Huge shout out to NordVPN for sponsoring today's video! To get a great deal on NordVPN plus an extra 4 months free, use my link - NordVPN.com/CityPlanner
you had me right up until the line tool around the quarries. I used to live about a mile from a quarry, drove by it almost every single day. And while there was DENSE vegetation for screening, it was not at all manicured or even really planned out. It was just random trees, bushes, and undergrowth that was left to grow. I think you could give it a much more realistic look if you ditched the lines of spruce and randomly plopped various species of trees and bushes.
I live by a quarry that makes stupid money, every time I drive by they have new manicured trees and flowers. They have a foundation that gives back to the community so it is not far off. Although it is only on the frontage road (haven’t watched episode yet but I saw this comment and had to say something)
Or perhaps the reason that the gas station wasn't built is because there's a certain petrol salesman in town... I say, you wouldn't by any chance happen to have... a match?
Former mine geologist here. Just a note on realism, you wouldn't have any buildings in the pit. Your refining and tailings (non ore material) and ore storage areas as well as offices would all be outwith the pit. No utilities going through it either. Your blasting that area on the regular with explosives! At end of life, it would also be likely to be turned into a man made lake once its infilled with the old tailings.
I was wondering about that... I'm no expert, but I've never seen any substantial buildings in a pit mine. Maybe some portable structures used for staff space and storage, but certainly no processing structures, and obviously you're not building stuff like deep tunnels inside the pit you're blasting away.
Chalk it up to the limitations of base game CS2. Here's hoping that when they produce an Industries DLC they will give way more control over the generation of buildings.
@Blueschist13 In Cities Skylines II you can only build the mining areas of the buildings in a certain radius around the main building. This means that if you want to build a large pit like in this video, you have to place the building in the middle. If you would build a small pit you could build the building on the edge, but who wants a small pit ;)
@@RachederBananeRight. The only way around this is to have several main buildings lining the edge of the pit and then making the nodes of each quarry connect so it looks like one big quarry, except for the fences..
I think the new rural areas could benefit from some commercial uses, specifically grocery or at least gas stations that could double as grocery, If you can get any to build. As it stands now, the people in the rural subdivisions you created will have to drive long distances to the town to get groceries, which is fair and accurate to real life, but maybe they just want some Johnson Aggregate BBQ chips from the local market!
That's a great point! In the coming episodes, I think we could stand to have a couple of really small towns that have those sort of amenities, along with the odd commercial building. What do you think?
@CityPlannerPlays Completely agree! I've lived in farm areas and now on the Oregon Coast. Those small towns and infrequent commercial stops are the lifeblood of this country lol
@@CityPlannerPlays one of the small town also should get a sheriffs office (aka police station) that only serves the town and all the subdivisions to prevent crime issues as Bend PD doesnt have enough capacity to patrol in all these rural areas
@@Veloletum funny thing is there’s a high school about 45 minutes from me the next county over that quite literally the middle of nowhere and yet is a huge school. Down a 2 lane road so narrow I’ve seen dirt driveways wider.
🚛⚠️This would be a small detail, but you should add a runaway truck ramp on the road going either towards the highway or industrial park! With all of the trucks and their heavy loads, this would definitely help keep the citizens of Magnolia County safe! Loving this series!
I mentioned this before, but the line tool has the capability to randomize the rotation of the trees as you place them. It's the little dice button in the tool menu. Helps break up the continuous pattern and adds more realism. Trees don't all grow the exact same way afterall 😉
You know Phil is realistic when he spots a problem, says the department of whatever is probably taking a look at it, and proceeds to do something else. Politicians and such do similar: say somebody is probably already taking a look at the situation, proceed with something else and the problem remains unsolved for a while 😂 Love your series 👏🏻
Firefighter here. Definitely think you need the fire coverage, don't want to rely on mutual aid for help Typically the time from when someone calls 911 to the first piece of emergency equipment arriving at the location of the call is 8-10 minutes depending on the standard. They have to do this 95% of the time. For minimum safe coverage that insurance companies would want via the ISO standard you should probably add 2 more fire stations and upgrade the one in town to a larger one. The 2 additional stations should go in the industrial park and one out in the rural area. The main fire station in town should be made into a fire headquarters as you would want a super station there. (A station that has an engine, ladder truck, rescue squad, ambulance, and battalion chief) A headquarters would also be realistic for office management stand point for like fire inspectors and training for the department. With Magnolia County having such a diverse population and complexity of hazards it's best to have good fire protection provided for by the county rather than relying on mutual aid to cover the gaps in coverage Loving the series and hope to see more of Magnolia County!! The mine looks good!
