You’d think a channel like yours with such detailed and perfect guides would have more than 23k subs. You need more exposure, you are of the highest levels if you ask me.
Same? When I first saw this channels videos pop up I mentally slotted YUMBLs channel into the popular/trendy category for whatever reason so ignored it until I realized just how high quality these videos are. So well put together with great commentary. Every video feels purposeful
I found Yumbl looking for decent intersections and I've stuck around for the quality. I sort of know what I'm doing with the game but he's definitely made me more purposeful in my gameplay and I'm lovin the results.
Another great tutorial! Tip for those interested in Realistic Population. It's better to enable it at the start of your city, or when it's still fairly small. If you activate the mod on an existing big city with dense areas, you're probably not going to enjoy yourself too much in the next few hours. It can generate so much traffic from cims moving into buildings that your roads get totally blocked. This is actually the only time I ever used the "Remove all traffic" option from TMPE. As always, make plenty of backups when adding or changing mods!
I did this in a city of about 80,000 people. It took several hours, but eventually the population more than doubled without me doing anything else, lol.
18:10 One of my worst mistakes was allowing Bulldoze It to bulldoze historical buildings. I had a massive area of plopped residential, and then I got hit with a mega death wave that went up to 7000 deaths at one time. Can you guess what happened next? Edit: I think I should mention that after that, I immediately installed Lifecycle Rebalanced Revisited because I didn't want another deathwave. I also turned off that option in Bulldoze It.
A thing I've noticed - for large ploppable skyscraper type buildings using the realistic population mod you can sometimes end up with problems having enough space for your ambulances/police/hearses so its good to set a few spawn points for those with building spawn points mod. I tend to have at least three that only deal with those three services so I don't have a conga line of emergency vehicles all the time. My puppy says Hi Yumbl!
This tutorial came at the most perfect time for me... just upgraded my RAM so now I can use more districts... I had no idea I could use American Eclectic at a higher level... (I do not care for the construction zones LOL). You explained each mod very well and I understand now how they all work together. Thank you!!!
Funny timing in this one YUMBLE - right at the moment you're talking about how freight deliveries go to the back like IRL, there's a delivery van actually making a delivery. I also love using the spawn points mod to have regular commercial zone deliveries go to the back and run a back alley parallel to the main road (usually an arterial or connecter with commercial zoned along it). so the deliveries don't clog up the main road and back up traffic. Who really cares if a few trucks or the odd passenger car gets blocked going down the back alley? But who's going to care if the busy main street gets blocked off constantly? Right?
Another awesome CS video :-) PS: You have a really nice speaking voice, relaxed (but not to slow), explains things carefully without being a drag. Keep on going.
Man, I have had troubles with theme management the entire time I have been playing modded. It was always a crap shoot whether or not buildings would spawn. Had no idea you needed the additional mod and settings. Of course this why I love this game. Always something new to learn and do.
TL;DR Thank you for an amazing tutorial! Wish I'd found it sooner, that's on me tho :D I've been playing this game since basically its inception and have only just recently jumped into designing more custom cities. So far I'd been happy with what the game provides, but thought "Hey, I can make it look way nicer", and got into mods. At first, I was so bewildered by what RICO did and how to place the buildings, the buildings not working, etc., so I wanted to look for a tutorial on how to use those mods (the RICO, RealPop, etc.). And I stumbled upon your channel. And my world, your explanations are so clear, so easy to take in, even if there's a lot of info in them, and most importantly, are not boring and tiring to watch through the entirety! Remember, kids, you are never too old a player to learn something, and with YUMBL as your teacher, you're in for a great experience and info that stays in your mind.
18:25 We see that evil Yumbl destroying American Eclectic dreams. Thanks for your thorough tutorial about these buildings. My confusions are no longer here.
obviously im burning through all your mod videos right now, had a few more questions haha 1. Cost and upkeep - Is there a mod that lets you edit either the initial COST of building or the UPKEEP? some assets (even vanilla) are insanely overpriced and unbalanced where as others are too cheap. 2. "ticket prices" - is there any way to change ticket pricing for various forms of transport? even its just flat rate regardless of distance or user (citizen vs student vs tourist, etc). I know the cims just pay regardless so this could be easily abused but you take that on yourself but IMO a hot air balloon ride should be kinda pricey vs hopping on a bus or monorail. Some of my services operate at extreme deficits for really no practical reason. Edit: i think i found a generic and slightly out of date ticket price adjuster (Ticket Price Customizer) for the base transportation methods at least, but nothing for making hot air balloons or access to panda exhibit etc cost $ (unless placed within a park, zoo, etc for indirect $)
Great video, so helpful. I appreciate it. Also i downloaded just about everything you have on the steam workshop, intersections so helpful, i wish there was more to download.
22 minutes worth of watching! Even haven't watched it all yet, but I know this video is valuable. Finally someone who knows how to explain well. You can watch 10 videos or just this one. Liked and Subscribed!
Hi Yumble. Stumbled across your channel by chance and loved it for your in depth tutorials and frank friendly narrative! Big fan now :) Anyways was wondering if you might one day do a tutorial on building a rural farmland area, the kind you would find transitioning once outside the city limits so the end of the concrete city is not so abrupt or unrealistic. I have been trying that for my city but not really happy with the result. Just a suggestion for a future video. Keep up the great work. Cheers.
