I'm always eager to get more ideas for this game and I'm liking a few things from your video I just discovered randomly (thank you UA-cam for recommendations this time). So, to point it out: 1) I like the form of your clusters, I never build in clusters before, but by expanding little by little according to needs and the final product wasn't looking that great, neither to have a natural feeling. So this is something for me to try. This means I will start watching your other episodes as well. 2) I like your unique idea of having backstories for certain parts of your city. Definitely something to implement as well. Another variant of a story could be that at some point that little quay will finally broke and your already abandoned pit will transform into a lake. From here, the story can split again where you can either leave the lake as it is being near an industrial place and no one is attending to it OR it can be turned later on into a small cargo harbor to supplement the chain production and ease the road traffic OR have the lake turned into sightseeing monument which represent a part of the city's history. The possibilities are many and I'm becoming excited about this :) 3) Adding some pedestrian pathways to complement the access there, also maybe a road directly connected to your power plant. I guess a bridge over the river is also important and some mass transit, maybe even a cargo train station... 4) By having a single access point into the ore industry surrounded by fence could make a good use for the tollbooths as entry and exit points. 5) I'm curious if your industry will suffer from those annoying problems like "not enough workers" or "not enough buyers" because you don't have any residential or commercial zone nearby. Or is this only happening to industrial zoning, but not to specialized industry??? So... thank you so much for sharing this! You are now added to my favorite CS builders :) Wish you all the best! :)
Hi Marius, welcome to the channel - I appreciate your feedback and support! - One of the main reasons I like to build bit by bit is I want to make sure the city is stable before I continue to expand. Previously I would rapidly expand and then end up having issues down the line that would be almost impossible to fix without completely redesigning parts of the city. - I'm glad you like the background story! I would like to do this more but won't be able to for every single area of the city. I like your additions as well .... I might have to make another save of the game and try out what would happen if the wall breached! - Once the industry area is a bit more established I am planning to overhaul and update the public transportation network for the entire city - linking everything together giving easier access to all the different areas of the city so I hope I won't have any problems with not enough workers. This includes outside connections for exporting goods. You're more than welcome, I'm glad you enjoyed the video!
You can add a smaller circle of water on the lower level of the pit mine to imply that the flood barrier was breached by water during a heavy flood, hence further hastening the closing of the mine. The water was mostly pumped out, with the exception of said circle due to factors like the water table getting agitated when huge amounts of water was pumped out of the mine.
Hey Aaron! Marius had a very similar idea - having water in the mine itself. I'll have to experiment and see if that's an option. I may have to remove some of the gravel road connections since our vacuum truck service will come down to try and clear any flooded roads.
You may consider connecting the garbage area to the mining if you are using recycling centers for the admittedly small amount of ore they randomly produce.
Hey Warren, I had never thought about that! The wiki page says the waste processing complex produces recycled material but I'm not quite sure what that means - do you think this is different than the material from the recycle centres?
Hey Mike! There are a few different options for industry. The base game has industry specializations - oil, ore, forestry, and farming. In the districts menu you can paint and assign a specialization so any zoned industry buildings will be that specialization and you'll automatically get extractor and processing buildings. The Industries DLC has all of the same options but you get to pick buildings and level up the area rather than just zoning everything in.
That's the plan ... eventually! Not exactly sure when I'll get there but I will go through and try and fix everything (or most things!) up before closing out the city. Based on how infrequent I upload episodes that may be some time away still though :)
@@jester.Gaming I think it was in the Transportation Hub episode that you build that placeholder bridge over all the tracks and didnt really know what you wanted on that other side. What about a Las Vegas type space?. Alot of Leisure zoning, you got some unique buildings like the casino and driving range. Also there is water on that side so could build some of the tourist buildings like jet ski rental and marinas along with maybe a harbor and cargo harbo :)
Interesting coincidence.. the open pit copper mine I work at has a pit called "Pearl Pit"... so the name isnt too weird. You may want to put a road up the side of your tailings pile, they are build from trucks droping the material from the top.
Hey CrazySonoran Gaming, that's a crazy coincidence! That's also good advice for an addition to the tailings pile - I've only had the opportunity to visit a few mine sites so far but don't know a significant amount about the operation. Thank you for taking the time to leave a comment!