I grew up by a massive quarry and they absolutely did not perfectly manicure the vegetation around it. It was all wild dense foliage because they could not get the permit to deforest that much for the quarry without promising to let local flora regrow in nonessential areas and leave it alone.
I was a mining child and lived in many towns with all sorts of different mines. The one thing they all had in common was a clause that they will "return the environment to the condition it was found" This meant that they had to replant whatever native species were in that area before mining commenced. The landscaped pines are extremely out of place around your mines perimeter.
if you used developer mode, you could plop down the buildings you want near the quarry that uses the stone and the fuel station near there that you wanted to
Oh no! Magnolia County is turning into Verde Beach before my eyes! 😂 Rejoice! For the fire gods have returned! Jokes aside, I've been loving the series so far. I'm loving how much further the real world logistics are being portrayed this build as opposed to the cs1 builds. Keep up the great work phil!
I'm writing my dissertation and a subtheme in one of my chapters is competing models of economic and political development in the Cold War. What I love about your contextualizing story at the start of this episode was how realistic and paradigmatic it was! A company CEO who's also the state governor? The push and pull between local interests and overlapping layers of governance? It's all a very familiar story that, say, a Communist in China would have been aghast at (although there might be approval of the judicious use of eminent domain). I appreciate that as much as your playthrough is teaching people how to play the game, and even teaching about real life city planning, it's also fitting in accurately into a broader story about North American development as a whole.
Have you heard of Altengrad? It's a build by Akuras that takes place in a fictional city inspired by Czechia that started in the 1920's and is currently in the '80's! That build may be useful for you!
Isn't that a pretty clear conflict of interest tho? The governor also being the CEO bit. It might make sense that a family member is a board member in the mining company, since most political families operate as a dynasty anyway and you'll have a family member hold seat in the government while the some of the children hold business executive or stakeholder office.
One thing I would like to see, if it's possible, are houses that have long driveways, possibly in the woods. Something I see a lot in Wisconsin (and I'm sure this isn't unique to us) are houses tucked away out of sight with driveways that take a minute or so to drive up. Enjoying the series!
Again my tip on the quarry sides: leave the natural cliff OUTSIDE the actual mining area. It makes the edges much more natural-looking and emphasizes the drop in elevation, conveying the hole pit-mine idea much clearer!
I think the pop ups in the quarries should be upgrades you can plop in the fields to enhance it's performance. Kills two birds with one stone: Upgrades to farms/quarries and control with placements.
Considering this is set in rural America, probably not likely. Best bet is parking facilities to help fill the jobs and for realism in this part of the world.
With the redevelopment around the train station, getting across the tracks as a pedestrian is much harder than before. You should add a pedestrian connection over the tracks at the station so people can walk to the newly increased density on the other side more easily.
If you used Developer Mode, you can get the exact buildings you want to put down in an area and no longer, will you have to struggle with the specific commercial building you want not showing up. Its great for also placing the industrial buildings which pop up in mines where you want. You can also make your own custom car parks (which can't be used tho) and have different tiling options (super useful for making pedestrian and plaza areas). You could also get rid of the third mine if you wanted too, and just using the ore mining tiling to cover the area instead.
Honestly, super cool of UA-cam for launching this feature! I'm pumped about it! Thanks so much for the support and I'm glad that you're enjoying the video!
@@shadows4400 Not true for trains; the trains on these lines used to be more regular and many rail lines have been outright removed to be replaced by motorways.
I think the game makes it hard to get a real mine. Keeping that in mind there are a lot of mines around the world that have buildings within the Pit (mining area) they are called IPCC (in pit crushing circuit) there are also processing units that are in the pit too. We can move them later in the mine life if we wish to drill that area. Drill and blast take into account buildings with vibration monitoring. Few points just for info. In Australia we dig roughly 10m benches deep. Not all walls have to have break or buffer. It depends on the ore body and structural integrity of each wall. So you could have one large cliff on the opposite wall to your Pit access. The maximum gradient we would build to is 10%. This allows the most efficient pits without having ridiculous burn rates on our trucks and risking runaway trucks which is a big safety risk.
I think the train station and track changes are a good improvement. Major kudos for attempting those changes in the first place too; really challenging area to work with, with no easy solution other than completely ripping the area out and terraforming, but you stuck with it and it still turned out pretty well I think. Not sure what it is but there's something I love about those 3 close railway bridges on the left side too, it reminds me of a similar instance near me which is also at an elevated train station.