I don't think anyone mentioned this, but around 12:17 when you're not seeing the L1 and L2 American Eclectic buildings in Theme Manager, it isn't due to Advanced Building Level Control. It's because the buildings are under the name "Eclectic Construction" instead of "American..." so when you searched for American, of course they won't show up :) Additionally, the American Dream building is L1 so that's another way to tell. I'm positive that's less of a clarification for you than it is for anyone who might be confused about the functionality of those two mods together. Other than that, I loved this video, as I do all your videos. They're always so helpful.
Ploppable RICO is king. I'm at the point where I generally find 3 or 4 things unacceptable about 90% of zoned buildings in every city I build. I don't like that particular building's roof, or it's 2 stories too high, or it's the wrong shop, or it's not quite the right architectural style, or I want a townhouse with some greenery in front instead of a billboard, or I want a single tourist hotel and a single leisure bowling alley side by side with a European department store, for reasons...on and on. Deleting and waiting for it to rebuild as something else for most buildings in the city is obviously not feasible, and the district brushes aren't fine enough to really mix a couple of small districts close together.
Wish I'd seen this when I started to play; even after much playtime, it's still confusing... Early on, I got nice looking buildings from workshop and wondered why I would not find them ingame, not knowing RICO... Thanks for this one
Your videos always get me so excited for mods. I use most of these already but this video just got me so excited to get off work and tinker with my re-re-build of my city 😄
Thank you, Sir. Your tutorials (especially this one) are always excellent. I actually feel more confident using mods because of you. Hope all is well with you and yours.
I'm holding my breath for a mixed RICO mod, the application of which would make zoning hierarchical. Let's take the L2 3x3 Shop03 for example. It's a store with a living space above it. It would be amazing if it could actually be used. '16 workplaces and 1 family'. Or the ability to add jobs and living spaces to service buildings. I want farmers to live at their farms. Otherwise I'll add that to my wishlist for a sequel, alongside 'meaningful bike/ped integration', 'high-density low-rise' to allow for row housing and duplexes, and better use of the space given to growables. If I have a 16u by 16u square with a 4u margin for high density urban, I want an 8x8 park in the middle. If I have a 60 degree angle in my intersection and zone it res, I don't want this weird 1, 2, 4 triangle of squares with the first two being tiny unique buildings, I want one this corner filled with a 60 degree building. I'm wondering, what are your wishes for C:S 2?
The other realism mod I use is Real-time, which gives much more realistic day/night cycles: your citizens go to sleep at night and don’t work at weekends. Do hate to see children going to school in the middle of the night and stuff like thar… Does make the game a lot harder though.
Definitely adds more complexity to the game. I had to completely change how my public transport was designed so it could handle the morning and afternoon rush. The city also behaves far more naturally as well. No more things happening at odd hours.
I finally started playing today with Realistic Population. Man, you have to build a lot of low-density houses early in the game Realistic, sure, but quite a departure from how I'm used to playing. And giving RICO a shot again. Thanks, YUMBL.
Make sure to look at the number of homes realistic population assigns to low density residential. As Yumbl mentioned it often assigns a single home to buildings that are multiples, such as UK terraced houses. Helps to count the doors and floors :). The new version just released is a big improvement and you select the default way it calculates for different builds.
Oh, I wasn't minding it. Just noting it was considerably different, but I was burning through map real estate fast. I would unlock everything on small-build maps.
Amazing video, love the level of detail you go into! R.E. the ploppable mod: That level of micromanaging is too much to do for every single building, although it seems great if I wanted to change just one or two things. I'd be very happy if there were collective database for all of the buildings in the game that would adjust the housing, number of workers, density, for all of them simultaneously to community decided realistic values.
I'm subscribing because A. You're good and B. You know what Wegman's is and C. you speak in a normal and calm voice - these are all good things! Did I mention you know what Wegman's is?
Thanks for the explanation on Ploppable RICO, thinking about trying it as I already use Realistic Pop. Just a correction at 7:21 I see plenty of low density residential buildings where Realistic Pop has set it to 2 households where it makes sense, no need for me to change anything (such as a semi detached shared wall building with 2 front doors). These are vanilla residential buildings though, maybe the situation you see is custom asset related?
I bet that the vanilla assets are set correctly, though real pop actually only knows the density (rico type) and height of a given model. Yes, my issue is with downloaded assets. 1 household is typically correct, but not always.
Nicely done. Thanks for the detail in these mods. Good to know how to think about how these mods could affect your skyline. I read descriptions of a lot these mods and they seem like a good idea and I add them but in practice, they are rarely used. Thanks again Sir.
Hi again really thank you for your attention !! After realizing that I had bought the wrong version [Microsoft] of this game I loaded your New Market and some mods that are used and I finally have got a working game . I've got a nice build on the other game [Microsoft] using the train stations DLC and it was fun ,but , MODDING it just looks like more fun.
I work in a very small downtown grocery store (half a block maybe less). we are around 25 employees (we could add more), I think 201 employees for a supermarket is not a stretch. Think Cashiers, check out watchers, security, reception, people who place the food, people who prepare the food, Administraion. There's a lot of people working in a supermarket. and constantly understaffed.
