I'm sitting here watching this man explain zoning and different types of planning policies all the while nodding my head like "hmm, naturally" like I know what the hell he's talking about
@@CityPlannerPlays That's also economics jargon, though I think it's used in a slightly different way, referring to anything that has a cost external to the decision makers causing that cost (eg a plant outputs pollution into a river, but it's people living downstream who pay the price in the form of contaminated and poisonous drinking water), or a benefit external to the decision makers who can't readily distribute or deny that benefit selectively (eg: a streetlight outputs light for everyone, whether they paid for that light or not, but costs SOMEONE money to install and maintain it).
What an amazing content, I actually consider this as a legit city planning lecture, by using a game (cities skylines) as a method to convey the material to the general public 👍👍
This explains so much. I always just changed zoning from low to high density when I reached 7k population and my cities died in mid game because of grid locks and now I understand why.
it's funny because while I'd used specializations before, I'd never looked at the high rise ban or really anything else before starting to watch you a couple weeks ago. just never occurred to me. so thanks for that!
6:54 We constructed 3 new truck stops for additional parking and just concluded the red tape ceremony. Open for business! (yes I know this is completely unrealistic; this is just in jest. I am a trucker, so I know how hard it is to find parking)
Hi - another great quality video I am sure you mention this all the time in normal builds but just incase some searches youtube for specific information ( how you search for cities skylines transport or blimps ) i would like to add 2 points 1. you can zone say high buildings , but do then a building at a time and press play , if the building created is to high just demolish it and wait for the next one to spawn, similarly if you like something that is the right height , press pause click the building and press historic - it will next "grow any larger" 2. eve on high density, you can play with the amount of colored land like you showed the checkred, zone as small as say 2x2 ( ok that is useless ) then go 2x3 2x4 2x5 2x6 then 3x3 3x4 3x5 3x6 4x4 4x5 4x6 etc or zone 3x3 then 4x4 but leave some spaces between building, doing it this way will force smaller building and maybe parking spaces, then free land - again if you watch them spawn and make them historic as you like them you can have a set of smaller buildings in a high density area or even make them "swoop into larger" eg single story street or or part of a block then allow 3 storey next , then 4 storey etc Regards George
Historic buildings is a great tip on how to "freeze" a building from changing and one I always forget about. The most extreme use of the historical building trick is watching Imperatur using it to create parking lots: ua-cam.com/video/hOYF_c3cfY4/v-deo.html That whole video (as well as his whole channel) is amazing.
I’ve only recently started playing the game so I’m just browsing for tips and tricks here but omg your voice sir I can listen to you talk all day. Thanks for the content⭐️
Great job explaining this! I hated zoning high density commercial on one side of my boulevard and low density commercial on the other side only to see a major height disparity
Great content. Thanks for all your work. Suggestion: a comprehensive tutorial that gets granular on building size, including building style, content creator packs, unique buildings, zone size (4x4, 3x3, etc.)and other variables, and then analyze how those differences can be used to have natural transitions and realistic looks.
My biggest problem with this video (aside from the fact that I suck at city builders even though I _love_ this game) is that I kept seeing things I thought looked really cool and tried to zoom in with my mouse wheel. 😂 You've given me some new ideas to try, though. Thanks!
So good. I love this game. So much to learn about cities. I love that we can build farms and they aren't just decorative but rather serve propose, its so so satisfying to be able to make produce in bakery, etc same as for oil and trees. I have planned to venture out to my local city, Glasgow to study it and appreciate it. 💙
omg playing for years .....never new policies actually did anything to building really that much......sitting here with video on repeat while playing game....thank you for segregating each zone
I really enjoy making this kind of content, so as long as you guys see value in it, I'll keep creating it! It takes a lot more planning than my let's plays, but I find it incredibly stimulating and enjoy the research I have to do to write these videos. Thanks for watching, John!
@@CityPlannerPlays I can find a thousand videos preaching the wonders of roundabouts. But videos about how to actually manage and structure a city are scarce. Unless I want to build a Borg cube. Lots of videos on lifeless, but efficient, uber grids.