Love what you’re doing with the farm/rural area! I live in Canada, just a few hours north of Duluth and a lot of our rural area is kind of like what you’re creating! Lots of twists and bends along the varying topography, lakes, and forests! Awesome job!
Really loving the country road developments in each episode! I'm especially glad to see that you're making wood stocks. The wood lots for farms in our area were areas deliberately left as a source of firewood or crafting timbers. They were often a buffer where two or more farms met, and still have a role in providing habitat for wildlife that was displaced by the farms. Occasionally it covers land that was unfit/unable to be plowed or covered where water flowed through the property. Thanks for letting up on the line tool and embracing a more natural look!!
Some advice and ideas based off of my experience in the Northeast (I know that isn't where this build it taking place, but I think it could add a lot!) If you're going to build big highways or even just upgrade the current ones, you should add some rest stops where there is a road going off the highway, and there is parking, a gas station, and a large building with bathrooms, fast food, etc, you could also add some truck parking as well. Also, for upzoning, don't be afraid to let some bigger buildings come in! On Beacon st and Commonwealth Ave in the areas where the C and B branches run along these streets, you'll see a 15 story apartment building next to row homes or a supermarket, its not everywhere, but once every few blocks you'll see something like this, and it looks a little odd, but is still very common, so don't be afraid to let it happen here when up zoning, you could bring a story to it also. Keep up the great content!
The cinematics rising over the mine are fantastic! This looks just like the open pit mines in my part of the world. The only difference is that the cement doesn’t care about hiding the view. In fact, one of the disused mines has been repurposed into a water retention pond. It makes for a nice water feature as you drive into town. 😂 That said, I would imagine that the Johnson Aggregates owns all the land [insert direction] of the train tracks and wouldn’t allow this other businesses on their property. They might need to relocate across the highway. More chances to build a gas station!! 😂 I also agree with denser tree lines around the farms. That’s very common to see in the area I live in. Overall, another great build!
One of the reasons I adore watching your Cities Skylines content; you make everything look so REALISTIC. The aggregate mining quarry didn't HAVE to look realistic but yet it is! It's so great!
@Infrastructurist showed in his latest video, how to plob buildings (and how to paint surfaces) using the dev mode. Maybe that helps with the gas station problem
I like how you use existing structures in the real world to guide your designs. I like it even more when you show several of them and discuss the differences and what path you decided to take. Not only does this make me feel more informed, it also allows me to spot these structures in my travels.
Suggestion for the farms: Farm houses are often positioned in the center of copse (small circles/patches of trees and forest in the middle of fields) so having a few of the houses have a bunch of trees in their close vicinity could increase some of the realism.
At the moment, I'm actually working on a quad tracking (from 2 to 4 tracks) initiative in my city to separate freight and passenger rail and grade sepearte all crossings. There's also money for a new rail bridge across the river. Love your videos ❤
I always love your big mining projects, but I'd love to see them starting a little smaller and get bigger over the course of half a dozen episodes or so, the same way you do with the way your cities and neighbourhoods sprawl :)
I have one suggestion for your new mine: at that depth, it's certainly going to be hitting groundwater, so they'd need to pump it out of the pit. You could possibly extend the nearby lake to connect to a small retention pond next to the mine to allow all of the rock dust to settle out before the water reenters the environment. Otherwise, I enjoyed what you did with the mine tiering. The shape and contours definitely seem believable.
Loved this episode!! Some more thoughts after watching: 1) Wouldn't the highway take the shortest route around the mine? 2) The tunnel feels too long, wouldn't it go up as high as possible before cutting? 3) I think those were great mulligans to take around the rail yard! Any change due to lack of realism information is a legit mulligan and needs no concern about changing the plan because the plan was wrong to begin with. 4) The chapter title easter eggs are a lot of fun to find! 5) At-grade crossings are all over the place around Manassas, VA despite how busy both the roads and rails are. I think it mainly depends how difficult it would be to separate the grades given the existing networks and buildings (and terrain), so I would not recommend forcing grade separation after areas are developed. But again today's rail yard thing was more of a mulligan anyways and the terrain really lent itself to separation.
