I had no idea you could set up train routes to the edges of the map to take control of intercity trains. Probably my favorite thing I learned from this video! Keep up the great work!
Being from New England and being probably at least a couple of decades older than you, one of the inspirational needs for your city stars is the very real facts that the flow of water was used not only for transportation and something to cross but in many instances along the borders of rivers and streams water movement was a source for power. The Merrimack Valley had huge textile mills that were powered at first by the river, and then during the industrial revolution these factories became the workhorse mills for machine shops and metal forging, glass making facilities as water was needed for cooling machinery. Many places these buildings have been converted to High Tech facilities through the years, but many of the old mills were converted to lofts and condominiums today.
I just recently started a city with the same idea in mind: how would a city form and how would it expand organically? I'm pretty happy with the results, and I gained more understanding about city development. It makes you think and gives you ideas, instead of just creating grids and battling traffic. More videos like these are really needed. Thank you.
To me, to get really organic roads, imagine roads that used to be there. A diagonal road, got covered over to make a 4 way junction instead of a spider junction, so there's a turning just off from the junction that goes to meet the original diagonal road. Things like that. It's what i see in my hometown. When i look up older maps, all the weird angles reveal older roads.
The stream of consciousness is quite inspirational. It's a good insight into your thinking behind your decisions. Nice to see that each road has a purpose and a thought :) I am loving this series man ❤
Love it. I think I would have left the extra streets off the main road until it became a problem. Often you find disconnected streets that later become cul-de-sacs.
And now my current city is destined for the "Previous Saves" directory. Every now and then a few of your videos inspire me to go in a different direction and I have to begin again. I just love your C:S videos!
Really digging the Little River map! It changed how I approach starting a new build completely. I'm so used to having large highway/interstate connections that it was a real change to start a build with roads that made sense and can grow as my city grows. Really enjoying this build!
Yeah, a place on a river, with an already existing island, sounds like the perfect place to put down a fortified town to control local trade. Most likely with a harbour on the river.
The stream of consciousness is fascinating: You're telling the story behind the city. Really, that's why I have fun with this game. I tell myself the stories of how the towns came about. :D
Note that you can put pedestrian overpasses over the train spawn track at the edges, so your sims don't have to risk life and limb ar uncontrolled rail crossings. And they'll use them if the closest rail node is out a bit.
This is the the sort of thought process people who want to make their builds more organic need to make that happen. European, early American, and other pre-industrial cities would have some sort of area like this. Once you get to the American Midwest, you start having the Jefferson Survey Grid affect the way major roads (and some minor roads) are built and where the plots of land are. Those one-mile-by-one-mile squares have had a long-lasting impact on the way the Midwest and West developed.
If only you could build a Holland like city, using your famous roundabouts and paying a lot of attention to details, bike connectivity and separation from traffic, greenery and parks etc. I would love watching each and every episode of that!
Tech map build question: When you create a map and set outside highway connections, is there a way to determine the amount of traffic using spawn points and where they go? I'm working on a map which has three highways entering the map. For some reason, 80% of the traffic is spawning at two of the entry points and travelling between those same points. I'd like to be able to balance the connections out so there is an equal amount of traffic spawning (and travelling) between all three connections. The three highways on the map are all state highways. Some guy on youtube inspired me to make/modify a couple maps with more basic highway infrastructure. ;) Side note: I recently retired and my first "Happy Retirement To Me" gift was the entire City Skylines on Steam (which was on sale). I had the Epic Games version but wanted easy access to the Steam Workshop. Now--with time on my hands--I hope to get more creative with CS. Great videos/inspiration YUMBLtv!
I would love if you had done a bit more of the oldest roads first, then added in successively newer roads, showing how the new roads can create odd dead ends or blocks of houses cut off from the rest of the town because of a highway or railroad or more significant road straightening /levelling, and so on.