Great video! One glaring omission in C:S though is the inability to zone for low-rise apartment complexes, which are completely ubiquitous in nearly any suburban setting in America. Setting the "no high rise" policy doesn't prevent you from getting 12-story condos, and the next step down appears cosmetically like duplexes or single-family homes. At least without mods, it's impossible to recreate the normal American suburban residential area.
wow this is very educational! cant wait to buy the green cities DLC when steam goes on sale again so I can try the other zoning districts you shared. thanks
Imagine if Cities: Skylines gave district specialization to residential zoning similar to the ones for industrial and commercial. I would love it if they had this and then you could select a decade/architecturally distinguishable time period for your different neighborhoods.
Absolutely! I would also like to be able to rezone without all of the buildings being demoed. Imagine zoning industrial near the downtown, then changing the zoning to residential and getting some lofts!
You miss that there's two different types of industrial districts you can make for each of the specializations, extraction and processing with extraction being over an area with the specific resource available and processing being where the resource is not available. According to the wiki, the raw materials from the extraction districts must be processed before they can be used by generic industry, which I didn't realize until I just checked. That's probably why my supply chains haven't been the best. Also, Industries DLC extractors produce the same raw materials as specialized extraction district, so if you're making immense surplus of raw materials from the DLC extractors, it can be used by specialized processors and vice versa. Also, special goods from the DLC processors can be used by generic zoned industry, which is more interaction than I expected.
@@CityPlannerPlays I had also never thought to make sure I had plenty of processing in my specialized industry because I just thought generic industry could use the raw goods and that the processing specialized industry just made goods. I'll need to check to make sure the wiki is right, but that would also explain why I still have had imports and exports of the same categories.
The issue I have with this game is everyone tries to emulate 20th century North American cities, all of which have huge issues directly related to City planning. Barely anyone uses the game as a template to experiment with something that goes beyond 'zoning'.
Woooow someone who build a city with his BRAIN. Can you expand this series for the next try to help us with road hierarchy appropriate for these type of zoning if its matters. Any type of road will be fine ? Is there any hierarchy while building these zones can we mix them in any way? Thanks for the video.
I'm trying to make my city look more varied and got super excited by this vid but is it correct that some of your suggestions doesn't actually change the visuals? I tried the industrial waste policy and industrialisation 4.0 policy but it still doesn't make a difference in how they look like. Yeah nice to imagine that these districts are different bc the workers are more educated but I hoped to see an actual difference in the city lol.
Your videos help a TON! I do still have a question regarding high rise (ie “downtown”) districts. How do you build them properly? In other words, how should I distribute the different kinds of zones, spread out civics like schools, hospitals, parks, ..., design roadways/mass transit in high rise districts to adjust for increased population traffic, etc. Big question I know, but any help would be greatly appreciated!
Great video. Can someone explain the benefit of painting in a checkerboard style and then filling in the gaps after the first sections are filled? (I know it's for maximum density... I'm really asking *why* this technique is necessary to achieve that.)
Is there another slightly more advanced version to attempt to utilize 3x3 and/or 2x2 buildings to limit building height and make a more gradual transition from downtown to suburbia
can you please answer i have already paint forest district in an area where Forest district can be built, but why the huilding wont build even though i already put industry district there?
I'm a new player to CS and confused about trash. Any help would be greatly appreciated! My landfill fills up relatively early in the game. I get it, no problem. So I build another one. But then once incinerators become available, I empty the landfills. Right? They move the trash to the incinerator? Once the landfill(s) are all empty should I DELETE them since I now have an incinerator? Or should I keep the landfills, reusing them over and over, emptying as needed working in tandem with the incinerators? Office zoning, I'm confused about that too. Do offices count as industrial, or commercial? If I have a higher demand for industry, can I zone office to address that? And is there a balance between high density and low within a zone? In other words, when high density becomes available, can I go crazy and zone my whole city hi density or should I have a mix of high and low? Thanks
Right off the bat: what does natural mean, in terms of city growth? Is Manhattan not a naturally grown city? What is this video about; aesthetics or an organic look based on the decisions made. Again, what does 'natural' mean?