As a dump truck driver I have a few observations about the pit. The road leading down into the mine is usually anywhere from 6-9% grade so I won’t get too focused on making gentle grades. Also, the road leading down to the pit can either be a straight shot down into the pit or it can have a curve in it, just depends on how mush space you have to make the decent into the pit. Further more, the roads going down in are usually a couple feet from a cliff edge and some are built into the terraces because they’ll have an asphalt plant or something on one level then a stone crushing plant on the next. I saw @blueschist13’s comment on buildings not being down in the pit along with utilities and ore storage. I’m not sure what region their experience comes from, but in NY, all of the Dolomite mines (local mines in my area), have stone crushing, concrete and asphalt plants in the pit. They also have areas for stone to be piled inside the pit along with piles for millings, recycled concrete and dirt. Utilities are usually ran along the edge of the pit, or if the power lines wouldn’t interfere with taller vehicles such as rock haulers and front loaders, it may also be ran along the side of the road for the different plants in the pit and for the scales. Some good examples of these mines would be Gates Dolomite in Gates, NY, Iroquois Rock Products in Brockport, NY or Walworth Dolomite in Walworth, NY.
I don't know if there would be anything you could feasibly do to fix it in game, but in my (honestly fairly limited) experience quarries and mines that dig down like that tend to have their buildings around the upper rim rather than in the pit. Not only does it protect them from potential cave ins and collapses, but you wouldn't need to keep moving the buildings when its time to go deeper
You should definitely include the fire as part of the story for the next episode. I think it would provide insight into how a city recovers from a huge incident like that and you could redevelop that area into higher density.
I am loving this series. I love the story aspect to it, and the attached requirements for those aspects. Its interesting to hear all the real life city planning that are used to make the city as realistic and life like as possible.
Hey, I’ve binge watched a few of your series and they’re so fun to watch. You’ve also helped me improve my own cities skylines experience. I love watching people build colleges in the game because I’m about to go off to college myself. I can’t wait until the next episode!
A mining area that size would need to have a tailing pond nearby, and you've got the lake close enough there that part of could probably be pulled over to complete the look. Just some big, no vegetation berms around a rectangular body of water.
Excellent build. Watchingg this from Kenya and a soon-to-be Construction Manager andd i'm loving the attention to detail. Hope i can carry these ideas to my job when i finissh school
One tiny little thing, having had parents that grew up in small small boonie towns along the Great Lakes region, your little Mulberry Lane village and surrounding family farms...There should be a little family dinner somewhere near by, maybe at the entrance to Mulberry or on the corner turning into the farms on Hemlocke. Very minor detail that doesn't mean much overall, but I know those places were where everyone went to talk and have lunch.
i think something that would look really amazing would be empty fields. What i meant was surround a small area with the tress but not have any actual farms inside them looking almost like an offseason farm or an abandoned one
I'm no expert but I've grown up in and around rural North America but I think the rural subdivisions could really benefit from a few small convenience stores. The corner of Hemlock and Middle Lane (not sure if you renamed it but the closest intersection to the new rural subdivision with the park) would be a great place for a few places
SLOVAKIA MENTIONED 🇸🇰🇸🇰🇸🇰🇸🇰🦅🦅🦅🦅🦅🦅!!! Is that for real that our Netflix has the most titles? So surprised! Anyways @CityPlannerPlays I love coming back to your videos, they are educational, chilled out and always make my day! 😁
I started playing City Skylines 2 earlier this month thanks to GamePass. I could never get into CitiesSkylines 1 for some reasons, that I don't recall so clearly. I recall struggling with the city growing less organically, awkward highway connections, etc. I'm Really enjoying CitiesSkylines 2 in a way I wish I was able to get into the original. Watching your videos has new meaning to me now that I am building in the game and not always sure how to best utilize the tools available to us. I am glad to get into this game in its vanilla form, because within a few years there will be so much DLC that it will be overwhelming to approach for a new user. It is why I sat out Cities Skylines 1 in anticipation for CS2. So far I am not having any performance issues - using a pretty decent PC.
I worked out a cool trick with the Line Tool, based on yours for plopping a single full grown tree, to make full grown forests. Use the Line Tool, then use circle, then spread the trees apart a lot and then I can't recall what it is as I'm not in the game right now, but there's some setting to randomise or offset them a bit. Then you can continually make circles of all sizes and the trees will be plopped kinda randomly. Also I think you put lights on the highway road until the intersection, but I think they'd extend a bit to the other side of the intersection. If I think about highway intersections, there's usually lights leading up to them.
