Verde Beach is where I started watching. I think it was episode 3 or 4 when I switched from watching Biffa primarily to CPP. I still watch both, but I'm gonna follow VB all the way through.
Such a shame that the historic farmhouse was being evaluated for historical preservation but suffered a major pipe failure which compromised the foundation JUST before dedication. It's good that they rebuilt it!
A Watertower would make sense up by the new farm area, just for the pressureproblem. And you could connect a tunnel to the roundabout at the other side of the farm as well.
I don't know about everyone else, but, I'm not even the tinyest bit bothered when you do, and re-do, and re-do, and re-do stuff... It's part of the game, the struggle against the tools and everything else. Brings the whole experience more down to earth. So, don't be shy to focus more on stuff to get them just right... At least, that's how I see it.
Near where I live, in a urban area, there is a small historic farm. It serves as more of a park and school field trip location than a farm at this point. Maybe in the area where the farm vacated, you could have a small crop field and a small cattle pasture in a park to serve as that same sort of learning experience location.
I like this idea a lot. In Jamaica, Queens, there is an old farmhouse that belonged to one of the framers (Rufus King) back when Queens was mostly farmland. They've kept his house and an old icehouse adjacent as a small museum, and about an acre of land around the house is now a park with the usual amenities (walking paths, playground, basketball court etc...). Something like that in the prior location would be a nice centerpiece.
One thing that rural roads are missing is roadside ditches! The kind of ditches that vehicles can disappear into. I see them all around the corn/wheat fields I live by. Haha
30:40 my understanding was that crops and trees for farms need to be on the resources, but the animal production areas, animal pasture, cattle shed, milking parlour and slaughter house do not need to be on top of the resource as they receive feed from the crop fields that are on the resource. I maybe wrong. as always enjoying the content
17:00 The wind turbines near the farm are very common near where I live. There should be some sort of access road to each one - even if it's just a dirt track
Same here, I used to have a lovely view out the back. Now its covered in them, totally ruining the vista. They should be limited as to how many they can put up in one area. The blades all end up in landfill once they have been replaced as they can't be recycled. Not the cleanest after all 😉
@@jave2274 yes, hopefully Phil remembered this idea! It would be a hell of an episode to make, but I'm guessing it will be an enjoyable one for all of us and Phil too
19:44 You should've performed the "Nuclear Mulligan" and reloaded a previous save. Also the arterial through the new Hamilton Farms area should be renamed "Hamilton Farms Road" or something like that. Great work as always!
You manage to again and again impress us with how long you keep up with your vanilla build and you just don't run out of ideas. Absolutely great build! I think your highway into the farm needs a traffic light at the crossing or even a roundabout to alleviate some of the pressure of constant trucks and farm vehicles..
The cattle crossing the road in the "Confused cows" section reminds me of a time I went camping in the winter and we stopped because of many cattle in the road. Thanks for bringing the great memory back!
Hi Phil. Love the episode, as always. For your second switchback, I think you'd need to pull it well past that fire watchtower. In my own game, I've found that going up 4m in elevation over 80m (10 units) of road keeps the grade to a reasonable 4°-5°. That's a lot of road to get up the mesa there, but it will look more reasonable.
I wish they would release a map pack with some more realistic grades. Most large cities are sited in flood plains, precisely because the combination of a water source and level ground make them ideal for building. I've been to cities with severe elevation (including some with grades that would make Phil blush at the lack of "realism") but they're the exception rather than the rule. Given how inartfully the game levels pads for the buildings, they should make it easier on their own engine (and on those of us who try to grade things appropriately) and just start with more gently sloping terrain to begin with.
@@DanielEShrdlu I've only made a few cities, but I've always used custom maps. I tried the Bluffside Crossing map for my first try, but found the grading almost impossible to deal with once I researched proper grading for roads and rail. My current map is almost totally flat, and it feels a little _too_ artificial. But I do take your point; between the horizontal foreshortening and the unrealistic sizes of many objects and networks, and the bad grading the game does by default (unless you fiddle with custom networks for forcing the ground down and giving a proper retaining wall), many of the supplied maps are simply inappropriate for good building. It also kind of sucks that the maps are so _small_... I don't know how 1:1 projects even work, since the entire map is 18km×18km, and, in my experience, even small cities are WAY bigger. Like, Ottawa, which is by absolutely no measure even a medium city, is 48km wide and 28km tall; 18×18 doesn't even cover the western half. LOL, on the other hand, my PC starts dying as soon as I fill about 7 tiles, so, I couldn't build a 1:1 of anything even if I wanted to! 🤣😭
in the mountains there are 'Runaway Ramps' which is just a gravel road that is used to help stop trucks since the brakes can give out. it would be an idea to put one in by the bridge. will it look pretty? no. but in actuality it is a really good safety precaution. food for thought.
i think it would be a good idea to give the farm a third connection right to the roundabout at the highway. and the farm really has the best views of the city!