I think the shorter bridge to the island should be a rural road so you get a covered bridge. Would really fit in with a New England style. Very nice job on the non-gridded grid!
Looks great, but I'd half recommend you'd focus on imagining on where the first buildings of the town would have been, before there were cars. You got a T-junction built on the old path (since that's not a modern national road bypassing the town). That's there because you'd have inns and such around the crossroads. Also the bridges, are they both from carriage era? Was the train station bridge built when the train station got there? You'd also have inns around those crossings, and shops. waterfront linking both bridges, and going on a bit by the coast. Those 3 interest points would have older building there, built for pedestrian and carriage traffic, with a smaller, tighter grid. Sure, the roads can straighten (nice tip btw!) but the old buildings likely remained there and would be the densest at those spots. It's a great L shape of density you could have, and even use some 1 unit roads rather than 2 unit to draw perpendicular to the river because the old stuff would covet the waterfront and leave less space for a proper car sized road. As you go away form that core old town you got two types of sparcer grids. More modern car centric grid zoning expanding on the town, likely towards the station and empty areas, and the roads the town would have paved that previously divided farmlands or grassing fields, and which space was organized into a new zoning area sometimes without taking too much care on how the rest around it would later grow. EDIT: Also, deconstructed fort in the island?
Indeed, but in my final design any original village buildings would surely have burned down or been dismantled. The old inn is no longer there. The dirty and dangerous industry on the river has moved away and been replaced. The lore is there, but I’m not going to build and detail it to delete and replace it.
Oooooh another mindboggling thing that New England has tons of: on any given road, a side road will enter from the left and also from the right buuuuuut just offset far enough out of alignment with each other to not make it a neat X intersection. Instead, we have wacky intersection warning signs that look like currency symbols.
for my city layout i like to have multiple different angled grids i think it looks cool also for traffic i like to have a parallel street which connects to the main road at both ends of the area you're building, or maybe an additional connection somewhere in the middle if the area is big or if there's also something happening on the other side of the main road
In France old roads were so narrow that city centers opted then to turn the older streets one way alternating one back one forth in order to make them compatible with buses. And then most older stuff to pedestrian only like you did with the poles that go up and down allowing delivery and services only to those pedestrian areas.
About Cityplaners back in the Day i once saw an documentary about the Old Town of Wismar wich had actually started first and inspired a few others. It Involves an Streched S Curve as Main Road. and yes they Planed the entire Town of Wismar back then with some Poles and String and even did a major full scale experiment in a Field to see how much error there is because people claimed its to inacurate because the rope could shrink or stretch. Cant remember the names of the other Places that involved it aswell all back then during the Time of the Hanseatic League.
Hello Yumbl ! Great videos you make and BIffa using your intersections aswell. I have a suggestion to try out, perhaps you like it. And urban stack interchange (kinda?) All roads have the right turn. From the right turn leaves a left turn. But the piece underneath the bridge and above the tunnel, is lefthand traffic. I dont know how to upload to steam, since i have downloaded the game from Epic. I made one for me and it works perfectly. Afterall it is a continious flow. All outside pieces are 6 lane roads, dividing in 4 lane NP and 1 lane right turn. From the right turn changes to 2lane one way. in the curve to the other main road, is the connection with the 2 lane reversed road. ( dunno if i have explained it well) Would be nice if you could try it out !
The road going north/south, intersecting with the road off the train station, doesn't need to be angle to the west. Just extend the road, connected to the train station, a little to the east and north/south road will have a smoother flow
If you have a commons on this grid, could you include a major market square? The town is really suited to be a market town with good access to the river, rail and lokal industry/farmland. A good market square is the best multi-purpose space for a livable city in my opinion
It makes me a little crazy(er) that you have to guess where to put the road to hang your train station off. I usually place the station temporarily and use MoveIt to replace at a nice spot next to the RR mainline.
Question: what about the narrowest 2-lane alley for the truly old roads? The kind of road so narrow that houses with overhangs could pass goods between the second-story windows across from each other?