I don’t think it’s worth redoing the whole area at this point but I think the problem with the train station is that it should never have gone there in the first place. At least where I live, the trains were the first thing built and the city around them came after. Right now you have a station on top of a hillside overlooking the rest of the neighbourhood but I feel like in reality the station would be built first and the city would build up around it. Almost all of the remaining railways where I’m from are underground now or in pits. Unless it’s modern elevated rail(which we also have), I just can’t see why there would be a train station at higher elevation than everything around it. In a way it kind of feels like prioritizing the wrong movement but in a vertical sense. Anyway, just my two cents, I don’t work in rail or anything, just an observer of how it seems to be done where I’m from.
"Sure, people are dying in housefires but hey, FARMS!!" The realism is everything. 😂 I love your videos so much! Keep up the good work. Your builds are so entertaining to watch.
CPP, Myrtle, Fire - A neverending love story that will be sung by bards for generations to come 😅. Great build as always. Fire station can be helpful near the coal mines
I live out in a rural area and we had “elmore’s corner” which is where a convenience store “Elmore’s” a gas stop and a few other amenities connected the local road to the highway in a sort of small convenience park, at least in my part of colorado it’s pretty common for those parks to develop where the highway connects to the local, cheers!
100% on the separate transformer for the mine. Not only is it going to be one of the largest electricity users in the city, but the power it uses is not the same that is delivered to residential and (to a lesser extent) commercial properties. Every area with even a minor amount of industrial is likely to have a separate feed of 3-phase high voltage power coming to it, and doing so might alleviate future power bottlenecks as a bonus!
I understand your frustration with the buildings in the industry area. I'm sure its an incoming DLC. Hopefully once its in a better state we will get steam workshop support. Love the looks you're giving the industrial areas and has helped me improve my own cities.
"...if you're a European viewer, you're probably thinking 'stop it with the at-grade crossings.' They're family common in this part of the world." I live about 6 hours from Phil. Most of the rail crossings in my home town are at grade. If there were very long or stopped trains on both of the main tracks running through town at the same time, the city would essentially be cut into 4 parts with only one or two routes to get around it within the entire city. It's quite inconvenient when you're stuck on the wrong side of the tracks and you're on your way to work. It's always a gamble whether to drive the 5-10 minutes out of your way to the underpass, or if the train will only take a few minutes.
If you have any 8-10% grades on industrial roads it would be cool to see a break ramp. I see those all the time in the mountains in Wyoming. Going up and down the Bighorn Mountains is a 10% grade and there are trucks that travel those roads all the time so they have break ramps and simple overlooks to help.
@@erikjohnpotvin I have always wanted to go there! I hunt a lot in Northern Wyoming and Montana and I heard it is very similar to hunting there in BC. My relatives have gone black bear hunting there before and told me it was one of the best experiences.
Getting back to the train station. The setup is good but the lead track would be a single bidirectional track. You should have your dual track merge before the lead track and then connect to the lead. This makes more switches but makes the simpler with less crossover. This is a more realistic and easier to maintain track layout.
something you could do in that small little area that that farm just couldnt reach is see if you can fit a very small statue or gazeebo or something, its somethin gi have seen sometimes in areas where its a bit more farms, smaal relegious little statues, and id think it would look quite nice, otherwise a small picnic area or sitting area for people who like to walk/hike or cycle through farms could maybe work as well
Having spent some time in Idaho you would often just randomly find a few family owned stores at some of the points where the streets crossed. I think that would make some fun little details. Normally they were near where the highway ran so it would also be a place to stop and get food or gas
Taking apart the wackamoles (which are pure comedy), this video is an entire piece of art in terms of using the terrain tools and it made my mind ease on a saturday night.
I lived in 2 European countries and I can tell you right now, there are a lot of level crossings, far more than bridged crossings. This only increases the further east you go. So whoever told you we Europeans hate it because it's not real probably never left their home town/village which coincidentally does not have any rail anywhere near it.
If you look at diamond mines in northern Canada, they have the spirals - they mine the kimberlite columns so they are very narrow in circumference and very deep which is why they look that way.
I enjoy watching your vids on my break at work, i love the series so far, you should try and deforestate the area near the Quarry, or at least, lower the density of the foliage, there's a Quarry like 45 min away from my home, and there's not a lot of trees near that area, let me tell you that much, just a heads up for more realism on the build, love your channel, love your content, keep it up!