Hey AKA PAIN, if you're on PC I'm hoping to have a more recent upload of the city available for download within the next few episodes. I'm still working through a few things and want to stabilize the city first. Traffic is sitting around 85% but fluctuates a bit depending on when a sporting event ends or we receive a wave of imports.
Hey Chris, thanks for the comment! Not quite yet .... I'm not entirely happy with some sections of the city so I want to stabilize things first before I do!
Hey Arafat! I have a shared file as of episode 15 available in the description. It has been quite some time since that so I will probably make another in the near future.
Hey Abraham! Yes, that is correct. There is a save file as of episode 15... it should be linked in the description of each episode after that. You can download it, play it, and add (or delete) as much of it as you want!
Henlo fremd. I would love to talk to you about road hierarchy and gridding, if you wanna.... No pressure. I have 10 page notes and stuff, so you know I mean business.
Hey Tois - sorry for the late response, I can't always check my comments each day. I responded to the other as well ... let me know what you think about grids and road hierarchy!
@@jester.Gaming Thank you for responding to everyone. It means a lot to a lot of us. I was planning an Expressway-Highway intersection, with TPM outlet expected around 400plus minus 50. I made several rough sketches, most of them with help from my father. How would you go on about solving this?
You're more than welcome Tois - it's the least than I can do for now ... the comment aren't too much yet! Unfortunately I don't know the terminology you're using. TPM outlet?
I'm really blown away at how good you have gotten at Cities. That mine is freaking incredible, man! Keep up the good work.
Thanks Rekop!
I'm always eager to get more ideas for this game and I'm liking a few things from your video I just discovered randomly (thank you UA-cam for recommendations this time). So, to point it out:
1) I like the form of your clusters, I never build in clusters before, but by expanding little by little according to needs and the final product wasn't looking that great, neither to have a natural feeling. So this is something for me to try. This means I will start watching your other episodes as well.
2) I like your unique idea of having backstories for certain parts of your city. Definitely something to implement as well. Another variant of a story could be that at some point that little quay will finally broke and your already abandoned pit will transform into a lake. From here, the story can split again where you can either leave the lake as it is being near an industrial place and no one is attending to it OR it can be turned later on into a small cargo harbor to supplement the chain production and ease the road traffic OR have the lake turned into sightseeing monument which represent a part of the city's history. The possibilities are many and I'm becoming excited about this :)
3) Adding some pedestrian pathways to complement the access there, also maybe a road directly connected to your power plant. I guess a bridge over the river is also important and some mass transit, maybe even a cargo train station...
4) By having a single access point into the ore industry surrounded by fence could make a good use for the tollbooths as entry and exit points.
5) I'm curious if your industry will suffer from those annoying problems like "not enough workers" or "not enough buyers" because you don't have any residential or commercial zone nearby. Or is this only happening to industrial zoning, but not to specialized industry???
So... thank you so much for sharing this! You are now added to my favorite CS builders :) Wish you all the best! :)
Hi Marius, welcome to the channel - I appreciate your feedback and support!
- One of the main reasons I like to build bit by bit is I want to make sure the city is stable before I continue to expand. Previously I would rapidly expand and then end up having issues down the line that would be almost impossible to fix without completely redesigning parts of the city.
- I'm glad you like the background story! I would like to do this more but won't be able to for every single area of the city. I like your additions as well .... I might have to make another save of the game and try out what would happen if the wall breached!
- Once the industry area is a bit more established I am planning to overhaul and update the public transportation network for the entire city - linking everything together giving easier access to all the different areas of the city so I hope I won't have any problems with not enough workers. This includes outside connections for exporting goods.
You're more than welcome, I'm glad you enjoyed the video!
@@jester.Gaming Wonderful! I also appreciate your reply! I'll be looking forward for further development :)
You can add a smaller circle of water on the lower level of the pit mine to imply that the flood barrier was breached by water during a heavy flood, hence further hastening the closing of the mine. The water was mostly pumped out, with the exception of said circle due to factors like the water table getting agitated when huge amounts of water was pumped out of the mine.
Hey Aaron! Marius had a very similar idea - having water in the mine itself. I'll have to experiment and see if that's an option. I may have to remove some of the gravel road connections since our vacuum truck service will come down to try and clear any flooded roads.