My PR wasnt working, thought it just wouldn't work for me until I saw that there was a Revisited version. I only now realized that I was using the outdated one, lol
Thank you for the explanations. I've been playing the game for years but, never understood why I would want Ploppable RICO. And your explanation about theme levels cleared up a mystery for me! I had that exact problem. (why am I not getting residences built in a theme with high demand?)
i think i have been building my city's wrong. 10:22 to me it feels like you started this design with those suburban area's. and then work your way up to main roads and then collectors. then arterials and then the highway. where i have been doing it the other way around. i started with a connection to the highway and then some arbertrary plan of arterials. then collectors. and now i am still trying to figure out the placement of main roads and the residential roads.
Thank you. By far my favorite Cities tuber. You're explainations of the details of mods are invaluable. Now how do you get your cars to drive at reasonable speeds?
I use Speed Slider v2 set at 60% so that my cims walk at a 'normal' pace. For the traffic I use Advanced Vehicle Options. I went through and changed the acceleration values for every vehicle I have in the game, even trains. Big trucks accelerate really slow and hold up traffic while sports cars zip around, just like real life. It can be tedious depending on how many vehicles you have but it totally changes how you lay things out and deal with traffic.
Great video, as always! Quick question: if I have made a growable asset RICO-enabled, it seems to ”disappear” as a normal growable building. It doesn’t spawn randomly (and it says the asset isnt loaded when I go into Building Themes to change my district styles). Is there any way to make an asset RICO-ready AND keep it as a normal growable asset to have in your zonings and districts? Would really appreciate an answer!
@@YUMBL Oh, they are? Then I must have missed something :) I can’t see them in my Rico mod until I ”Add Local”, and then they are there to be plopped. But as I said, the problem is that any assets that are RICO-enabled immediately disappear as growable to me.. :(
@@YUMBL Okay. Thank you! I’ll try to see if I can find the answer to why the RICO-buildings won’t show up as growables somewhere else then. I’d still like to have both :)
I’m trying to change the “skin” of vanilla grown buildings with ploppable Rico. Should this be doable, or is ploppable Rico revisited just for placing down new buildings? For instance, I have some sections where the same vanilla buildings spawned 10 in a row and I want to change the look of some of them.
Advanced Building mod supposedly has a "district control panel" but no such panel appears when editing districts. the extent of any UI is on selecting individual building and editing level. How to access district control panel??????
It's funny how this vid stuck in my head. I keep thinking about it when playing CS. How does the transportation system respond to Realistic Population? Do metro trains and buses also have their capacities increased? Or is that a separate mod to boost them?
06:13 120 workers?? holy shit dude. there's 2 little corner shops with 2 or 3 workers max. a pharmacy with 2 or 3 max. and then there is the mall itself with at most 30 people. it's not that big a place.
I found it quite hard to get details of how many workers businesses employ. How many employees does an average Tesco Extra employ, for instance? Similar to a large Walmart in the US, I think. A good addition to the game (skylines 2) would be distribution networks for commercial operations, such as wholesalers and chain store depots.
Employers dont say how many work in a given location for security reasons I believe, but SLIGHTLY more than youd expect at a glance may be a good bet ;)
Walmart has 10500 stores and 2.3 million employees, or an average of approx 220 per store. This takes in account the smaller local markets, and the Supercenters. I know from experience that the typical supercenter Walmart has around 350 employees (24hr store) and the markets approx 100 (18hr store).
Thanks! Although it can be nice to use them to increase the leisure service in out-of-the-way places, a lot of them would make way more sense as RICO buildings instead of tourism destinations.
The fact that American Eclectic level 1 was all construction sites turned me off when I originally downloaded it. It never occurred to me that I could set the minimum level. That feels like cheating though.
Building Themes allows you to clone buildings. So you could make all the level two buildings also level one. Or clone all the buildings to level one like I do for maximum variety. :)
I have an issue, when I build the roads the little squares adjacent to the road, where houses suppose to pop up appear interrupted and are not continued. I deactivated all my mods and restart a new game and only like that works fine, but if I want to use the mods without having that issue what I have to do? Can anyone help me?
If i want change uniqe buildings to commercial.. do i need Ploppable RICO or plop the growables? Or Ploppable RICO Revisited is universal mod od both these? And do i need fór this Real population? Or can play without this?
I linked the proper versions in the description. I would recommend using “realistic population” if you want buildings to have a realistic population, or the ability to manually change the amounts.
A typical Walmart Supercenter has about 350 employees for a 24hr store. I think you are low-balling your grocery stores, and the mod was closer to reality.
When i was a kid I worked at a supermarket, a big one that was not 24 hours. I don't know how I remember this, but it had 83 employees and that was including the pharmacy and floral and all of that. According to my city's website, the local Super Walmart and two Wal Mart neighborhood markets all together employs just under 400 people. Those places are way, way busier than any of the regular supermarkets around here, though.
Looks interesting. But RICO seems to me to complicate. I just want to play the game and see my city growing 🙂 when I download new assets, like buildings, they are all growable?