Perhaps that wasn't the right word. What I meant was transitioning. Then again, Houston doesn't have zoning and towers just coexist with lower density buildings in so places. So maybe transitioning isn't natural either? 🙃
Another valuable tool is the "historical" designation you can add by clicking on any building. It will freeze the physical appearance of the building while allowing it to keep upgrading. (Unlike high-rise ban) This will give you 3 more options for each zoning class regarding the physical appearance of buildings. (Assuming they were all going to be level 3 eventually.)
@@aguyishappy3988 not vanilla but there’s a “historical district” option where you paint an area and a button is available to make every building a historical building
UA-cam: A City Planner Plays Cities Skylines Me: Yes Me: hopefully he makes it educational so I can play this game like a rational human being A City Planner: Paying mind to topography, your arterial noxious externalities go through the collectors to reach local areas by easements underneath houses where a firefighter can't reach in any reasonable timeframe Me: Yes thanks mate, loving the content!
@@RandomInternetGuy1011the fact that you joined a year ago and made this comment a year ago makes me think he isn’t the only one who should touch hrass
This is really interesting. I *always* forget to mix up the zoning and the policies. Then I just end up with these "islands" of development with no graduation from one area to another.
Good information about real land use and zoning. And great tips for getting nice aesthetics from the growables. I find some specializations, like the IT Cluster, don't have enough diversity for my eye. So I tend to paint two or more districts in the same area like like a polka-dot pattern, so there will be a few IT skyscrapers dotted among the generic offices. Personally I think "IT Cluster" looks like it should be called "Financial Center" because Silicon Valley buildings are generally low-rise and Manhattan is more about finance.
Excellent and eye-opening video! The fact that policies create variations in RCI zones, is something so simple, yet a new player can miss it easily. Myself being included. Thanks a lot for the vid!
For no DLCs, you get only the high-rise ban option show in the video. Everything else is not available. And on European theme even that is not available. (It is, but it makes no difference because there are no tall builds in european theme) You can also mix and match low and high zones within a block. I did that between two neighborhoods to smooth their transition from big builds to low houses. Another tip is to break the grid, when you do perfect grids, the full space in a block will be used for zoning and usually 4x4 builds will popup everywhere. But if you do your roads using the free form tool, even if you try to make a grid, the little imperfections in the angles will make the zones inside the blocks fragmented, which gives a nice variety to builds shapes and sizes. For the transitions between high and low densities I place low houses on the bigger of those fragments and high density on the smaller fragments, so you get big houses and small 2/3 floors builds mixed in there. Looks really good.
Ugh I really dont like the European theme for this reason, plus the footprint of schools and other buildings is larger.... and that's unfortunate because it seems all the good maps are the European themed ones. I was never able to get the custom theme mod to work properly.
What's missing in cities skylines is a mixed use zoning district. The way they handle it now it makes it basically impossible to create a typical European city without lots of mods
Just mix your residential and commercial districts for a similar effect. The high density buildings for the European theme are the same, except for the advertisements on the commercial buildings.
+1 like. This is a very usefull tutorial for those who play vanilla or rely massively in zoning to expand their districts/cities. I liked the fact you explained what those different polices (such as the High Rise Ban) do and how effective they can be to create different levels of density therefore changing the look of the disttricts. IMO the vanilla game does not manage too well the high density districts since most of the assets look bad right next to each other. Me and other players that (still) play Vanilla even after several hundred hours of the game also have other tricks in the bag to put even more variety in the districts. For example, I do like to make mixed zoning patterns such as a mix of High Density Commercial with Office zones. That way you'll end up with a district with more variety of assets and not the same asset (of one zone type) repeting all over the district. I also like to zone individual buildings one by one (say a 4x4, then a 3x4, then a 4x3) living a gap between them (specially if you are zoning high density districts). That way you will force the game to generate different assets and not spawn the same one all over the place). Also like to put parks/plazas between buildings/assets is another way to give a more realistic feel (this is specially effective in High density Commercial and also in the IT Cluster Office districts). This are obviously for the more advanced players that are also looking for detail while playing Vanilla or no Steam Assets/District Styles but it also requires much time to expand the city. But the end result will be much, much better.