With the sheer amount of production you've got going on there, you may want to look at employing a one way system to control the traffic. It's the best way I've found to keep traffic flowing, along with a dedicated railyard as part of that industry area. You now have all your farm trucks and all those warehouses you built last month using the same cargo train terminal, which I think may be contributing to the overall mayhem in that area Keep field/barn/silo entrances on the right hand side of the road to minimise crossover. Also keep them well away from junctions. It may be worth considering a consolidated, centralised storage system (again on a one-way system with entrances consistently on the right, freeing up the left lane for through traffic) Look at the order of goods transfer: field > silo> animals/flourmills >interim warehouses> factories/end goods warehouses. Place silos/warehouses accordingly. Yes, I realise the last two points contradict each other slightly, but there is sometimes a good balance between the two concepts to be found :) View of the city or not, the moon framed between the turbines was rather special. Another great vid - thank you!
I guess new and bigger farmlands were just what was needed in Verde Beach, it looks really good and seems more appropriate away from the city. I look forward to see what you do with the old industrial district and the traffic. You should have a water tower above the farms though, maybe near the wind turbines at the top of the hill, wouldn't be uncalled for. And don't forget a few services, like fire. I'm surprised we didn't see a fire somewhere in the city unless I missed it.
The second road to the farm looks very ugly. I think one of the problems is that you use the slope tool wrong. I may be wrong, but I think the slope tool is creating a slope between A and B point in the shortest straight line. And this slope is being extended to infinity on either side. Which means if you do a hairpin turn both ends will be significantly steeper than the middle part. This would explain why it just carved straight into the cliff when u went the other direction from the slope. Hope you understand what I’m trying to say:)
Yeah when doing a slope as big as that you definitely need to break it up into sections, using flater bits in-between. Or at least go back and forth a bit gradually going up.
Phil, I absolutely love the new farm! Really nicely done. However, there's one thing you did in this episode that I see all the time in CS videos: taking out an old road to re-route it, and not leaving the old right of way in place. While yes, the connection is broken in favor of the new road, often those old streets are left in place. I think it makes more sense than removing them entirely. Of course, you could replace the road with a dirt path or something to show it's just a remnant, but if you look at Google maps, those kinds of cut off roads are all over the place. I think acknowledging that would add to your realism.
They did this in Colorado Springs. Claimed land that was out side of the Air Force Academy was "blighted", even though it was really just open space, so that they could redevelop it for commercial space. Very shady
5:46 the rail junction at the bottom left of the screen looks like it's broken. I didn't see any trains using that section of track to head toward the airport, during the time you made the new bridge.
Influenced by the buried Cadillacs at the Cadillac Ranch in Texas, the Hamilton's decided they also wanted an attraction and created the Buried Cows of Hamilton Farms. (@34:35). Great video Phil! I needed that laugh today! (I also really appreciate that Colossal Order took the time to make sure birds pooping was accurately reflected in the game! @38:45). LOL
I'd suggest that you move the storage points and the reprocessing plants (slaughterhouse, etc) closer to the main roads and the cows even more uphill. The problem is that the vehicles want to go to the storage and those are there up the hill. Remember: water flows DOWNWARDS, you should use that also in the setup of the processing too. :-)
The fences off area by the worker's barracks looks almost like a golf course. I know it's definitely not realistic or easy to make in vanilla but it seems like a fun idea.
As a mountain dweller, these roads really bug me. Mostly because it would be a nice road if it had some better serpentines. Especially the second road up that you built could've sneaked around to the right a bit more, to find a good plateau somewhere in the middle of the two heights you needed to bridge. Trucks drive around the alps all the time. Its possible because of we carve through those rocks like dwarves. Maybe Mr. Hamilton got a few Rocky Mountains contractors to do the work here? 😅
Yeah, he's using the slope tool in a, lets say, suboptimal way. It only works for straight lines, so the proper way is to zigzag up with flat pads at constant height increments, and then slope between the pads. That way, you have a much easier slope, and don't get sloping curves, which looks wrong and would be really dangerous to drive on.
I don’t normally enjoy industry DLC vids, but that farm was curated nicely. I also like the new location and the way it brings more development land inside the highway orbital road of Verde Beach
Instead of overengineering the replacement for the diamond interchange, it might be smart to add to the Bob Ross Memorial Interchange. A majority of the incoming traffic to Myrtle Ave is coming from the BRMI. Using 49:01 as a reference, BRMI could add a connection from the bottom direction to the road crossing it (Edward Drive). This would be done by extending the flyover. This allows a quick left and right movement on Edward Drive that would likely take all of the traffic from the bottom direction out of the diamond interchange. BRMI currently forces the bottom side traffic to weave with the traffic coming from the top to the left. Essentially this change would make every vehicle using the BRMI to go from bottom to left be straight-through traffic as the other connection would be faster. This eliminates the weaving mentioned before and reduces the traffic into the diamond. As for the diamond itself, I think the only change necessary is to add a free-flowing loop to the bottom left quadrant, again referencing 49:01. I would assume 90% of the traffic on the arterial wants to get on the highway and head towards BRMI, so prioritizing that movement is the key. The large amount of right turning traffic onto Myrtle from the highway would be significantly reduced by that connection. It's not a dissimilar junction to the one Yumbl just did a video about (ua-cam.com/video/RyruMuoLO6Y/v-deo.html). Its purpose is to relieve pressure on two other interchanges by targeting the single direction and turning traffic away from the diamond. TLDR connect the Bob Ross Memorial Interchange to Edward Drive, and then make a single leaf from Myrtle towards Bob Ross Memorial Interchange, and that should deal with most of the traffic. Redoing the diamond interchange to make it "fancier" than that solves nothing since the primary movements are left from Myrtle Ave to Bob Ross Memorial Interchange, and right from Bob Ross Memorial Interchange onto Myrtle. I am in the discord and can illustrate if necessary.
