I really appreciate this series. I’m a huge fan of city building games. I have learned much since I started watching and I feel your channel is better than other gameplay channels. The commentary is great! I would not mind a City Skylines series from you. That game seems a bit more challenging than SimCity, imo. Again, thank you and keep up the good work! 😀👍🏻
I just finished watching your dairy boy video Very fun I'm a sucker for some dairy and I'm really fine with any milk ( even lon lon ranch ) xD but on the other hand this is so fun the city is growing!
Another awesome episode man! Your cities are much cooler than mine. I like how you venture into unique designs and seperate all the items city to city.
Thanks a ton! I appreciate that. It can be tempting to build tons of grid cities (I've done that), but I'm having a lot of fun thinking of the whole region as one BIG thing cut into 16 specific purposes.
@@BasementLetsPlay Yeah I gotta take more liberties when building cause I am addicted to building the most effecient cities which is sadly grid cities.
1:10 Nope, no difference in jobs at all. New jobs will spawn as population increases... because #RIPMaxisEmeryville. 3:22 When oil runs out, you're supposed to bulldoze the pumps, make trade ports & import oil, and continue processing via existing Refineries. Similar logic can keep Metals cities going indefinitely too. 6:36 Curved corners like these always results in density loss. 8:16 Sims despawn over time. New buildings must come up to replace the lost Sims. Usually fires do this, but anything that forces a residential building to respawn works. 9:52 Well, you lose the oil, but you don't get a pulse of ground pollution, either. 10:28 ROFL 12:01 Confirmation that this was pointless. 12:38 Mistake; road & zoning over viable and wanted oil. 13:21 Trees really do make ground pollution go away, eventually. A ground scrubber can do it faster. 17:10 Yes, sims are driving on that road. The glow on the Roads palette you're looking at tells you so. 20:11 They will. 24:13 No. 24:33 Medium tech, medium density. 25:11 No . 27:16 It's sim despawning. Also, shops don't count if they don't have any goods to sell. 28:12 The game is screaming for a refinery that will never come. :( Sims have no mouth, and they must scream. 34:00 The region's government is finally complete.
1:10 "Nope, no difference in jobs at all. New jobs will spawn as population increases... because #RIPMaxisEmeryville." BASEMENT: Hmm, I don't like that mechanic. It's weird that new jobs simply spawn as the population grows. 3:22 "When oil runs out, you're supposed to bulldoze the pumps, make trade ports & import oil, and continue processing via existing Refineries. Similar logic can keep Metals cities going indefinitely too." BASEMENT: the refinery will be a different city - the "lore" of this region will suppose that THIS city is sending oil to the fuel city 6:36 "Curved corners like these always results in density loss." BASEMENT: I'm OK with that. You'll like the 4th city's road plan better (it's not perfect, but it's much more optimizied) 8:16 "Sims despawn over time. New buildings must come up to replace the lost Sims. Usually fires do this, but anything that forces a residential building to respawn works." BASEMENT: I don't like this mechanic either. It's pretty dumb that the cities seem to leak sims. 9:52 "Well, you lose the oil, but you don't get a pulse of ground pollution, either." BASEMENT: really? I think I must've heard this somewhere. I watched a long SimCity series by Jon Michael (aka Red Falkon), and he made the SC guide for IGN. I know he got some stuff wrong. 10:28 "ROFL" BASEMENT: this game had so much potential, but is fairly broken in some ways. 12:01 "Confirmation that this was pointless." BASEMENT: lesson learned. I'll just 'doze stuff in the future. (not a full dump, and not a trade depot/port with stuff I could export) 12:38 "Mistake; road & zoning over viable and wanted oil." BASEMENT: I want more sims - I don't want any more oil 13:21 "Trees really do make ground pollution go away, eventually. A ground scrubber can do it faster." BASEMENT: I prefer the vanilla content to the Cities of Tomorrow stuff. Maybe someday. 17:10 "Yes, sims are driving on that road. The glow on the Roads palette you're looking at tells you so." BASEMENT: thank goodness. it cost a bundle 20:11 "They will." BASEMENT: they certainly did! :) 24:13 "No." BASEMENT: whew! 24:33 "Medium tech, medium density." BASEMENT: perfect. 25:11 "No" BASEMENT: true, but the pet store did have a funny name . 27:16 "It's sim despawning. Also, shops don't count if they don't have any goods to sell." BASEMENT: "I still think the people in that house were just too dumb to find the shops and parks" 28:12 "The game is screaming for a refinery that will never come. :( Sims have no mouth, and they must scream. " BASEMENT: it's so weird to me that there aren't any jobs at the Petroleum HQ 34:00 "The region's government is finally complete." BASEMENT: I'm happy with accomplishing that in city #2. 4 modules with 75k sims in the first city and 2 more with 15k in the next feels just right.