I hope you see this. I am an idiot. I watched this one and another on RICO. I saw my Cruise Harbor was residential, so here I go, messing with the settings. I killed it. I flat out, drew a mouse and keyboard, and killed it dead. Stone cold dead. Not only did it change location, but a lot of things have. I found it, but will not find the ship path. I downloaded one with out a road, it finds the path, but just sits there. I no longer can bring in tourists by ship. and I built a sweet monorail to the casinos
In high density areas it makes many more cims generally. Which means many more calculations to get them to and from work and school. But its also much more realistic. Lots of impact.
I wish they have tiny homes. Specifically, I’m looking for a 3+ story tiny home that fits in a 1x1 unit. Imagine 1 unit is 100 square foot or 1 square meter. So a 4x4 unit is 1,600 square feet. That’s the average single story American home. I can place down a 3 story 300 square foot home in a 1x1 unit (because each floor is 100 square foot) OR place down a 2 story 400 square foot home in a 2x2 unit. In a 3x3 unit, I can place down a 3 story 900 square foot home. The possibility is endless
02:34 parking lots are a waste of space. vanilla does not need parking lots. and if you don't turn on "realistic parking" in the traffic manager mod then you don't need parking lots either. (it's off by default) so the need of parking lots is completely by choice. wich i just don't understand. they are ugly and completely useless.
Dumb question time. How do you use plopable houses in the growing zoning area. I’m still growing weird houses. I just want the American ploppable houses.
It doesn't look like you have many services or parks near those suburban neighborhoods. At level three how do you keep them from complaining about low land value?
You’d think a channel like yours with such detailed and perfect guides would have more than 23k subs. You need more exposure, you are of the highest levels if you ask me.
Thank you very much :)
Same? When I first saw this channels videos pop up I mentally slotted YUMBLs channel into the popular/trendy category for whatever reason so ignored it until I realized just how high quality these videos are. So well put together with great commentary. Every video feels purposeful
I found Yumbl looking for decent intersections and I've stuck around for the quality. I sort of know what I'm doing with the game but he's definitely made me more purposeful in my gameplay and I'm lovin the results.
@@j.munday7913 same!
But, but, but....BiFfA!!!
Another great tutorial!
Tip for those interested in Realistic Population. It's better to enable it at the start of your city, or when it's still fairly small. If you activate the mod on an existing big city with dense areas, you're probably not going to enjoy yourself too much in the next few hours. It can generate so much traffic from cims moving into buildings that your roads get totally blocked. This is actually the only time I ever used the "Remove all traffic" option from TMPE.
As always, make plenty of backups when adding or changing mods!
Great advice!
yeah, realistic population is way easier to get used to if you just dive into it as you start a city and grow it as you build.
I did this in a city of about 80,000 people. It took several hours, but eventually the population more than doubled without me doing anything else, lol.
18:10 One of my worst mistakes was allowing Bulldoze It to bulldoze historical buildings. I had a massive area of plopped residential, and then I got hit with a mega death wave that went up to 7000 deaths at one time. Can you guess what happened next?
Edit: I think I should mention that after that, I immediately installed Lifecycle Rebalanced Revisited because I didn't want another deathwave. I also turned off that option in Bulldoze It.
Ploppable RICO Revisited doesn't get nearly the love it deserves. Great video again!
Thanks a lot!
A thing I've noticed - for large ploppable skyscraper type buildings using the realistic population mod you can sometimes end up with problems having enough space for your ambulances/police/hearses so its good to set a few spawn points for those with building spawn points mod. I tend to have at least three that only deal with those three services so I don't have a conga line of emergency vehicles all the time.
My puppy says Hi Yumbl!
Great tip! Hi puppy!
Building spawn points = party in the front, business in the rear
Precisely! 😂
Just the way it should be.
@@engu1348 Depends what kind of business, like an one-way road!
As a newcomer, this is the first channel that helps but is not showing off. It doesn't put me off from studying the game.
This tutorial came at the most perfect time for me... just upgraded my RAM so now I can use more districts... I had no idea I could use American Eclectic at a higher level... (I do not care for the construction zones LOL). You explained each mod very well and I understand now how they all work together. Thank you!!!
I’m glad to help! :)
You and City Planner Plays are my go to to learn about this game…thank you very much for taking your time and effort to do these videos!
You’re very welcome! :)
T4get is nice too especially on city planning designs but Yumbl is my go to for modded and also interchanges. City planner is for theories.
Why houses won’t build ? it takes a lot of time to build
@@yangionet8116your city doesn’t have a lot of demand! build more city services
@@marcoslays thanks
Funny timing in this one YUMBLE - right at the moment you're talking about how freight deliveries go to the back like IRL, there's a delivery van actually making a delivery.
I also love using the spawn points mod to have regular commercial zone deliveries go to the back and run a back alley parallel to the main road (usually an arterial or connecter with commercial zoned along it). so the deliveries don't clog up the main road and back up traffic. Who really cares if a few trucks or the odd passenger car gets blocked going down the back alley? But who's going to care if the busy main street gets blocked off constantly? Right?
Another awesome CS video :-)
PS: You have a really nice speaking voice, relaxed (but not to slow), explains things carefully without being a drag. Keep on going.
Thank you very much!
This is the first vid iv watched of yours. It would seem you have a talent for doing you tube tutorials. Nice work 10 out 10
Thanks a lot! :)
Man, I have had troubles with theme management the entire time I have been playing modded. It was always a crap shoot whether or not buildings would spawn. Had no idea you needed the additional mod and settings. Of course this why I love this game. Always something new to learn and do.