Looking good! I'm sure that a town planner would love to have your experience. But that being said...there are going to be a LOT of towns across the country and the world that don't have the level of planning that you are using. So there would be a lot of mistakes that would be VERY costly to repair / replace. The fix for the train station seems a bit too "urban" in process and not very "rural" in reality. I hope that makes sense. I like the fix, but the original would have worked as well...except maybe the track layout fix would be necessary to prevent derails. More farms and how about a rural crossroads community. Thanks Phil!
Before I came to this video, I happened to watch a video about Pitcher, Oklahoma. That town is now abandoned, because of runoff from its lead mines poisoned the water, and gravel from the mine pits was used as fill when building roads, houses and whatever else. Open pit mines are associated with health concerns among the population in the area. Copper may not be as poisonous as lead, but it is still not something you want lots of in your tapwater, or in your backyard. I'm very interested to see how you intend to adress this in your build.
Pro video editor here, free pro tip. Background music is supposed to be just that: background music. Keep it at the same low volume from start to finish, don't up the volume to 'fill the silence' as you do know, every time you stop talking for a few seconds (or for more than a few seconds). Videos are easier to watch when the music volume isn't yo-yoing; you're the only UA-camr whose videos I have to watch with one hand on the volume controls. Other than that: really enjoying your videos, keep up the good work!
your inter- city train line has too many trains assigned to it, at least for now. Until the city grows significantly you will always have low utilization since the trains have such a large passenger capacity. I would recommend lowering the train count from 4 to 2, this will also lower upkeep costs.
Huge shout out to NordVPN for sponsoring today's video! To get a great deal on NordVPN plus an extra 4 months free, use my link - NordVPN.com/CityPlanner
Hi I love your videos keep up the good work
❤
you had me right up until the line tool around the quarries. I used to live about a mile from a quarry, drove by it almost every single day. And while there was DENSE vegetation for screening, it was not at all manicured or even really planned out. It was just random trees, bushes, and undergrowth that was left to grow. I think you could give it a much more realistic look if you ditched the lines of spruce and randomly plopped various species of trees and bushes.
Was gonna comment this myself. I also live near a quarry in the UK and it's just surrounded by scrubland bushes and weeds.
Most quarries near me don't even have many shrubs. Usually just berms to hide it from view
Cool beans man. I live by the quarry. We should hang out by the quarry and throw things down there!
I agree too but with the limited space not sure how he could make it appear more dense. Would love to see it though!
I live by a quarry that makes stupid money, every time I drive by they have new manicured trees and flowers. They have a foundation that gives back to the community so it is not far off. Although it is only on the frontage road (haven’t watched episode yet but I saw this comment and had to say something)
Turns out Verde Beach didn't have a wildfire problem, they had an arsonist problem, and I think that arsonist has found a new home...
Didnt jamila move from verde?
@@tomzitiger oh man it's all making sense.
Or perhaps the reason that the gas station wasn't built is because there's a certain petrol salesman in town...
I say, you wouldn't by any chance happen to have... a match?
LMAO
Former mine geologist here. Just a note on realism, you wouldn't have any buildings in the pit. Your refining and tailings (non ore material) and ore storage areas as well as offices would all be outwith the pit. No utilities going through it either. Your blasting that area on the regular with explosives! At end of life, it would also be likely to be turned into a man made lake once its infilled with the old tailings.
I was wondering about that... I'm no expert, but I've never seen any substantial buildings in a pit mine. Maybe some portable structures used for staff space and storage, but certainly no processing structures, and obviously you're not building stuff like deep tunnels inside the pit you're blasting away.
Chalk it up to the limitations of base game CS2. Here's hoping that when they produce an Industries DLC they will give way more control over the generation of buildings.
@Blueschist13 In Cities Skylines II you can only build the mining areas of the buildings in a certain radius around the main building. This means that if you want to build a large pit like in this video, you have to place the building in the middle. If you would build a small pit you could build the building on the edge, but who wants a small pit ;)
@@RachederBananeRight. The only way around this is to have several main buildings lining the edge of the pit and then making the nodes of each quarry connect so it looks like one big quarry, except for the fences..
Ah, didn't realise it was an in game limitation. @@RachederBanane
I think the new rural areas could benefit from some commercial uses, specifically grocery or at least gas stations that could double as grocery, If you can get any to build. As it stands now, the people in the rural subdivisions you created will have to drive long distances to the town to get groceries, which is fair and accurate to real life, but maybe they just want some Johnson Aggregate BBQ chips from the local market!
That's a great point! In the coming episodes, I think we could stand to have a couple of really small towns that have those sort of amenities, along with the odd commercial building. What do you think?