As others pointed out, varying the size and layout of your zoned blocks can have a DRAMATIC impact on the look of your city. If nothing else, use gaps in zoning as an opportunity to run paths everywhere. People in C:S LOVE walking and will do it if you make it easy for them. Best way to manage traffic - don't generate it in the first place 😎
@@DocNo27 for sure. Walkability is a concept that is often ignored by players but if planned and executed right can have a big effect in traffic management. And yes, I use the gaps between buildings to draw paths everywhere. I also like to make elevated paths between districts to allow people to walk between them without the need to use the car. Also if you implement cycling paths running around ur city and use the Encourage Cycling a lot of the cims will actually prefer to travel (even long distances) by bike further improving the traffic flow. ;)
Love the content! I've never really put any thought into using the specializations and policies to change the shape and look of my cities. This opens up so many possibilities, so thank you!
Great video! I love the way you create specific examples for each concept to make it easier to understand. Only one thing to correct though, you have six diferent posibilities for residential (not eight) in terms of size and looks, because high tech housing doesn't change those two variables. It only makes the land around them more valuable.
I'm sitting here watching this man explain zoning and different types of planning policies all the while nodding my head like "hmm, naturally" like I know what the hell he's talking about
this^^ lmfao
Extremely interesting :-)
I know! Can't believe that I never thought of this while making a few of my project cities!
Definitely gonna apply to Teaport.
Biffa!
Biffa for Sky Lines Mayor!!!
Wait biffa-
Noxious externality; who knew that "pollution" could sound so sexy! 😉
I sometimes slip *deep* into planning jargon, haha!
@@CityPlannerPlays All good; could be understood from the context it was used in
Noxious Externality was my favorite heavy metal band from the 90s.
@@CityPlannerPlays Sure, but why not just call it pollution?
@@CityPlannerPlays That's also economics jargon, though I think it's used in a slightly different way, referring to anything that has a cost external to the decision makers causing that cost (eg a plant outputs pollution into a river, but it's people living downstream who pay the price in the form of contaminated and poisonous drinking water), or a benefit external to the decision makers who can't readily distribute or deny that benefit selectively (eg: a streetlight outputs light for everyone, whether they paid for that light or not, but costs SOMEONE money to install and maintain it).
slightly off topic; your voice is so soothing
What an amazing content, I actually consider this as a legit city planning lecture, by using a game (cities skylines) as a method to convey the material to the general public 👍👍
This explains so much. I always just changed zoning from low to high density when I reached 7k population and my cities died in mid game because of grid locks and now I understand why.
What grid locks?
Never thought of using zoning and policies in that way... Well done!
it's funny because while I'd used specializations before, I'd never looked at the high rise ban or really anything else before starting to watch you a couple weeks ago. just never occurred to me. so thanks for that!
Love this! I’m currently in a GIS class working with land uses and love seeing it applied to my favorite game
6:54 We constructed 3 new truck stops for additional parking and just concluded the red tape ceremony. Open for business! (yes I know this is completely unrealistic; this is just in jest. I am a trucker, so I know how hard it is to find parking)
Hi - another great quality video
I am sure you mention this all the time in normal builds but just incase some searches youtube for specific information ( how you search for cities skylines transport or blimps ) i would like to add 2 points
1. you can zone say high buildings , but do then a building at a time and press play , if the building created is to high just demolish it and wait for the next one to spawn, similarly if you like something that is the right height , press pause click the building and press historic - it will next "grow any larger"
2. eve on high density, you can play with the amount of colored land like you showed the checkred, zone as small as say 2x2 ( ok that is useless ) then go 2x3 2x4 2x5 2x6 then 3x3 3x4 3x5 3x6 4x4 4x5 4x6 etc or zone 3x3 then 4x4 but leave some spaces between building, doing it this way will force smaller building and maybe parking spaces, then free land - again if you watch them spawn and make them historic as you like them you can have a set of smaller buildings in a high density area or even make them "swoop into larger" eg single story street or or part of a block then allow 3 storey next , then 4 storey etc
Regards
George
Historic buildings is a great tip on how to "freeze" a building from changing and one I always forget about. The most extreme use of the historical building trick is watching Imperatur using it to create parking lots: ua-cam.com/video/hOYF_c3cfY4/v-deo.html
That whole video (as well as his whole channel) is amazing.