@@BasementLetsPlay 8:16 It's not intended. Unsolved bug. 13:21 If our joint region ever happens, I promise that I will be using content from the expansion. If that's a problem, then a joint region isn't going to happen. 27:16 Not too stupid, just crowded out by other sims. 28:12 Get the Extended Worker Data mod off Simtropolis by MaxisGuillaume to see sims in buildings. There are jobs at the Petroleum HQ.
@@BasementLetsPlay Yes. The person who doesn't have the expansion still get access to Academy unlocked modules, but ControlNet to operate them must be bought from a city with the expansion to operate those modules.
In middle school I had Weird Al's Biggest Ball of Twine in Minnesota memorized and sang it on the bus in long field trips, much to the chagrin if everyone else! 😆 I know I'm a little behind in this series, but for Elliott and me, I think Reynoldsville has a nice ring to it! 😁
1st I love that you added the world's largest ball of twine/yarn. 2nd if you added a city for me (which I am months behind so I don't expect this but it struck me while watching what would be funny) it should all be agriculture because of #stupidsalads
Another lovely episode. I love this series. Good work and great content. It's wonderfully therapeutic and I enjoy your creativity.
28:18 "What is wrong with you entrepreneurs? Get in gear. Build something there." -Peter
I really appreciate this series. I’m a huge fan of city building games. I have learned much since I started watching and I feel your channel is better than other gameplay channels. The commentary is great! I would not mind a City Skylines series from you. That game seems a bit more challenging than SimCity, imo. Again, thank you and keep up the good work! 😀👍🏻
I just finished watching your dairy boy video Very fun I'm a sucker for some dairy and I'm really fine with any milk ( even lon lon ranch ) xD but on the other hand this is so fun the city is growing!
Two VERY different videos!
@@peterplaysbass ik it's crazy but they are amazing
Thank you kindly :)
@@BasementLetsPlay no prob bud's
Another awesome episode man! Your cities are much cooler than mine. I like how you venture into unique designs and seperate all the items city to city.
Thanks a ton! I appreciate that. It can be tempting to build tons of grid cities (I've done that), but I'm having a lot of fun thinking of the whole region as one BIG thing cut into 16 specific purposes.
@@BasementLetsPlay Yeah I gotta take more liberties when building cause I am addicted to building the most effecient cities which is sadly grid cities.
Only just started this bud already loving it
Glad to hear that - enjoy!
Well this was a lot of fun. I was so tickled on the largest ball of twine 🧶 😅. Excited to see what happens next😉
Next is going to be YOUR city! :) :)
@@BasementLetsPlay Ooooo😄
1:10 Nope, no difference in jobs at all. New jobs will spawn as population increases... because #RIPMaxisEmeryville.
3:22 When oil runs out, you're supposed to bulldoze the pumps, make trade ports & import oil, and continue processing via existing Refineries. Similar logic can keep Metals cities going indefinitely too.
6:36 Curved corners like these always results in density loss.
8:16 Sims despawn over time. New buildings must come up to replace the lost Sims. Usually fires do this, but anything that forces a residential building to respawn works.
9:52 Well, you lose the oil, but you don't get a pulse of ground pollution, either.
10:28 ROFL
12:01 Confirmation that this was pointless.
12:38 Mistake; road & zoning over viable and wanted oil.
13:21 Trees really do make ground pollution go away, eventually. A ground scrubber can do it faster.
17:10 Yes, sims are driving on that road. The glow on the Roads palette you're looking at tells you so.
20:11 They will.
24:13 No.
24:33 Medium tech, medium density.
25:11 No
.
27:16 It's sim despawning. Also, shops don't count if they don't have any goods to sell.
28:12 The game is screaming for a refinery that will never come. :( Sims have no mouth, and they must scream.
34:00 The region's government is finally complete.
1:10 "Nope, no difference in jobs at all. New jobs will spawn as population increases... because #RIPMaxisEmeryville."
BASEMENT: Hmm, I don't like that mechanic. It's weird that new jobs simply spawn as the population grows.
3:22 "When oil runs out, you're supposed to bulldoze the pumps, make trade ports & import oil, and continue processing via existing Refineries. Similar logic can keep Metals cities going indefinitely too."