You may consider connecting the garbage area to the mining if you are using recycling centers for the admittedly small amount of ore they randomly produce.
Hey Warren, I had never thought about that! The wiki page says the waste processing complex produces recycled material but I'm not quite sure what that means - do you think this is different than the material from the recycle centres?
Thanks man!
You're welcome Niccolò, I hope you enjoyed it!
I've been playing this game wrong. I didn't know there was more industry than what I was doing
Hey Mike! There are a few different options for industry. The base game has industry specializations - oil, ore, forestry, and farming. In the districts menu you can paint and assign a specialization so any zoned industry buildings will be that specialization and you'll automatically get extractor and processing buildings. The Industries DLC has all of the same options but you get to pick buildings and level up the area rather than just zoning everything in.
Would be really nice if you did a episode were you upgrade the Forest and Farm industries. Would be cool to see the profit go up with a overhaul :)
That's the plan ... eventually! Not exactly sure when I'll get there but I will go through and try and fix everything (or most things!) up before closing out the city. Based on how infrequent I upload episodes that may be some time away still though :)
@@jester.Gaming I think it was in the Transportation Hub episode that you build that placeholder bridge over all the tracks and didnt really know what you wanted on that other side. What about a Las Vegas type space?. Alot of Leisure zoning, you got some unique buildings like the casino and driving range. Also there is water on that side so could build some of the tourist buildings like jet ski rental and marinas along with maybe a harbor and cargo harbo :)
Thats a great idea! I still need to fit in an airport as well. I am currently focused on the industries for the city but this area will be after that!
Interesting coincidence.. the open pit copper mine I work at has a pit called "Pearl Pit"... so the name isnt too weird. You may want to put a road up the side of your tailings pile, they are build from trucks droping the material from the top.
Hey CrazySonoran Gaming, that's a crazy coincidence! That's also good advice for an addition to the tailings pile - I've only had the opportunity to visit a few mine sites so far but don't know a significant amount about the operation. Thank you for taking the time to leave a comment!
Jester you are awesome can you upload a full city view means all road traffic percentage and all info posts or anything
Hey AKA PAIN, if you're on PC I'm hoping to have a more recent upload of the city available for download within the next few episodes. I'm still working through a few things and want to stabilize the city first. Traffic is sitting around 85% but fluctuates a bit depending on when a sporting event ends or we receive a wave of imports.
oh finally
Welcome back, thanks for checking out another video Knuls!
Will you be uploading this episode as a save game?
Hey Chris, thanks for the comment! Not quite yet .... I'm not entirely happy with some sections of the city so I want to stabilize things first before I do!
Hello Brother.. Is there any chance you would share your save game??
Hey Arafat! I have a shared file as of episode 15 available in the description. It has been quite some time since that so I will probably make another in the near future.
@@jester.Gaming Does this mean we can add your saving to our game?. And jump into the city that you have build and continue ourselfs?.
@@jester.Gaming Waiting eagerly for that :)
Hey Abraham! Yes, that is correct. There is a save file as of episode 15... it should be linked in the description of each episode after that. You can download it, play it, and add (or delete) as much of it as you want!
One day soon hopefully!
100 likes!
Awesome, thanks mikew02 - glad you enjoyed the video!
Henlo fremd. I would love to talk to you about road hierarchy and gridding, if you wanna.... No pressure. I have 10 page notes and stuff, so you know I mean business.
Hey Tois - sorry for the late response, I can't always check my comments each day. I responded to the other as well ... let me know what you think about grids and road hierarchy!
@@jester.Gaming Thank you for responding to everyone. It means a lot to a lot of us. I was planning an Expressway-Highway intersection, with TPM outlet expected around 400plus minus 50. I made several rough sketches, most of them with help from my father. How would you go on about solving this?
You're more than welcome Tois - it's the least than I can do for now ... the comment aren't too much yet! Unfortunately I don't know the terminology you're using. TPM outlet?
Brother Make a One line city
Hey Usman ... I've never heard of that until you mentioned it! I did a quick search and it seems like an interesting project!
@@jester.Gaming Thank you so much for your reply 😇
ты хорошо говоришь по английски
Спасибо. Мой английский лучше, чем мой русский! :) (Google translate)