I like the maps and information, I find this stuff really interesting. Keep up the good work.
I’m so used to watching call me Kevin fuckign around I forgot that this game is actually serious
Wow so I’ve really been playing this game for years and just today learned how to play it. This video is awesome!!
It'd be useful to see an update on this with the wall-to-wall styles added recently.
I’ve only recently started playing the game so I’m just browsing for tips and tricks here but omg your voice sir I can listen to you talk all day. Thanks for the content⭐️
Great job explaining this! I hated zoning high density commercial on one side of my boulevard and low density commercial on the other side only to see a major height disparity
This guy's channel and the recent sale made me drop another 40 bucks on DLC for this game, hope you get some dev love!
Learned a lot! Thanks! Getting more and more excited to start a new C:S series, hope I can apply this :D
Great content. Thanks for all your work. Suggestion: a comprehensive tutorial that gets granular on building size, including building style, content creator packs, unique buildings, zone size (4x4, 3x3, etc.)and other variables, and then analyze how those differences can be used to have natural transitions and realistic looks.
thanks for this information, I wanted to test it out soon, but guess there's no need anymore :) back to building!
Modern City Center makes some nice midrise as well.
My biggest problem with this video (aside from the fact that I suck at city builders even though I _love_ this game) is that I kept seeing things I thought looked really cool and tried to zoom in with my mouse wheel. 😂 You've given me some new ideas to try, though. Thanks!
Ha! I should upload the save if I still have it. I'll take a look :) Thanks for watching and I'm glad you enjoyed it!
So good. I love this game. So much to learn about cities. I love that we can build farms and they aren't just decorative but rather serve propose, its so so satisfying to be able to make produce in bakery, etc same as for oil and trees. I have planned to venture out to my local city, Glasgow to study it and appreciate it. 💙
Thank you. I was trying to make my new forest town have some soul to it.
omg playing for years .....never new policies actually did anything to building really that much......sitting here with video on repeat while playing game....thank you for segregating each zone
More of this sort of thing, please. It's these details that hold my cities back.
I really enjoy making this kind of content, so as long as you guys see value in it, I'll keep creating it! It takes a lot more planning than my let's plays, but I find it incredibly stimulating and enjoy the research I have to do to write these videos. Thanks for watching, John!
@@CityPlannerPlays I can find a thousand videos preaching the wonders of roundabouts. But videos about how to actually manage and structure a city are scarce. Unless I want to build a Borg cube. Lots of videos on lifeless, but efficient, uber grids.
damn, I wasn't actually expecting to learn something. thanks man
Great video! One glaring omission in C:S though is the inability to zone for low-rise apartment complexes, which are completely ubiquitous in nearly any suburban setting in America. Setting the "no high rise" policy doesn't prevent you from getting 12-story condos, and the next step down appears cosmetically like duplexes or single-family homes. At least without mods, it's impossible to recreate the normal American suburban residential area.
Brilliant video...your knowledge of city planning always comes through loud and clear
That was really insightful and interesting to watch. Made me understand more about how they zone in Auckland.
That as an awesome description, now i will definitely get the Green Cities DLC.
wow this is very educational! cant wait to buy the green cities DLC when steam goes on sale again so I can try the other zoning districts you shared. thanks
I think this is for real hardcore players. I still appreciate your work!!!
Imagine if Cities: Skylines gave district specialization to residential zoning similar to the ones for industrial and commercial. I would love it if they had this and then you could select a decade/architecturally distinguishable time period for your different neighborhoods.
Absolutely! I would also like to be able to rezone without all of the buildings being demoed. Imagine zoning industrial near the downtown, then changing the zoning to residential and getting some lofts!
That was exactly what I needed. Thank you!