I would have loved to see you do an initial fill-in of the oldest houses BEFORE you did the straightening - in real cities, the oldest homes were built to the lesser planned dirt roads and cattle tracks, but simple paving/upgrading the roads wouldn't trigger large amounts of eminent domain, so you might get houses that have no front offset, because the straightening would have infringed on the lot, or straightening that couldn't happen because a house was in the way.
Maybe the diagonal road used to be the main drag between two towns, then the bypass (original road on map) was constructed to cope with the increasing traffic volume?
So I live in New England, and in many cities I see statues of George Washington, I think that would be the perfect statue to add in that little area if you want to go for even more realism, great video!
It's possible to make buildings which are not near car-acessible roads serviceable using building spawn points, as long as these points are not too far from building. If they are too far, AI seems to become confused - for example, firefighters just run around their car, not being able to get to the building
The question is obviously about the occupation of the people originally living in the place. A farmer village will be different than a fishing town or one at a crossroads. And different regions have different ways to organise the place. And after that many grow into towns and cities.
I like the 1u narrow roads better for old towns, mixed with paths, enable tight grids, like in France only at later dates things were really made for cars and trucks. I have started a map with villages on hills with church first then round or star roads, some with ramparts. Trying to keep game mechanics, I do the mixed use by painting green and blue like zebra. I am using the South of France Houses and Terraced. industrial far away, I start using 2u normal roads only when in more modern built areas.
Heya Yumbl, You've helped me get back into the game. I got your Steam workshop collection subscribed to but, I'm confused about something. I still want Buildings to auto-upgrade rather than do it manually. Is it RICO or is it something else preventing auto upgrading?
The opposite of inspiration in New England: the dangerous and irrational hairpin turns that couldn't have even made sense two hundred years ago. "Hey Ezeekiel, let's make the cows go turn at a right angle and then fall down this steep slope." 2022: "Take a shahp right at where the old Dunkin Donuts used to be, but not in the wintah or you'll slide into the rivah."
Wait.... "I'm on pins and needles?" As in, I'm feeling the tension? That's a completely different usage to the UK. In the UK, pins and needles is when you squash a limb by sitting on it and the hand or foot starts tingling. "I sat on my leg and now I've got pins and needles." LOL
Ever since you started using a face cam, I've thought you looked familiar and I've been trying to figure who you remind me of. Today it hit me you look like Ralphie from A Christmas Story, all grown up. 😊
I would imagine that some city planners (upon seeing street grids with many connections into main roads without regard for road hierarchy, or the traffic problems that would've come from disrespecting road hierarchy) would've wanted to remove street access from parts of the street grid to the main road (perhaps changing those ends into, say, cul-de-sacs in the process) in order to further restrict road access to make the traffic on the road more bearable for traffic flow.
I like these small town builds. And thinking how the town started and how it grew or died. I’m in a very old area of the south where one of the biggest inland water canal systems used to be to send out cotton. It’s nothing but mounds now and pretty far from modern town.
You just don't build but also define why. Your one-man discussion on the grid and layout is inspiring in itself. T U 🤠
I love these streams of thoughts just being spoken out loud. The town are really taking shape rapidly too!
I had no idea you could set up train routes to the edges of the map to take control of intercity trains. Probably my favorite thing I learned from this video! Keep up the great work!
same. not sure how this hasn't been common knowledge for me. might need to check other intercity travel routes
Being from New England and being probably at least a couple of decades older than you, one of the inspirational needs for your city stars is the very real facts that the flow of water was used not only for transportation and something to cross but in many instances along the borders of rivers and streams water movement was a source for power. The Merrimack Valley had huge textile mills that were powered at first by the river, and then during the industrial revolution these factories became the workhorse mills for machine shops and metal forging, glass making facilities as water was needed for cooling machinery. Many places these buildings have been converted to High Tech facilities through the years, but many of the old mills were converted to lofts and condominiums today.