You may want to mitigate the risk involved with trucks going down that steep slope by adding a runaway truck lane. That steep slope going directly into a busy intersection will be a disaster if a truck can't stop
Also, cows greatly enjoy having a few shade trees. Just 1 or 2 per pasture is all you need. I see them congregating under them all the time when it gets real hot in the summer
I worked in produce for years and the fruit was mostly sourced from California and vegetables from the Midwest (but also often from California). I can say with certainty that your conception of farms is very Midwestern lol you would never see that many trees on a farm in Verdes climate
It's similar to what you say in the Four Corners area in the U.S. as well. Many of the farms out here are animal farms, with some crops here and there. Only places near national forests have the look shown in the video.
Northeastern farms also have the look in the video, with lots of trees delineating property lines and the like. I'd be curious to know if the California and Four Corners-style of farm is the norm in the south east, or if it might have something to do with the more arid climate of the west and southwest?
@@DanielEShrdlu You know, I would not be surprised at all for the general arid climate to be a major factor, as I remember a farm in Alabama that was similar to the style in the video. And, after all, I would imagine a farm would really work best going with the environment it is in, rather than against it.
@@delvinwolf6611 you would have thought so, but the US often says “just try and stop me” to environmental drawbacks in places (see also: Las Vegas HOAs requiring green grass lawns until shockingly recently), regardless of the consequences like losing a continent-sized aquifer
This was an incredibly satisfying build. That old farm land was getting long in the tooth, and this accomplished a lot. It would be nice to extend Verde Palms into some of that newly acquired land.
I must say that I was caught of guard by your surprise at the cows when they were moved. Since you come from farm country, you must realize that downward cow is the only way to properly create yoga-urt. Seriously though, regarding the recycling center on the farm, I'm not from farm country, but I would expect that any industry of that scale, regardless of what the industry was, would require some kind of trash/waste management solution internally that becomes the central pickup zone for the city. In that case, the recycling center would be mandatory rather than an oddity. Am I right about any of that?
I have no idea how realistic this is, but a very popular thing in my area is going to a cider mill! I know some of the farms around me have small areas where the general population can come and pick apples, go on hay rides, corn mazes, and things like that. The donuts are usually incredible too…
Building dairies on future housing sites is a strategy in California. You're going to want to modernize your property every generation, so putting it in the path of growth allows you to sell the land to developers and build a new facility on the outskirts. Someday this Hamilton Farm may become "Verde View" or some other neighborhood and the cycle will repeat.
The old Hamilton farm is the exact kind of place a living history museum would pop up, especially if they can get a lookout point to see where the old town used to be and how it has since expanded.
Possibly a state fair site too with all the fried food and 4H stuff, especially since the Hamiltons are already in that business with the Hamilton Experience.
8:00 I kinda appreciate how the meme goes away before most people would be able to read all of it. The funny part about that is the reference, not the meme itself, and you don't need to read like any of the meme in order to get it. Nice editing.
A big old looking(buildings placed very far from each other) forest industry could be behind the farms. A road leading from the barracks into the forest into the forest industry or natural reserve would be really good and make it look as if the farm was developed as the city expanded towards the forest. Also on the other side of the hill and towards the direction of airport there could be a high profile residential area. Area that would be overlooking most of downtown verde beach and the coast something resembling beverly hills.
Don't know if you noticed, but the railway from the cargo terminal and airport isn't fully connected to the perpendicular line (bottom left at 5:45), keeping cargo from being exported/imported in one direction.
I would expect the developer to seek greater cooperation with the owner of the railyard just down the slope. It's the perfect place for processing buildings like the flowermill. They should expect a lot more freight after the expansion of the farm and therefore want a stake in the whole ordeal.
It would be interesting to compare the production rates once the farm is completed. One way to get the tree look without affecting the fertile land is to run a path with trees and upgrade them to the ones you want
Your videos inspired me to design my own city in paint with cargo, passenger rail, metro, motorways, boats, main roads, industrial and districts. I actually used the same map. It look kinda cool IMO.
Have you thought about trying to work in the horse riding stables from After Dark to the farm? Feels like it could be a nice side line for one of the Hamilton family to run as part of the business.
Please add a small volunteer fire dept for fire protection, a small elementary school and a medical clinic for workers and the Hamilton Family as well a Water Tower upon entrance to the area and tool boths for security checkpoints. and a very small office development for Agri Business
In fact about the traffic, there is something you can do, submit it to Biffa's fix traffic project! :D would be fun to see him fixing the traffic jam you caused! :D
Very cool agricultural build. Yeah those wind turbines, pretty nasty for the local birdlife , plus they produce a lot of landfill because of regular replacement of blades....hopefully in the future we will have better alternatives. Would love to see you do a play through of Farming Simulator 22 , has some great maps. 🙂
2 Verde Beach videos in a week. Wow... I am spoiled. And really love the looks of the farm. It's just... I'm going to complain about the road going there. Usually for a hill ascending about 100 meters like that you're going to see the "intestines road" and not one straight way like that. Because it's going to exhaust your vehicles, and when they couldn't go up and lose their momentum, they would be sliding down the hill.