Got to have Wegmans!
Great video Yumbltv, I’ve been so split on if I wanted to use RICO and this definitely helped!
Thank you, enjoy!
TL;DR Thank you for an amazing tutorial! Wish I'd found it sooner, that's on me tho :D
I've been playing this game since basically its inception and have only just recently jumped into designing more custom cities. So far I'd been happy with what the game provides, but thought "Hey, I can make it look way nicer", and got into mods. At first, I was so bewildered by what RICO did and how to place the buildings, the buildings not working, etc., so I wanted to look for a tutorial on how to use those mods (the RICO, RealPop, etc.). And I stumbled upon your channel. And my world, your explanations are so clear, so easy to take in, even if there's a lot of info in them, and most importantly, are not boring and tiring to watch through the entirety! Remember, kids, you are never too old a player to learn something, and with YUMBL as your teacher, you're in for a great experience and info that stays in your mind.
New to PC, and this is the best little video I've found. Appreciative (late to the party) subscriber here 👍
18:25 We see that evil Yumbl destroying American Eclectic dreams. Thanks for your thorough tutorial about these buildings. My confusions are no longer here.
obviously im burning through all your mod videos right now, had a few more questions haha
1. Cost and upkeep - Is there a mod that lets you edit either the initial COST of building or the UPKEEP? some assets (even vanilla) are insanely overpriced and unbalanced where as others are too cheap.
2. "ticket prices" - is there any way to change ticket pricing for various forms of transport? even its just flat rate regardless of distance or user (citizen vs student vs tourist, etc). I know the cims just pay regardless so this could be easily abused but you take that on yourself but IMO a hot air balloon ride should be kinda pricey vs hopping on a bus or monorail. Some of my services operate at extreme deficits for really no practical reason.
Edit: i think i found a generic and slightly out of date ticket price adjuster (Ticket Price Customizer) for the base transportation methods at least, but nothing for making hot air balloons or access to panda exhibit etc cost $ (unless placed within a park, zoo, etc for indirect $)
Theres a mod called “customize it” for costs. Idk about ticket prices though
Great video, so helpful. I appreciate it. Also i downloaded just about everything you have on the steam workshop, intersections so helpful, i wish there was more to download.
Thanks a lot! :)
Found this at the right time. I want to start a city and create it with ploppables. Thanks for sharing.
Thanks Yumbl! I was really needing some explanation on this. Defnitely will be looking to use these in my next build.
Glad to help!
22 minutes worth of watching! Even haven't watched it all yet, but I know this video is valuable. Finally someone who knows how to explain well. You can watch 10 videos or just this one.
Liked and Subscribed!
Thank you very much! :)
Hi Yumble. Stumbled across your channel by chance and loved it for your in depth tutorials and frank friendly narrative! Big fan now :) Anyways was wondering if you might one day do a tutorial on building a rural farmland area, the kind you would find transitioning once outside the city limits so the end of the concrete city is not so abrupt or unrealistic. I have been trying that for my city but not really happy with the result. Just a suggestion for a future video. Keep up the great work. Cheers.
Welcome in! Perhaps someday I’ll focus more on realistic industry. Idk that I’ve mastered it yet, but I appreciate you asking!
I don't think anyone mentioned this, but around 12:17 when you're not seeing the L1 and L2 American Eclectic buildings in Theme Manager, it isn't due to Advanced Building Level Control. It's because the buildings are under the name "Eclectic Construction" instead of "American..." so when you searched for American, of course they won't show up :) Additionally, the American Dream building is L1 so that's another way to tell. I'm positive that's less of a clarification for you than it is for anyone who might be confused about the functionality of those two mods together. Other than that, I loved this video, as I do all your videos. They're always so helpful.
Ploppable RICO is king. I'm at the point where I generally find 3 or 4 things unacceptable about 90% of zoned buildings in every city I build. I don't like that particular building's roof, or it's 2 stories too high, or it's the wrong shop, or it's not quite the right architectural style, or I want a townhouse with some greenery in front instead of a billboard, or I want a single tourist hotel and a single leisure bowling alley side by side with a European department store, for reasons...on and on. Deleting and waiting for it to rebuild as something else for most buildings in the city is obviously not feasible, and the district brushes aren't fine enough to really mix a couple of small districts close together.
Wish I'd seen this when I started to play; even after much playtime, it's still confusing...
Early on, I got nice looking buildings from workshop and wondered why I would not find them ingame, not knowing RICO...
Thanks for this one
You’re very welcome :)
Your videos always get me so excited for mods. I use most of these already but this video just got me so excited to get off work and tinker with my re-re-build of my city 😄
Glad to hear it, have fun!
Wow thank you for the explanation! Just downloaded the plop mod and couldn’t understand what it is for
Thank you, Sir. Your tutorials (especially this one) are always excellent. I actually feel more confident using mods because of you. Hope all is well with you and yours.
exactly the information i needed thanks !
I'm holding my breath for a mixed RICO mod, the application of which would make zoning hierarchical.
Let's take the L2 3x3 Shop03 for example. It's a store with a living space above it. It would be amazing if it could actually be used. '16 workplaces and 1 family'.
Or the ability to add jobs and living spaces to service buildings. I want farmers to live at their farms.
