels all of our city planners up here
It fuels this city planner, too 😄
Come on the suspense is killing me. This has got to be the best series yet.
In vanilla Cities, it is hilarious to think that the city getting power is reliant on people throwing extension cords across the roads and at the neighbours. If they run out of extension cords, half the city loses power 🤣
😂
19:04 Because curved roads are safer as it doesn’t have the same hypnosis effect as with long straight roads.
Once again I should be going to bed........but then the notification about a video from CPPCB pops up!!!!
The 8x8 grid looks fairly expensive from a roadway network perspective.
It will be - ha! Huge critique of a city like Portland.
I'm really enjoying this series. Can't wait for your next pass.
Me too!
awesome job on the cinematic at the end that was super cool.
It is really interesting to hear what you're thinking as a city planner
There's a high school, in the next town (to where I grew up) that let the public use their sports facilities when the kids weren't there! :-)
Oh my the final song is Lethamyr's intro lol. Wondering where I knew that from. Love the build so far!
Interesting series. Biffa will get the mass transit and the industries with high density residential :-D
Think he missed a trick here, could have been a lovely lakeside town, tourist destination, alot less densely packed.
The triangle of land closer the highways could be more gridded
In my opinion, his design sounds better to me as I prefer being in urban land over the countryside.
It's a big area - that's still possible. That said, I like the idea of a small town being the hub of the action until a bigger regional destination type city appears
This is a very interesting concept. I hope to see more of that.
The small grid is giving serious Savannah GA vibes!
This series is awesome. Cool concept.
I was gonna start a new city, but watching you build is more satisfying 😌
Pretty sure there are some Tim Hortons locations in NY ☕️
There are plenty of Tim Horton's here in Michigan.
So I guess the Horton family is very numerous, and has poor imagination when naming their children?
@@patrikhjorth3291 nice
There are a lot of Tim Hortons in Western NY. Loving the videos. Discovered you thru a Overcharged Egg community post
Junctions every couple of meters... Biffa is so gonna slap your arse 😂
I’m new to this channel, but as soon as I heard you at @8:22 say “bike network”, I hit the subscribe button. (:
This channel will definitely explode.
I have become slightly addicted to these videos lol
When I first saw that freeway tunnel I thought it was meant to be a wildlife crossing
I can dig it! Problem is you reached beyond what the developers intended. As good as this game is, it's not programmed to what you are expecting. Can only hope Paradox heeds the call. Other than that you rock!
I’d love to see one of those park areas developed into a 5 star park. Should be gorgeous, and I bet that would turn around the debt problem.
Absolutely! I'm thinking the one near the water. The park near the interchange is definitely there to provide an amenity on otherwise undesirable land.
29:51, the off ramps coming into your city. Please upgrade to a 2 lane to match the avenue. It is working now with low traffic, but I have been doomed by small overlooks like that on console before.
I have been enjoying the series!
"I don't mean literal fires: - says the guy who build Verde Beach which is constantly aflame.
Wonderful build🔥
Hey, I like watching your videos. Do you know when you will post the next episode to this series? Thanks
Nice, glad there is another episode!
Woohoo! Glad we got a second episode on your channel.
28:16 in my House this type of water tower it called UFO :P it is quite funny :D
Lordy that tight grid is giving me anxiety
😬
Fence placing simulator is back!
Yay :)
Sorry about my spelling, I was tired because when I wrote the comment it was like 10pm here in the Uk.
Sustainability matter, don't see any farms or productivity setup on your city likes product made locally and shipping outside maps
I go to Tim Horton's every morning before work haha (I live near Toronto, Canada)
Loving the content. Very relaxing. I've been spending lots of hours watching.
25:57 Amazing, the reverse shortcut mod in action
???
@@elweewutroone strg z mod
@@csch1510 ???
@@elweewutroone you never heard of this mod? I recommend looking it up in the steam workshop
Just search "strg z"
Hi, Mr. Planner! I was excited to see and play on this wonderful map (It looks so beautiful!) so I took the time to download the workshop package for all the mods. Then buy the Mass Transit DLC to make the map work. Then go back and download the 2 dozen files not included (Not blaming you, not your fault. Totally worth the map! Anyways it was beautiful and after fighting road anarchy for a bit my hud elements disappeared and the game crashed...
Keep up the wonderful work you do! I plan to continue to experience this wonderful game vicariously through people like you while I play far easier games like Dark Souls and Sekiro. Best wishes!
Sorry about the issues! What what it's worth - I think Dark Souls an Sekiro are difficult games 😄. I'm no good!
OMG 50k subs! I feel like you were just at 25k. 🥳🥳🥳
Lol! Tim Hortons coffee is "not that bad". Still bad though just not THAT bad.
I'm finishing up a cup right now... ha!
I've never seen a high school with a swimming pool. Then again, where I live it's too cold for it the entire time school is in session.
Really? Even in Wisconsin we have some. Don't get used much during the school year, though.
There are none at all in my city (even the private schools) but where my parents grew up (about fifteen hours closer to the equator, which might have something to do with it!) almost every high school and many primary(/elementary) schools had them. Climate will definitely have something to do with it :P
Love your editing 👏
Thank you!
@@CityPlannerPlays Most welcome! Have an awesome day! ❤
You struggle with Fine Road Tool might ease out by pushing that button left side of straight road button that says ”1m Gnd 2m” (or whatever measurements there happen to be. As iirc correctly thats the one that uses set road heights and not clicked (as in vanilla) road heights.
Hmmm ... I have an theory, that dedicated bicycle paths attract criminals! ... and polluters? So: Avoid expenditures to police, force your citizens to drive a car!
btw: What are ”Things of grocery nature”!? ... almost meat products? :P
I noticed one weird thing right at the end of video!? That further on ramp inward your city block: Cars enter that right turning ramp on LEFT lane of that highway!? Someone should fix that thats looked really awkward.
PS: Biffa is gonna have heart attack when he opens your save as your lane math is NOT perfect? :P :D
Power problems? Can you get reliable power from advanced wind turbines on one area of Lake Geneva?
Love the series, and wondered why you sounded so familiar, you're from WI! Gotta love the midwest!
...give away is whenever I say words like bag - ha!
@@CityPlannerPlays I grew up near Racine, and after you mentioned Tim Hortons I got a craving for Caribou which you can only get in Minnesota now :/
I guess now it's too late for this turn (and things will look quite different when you get it back), but I would have added a bus connection to Czardus' city, just to help all those residents which are working in the fishing industry get to their jobs.
Shoot - missed opportunity! Next time around!
You could have used a post office to bridge the power at one point 😉
Great idea!