29:15 aaAah! the contractors from Bluffside Crossing must have gotten this job. what would be needed there is another loopback, or maybe a couple, to create a gentler slope.
Considering this is a warm, and "exotic" city. What about making a vineyard in the new farm-area? Would be cool to give the citizens and tourists some insight into farming. And create a nice alternative to just producing crops.
Neat! I wasn't expecting a new VB episode today. Loved the bit with Phil from Future. May I suggest building a new freight station uphill on the other side of the farm? It should help relieve the pressure on the station downhill and ease the congestion a bit. It appears there's a mining opportunity not too far from the farm lands, maybe Philip Hamilton can give William Bell a call & offer him a sweet deal. Coal is all the rage nowadays and a small coal mine might persuade Mr Bell to fund the new station.
Very nice farm build and I love the detailing as usual. I was surprised by how you positioned the new farmhouse. I'd have taken advantage of the hilltop and positioned them to have views over the city - something like the stately homes around where I am (eg Newhailes).
i would love to see you building roads up montains properly respecting terrain and the slope that the vehicles can actually drive. typical montain roads dont just have a couple of corners.
i think you should make a race track in the outskirts of the city. Miami recently showed how much money there is in F1 for your city and the surrounding area
Aw man, we don't get F1 specifically too often in the US but an Indycar track would be fucking awesome here, it's too bad there probably isn't a way to do it on a vanilla-ish build like VB. Maybe we'll have to imagine it shuts down VB downtown like the Acura Grand Prix Long Beach haha
Tax increment finance is fascinating, but since the city is building infrastructure to get up the hill anyway, why not develop new residential and commercial up there, instead of relocating the farm? Benefits include: (i) no need to deal with potentially annoying farmers (ii) slope for private vehicles can be a bit steeper than for trucks (iii) easier to build smaller buildings on uneven terrain than to terraform it for ginormous industrial buildings 🤔
It's not unrealistic that the city might deem it necessary to acquire more ROW or procure some kind of easement. If you concoct a good enough reason, It's certainly believable that those roads could be realigned. "Safety concerns. It's for the children".
I love that Verde Beach is in paradise, but is legally identical to Wisconsin.
It's a little known fact that Wisconsin owns 10 miles of coastal territory in southern Florida. Source: I grew up in Wisconsin (the cold part)
This is your brain on the midwest
Wisconsin 100 years in the future maybe? Climate change and all...
@@cherriberri8373 might be joking about "snowbirds" - midwesterners that fly south for the winter :)
Maybe Wisconsin has been paradise this whole time
Out of all CPP’s builds, there is something special about Verde Beach
This is the only CS build I care about
Verde Beach is where I started watching. I think it was episode 3 or 4 when I switched from watching Biffa primarily to CPP. I still watch both, but I'm gonna follow VB all the way through.
It's a giant city (in cs terms) with beautiful beaches, palms, and impeccable public transportation, what's there not to love!
I would love 2 Verde beach episodes in a week to continue!
Ye this is the only CS build I care about
@@Cardthulhu
Such a shame that the historic farmhouse was being evaluated for historical preservation but suffered a major pipe failure which compromised the foundation JUST before dedication. It's good that they rebuilt it!
A Watertower would make sense up by the new farm area, just for the pressureproblem.
And you could connect a tunnel to the roundabout at the other side of the farm as well.
I was just thinking that. It would be a nice aesthetic as well
waterpumps are on top of the hill right beside the hydroelectric dams arent they? pressure should not be problem considering the height difference
...Coming soon!
I don't know about everyone else, but, I'm not even the tinyest bit bothered when you do, and re-do, and re-do, and re-do stuff... It's part of the game, the struggle against the tools and everything else. Brings the whole experience more down to earth. So, don't be shy to focus more on stuff to get them just right...
At least, that's how I see it.
Exactly! If I wanted quick perfection, I wouldn’t be watching a vanilla CS video
Near where I live, in a urban area, there is a small historic farm. It serves as more of a park and school field trip location than a farm at this point. Maybe in the area where the farm vacated, you could have a small crop field and a small cattle pasture in a park to serve as that same sort of learning experience location.
Or the bird and bee haven as a functional park that can serve as a historic part of the community
I like this idea a lot. In Jamaica, Queens, there is an old farmhouse that belonged to one of the framers (Rufus King) back when Queens was mostly farmland. They've kept his house and an old icehouse adjacent as a small museum, and about an acre of land around the house is now a park with the usual amenities (walking paths, playground, basketball court etc...). Something like that in the prior location would be a nice centerpiece.
One thing that rural roads are missing is roadside ditches! The kind of ditches that vehicles can disappear into. I see them all around the corn/wheat fields I live by. Haha
@@quinnschroetlin I was getting at, city skylines doesn't make it easy to create said ditches in the game.
Haha, I got to see the wrath of those when I saw my wife's first car
@@CityPlannerPlays "keep it between the ditches bitches!"
30:40 my understanding was that crops and trees for farms need to be on the resources, but the animal production areas, animal pasture, cattle shed, milking parlour and slaughter house do not need to be on top of the resource as they receive feed from the crop fields that are on the resource. I maybe wrong.
as always enjoying the content
You are in fact correct. Animal farms are fertile-land independent!