Otherwise I'll add that to my wishlist for a sequel, alongside 'meaningful bike/ped integration', 'high-density low-rise' to allow for row housing and duplexes, and better use of the space given to growables. If I have a 16u by 16u square with a 4u margin for high density urban, I want an 8x8 park in the middle. If I have a 60 degree angle in my intersection and zone it res, I don't want this weird 1, 2, 4 triangle of squares with the first two being tiny unique buildings, I want one this corner filled with a 60 degree building.
I'm wondering, what are your wishes for C:S 2?
Hi again yumbl! Just got cities last week, it was on sale 70% off for a few days on steam. Your tutorial on city starts really helped!
Excellent! I’m glad to hear it :)
The other realism mod I use is Real-time, which gives much more realistic day/night cycles: your citizens go to sleep at night and don’t work at weekends. Do hate to see children going to school in the middle of the night and stuff like thar… Does make the game a lot harder though.
Definitely adds more complexity to the game. I had to completely change how my public transport was designed so it could handle the morning and afternoon rush. The city also behaves far more naturally as well. No more things happening at odd hours.
I finally started playing today with Realistic Population.
Man, you have to build a lot of low-density houses early in the game
Realistic, sure, but quite a departure from how I'm used to playing.
And giving RICO a shot again. Thanks, YUMBL.
Make sure to look at the number of homes realistic population assigns to low density residential. As Yumbl mentioned it often assigns a single home to buildings that are multiples, such as UK terraced houses. Helps to count the doors and floors :). The new version just released is a big improvement and you select the default way it calculates for different builds.
I recommend starting with everything unlocked to overcome this if you need to.
Oh, I wasn't minding it. Just noting it was considerably different, but I was burning through map real estate fast. I would unlock everything on small-build maps.
This was really helpful. Could you do a Video about Citizen, their behavour, how it works etc. ?
Idk if the citizens have enough stuff for a video. If theyre close they walk or bike. If not they drive or take transit. Whats your question
Amazing video, love the level of detail you go into!
R.E. the ploppable mod: That level of micromanaging is too much to do for every single building, although it seems great if I wanted to change just one or two things.
I'd be very happy if there were collective database for all of the buildings in the game that would adjust the housing, number of workers, density, for all of them simultaneously to community decided realistic values.
I frickin love Wegmans. Did not expect it to cross over into my UA-cam today 😂
Thank you for the great overview for these wonderful mods.
Just started getting into mods and custom assets, very helpful, thanks
I'm subscribing because A. You're good and B. You know what Wegman's is and C. you speak in a normal and calm voice - these are all good things! Did I mention you know what Wegman's is?
Wegmans! 😂
How did I not know there was a Wegmans?! Installing that immediately!
Love your work bro!
Much appreciated :)
You do such wonderful tutorials and intros to concepts!
Thanks for the explanation on Ploppable RICO, thinking about trying it as I already use Realistic Pop. Just a correction at 7:21 I see plenty of low density residential buildings where Realistic Pop has set it to 2 households where it makes sense, no need for me to change anything (such as a semi detached shared wall building with 2 front doors). These are vanilla residential buildings though, maybe the situation you see is custom asset related?
I bet that the vanilla assets are set correctly, though real pop actually only knows the density (rico type) and height of a given model. Yes, my issue is with downloaded assets. 1 household is typically correct, but not always.
Thank you for teaching us the Yumbl way!
Any time! :)
Nicely done. Thanks for the detail in these mods. Good to know how to think about how these mods could affect your skyline. I read descriptions of a lot these mods and they seem like a good idea and I add them but in practice, they are rarely used. Thanks again Sir.
You’re welcome! :)
Thank you so much I have been looking for a mod like RICO. It‘s strange knowing my nickname is Rico 😂
Genuinely THANK YOU
Hi again really thank you for your attention !! After realizing that I had bought the wrong version [Microsoft] of this game I loaded your New Market and some mods that are used and I finally have got a working game . I've got a nice build on the other game [Microsoft] using the train stations DLC and it was fun ,but , MODDING it just looks like more fun.
Steam is the way to go. Congrats!
Amazing job! Greetings from Italy 🇮🇹
Thank you!
Thank you so much for this.
There is one thing that I wish existed that does commonly IRL, is that in cities you see commercial first floors and then residentials above.
Yes. Mixed use :)
Which map, theme and LUT are you using here? This looks absolutely amazing I love it!
I work in a very small downtown grocery store (half a block maybe less). we are around 25 employees (we could add more), I think 201 employees for a supermarket is not a stretch. Think Cashiers, check out watchers, security, reception, people who place the food, people who prepare the food, Administraion. There's a lot of people working in a supermarket. and constantly understaffed.
A fair point!
350 for a Walmart Supercenter (24hrs)
Spawn point mullet for the win!
My PR wasnt working, thought it just wouldn't work for me until I saw that there was a Revisited version. I only now realized that I was using the outdated one, lol
Thank you for the explanations. I've been playing the game for years but, never understood why I would want Ploppable RICO. And your explanation about theme levels cleared up a mystery for me! I had that exact problem. (why am I not getting residences built in a theme with high demand?)
I’m glad to help! :)
i think i have been building my city's wrong.