I just recently started a city with the same idea in mind: how would a city form and how would it expand organically? I'm pretty happy with the results, and I gained more understanding about city development. It makes you think and gives you ideas, instead of just creating grids and battling traffic. More videos like these are really needed. Thank you.
"Wiggle, wiggle" had me laughing in sync with you in the video! Great content :)
I love the fact that this guy does it all from giant interchanges to walkable areas.
To me, to get really organic roads, imagine roads that used to be there. A diagonal road, got covered over to make a 4 way junction instead of a spider junction, so there's a turning just off from the junction that goes to meet the original diagonal road.
Things like that. It's what i see in my hometown. When i look up older maps, all the weird angles reveal older roads.
I find the best way to achieve that is to actually iterate over your roads, making improvements that minimize changes else where
This type of content in CS is gold.Your videos are such a treat to watch, thanks for the great content!
The stream of consciousness is quite inspirational. It's a good insight into your thinking behind your decisions. Nice to see that each road has a purpose and a thought :) I am loving this series man ❤
Love your joints too bro 👏🏾
I love the heritage & lore you give your road layout. Gives the areas more life & makes them realistic, rather than just a concrete jungle.
Love it. I think I would have left the extra streets off the main road until it became a problem. Often you find disconnected streets that later become cul-de-sacs.
And now my current city is destined for the "Previous Saves" directory. Every now and then a few of your videos inspire me to go in a different direction and I have to begin again. I just love your C:S videos!
Really digging the Little River map! It changed how I approach starting a new build completely. I'm so used to having large highway/interstate connections that it was a real change to start a build with roads that made sense and can grow as my city grows. Really enjoying this build!
With all this running water and open land, I'd imagine that water based grain mills would be plentiful in these parts.
Yeah, a place on a river, with an already existing island, sounds like the perfect place to put down a fortified town to control local trade. Most likely with a harbour on the river.
The stream of consciousness is fascinating: You're telling the story behind the city. Really, that's why I have fun with this game. I tell myself the stories of how the towns came about. :D
Note that you can put pedestrian overpasses over the train spawn track at the edges, so your sims don't have to risk life and limb ar uncontrolled rail crossings. And they'll use them if the closest rail node is out a bit.
This is the the sort of thought process people who want to make their builds more organic need to make that happen. European, early American, and other pre-industrial cities would have some sort of area like this. Once you get to the American Midwest, you start having the Jefferson Survey Grid affect the way major roads (and some minor roads) are built and where the plots of land are. Those one-mile-by-one-mile squares have had a long-lasting impact on the way the Midwest and West developed.
I love this series. I love the story telling aspect.
If only you could build a Holland like city, using your famous roundabouts and paying a lot of attention to details, bike connectivity and separation from traffic, greenery and parks etc. I would love watching each and every episode of that!
Tech map build question: When you create a map and set outside highway connections, is there a way to determine the amount of traffic using spawn points and where they go? I'm working on a map which has three highways entering the map. For some reason, 80% of the traffic is spawning at two of the entry points and travelling between those same points. I'd like to be able to balance the connections out so there is an equal amount of traffic spawning (and travelling) between all three connections.
The three highways on the map are all state highways. Some guy on youtube inspired me to make/modify a couple maps with more basic highway infrastructure. ;)
Side note: I recently retired and my first "Happy Retirement To Me" gift was the entire City Skylines on Steam (which was on sale). I had the Epic Games version but wanted easy access to the Steam Workshop. Now--with time on my hands--I hope to get more creative with CS.
Great videos/inspiration YUMBLtv!
One of the best and most chill cities skylines videos I've ever seen!
I really really like this kind of video. Please keep making them.
I would love if you had done a bit more of the oldest roads first, then added in successively newer roads, showing how the new roads can create odd dead ends or blocks of houses cut off from the rest of the town because of a highway or railroad or more significant road straightening /levelling, and so on.