BASEMENT: the refinery will be a different city - the "lore" of this region will suppose that THIS city is sending oil to the fuel city
6:36 "Curved corners like these always results in density loss."
BASEMENT: I'm OK with that. You'll like the 4th city's road plan better (it's not perfect, but it's much more optimizied)
8:16 "Sims despawn over time. New buildings must come up to replace the lost Sims. Usually fires do this, but anything that forces a residential building to respawn works."
BASEMENT: I don't like this mechanic either. It's pretty dumb that the cities seem to leak sims.
9:52 "Well, you lose the oil, but you don't get a pulse of ground pollution, either."
BASEMENT: really? I think I must've heard this somewhere. I watched a long SimCity series by Jon Michael (aka Red Falkon), and he made the SC guide for IGN. I know he got some stuff wrong.
10:28 "ROFL"
BASEMENT: this game had so much potential, but is fairly broken in some ways.
12:01 "Confirmation that this was pointless."
BASEMENT: lesson learned. I'll just 'doze stuff in the future. (not a full dump, and not a trade depot/port with stuff I could export)
12:38 "Mistake; road & zoning over viable and wanted oil."
BASEMENT: I want more sims - I don't want any more oil
13:21 "Trees really do make ground pollution go away, eventually. A ground scrubber can do it faster."
BASEMENT: I prefer the vanilla content to the Cities of Tomorrow stuff. Maybe someday.
17:10 "Yes, sims are driving on that road. The glow on the Roads palette you're looking at tells you so."
BASEMENT: thank goodness. it cost a bundle
20:11 "They will."
BASEMENT: they certainly did! :)
24:13 "No."
BASEMENT: whew!
24:33 "Medium tech, medium density."
BASEMENT: perfect.
25:11 "No"
BASEMENT: true, but the pet store did have a funny name
.
27:16 "It's sim despawning. Also, shops don't count if they don't have any goods to sell."
BASEMENT: "I still think the people in that house were just too dumb to find the shops and parks"
28:12 "The game is screaming for a refinery that will never come. :( Sims have no mouth, and they must scream. "
BASEMENT: it's so weird to me that there aren't any jobs at the Petroleum HQ
34:00 "The region's government is finally complete."
BASEMENT: I'm happy with accomplishing that in city #2. 4 modules with 75k sims in the first city and 2 more with 15k in the next feels just right.
@@BasementLetsPlay 8:16 It's not intended. Unsolved bug.
13:21 If our joint region ever happens, I promise that I will be using content from the expansion. If that's a problem, then a joint region isn't going to happen.
27:16 Not too stupid, just crowded out by other sims.
28:12 Get the Extended Worker Data mod off Simtropolis by MaxisGuillaume to see sims in buildings. There are jobs at the Petroleum HQ.
I don't have a problem with the expansion content, I just don't use it myself. Will a region allow players will different content to both play?
@@BasementLetsPlay Yes. The person who doesn't have the expansion still get access to Academy unlocked modules, but ControlNet to operate them must be bought from a city with the expansion to operate those modules.
gotcha - thanks
Your my guy 😉
Great content! Watched 2 videos already and I really want to play simcity again! 🥺
👍
In middle school I had Weird Al's Biggest Ball of Twine in Minnesota memorized and sang it on the bus in long field trips, much to the chagrin if everyone else! 😆 I know I'm a little behind in this series, but for Elliott and me, I think Reynoldsville has a nice ring to it! 😁
I've got you down for city #14 :)
@@BasementLetsPlay Hooray!
The World’s Largest Ball of Twine...
1st I love that you added the world's largest ball of twine/yarn. 2nd if you added a city for me (which I am months behind so I don't expect this but it struck me while watching what would be funny) it should all be agriculture because of #stupidsalads
You just squeezed in - there'll be a city named #stupidsalads eventually :)
Name a city Tedville.
I've got you down for city #13 (of 16). Only three town names left now - good thing you commented when you did!
Hi, A new Petreon here, if you have a city down south you could name after us (My son and I), as we are from Australia.
Welcome! How about "South Barnes" for a city? If you have any suggestions, feel free to let me know. :)
@@BasementLetsPlay that sounds great! My son and I would love that!
Fifth
Your first
Ha ha ha ha
@@peterplaysbass Yep Again By a thirteen year old lol
x1.5 the video. Thank me later
Hello
Hi Zech!
I decided to name your town "Chivalrous Creek" because a river borders the town. :)
@@BasementLetsPlay genius