Animals need the crops but the crops don't need to be near the animals just its storage
true - Animal Farms are not Resource extraction buildings - they are in fact processing
The natural resources only contribute to the production buildings- not processing buildings. You don’t need fertile land to put cattle on
17:00 The wind turbines near the farm are very common near where I live. There should be some sort of access road to each one - even if it's just a dirt track
Same here, I used to have a lovely view out the back. Now its covered in them, totally ruining the vista. They should be limited as to how many they can put up in one area. The blades all end up in landfill once they have been replaced as they can't be recycled. Not the cleanest after all 😉
I like using the walking trails for access paths to turbines and water towers and the like
2 Verde Beach episodes back to back? We're being spoiled!
I love how Verde Beach is always changing, it would be fun to have some sort of map overlay to see the differences between episodes.
I nice episode just with a city tour/history of the districts. I think he will do it for episode #100
@@jave2274 yes, hopefully Phil remembered this idea! It would be a hell of an episode to make, but I'm guessing it will be an enjoyable one for all of us and Phil too
Shoot - I have been meaning to do that! I'll try to bring that back!
19:44 You should've performed the "Nuclear Mulligan" and reloaded a previous save.
Also the arterial through the new Hamilton Farms area should be renamed "Hamilton Farms Road" or something like that.
Great work as always!
I think you're right about that!
Just wanted you to know, that your videos really help calm me down after an intense day.
The music, the voice, good ol verde beach,
thank you!
2 Verde Beach episodes in one week?! Sweet!
nothing boosts my serotonin more than seeing these vids shows up on your sub box and hearing Phil's little laughs of frustation. Love it LOL!
You manage to again and again impress us with how long you keep up with your vanilla build and you just don't run out of ideas. Absolutely great build! I think your highway into the farm needs a traffic light at the crossing or even a roundabout to alleviate some of the pressure of constant trucks and farm vehicles..
The cattle crossing the road in the "Confused cows" section reminds me of a time I went camping in the winter and we stopped because of many cattle in the road. Thanks for bringing the great memory back!
Hi Phil. Love the episode, as always.
For your second switchback, I think you'd need to pull it well past that fire watchtower. In my own game, I've found that going up 4m in elevation over 80m (10 units) of road keeps the grade to a reasonable 4°-5°. That's a lot of road to get up the mesa there, but it will look more reasonable.
I wish they would release a map pack with some more realistic grades. Most large cities are sited in flood plains, precisely because the combination of a water source and level ground make them ideal for building. I've been to cities with severe elevation (including some with grades that would make Phil blush at the lack of "realism") but they're the exception rather than the rule. Given how inartfully the game levels pads for the buildings, they should make it easier on their own engine (and on those of us who try to grade things appropriately) and just start with more gently sloping terrain to begin with.
@@DanielEShrdlu I've only made a few cities, but I've always used custom maps. I tried the Bluffside Crossing map for my first try, but found the grading almost impossible to deal with once I researched proper grading for roads and rail. My current map is almost totally flat, and it feels a little _too_ artificial.
But I do take your point; between the horizontal foreshortening and the unrealistic sizes of many objects and networks, and the bad grading the game does by default (unless you fiddle with custom networks for forcing the ground down and giving a proper retaining wall), many of the supplied maps are simply inappropriate for good building.
It also kind of sucks that the maps are so _small_... I don't know how 1:1 projects even work, since the entire map is 18km×18km, and, in my experience, even small cities are WAY bigger. Like, Ottawa, which is by absolutely no measure even a medium city, is 48km wide and 28km tall; 18×18 doesn't even cover the western half.
LOL, on the other hand, my PC starts dying as soon as I fill about 7 tiles, so, I couldn't build a 1:1 of anything even if I wanted to! 🤣😭
denser switchbacks would help a LOT.
Use the slop form tool for each specific bend of the switch back and set it to each turn point.
in the mountains there are 'Runaway Ramps' which is just a gravel road that is used to help stop trucks since the brakes can give out. it would be an idea to put one in by the bridge. will it look pretty? no. but in actuality it is a really good safety precaution. food for thought.
i think it would be a good idea to give the farm a third connection right to the roundabout at the highway. and the farm really has the best views of the city!
With the sheer amount of production you've got going on there, you may want to look at employing a one way system to control the traffic. It's the best way I've found to keep traffic flowing, along with a dedicated railyard as part of that industry area. You now have all your farm trucks and all those warehouses you built last month using the same cargo train terminal, which I think may be contributing to the overall mayhem in that area
Keep field/barn/silo entrances on the right hand side of the road to minimise crossover.
Also keep them well away from junctions.
It may be worth considering a consolidated, centralised storage system (again on a one-way system with entrances consistently on the right, freeing up the left lane for through traffic)
Look at the order of goods transfer: field > silo> animals/flourmills >interim warehouses> factories/end goods warehouses. Place silos/warehouses accordingly.
Yes, I realise the last two points contradict each other slightly, but there is sometimes a good balance between the two concepts to be found :)
View of the city or not, the moon framed between the turbines was rather special.
Another great vid - thank you!
Absolutely love right of way preservation. CPP is my fav CS player the way the history of the city is preserved.