I think the shorter bridge to the island should be a rural road so you get a covered bridge. Would really fit in with a New England style. Very nice job on the non-gridded grid!
love the fact that you are using realistic population, should be mandatory to every CS creator to use this mod.
This man is so underrated. Keep up the great work.
Love the rural town approach and the road layout. I sometimes plan trips off the interstate just to see the old small towns of Alabama.
I laughed way too loud at that "Wiggle, wiggle" (14:10)
I love this concept. I really wish this line of thought existed as a game.
This inspiring road layout has made things very interesting!
Looks like a laid down cargo net. Nice!
That looks really great! You have one of the best C:S channels out there!
This is so relaxing and inspiring. I always rush so much with my builds. Now I'll try to do it how you do it. :)
Town is looking great already! The explanation of how early things started to develop is so interesting. Even if you are just making it up! :D
After actually going to portsmouth,nh irl i really enjoyed my time there and loved the architecture and layout
I feel like the town should be centered on the T junction. The roads connecting towns would have originally gone directly to the center of town
a lot of smaller towns in NH have the main part of town a little bit off the main state road, so his depiction here is accurate to the area he's from
@@DarrylWPerry1789 I guess it probably is a matter of what came first - the town of the main road. Often probably the town came first.
This is really wonderful and you are really capturing that New England vibe!!!
Great map and I like the idea of having seperate towns instead of a giant cluster of city
i would love more of this please make this a full on series !!!
15:37
I think the words you are looking for are "Path of least resistance" or something hehe
It's so neat hearing your thought process as you lay out the cities.
Keep up the good work! :)
Looks great, but I'd half recommend you'd focus on imagining on where the first buildings of the town would have been, before there were cars.
You got a T-junction built on the old path (since that's not a modern national road bypassing the town). That's there because you'd have inns and such around the crossroads.
Also the bridges, are they both from carriage era? Was the train station bridge built when the train station got there? You'd also have inns around those crossings, and shops. waterfront linking both bridges, and going on a bit by the coast.
Those 3 interest points would have older building there, built for pedestrian and carriage traffic, with a smaller, tighter grid. Sure, the roads can straighten (nice tip btw!) but the old buildings likely remained there and would be the densest at those spots. It's a great L shape of density you could have, and even use some 1 unit roads rather than 2 unit to draw perpendicular to the river because the old stuff would covet the waterfront and leave less space for a proper car sized road.
As you go away form that core old town you got two types of sparcer grids. More modern car centric grid zoning expanding on the town, likely towards the station and empty areas, and the roads the town would have paved that previously divided farmlands or grassing fields, and which space was organized into a new zoning area sometimes without taking too much care on how the rest around it would later grow.
EDIT: Also, deconstructed fort in the island?
Indeed, but in my final design any original village buildings would surely have burned down or been dismantled. The old inn is no longer there. The dirty and dangerous industry on the river has moved away and been replaced. The lore is there, but I’m not going to build and detail it to delete and replace it.
Thanks for making these videos! Your process is so good and the videos are top notch!
Thanks for the content, can't wait to watch the following episodes and see what you wiil do with the sprawl. 👋
Oooooh another mindboggling thing that New England has tons of: on any given road, a side road will enter from the left and also from the right buuuuuut just offset far enough out of alignment with each other to not make it a neat X intersection. Instead, we have wacky intersection warning signs that look like currency symbols.
for my city layout i like to have multiple different angled grids i think it looks cool
also for traffic i like to have a parallel street which connects to the main road at both ends of the area you're building, or maybe an additional connection somewhere in the middle if the area is big or if there's also something happening on the other side of the main road
In France old roads were so narrow that city centers opted then to turn the older streets one way alternating one back one forth in order to make them compatible with buses. And then most older stuff to pedestrian only like you did with the poles that go up and down allowing delivery and services only to those pedestrian areas.