Love this! Great explanation, will definitely use this in my own city
You miss that there's two different types of industrial districts you can make for each of the specializations, extraction and processing with extraction being over an area with the specific resource available and processing being where the resource is not available. According to the wiki, the raw materials from the extraction districts must be processed before they can be used by generic industry, which I didn't realize until I just checked. That's probably why my supply chains haven't been the best. Also, Industries DLC extractors produce the same raw materials as specialized extraction district, so if you're making immense surplus of raw materials from the DLC extractors, it can be used by specialized processors and vice versa. Also, special goods from the DLC processors can be used by generic zoned industry, which is more interaction than I expected.
This just blew my mind. I can't believe I never thought to test that. Thanks for letting me know!
@@CityPlannerPlays I had also never thought to make sure I had plenty of processing in my specialized industry because I just thought generic industry could use the raw goods and that the processing specialized industry just made goods. I'll need to check to make sure the wiki is right, but that would also explain why I still have had imports and exports of the same categories.
Such a beautifully-made video.
Important information, thank you!
Awesome bro, thank you :-)
Can't wait to buy my own PC to play Cities Skyline and build beautiful and functional city.
It's a wonderful game! I need to set up a way for people to share their creations with me. I'd love to see what you build!
Great Info 👍🏾😎
The issue I have with this game is everyone tries to emulate 20th century North American cities, all of which have huge issues directly related to City planning. Barely anyone uses the game as a template to experiment with something that goes beyond 'zoning'.
You gotta know this dude is a beast at his day job.
😎
Woooow someone who build a city with his BRAIN.
Can you expand this series for the next try to help us with road hierarchy appropriate for these type of zoning if its matters.
Any type of road will be fine ? Is there any hierarchy while building these zones can we mix them in any way?
Thanks for the video.
That's a good idea! I touch on the two concepts in the separate videos, but I don't really combine them in any significant way. Stay tuned!
Are there visual mods for Xbox and/or console? Because vanilla graphics look to cartoony. Btw great Job! Helped me a lot!
I learn so much I had a screenshot of it for future reference lol.
This video will definitely blow up
Maybe the best tip i've come across. Nice ;-)
This helps a lot thanks!
This was incredibly good
Thank you :D
I'm trying to make my city look more varied and got super excited by this vid but is it correct that some of your suggestions doesn't actually change the visuals? I tried the industrial waste policy and industrialisation 4.0 policy but it still doesn't make a difference in how they look like. Yeah nice to imagine that these districts are different bc the workers are more educated but I hoped to see an actual difference in the city lol.
Your videos help a TON! I do still have a question regarding high rise (ie “downtown”) districts. How do you build them properly? In other words, how should I distribute the different kinds of zones, spread out civics like schools, hospitals, parks, ..., design roadways/mass transit in high rise districts to adjust for increased population traffic, etc. Big question I know, but any help would be greatly appreciated!
Excellent topic! Sounds like a good future video....
very useful and informative
awesome and great tips!!!!
Great video.
Can someone explain the benefit of painting in a checkerboard style and then filling in the gaps after the first sections are filled? (I know it's for maximum density... I'm really asking *why* this technique is necessary to achieve that.)
Beautiful and very interesting
I would love to know which assets and styles you are using! :) I can't find them lol
Wowww ur so genius good job
Great tutorial.
Excellent video
Is there another slightly more advanced version to attempt to utilize 3x3 and/or 2x2 buildings to limit building height and make a more gradual transition from downtown to suburbia
I can’t wait until I get cities skylines
Best for town planner students
i notcied a mirror error on the mid rise density and its high tech version the overlay you did does not match to the names you put in for the zoning
can you please answer
i have already paint forest district in an area where Forest district can be built, but why the huilding wont build even though i already put industry district there?
I got lost somewhere in the mix. Simple question how many zoning district can you make without, DLC content?
I watch so many tutorials of this game but I've played this game maybe 3-4 times and give up everytime LOL
I'm a new player to CS and confused about trash. Any help would be greatly appreciated! My landfill fills up relatively early in the game. I get it, no problem. So I build another one. But then once incinerators become available, I empty the landfills. Right? They move the trash to the incinerator? Once the landfill(s) are all empty should I DELETE them since I now have an incinerator? Or should I keep the landfills, reusing them over and over, emptying as needed working in tandem with the incinerators?