I love how all the cows fell over when you terraformed the field @ 32:07 😂
It would be great to see a time-lapse of Verde Beach
Maybe for the 100th episode? We're getting close!
@@ThatMikotan
I guess new and bigger farmlands were just what was needed in Verde Beach, it looks really good and seems more appropriate away from the city. I look forward to see what you do with the old industrial district and the traffic. You should have a water tower above the farms though, maybe near the wind turbines at the top of the hill, wouldn't be uncalled for. And don't forget a few services, like fire. I'm surprised we didn't see a fire somewhere in the city unless I missed it.
Oooweeee!!
I was expecting CWC, but this is much better!!
Viva la Verde!! 🌴🌴🌴
I think for this size of city more farms on the outskirts are great.
I just wanna say I'm very happy to hear that track in the intro again. Quite nostalgic!
I know this has been said before, but the storytelling you use when you develop/redevelop is wonderful. Very satisfying to my own writerbrain. :)
That sloped road should really be paved to avoid trucks flying off the hill by that sharp turn.
I love Verde Beach. It's my favorite of your series.
The second road to the farm looks very ugly. I think one of the problems is that you use the slope tool wrong. I may be wrong, but I think the slope tool is creating a slope between A and B point in the shortest straight line. And this slope is being extended to infinity on either side. Which means if you do a hairpin turn both ends will be significantly steeper than the middle part. This would explain why it just carved straight into the cliff when u went the other direction from the slope. Hope you understand what I’m trying to say:)
Yeah when doing a slope as big as that you definitely need to break it up into sections, using flater bits in-between. Or at least go back and forth a bit gradually going up.
Phil, I absolutely love the new farm! Really nicely done.
However, there's one thing you did in this episode that I see all the time in CS videos: taking out an old road to re-route it, and not leaving the old right of way in place. While yes, the connection is broken in favor of the new road, often those old streets are left in place. I think it makes more sense than removing them entirely. Of course, you could replace the road with a dirt path or something to show it's just a remnant, but if you look at Google maps, those kinds of cut off roads are all over the place. I think acknowledging that would add to your realism.
They did this in Colorado Springs. Claimed land that was out side of the Air Force Academy was "blighted", even though it was really just open space, so that they could redevelop it for commercial space. Very shady
You should make the rows perpendicular to the slope for soil conservation. You mostly did.
I have nothing constructive to add. But I must tell all of you that I love this channel.
5:46 the rail junction at the bottom left of the screen looks like it's broken. I didn't see any trains using that section of track to head toward the airport, during the time you made the new bridge.
Influenced by the buried Cadillacs at the Cadillac Ranch in Texas, the Hamilton's decided they also wanted an attraction and created the Buried Cows of Hamilton Farms. (@34:35). Great video Phil! I needed that laugh today! (I also really appreciate that Colossal Order took the time to make sure birds pooping was accurately reflected in the game! @38:45). LOL
I'd suggest that you move the storage points and the reprocessing plants (slaughterhouse, etc) closer to the main roads and the cows even more uphill. The problem is that the vehicles want to go to the storage and those are there up the hill.
Remember: water flows DOWNWARDS, you should use that also in the setup of the processing too. :-)
Ah maaaan! I love this music as an opening theme! Reminds me of BC episodes in its prime.
And when I thought there was nothing interesting to be built in VB anymore, Phill comes and just amazes us. Just wow!
This is my favourite VB episode in quite some time, I don't know why but I found it extremely satisfying!
The fences off area by the worker's barracks looks almost like a golf course. I know it's definitely not realistic or easy to make in vanilla but it seems like a fun idea.
As a mountain dweller, these roads really bug me. Mostly because it would be a nice road if it had some better serpentines. Especially the second road up that you built could've sneaked around to the right a bit more, to find a good plateau somewhere in the middle of the two heights you needed to bridge. Trucks drive around the alps all the time. Its possible because of we carve through those rocks like dwarves. Maybe Mr. Hamilton got a few Rocky Mountains contractors to do the work here? 😅
Yeah, he's using the slope tool in a, lets say, suboptimal way. It only works for straight lines, so the proper way is to zigzag up with flat pads at constant height increments, and then slope between the pads. That way, you have a much easier slope, and don't get sloping curves, which looks wrong and would be really dangerous to drive on.
I don’t normally enjoy industry DLC vids, but that farm was curated nicely. I also like the new location and the way it brings more development land inside the highway orbital road of Verde Beach
Instead of overengineering the replacement for the diamond interchange, it might be smart to add to the Bob Ross Memorial Interchange. A majority of the incoming traffic to Myrtle Ave is coming from the BRMI. Using 49:01 as a reference, BRMI could add a connection from the bottom direction to the road crossing it (Edward Drive). This would be done by extending the flyover. This allows a quick left and right movement on Edward Drive that would likely take all of the traffic from the bottom direction out of the diamond interchange. BRMI currently forces the bottom side traffic to weave with the traffic coming from the top to the left. Essentially this change would make every vehicle using the BRMI to go from bottom to left be straight-through traffic as the other connection would be faster. This eliminates the weaving mentioned before and reduces the traffic into the diamond. As for the diamond itself, I think the only change necessary is to add a free-flowing loop to the bottom left quadrant, again referencing 49:01. I would assume 90% of the traffic on the arterial wants to get on the highway and head towards BRMI, so prioritizing that movement is the key. The large amount of right turning traffic onto Myrtle from the highway would be significantly reduced by that connection. It's not a dissimilar junction to the one Yumbl just did a video about (ua-cam.com/video/RyruMuoLO6Y/v-deo.html). Its purpose is to relieve pressure on two other interchanges by targeting the single direction and turning traffic away from the diamond.