Can't get enough of this "game"
About Cityplaners back in the Day i once saw an documentary about the Old Town of Wismar wich had actually started first and inspired a few others.
It Involves an Streched S Curve as Main Road. and yes they Planed the entire Town of Wismar back then with some Poles and String and even did a major full scale experiment in a Field to see how much error there is because people claimed its to inacurate because the rope could shrink or stretch. Cant remember the names of the other Places that involved it aswell all back then during the Time of the Hanseatic League.
Hello Yumbl ! Great videos you make and BIffa using your intersections aswell. I have a suggestion to try out, perhaps you like it. And urban stack interchange (kinda?) All roads have the right turn. From the right turn leaves a left turn. But the piece underneath the bridge and above the tunnel, is lefthand traffic. I dont know how to upload to steam, since i have downloaded the game from Epic. I made one for me and it works perfectly. Afterall it is a continious flow. All outside pieces are 6 lane roads, dividing in 4 lane NP and 1 lane right turn. From the right turn changes to 2lane one way. in the curve to the other main road, is the connection with the 2 lane reversed road. ( dunno if i have explained it well) Would be nice if you could try it out !
Love it, you inspired me. Thank you.
Very good, informative, and entertaining video. Good job, my dude
Holy crap, you're so good at this!
You should add boom piers in the river like Berlin! I think that'd be a neat little detail
Thanks for your video, it’s really inspiring. For me this is the Yumbl advanced city building technique!
Early doors, but this might be my fav series of a CS city for realism.
The road going north/south, intersecting with the road off the train station, doesn't need to be angle to the west. Just extend the road, connected to the train station, a little to the east and north/south road will have a smoother flow
delete the existing intersection, extend the road and make a new intersection*
If you have a commons on this grid, could you include a major market square? The town is really suited to be a market town with good access to the river, rail and lokal industry/farmland. A good market square is the best multi-purpose space for a livable city in my opinion
Incredible, loving this series
This has to be the first time I was early to an upload. This is such an awesome concept btw
Your videos are such a treat to watch, thanks for the great content!
Shun grids. Road from A to B, then branch 😅 I've learned more about interchanges from Yumbl than any other CS tuber
love this need more please
14:12 LMAOO you said exactly what I said right when I said it.
It makes me a little crazy(er) that you have to guess where to put the road to hang your train station off. I usually place the station temporarily and use MoveIt to replace at a nice spot next to the RR mainline.
13:41 do that, just break up the "big blocks" with footpaths and small green spaces
Question: what about the narrowest 2-lane alley for the truly old roads? The kind of road so narrow that houses with overhangs could pass goods between the second-story windows across from each other?
Hey Yumbl, I love your videos! Keep it up!
New Yumbl Video, this just feels good.
I would have loved to see you do an initial fill-in of the oldest houses BEFORE you did the straightening - in real cities, the oldest homes were built to the lesser planned dirt roads and cattle tracks, but simple paving/upgrading the roads wouldn't trigger large amounts of eminent domain, so you might get houses that have no front offset, because the straightening would have infringed on the lot, or straightening that couldn't happen because a house was in the way.
WOW! This type of content in CS I very much like. Keep it up.
Maybe the diagonal road used to be the main drag between two towns, then the bypass (original road on map) was constructed to cope with the increasing traffic volume?
So I live in New England, and in many cities I see statues of George Washington, I think that would be the perfect statue to add in that little area if you want to go for even more realism, great video!
Though in this particular spot, it obviously needs to be statue of Jefferson..
It's possible to make buildings which are not near car-acessible roads serviceable using building spawn points, as long as these points are not too far from building. If they are too far, AI seems to become confused - for example, firefighters just run around their car, not being able to get to the building
Yes, but I want the services to serve the actual building. To maintain the simulation.