@CityPlannerPlays Completely agree! I've lived in farm areas and now on the Oregon Coast. Those small towns and infrequent commercial stops are the lifeblood of this country lol
@@CityPlannerPlaysPlease! I love multiple small-town builds
They are still Lays potato chips, with Johnson Aggregates logo
@@CityPlannerPlays one of the small town also should get a sheriffs office (aka police station) that only serves the town and all the subdivisions to prevent crime issues as Bend PD doesnt have enough capacity to patrol in all these rural areas
For this to be ultra realistic you need the random country bar in the middle of the woods.
And a sketchy building that belongs to the local chapter of a biker's gang. Lol
@@hawkeye7527 and a random school
@@Veloletum funny thing is there’s a high school about 45 minutes from me the next county over that quite literally the middle of nowhere and yet is a huge school. Down a 2 lane road so narrow I’ve seen dirt driveways wider.
And it someone has a community of 200 built around it because its all that left of the towns hayday.
And it needs to have the most inappropriate name possible because those bars are always named like Coochie’s corral or some shit
🚛⚠️This would be a small detail, but you should add a runaway truck ramp on the road going either towards the highway or industrial park! With all of the trucks and their heavy loads, this would definitely help keep the citizens of Magnolia County safe! Loving this series!
I mentioned this before, but the line tool has the capability to randomize the rotation of the trees as you place them. It's the little dice button in the tool menu. Helps break up the continuous pattern and adds more realism. Trees don't all grow the exact same way afterall 😉
This!
You know Phil is realistic when he spots a problem, says the department of whatever is probably taking a look at it, and proceeds to do something else. Politicians and such do similar: say somebody is probably already taking a look at the situation, proceed with something else and the problem remains unsolved for a while 😂
Love your series 👏🏻
I love that you're taking the viewers' feedback into consideration and improve your cities! Great series, it's always a pleasure to watch :)
Phil I gotta say you are a maniac magician with this stuff and I love every second of these videos. It's truly amazing
Thank you so much, Jhyles!! Glad that you're enjoying the videos!
Firefighter here. Definitely think you need the fire coverage, don't want to rely on mutual aid for help
Typically the time from when someone calls 911 to the first piece of emergency equipment arriving at the location of the call is 8-10 minutes depending on the standard. They have to do this 95% of the time.
For minimum safe coverage that insurance companies would want via the ISO standard you should probably add 2 more fire stations and upgrade the one in town to a larger one.
The 2 additional stations should go in the industrial park and one out in the rural area. The main fire station in town should be made into a fire headquarters as you would want a super station there. (A station that has an engine, ladder truck, rescue squad, ambulance, and battalion chief)
A headquarters would also be realistic for office management stand point for like fire inspectors and training for the department.
With Magnolia County having such a diverse population and complexity of hazards it's best to have good fire protection provided for by the county rather than relying on mutual aid to cover the gaps in coverage
Loving the series and hope to see more of Magnolia County!! The mine looks good!
I grew up by a massive quarry and they absolutely did not perfectly manicure the vegetation around it. It was all wild dense foliage because they could not get the permit to deforest that much for the quarry without promising to let local flora regrow in nonessential areas and leave it alone.
I was a mining child and lived in many towns with all sorts of different mines. The one thing they all had in common was a clause that they will "return the environment to the condition it was found" This meant that they had to replant whatever native species were in that area before mining commenced. The landscaped pines are extremely out of place around your mines perimeter.
if you used developer mode, you could plop down the buildings you want near the quarry that uses the stone and the fuel station near there that you wanted to
Exactly what i wanted to say ! :D
He’s not going to use developer mode because eventually people who want to follow along on console won’t be able to. He said this in a live stream
Ohhhh that's true, i forgot.
He said that in the last live ! :(
@@snowyyoda But isn't the map created using the unofficial map editor so when the console version releases, most likely can't be used anyway?
@@TheTaxxorthe paradox mods platform will allow console users to use custom assets and maps, but not code mods
Oh no! Magnolia County is turning into Verde Beach before my eyes! 😂 Rejoice! For the fire gods have returned!
Jokes aside, I've been loving the series so far. I'm loving how much further the real world logistics are being portrayed this build as opposed to the cs1 builds.
Keep up the great work phil!
The real question - should I actually provide fire coverage? Haha!
Glad that you're enjoying the build!