TLDR connect the Bob Ross Memorial Interchange to Edward Drive, and then make a single leaf from Myrtle towards Bob Ross Memorial Interchange, and that should deal with most of the traffic. Redoing the diamond interchange to make it "fancier" than that solves nothing since the primary movements are left from Myrtle Ave to Bob Ross Memorial Interchange, and right from Bob Ross Memorial Interchange onto Myrtle. I am in the discord and can illustrate if necessary.
Consider a vanilla cargo airport to 1. help with traffic and 2. it could be explained as the small airport that services the crop dusters
Two things:
1) Remember to give the farm fire coverage!
2) At 43:38, I would zone all 3 homes for three high-level farm staff.
Love the build though!
That's one hell of a farm, absolutely huge. Luckily you gave those animals some shade, or they'd be dying under the tropical sun of Verde Beach
SO INTERESTING. Love the storytelling to educate.
34:58 gonna need to call a mulligan on that one :D
Your commentary when adding the slaughterhouse had me in stitches. 🤣
You may want to mitigate the risk involved with trucks going down that steep slope by adding a runaway truck lane. That steep slope going directly into a busy intersection will be a disaster if a truck can't stop
Also, cows greatly enjoy having a few shade trees. Just 1 or 2 per pasture is all you need. I see them congregating under them all the time when it gets real hot in the summer
I worked in produce for years and the fruit was mostly sourced from California and vegetables from the Midwest (but also often from California). I can say with certainty that your conception of farms is very Midwestern lol you would never see that many trees on a farm in Verdes climate
It's similar to what you say in the Four Corners area in the U.S. as well. Many of the farms out here are animal farms, with some crops here and there. Only places near national forests have the look shown in the video.
Northeastern farms also have the look in the video, with lots of trees delineating property lines and the like. I'd be curious to know if the California and Four Corners-style of farm is the norm in the south east, or if it might have something to do with the more arid climate of the west and southwest?
@@DanielEShrdlu You know, I would not be surprised at all for the general arid climate to be a major factor, as I remember a farm in Alabama that was similar to the style in the video.
And, after all, I would imagine a farm would really work best going with the environment it is in, rather than against it.
@@delvinwolf6611 you would have thought so, but the US often says “just try and stop me” to environmental drawbacks in places (see also: Las Vegas HOAs requiring green grass lawns until shockingly recently), regardless of the consequences like losing a continent-sized aquifer
This is what I was thinking about a couple of weeks ago
This was an incredibly satisfying build. That old farm land was getting long in the tooth, and this accomplished a lot. It would be nice to extend Verde Palms into some of that newly acquired land.
AAAAH Verde beach on a thursday... WOW! :D
I must say that I was caught of guard by your surprise at the cows when they were moved. Since you come from farm country, you must realize that downward cow is the only way to properly create yoga-urt. Seriously though, regarding the recycling center on the farm, I'm not from farm country, but I would expect that any industry of that scale, regardless of what the industry was, would require some kind of trash/waste management solution internally that becomes the central pickup zone for the city. In that case, the recycling center would be mandatory rather than an oddity. Am I right about any of that?
I really could see a few self sufficient houses near the farm area. I think it would be a cool place to live
I have no idea how realistic this is, but a very popular thing in my area is going to a cider mill! I know some of the farms around me have small areas where the general population can come and pick apples, go on hay rides, corn mazes, and things like that. The donuts are usually incredible too…
Building dairies on future housing sites is a strategy in California. You're going to want to modernize your property every generation, so putting it in the path of growth allows you to sell the land to developers and build a new facility on the outskirts. Someday this Hamilton Farm may become "Verde View" or some other neighborhood and the cycle will repeat.
The old Hamilton farm is the exact kind of place a living history museum would pop up, especially if they can get a lookout point to see where the old town used to be and how it has since expanded.
Possibly a state fair site too with all the fried food and 4H stuff, especially since the Hamiltons are already in that business with the Hamilton Experience.
8:00 I kinda appreciate how the meme goes away before most people would be able to read all of it. The funny part about that is the reference, not the meme itself, and you don't need to read like any of the meme in order to get it. Nice editing.
A roundabout with a nice farm sign/name from flowers/ could help with the traffic. And some local produce shops for the "pick your own" stuff.
Just one little question, 20:40 why not a roundbout? actually, why do you avoid putting roudbouts?
A big old looking(buildings placed very far from each other) forest industry could be behind the farms.
A road leading from the barracks into the forest into the forest industry or natural reserve would be really good and make it look as if the farm was developed as the city expanded towards the forest.
Also on the other side of the hill and towards the direction of airport there could be a high profile residential area. Area that would be overlooking most of downtown verde beach and the coast something resembling beverly hills.
Don't know if you noticed, but the railway from the cargo terminal and airport isn't fully connected to the perpendicular line (bottom left at 5:45), keeping cargo from being exported/imported in one direction.