Office zoning, I'm confused about that too. Do offices count as industrial, or commercial? If I have a higher demand for industry, can I zone office to address that? And is there a balance between high density and low within a zone? In other words, when high density becomes available, can I go crazy and zone my whole city hi density or should I have a mix of high and low? Thanks
I'm going to apply to city hall now. I think i got this City Planning down pat yo
Use me as a reference 😜
N O I I C E ! ! 👍👍
Gr8 vids will always be better if you have no music, especially with tutorials
How long can you make bike and pedestrian paths before people stop using them?
What happens if you zone high tech and self sufficient res at the same time?
Question ⁉️ does anyone else deal with the random wave that comes down the rivers?
Mid-Rise Density Self Sufficient not an opion?
I wish I would have watched this FIRST before I spent mega hours on a city that self destructs
Right off the bat: what does natural mean, in terms of city growth? Is Manhattan not a naturally grown city? What is this video about; aesthetics or an organic look based on the decisions made. Again, what does 'natural' mean?
Perhaps that wasn't the right word. What I meant was transitioning. Then again, Houston doesn't have zoning and towers just coexist with lower density buildings in so places. So maybe transitioning isn't natural either? 🙃
I like my city's to look like metropolis :)
Isn't 4:28 sounding very deep?
Another valuable tool is the "historical" designation you can add by clicking on any building. It will freeze the physical appearance of the building while allowing it to keep upgrading. (Unlike high-rise ban) This will give you 3 more options for each zoning class regarding the physical appearance of buildings. (Assuming they were all going to be level 3 eventually.)
Interesting! I was unaware that the mechanic worked in that way!
Yes btt when cities get large it becomes a pain individually clicking historical on each building!
@@aguyishappy3988 not vanilla but there’s a “historical district” option where you paint an area and a button is available to make every building a historical building
@@CityPlannerPlaysmy office zones are locked. How to unlock?
@@08marathonman i think you unlock them at 7000 citizens
UA-cam: A City Planner Plays Cities Skylines
Me: Yes
Me: hopefully he makes it educational so I can play this game like a rational human being
A City Planner: Paying mind to topography, your arterial noxious externalities go through the collectors to reach local areas by easements underneath houses where a firefighter can't reach in any reasonable timeframe
Me: Yes
thanks mate, loving the content!
LITERALLY HAHA
sthu
@@RandomInternetGuy1011 cope
@@AlCatSplat bro I wrote this a year ago go touch grass ye hippie
@@RandomInternetGuy1011the fact that you joined a year ago and made this comment a year ago makes me think he isn’t the only one who should touch hrass
This is really interesting. I *always* forget to mix up the zoning and the policies. Then I just end up with these "islands" of development with no graduation from one area to another.
Sounds like Sydney.
where can you set the zoning and the policies? I am a beginner :D
@@JoeSanHUN Policies in the white square with a tick, and zones in the color squares with buildings on it! :))
Good Soviet city planning
@@kayseek1248 it is Sydney lol
oh my God
this is exactly the kind of tutorial that I want to see for cities skylines! Thank you so much :D
This was the most professional CS video I’ve seen till now.
Good information about real land use and zoning. And great tips for getting nice aesthetics from the growables.
I find some specializations, like the IT Cluster, don't have enough diversity for my eye. So I tend to paint two or more districts in the same area like like a polka-dot pattern, so there will be a few IT skyscrapers dotted among the generic offices.
Personally I think "IT Cluster" looks like it should be called "Financial Center" because Silicon Valley buildings are generally low-rise and Manhattan is more about finance.
I completely agree about IT cluster. One of the reasons I don't understand why you can't restrict hi-rise development in the district.
Excellent and eye-opening video! The fact that policies create variations in RCI zones, is something so simple, yet a new player can miss it easily. Myself being included. Thanks a lot for the vid!
For no DLCs, you get only the high-rise ban option show in the video. Everything else is not available. And on European theme even that is not available. (It is, but it makes no difference because there are no tall builds in european theme)
You can also mix and match low and high zones within a block. I did that between two neighborhoods to smooth their transition from big builds to low houses.