10:22 to me it feels like you started this design with those suburban area's. and then work your way up to main roads and then collectors. then arterials and then the highway.
where i have been doing it the other way around.
i started with a connection to the highway and then some arbertrary plan of arterials. then collectors. and now i am still trying to figure out the placement of main roads and the residential roads.
What mods and crp files do you use for the parking lot roads?
How cool would it be for your lvl1 to all be tract homes and lvl2s be remodel designs based on those tract designs?
A series of homes that are modified and renovated. I like it :)
and how do I do to place a determined certain types of zone buildings to be placed in, like avoid some buildings to be allowing to build?
highly informative ... thanks
You’re welcome :)
Nice video! One question, how did you paint your district like that? so precise
The district tool snaps to roads. I just used the smallest brush around the edge
@@YUMBL Thank you! :)
What are those Non-RICO growables bldgs.? Is that a plopabble Hospital bldg. that growable for example?
Thank you. By far my favorite Cities tuber. You're explainations of the details of mods are invaluable. Now how do you get your cars to drive at reasonable speeds?
Thank you! For speed the mod is called “speed slider”. Its at the bottom left of my UI. Always set to 70-80%. (Get realistic walking speed too)
I use Speed Slider v2 set at 60% so that my cims walk at a 'normal' pace. For the traffic I use Advanced Vehicle Options. I went through and changed the acceleration values for every vehicle I have in the game, even trains. Big trucks accelerate really slow and hold up traffic while sports cars zip around, just like real life. It can be tedious depending on how many vehicles you have but it totally changes how you lay things out and deal with traffic.
Great video, as always! Quick question: if I have made a growable asset RICO-enabled, it seems to ”disappear” as a normal growable building. It doesn’t spawn randomly (and it says the asset isnt loaded when I go into Building Themes to change my district styles). Is there any way to make an asset RICO-ready AND keep it as a normal growable asset to have in your zonings and districts? Would really appreciate an answer!
Growable buildings are rico automatically. You shouldn’t have to convert them.
@@YUMBL Oh, they are? Then I must have missed something :) I can’t see them in my Rico mod until I ”Add Local”, and then they are there to be plopped. But as I said, the problem is that any assets that are RICO-enabled immediately disappear as growable to me.. :(
The rico options give you the ability to plop them by hand. You can look them up in find it, not the rico menu.
@@YUMBL Okay. Thank you! I’ll try to see if I can find the answer to why the RICO-buildings won’t show up as growables somewhere else then. I’d still like to have both :)
Search them in find it ;)
What the icon with the Money and pennys Icon with the commercial image on the bottom
This video hasn't made it to the Newmarket playlist. I didn't know that I missed it!
Oh, its not really part of the build. Just a tutorial on buildings and building mods
I’m trying to change the “skin” of vanilla grown buildings with ploppable Rico. Should this be doable, or is ploppable Rico revisited just for placing down new buildings? For instance, I have some sections where the same vanilla buildings spawned 10 in a row and I want to change the look of some of them.
New buildings essentially are skinned vanilla buildings. What you need is to use building themes.
I've always had trouble with the themes. Hopefully, this'll help...
I hope so!
Advanced Building mod supposedly has a "district control panel" but no such panel appears when editing districts. the extent of any UI is on selecting individual building and editing level. How to access district control panel??????
It's funny how this vid stuck in my head. I keep thinking about it when playing CS. How does the transportation system respond to Realistic Population? Do metro trains and buses also have their capacities increased? Or is that a separate mod to boost them?
Thats a separate mod. I use “improved public transport” and “advanced vehicle options”.
I need help,the mod ui on my ploppable Rico and realistic pop only show abbreviations. Ho do I fix this?
Idk what that means. You should check with the people who made the mods.
06:13 120 workers?? holy shit dude.
there's 2 little corner shops with 2 or 3 workers max.
a pharmacy with 2 or 3 max.
and then there is the mall itself with at most 30 people.
it's not that big a place.
I found it quite hard to get details of how many workers businesses employ. How many employees does an average Tesco Extra employ, for instance? Similar to a large Walmart in the US, I think. A good addition to the game (skylines 2) would be distribution networks for commercial operations, such as wholesalers and chain store depots.
Employers dont say how many work in a given location for security reasons I believe, but SLIGHTLY more than youd expect at a glance may be a good bet ;)
Walmart has 10500 stores and 2.3 million employees, or an average of approx 220 per store. This takes in account the smaller local markets, and the Supercenters. I know from experience that the typical supercenter Walmart has around 350 employees (24hr store) and the markets approx 100 (18hr store).
Using the RICO mod, can you add RICO to other unique buildings like the electric car factory or the Art Deco skyscrapers?
Yup. Made my electric car factory into an industry building with RICO. Spawns trucks and all.
Thanks! Although it can be nice to use them to increase the leisure service in out-of-the-way places, a lot of them would make way more sense as RICO buildings instead of tourism destinations.
You can but the building will probably lose its other properties. ie water buildings wont produce water once converted.
@@YUMBL lol making your power plant RICO industrial and losing power to your city! Thanks for the warning, that’s good to know.
Also something to be aware of, it can break requirements for monuments if you make a unique building RICO.
When you add a building to RICO, does it disappear from the growable menu, or is it still able to grow when zoned?