I would expect the developer to seek greater cooperation with the owner of the railyard just down the slope. It's the perfect place for processing buildings like the flowermill.
They should expect a lot more freight after the expansion of the farm and therefore want a stake in the whole ordeal.
It would be interesting to compare the production rates once the farm is completed. One way to get the tree look without affecting the fertile land is to run a path with trees and upgrade them to the ones you want
No way, the classic intro is back!
Your videos inspired me to design my own city in paint with cargo, passenger rail, metro, motorways, boats, main roads, industrial and districts. I actually used the same map. It look kinda cool IMO.
Have you thought about trying to work in the horse riding stables from After Dark to the farm? Feels like it could be a nice side line for one of the Hamilton family to run as part of the business.
i always do this! great idea!
Please add a small volunteer fire dept for fire protection, a small elementary school and a medical clinic for workers and the Hamilton Family as well a Water Tower upon entrance to the area and tool boths for security checkpoints. and a very small office development for Agri Business
In fact about the traffic, there is something you can do, submit it to Biffa's fix traffic project! :D would be fun to see him fixing the traffic jam you caused! :D
Very cool agricultural build. Yeah those wind turbines, pretty nasty for the local birdlife , plus they produce a lot of landfill because of regular replacement of blades....hopefully in the future we will have better alternatives. Would love to see you do a play through of Farming Simulator 22 , has some great maps. 🙂
2 Verde Beach videos in a week. Wow... I am spoiled. And really love the looks of the farm. It's just... I'm going to complain about the road going there. Usually for a hill ascending about 100 meters like that you're going to see the "intestines road" and not one straight way like that. Because it's going to exhaust your vehicles, and when they couldn't go up and lose their momentum, they would be sliding down the hill.
29:15 aaAah! the contractors from Bluffside Crossing must have gotten this job.
what would be needed there is another loopback, or maybe a couple, to create a gentler slope.
Loved this episode!
30:07 Tunnel from the round-a-bout to the end of the highway on the hill so truck can go to the cargo airport?
Considering this is a warm, and "exotic" city. What about making a vineyard in the new farm-area?
Would be cool to give the citizens and tourists some insight into farming. And create a nice alternative to just producing crops.
The cows in the ground were hilarious 😂
Neat! I wasn't expecting a new VB episode today.
Loved the bit with Phil from Future.
May I suggest building a new freight station uphill on the other side of the farm? It should help relieve the pressure on the station downhill and ease the congestion a bit.
It appears there's a mining opportunity not too far from the farm lands, maybe Philip Hamilton can give William Bell a call & offer him a sweet deal. Coal is all the rage nowadays and a small coal mine might persuade Mr Bell to fund the new station.
Waiit 2 Verdes in aweeek!
Very nice farm build and I love the detailing as usual.
I was surprised by how you positioned the new farmhouse. I'd have taken advantage of the hilltop and positioned them to have views over the city - something like the stately homes around where I am (eg Newhailes).
Love your content. Really interesting insights about planning. It's so Zen!
So we can expect an episode every other day? Great. That’s is what I was hoping. 👀
i would love to see you building roads up montains properly respecting terrain and the slope that the vehicles can actually drive. typical montain roads dont just have a couple of corners.
Phil, I live in Oshkosh… doesn’t feel like the future here! 🤪
i think you should make a race track in the outskirts of the city. Miami recently showed how much money there is in F1 for your city and the surrounding area
Aw man, we don't get F1 specifically too often in the US but an Indycar track would be fucking awesome here, it's too bad there probably isn't a way to do it on a vanilla-ish build like VB. Maybe we'll have to imagine it shuts down VB downtown like the Acura Grand Prix Long Beach haha
@@ghoulannabanana smart. this is probably more of a Clearwater build
I propose the main road going through the new farm area be named "Hamilton Memorial Road". Not because Philip is dead, but to honor his family legacy.
Love the new local
40:30 Noooooooooo the trees were perfect! In a tropical/subtropical climate you really, _really_ need the shade.
I only watch VB videos. Keep em coming!
I'm just imagining the runoff from such a huge farm on a rainy day just pouring down in to the city. I hope they don't have any pig lagoons.
Processing at 11k is small use your silos to your advantage and fill them balance your barns the every turn empty the silos its fine 😉😁
Tax increment finance is fascinating, but since the city is building infrastructure to get up the hill anyway, why not develop new residential and commercial up there, instead of relocating the farm? Benefits include: (i) no need to deal with potentially annoying farmers (ii) slope for private vehicles can be a bit steeper than for trucks (iii) easier to build smaller buildings on uneven terrain than to terraform it for ginormous industrial buildings 🤔
(iv) people can pay more than highland cows for that great view of the entire city
Was thinking this too. There is another huge fertile area down near the highway that could have been used and then make this a terraced neighborhood.
There’s plenty of land up there so would expect some sort of developer to get interested, especially the airport side
It's not unrealistic that the city might deem it necessary to acquire more ROW or procure some kind of easement. If you concoct a good enough reason, It's certainly believable that those roads could be realigned. "Safety concerns. It's for the children".
Hey Phil, maybe building a farm themed factory might boost your farm’s profit. Jus a suggestion tho. Good video as always!
Absolutely love big farm builds