The question is obviously about the occupation of the people originally living in the place. A farmer village will be different than a fishing town or one at a crossroads. And different regions have different ways to organise the place. And after that many grow into towns and cities.
I like the 1u narrow roads better for old towns, mixed with paths, enable tight grids, like in France only at later dates things were really made for cars and trucks. I have started a map with villages on hills with church first then round or star roads, some with ramparts. Trying to keep game mechanics, I do the mixed use by painting green and blue like zebra. I am using the South of France Houses and Terraced. industrial far away, I start using 2u normal roads only when in more modern built areas.
Heya Yumbl, You've helped me get back into the game.
I got your Steam workshop collection subscribed to but, I'm confused about something.
I still want Buildings to auto-upgrade rather than do it manually. Is it RICO or is it something else preventing auto upgrading?
It may be rico or “advanced building level control”
@@YUMBL Thanks! Happy building!
Just a thought you could have connected the Y intersection to the grid above ❤️👍
The opposite of inspiration in New England: the dangerous and irrational hairpin turns that couldn't have even made sense two hundred years ago. "Hey Ezeekiel, let's make the cows go turn at a right angle and then fall down this steep slope." 2022: "Take a shahp right at where the old Dunkin Donuts used to be, but not in the wintah or you'll slide into the rivah."
On your map, I started where you are here, and next area will be where your first build is.
always loved ur vids yumbl! they make me wanna come back and play 🤣🤣 thank youu
In the hood they call him BIG Yumbl! 😎✌🏾🔥💯
This is really inspiring. Would you say natural resources should also influence layouts?
Absolutely! With mods you can paint resources, but without you should build accordingly.
Wait.... "I'm on pins and needles?" As in, I'm feeling the tension? That's a completely different usage to the UK. In the UK, pins and needles is when you squash a limb by sitting on it and the hand or foot starts tingling. "I sat on my leg and now I've got pins and needles." LOL
For a limb you sat on it would usually be “my foots asleep”. Being on “pins and needles” would always be anticipation here. Words are fun
@@YUMBL They are fun indeed!
The coutny court house should be on the side of the monument triangle away from the point. Also the county court house.
Love your content always keep up!!!!
That's so choice? What are you, Ferris Bueller?????😂
Ever since you started using a face cam, I've thought you looked familiar and I've been trying to figure who you remind me of. Today it hit me you look like Ralphie from A Christmas Story, all grown up. 😊
At least I didn’t shoot my eye out! The actual actually turned out alright 😂
I would imagine that some city planners (upon seeing street grids with many connections into main roads without regard for road hierarchy, or the traffic problems that would've come from disrespecting road hierarchy) would've wanted to remove street access from parts of the street grid to the main road (perhaps changing those ends into, say, cul-de-sacs in the process) in order to further restrict road access to make the traffic on the road more bearable for traffic flow.
Roads often turn into pedestrian spaces instead.
13:06 greg abbott be like
Something you can try to make your grids more interesting, is avoid making crossings and focus more on t-junctions.
If there's a way to make a mountain pass to another town, can we get a Conway?
He better put Delaney's
I used to work at the other end of Crawford Notch. At the AMC lodge 😂
My thoughts on the triangle area would have a clock tower. So, people would know when to catch the train.
I like these small town builds. And thinking how the town started and how it grew or died. I’m in a very old area of the south where one of the biggest inland water canal systems used to be to send out cotton. It’s nothing but mounds now and pretty far from modern town.
Love your new vids, but could you bring back Resfeber? That was my favorite series and I was sad to see it end so soon
I was loving it, but where's the rest of the series? :
What mod are you using to freely use that camera or even zoom in real hard on the map like that?
steamcommunity.com/sharedfiles/filedetails/?id=2778750497 There you go! Mods collection linked in the description :)
@@YUMBL thanks!
Is the Benton series going to resume ever? It's been a good while since the last Building Benton video
Can u make some tutorial how to use Real time -mod? Like how to managew power, water and other services