Growable buildings are always RICO and will always grow when zoned.
The fact that American Eclectic level 1 was all construction sites turned me off when I originally downloaded it. It never occurred to me that I could set the minimum level. That feels like cheating though.
I’m already playing with infinite money. Starting a district at level 3 is worth it to make an area look complete imo.
Building Themes allows you to clone buildings. So you could make all the level two buildings also level one. Or clone all the buildings to level one like I do for maximum variety. :)
I didnt know! I’ll have to check it out
I have an issue, when I build the roads the little squares adjacent to the road, where houses suppose to pop up appear interrupted and are not continued.
I deactivated all my mods and restart a new game and only like that works fine, but if I want to use the mods without having that issue what I have to do?
Can anyone help me?
Do you using any mods that affect zoning squares?
Even on flat terrain and straight roads?
Less depth is normal in sloped terrain, gaps occur on curves...
@@carstenzimmermann4435 yes
@@g.o.4387 Strange, never seen that
@@YUMBL Node Spacer. it took me time, I had to disabled all my mods and then try one by one to find out which one was, and it was Node Spacer.
How to get the theme manager to work with e.g. Modern City Center DLC ?
The existing entry “building pack 5” (or something like that) IS modern city center.
If i want change uniqe buildings to commercial.. do i need Ploppable RICO or plop the growables? Or Ploppable RICO Revisited is universal mod od both these?
And do i need fór this Real population? Or can play without this?
I linked the proper versions in the description. I would recommend using “realistic population” if you want buildings to have a realistic population, or the ability to manually change the amounts.
A typical Walmart Supercenter has about 350 employees for a 24hr store. I think you are low-balling your grocery stores, and the mod was closer to reality.
When i was a kid I worked at a supermarket, a big one that was not 24 hours. I don't know how I remember this, but it had 83 employees and that was including the pharmacy and floral and all of that. According to my city's website, the local Super Walmart and two Wal Mart neighborhood markets all together employs just under 400 people. Those places are way, way busier than any of the regular supermarkets around here, though.
Looks interesting. But RICO seems to me to complicate. I just want to play the game and see my city growing 🙂 when I download new assets, like buildings, they are all growable?
What map is that you're playing on please?
Sunny Coast from the Steam Workshop :)
@@YUMBL Thank you! 😊
Rico dont work on my PC i dont know why, but i use the mod „plopp the growables“ + „find it“ works good but i cant change the kind of the building
I hope you see this. I am an idiot. I watched this one and another on RICO. I saw my Cruise Harbor was residential, so here I go, messing with the settings. I killed it. I flat out, drew a mouse and keyboard, and killed it dead. Stone cold dead. Not only did it change location, but a lot of things have. I found it, but will not find the ship path. I downloaded one with out a road, it finds the path, but just sits there. I no longer can bring in tourists by ship. and I built a sweet monorail to the casinos
how to set the rico icon in the building panel?? you make great tutorials, very helpful.
What is the name for the mod that makes modlist in the alphabetical order?
“Sort mod order”
I don’t know why, but the trees remind me of cool ranch Doritos
The colors of the seasoning on the chips 😂
@@YUMBL YES, EXACTLY
How much impact does realistic pop have on CPU compared to vanilla
In high density areas it makes many more cims generally. Which means many more calculations to get them to and from work and school. But its also much more realistic. Lots of impact.
Wegmans! From my home town!
I wish they have tiny homes.
Specifically, I’m looking for a 3+ story tiny home that fits in a 1x1 unit.
Imagine 1 unit is 100 square foot or 1 square meter.
So a 4x4 unit is 1,600 square feet. That’s the average single story American home.
I can place down a 3 story 300 square foot home in a 1x1 unit (because each floor is 100 square foot) OR place down a 2 story 400 square foot home in a 2x2 unit.
In a 3x3 unit, I can place down a 3 story 900 square foot home.
The possibility is endless
I think midrise housing in underrated in the USA.
Hi,
What about the "plop the growables" mod?
Ploppable rico revisited has it built in.
@@YUMBL Oh, okay, Thanks.
02:34 parking lots are a waste of space. vanilla does not need parking lots. and if you don't turn on "realistic parking" in the traffic manager mod then you don't need parking lots either. (it's off by default)
so the need of parking lots is completely by choice. wich i just don't understand. they are ugly and completely useless.
7:48 Building Spawn Points
Corndogs and ranch. Were you hungry when you made those collections?
I’m always hungry!
why are my commercial buildings residential in rico? i can't change it back.
Restart the game for changes to take effect.
Me, living in Western New York, seeing a ploppable Wegmans grocery store in the game 😲🤯❤
Only the best ;)
Dumb question time. How do you use plopable houses in the growing zoning area. I’m still growing weird houses. I just want the American ploppable houses.
I have a recent video about buildings that explains it. “District Building styles” is the mod
@@YUMBL thank you
It doesn't look like you have many services or parks near those suburban neighborhoods. At level three how do you keep them from complaining about low land value?
Level control mod fixes it ;)
@@YUMBL Not for me, sadly. I'll have to look in the options menu, I guess
Exactly. Its in the options menu.
@@YUMBL Okay. That setting is in RICO, not Advanced Level Control. Either way I looked for it in both and still somehow didn't see it until now.
Again, you came through for me.