Another tip is to break the grid, when you do perfect grids, the full space in a block will be used for zoning and usually 4x4 builds will popup everywhere. But if you do your roads using the free form tool, even if you try to make a grid, the little imperfections in the angles will make the zones inside the blocks fragmented, which gives a nice variety to builds shapes and sizes. For the transitions between high and low densities I place low houses on the bigger of those fragments and high density on the smaller fragments, so you get big houses and small 2/3 floors builds mixed in there. Looks really good.
Ugh I really dont like the European theme for this reason, plus the footprint of schools and other buildings is larger.... and that's unfortunate because it seems all the good maps are the European themed ones. I was never able to get the custom theme mod to work properly.
I think the High Tech Housing policy doesn’t require a DLC as well.
@@Thingsyourollup If you create a district and press the blue house option it has the option to use the The non European type buildings.
@@engu1348 True but it doesnt change the assets. just the land value
What's missing in cities skylines is a mixed use zoning district. The way they handle it now it makes it basically impossible to create a typical European city without lots of mods
Just mix your residential and commercial districts for a similar effect. The high density buildings for the European theme are the same, except for the advertisements on the commercial buildings.
I like to zone the district with housing then halfway before its filled pause, use the leftover for commercial and it mixes nicely
+1 like. This is a very usefull tutorial for those who play vanilla or rely massively in zoning to expand their districts/cities. I liked the fact you explained what those different polices (such as the High Rise Ban) do and how effective they can be to create different levels of density therefore changing the look of the disttricts.
IMO the vanilla game does not manage too well the high density districts since most of the assets look bad right next to each other. Me and other players that (still) play Vanilla even after several hundred hours of the game also have other tricks in the bag to put even more variety in the districts. For example, I do like to make mixed zoning patterns such as a mix of High Density Commercial with Office zones. That way you'll end up with a district with more variety of assets and not the same asset (of one zone type) repeting all over the district. I also like to zone individual buildings one by one (say a 4x4, then a 3x4, then a 4x3) living a gap between them (specially if you are zoning high density districts). That way you will force the game to generate different assets and not spawn the same one all over the place). Also like to put parks/plazas between buildings/assets is another way to give a more realistic feel (this is specially effective in High density Commercial and also in the IT Cluster Office districts).
This are obviously for the more advanced players that are also looking for detail while playing Vanilla or no Steam Assets/District Styles but it also requires much time to expand the city. But the end result will be much, much better.
As others pointed out, varying the size and layout of your zoned blocks can have a DRAMATIC impact on the look of your city. If nothing else, use gaps in zoning as an opportunity to run paths everywhere. People in C:S LOVE walking and will do it if you make it easy for them. Best way to manage traffic - don't generate it in the first place 😎
@@DocNo27 for sure. Walkability is a concept that is often ignored by players but if planned and executed right can have a big effect in traffic management. And yes, I use the gaps between buildings to draw paths everywhere. I also like to make elevated paths between districts to allow people to walk between them without the need to use the car.
Also if you implement cycling paths running around ur city and use the Encourage Cycling a lot of the cims will actually prefer to travel (even long distances) by bike further improving the traffic flow. ;)
When that intro rolls, I always get so excited!
Love the content! I've never really put any thought into using the specializations and policies to change the shape and look of my cities. This opens up so many possibilities, so thank you!
This is how those old 49ers must’ve felt when they struck gold. This was SUPER helpful
Great video! I love the way you create specific examples for each concept to make it easier to understand.
Only one thing to correct though, you have six diferent posibilities for residential (not eight) in terms of size and looks, because high tech housing doesn't change those two variables. It only makes the land around them more valuable.
Very nicely done! This is an important topic! Even Manhattan isn't 100% high rises like so many CS cities! LOL
Thank you! And a very good point, haha!
That was very helpful and informative for me. Thank you 😊 💓
I wish I could remember all this when I actually play. Ill be re-watching this a few times.
Played this for so long, and have never dove so deep. This is the way!