Yess crispy county
@@CityPlannerPlaysnah if you die in a fire it’s probably natural selection anyway your citizens will be fireproof in no time
LMAO
“That’s probably not a today thing”
(two city blocks on fire)
@@catwithabat7163 That's a problem for future me ;)
I'm writing my dissertation and a subtheme in one of my chapters is competing models of economic and political development in the Cold War. What I love about your contextualizing story at the start of this episode was how realistic and paradigmatic it was! A company CEO who's also the state governor? The push and pull between local interests and overlapping layers of governance? It's all a very familiar story that, say, a Communist in China would have been aghast at (although there might be approval of the judicious use of eminent domain). I appreciate that as much as your playthrough is teaching people how to play the game, and even teaching about real life city planning, it's also fitting in accurately into a broader story about North American development as a whole.
Have you heard of Altengrad? It's a build by Akuras that takes place in a fictional city inspired by Czechia that started in the 1920's and is currently in the '80's! That build may be useful for you!
Isn't that a pretty clear conflict of interest tho? The governor also being the CEO bit. It might make sense that a family member is a board member in the mining company, since most political families operate as a dynasty anyway and you'll have a family member hold seat in the government while the some of the children hold business executive or stakeholder office.
One thing I would like to see, if it's possible, are houses that have long driveways, possibly in the woods. Something I see a lot in Wisconsin (and I'm sure this isn't unique to us) are houses tucked away out of sight with driveways that take a minute or so to drive up. Enjoying the series!
Again my tip on the quarry sides: leave the natural cliff OUTSIDE the actual mining area. It makes the edges much more natural-looking and emphasizes the drop in elevation, conveying the hole pit-mine idea much clearer!
I think the pop ups in the quarries should be upgrades you can plop in the fields to enhance it's performance. Kills two birds with one stone: Upgrades to farms/quarries and control with placements.
The texturing in this game though - hopefully mods can give this more depth
Don’t forget to rename Eisenhower street. Loving the videos!! Keep up the great work!!
I was watching Biffa play the other day. I noticed the it is helpful to put public transportation stops near big industries in order to fill the jobs.
Considering this is set in rural America, probably not likely. Best bet is parking facilities to help fill the jobs and for realism in this part of the world.
Man the dedication to the story in this series is awesome
He has a big imagination. I bet he is a fun dad, definitely appreciates dad jokes
20:20 bro is over here figuring out his rural roads while the whole waterfront is still on fire in the background! 😂 Love it
With the redevelopment around the train station, getting across the tracks as a pedestrian is much harder than before. You should add a pedestrian connection over the tracks at the station so people can walk to the newly increased density on the other side more easily.
I genuinely love how much time and effort you put into these. Thank you for doing such an amazing job on your script
If you used Developer Mode, you can get the exact buildings you want to put down in an area and no longer, will you have to struggle with the specific commercial building you want not showing up. Its great for also placing the industrial buildings which pop up in mines where you want. You can also make your own custom car parks (which can't be used tho) and have different tiling options (super useful for making pedestrian and plaza areas). You could also get rid of the third mine if you wanted too, and just using the ore mining tiling to cover the area instead.
I am so happy about these early videos haha. Thank you for keeping these rolling out. Love you and all you do!
Honestly, super cool of UA-cam for launching this feature! I'm pumped about it! Thanks so much for the support and I'm glad that you're enjoying the video!
Coming from rural Britain, at-grade crossings are as common as bridges. Our rail lines aren't very busy, there may only be a train every two hours.
This isn't building for the future though so keep that in mind as short term gains ruin you in the future; just like the UK is now lol
@@shadows4400 Not true for trains; the trains on these lines used to be more regular and many rail lines have been outright removed to be replaced by motorways.
@20:27 When the mine lined up 😮 Hear you whisper “Oh my goodness” because it’s too perfect ❤
I think the game makes it hard to get a real mine. Keeping that in mind there are a lot of mines around the world that have buildings within the Pit (mining area) they are called IPCC (in pit crushing circuit) there are also processing units that are in the pit too. We can move them later in the mine life if we wish to drill that area. Drill and blast take into account buildings with vibration monitoring. Few points just for info. In Australia we dig roughly 10m benches deep. Not all walls have to have break or buffer. It depends on the ore body and structural integrity of each wall. So you could have one large cliff on the opposite wall to your Pit access. The maximum gradient we would build to is 10%. This allows the most efficient pits without having ridiculous burn rates on our trucks and risking runaway trucks which is a big safety risk.
I think the train station and track changes are a good improvement. Major kudos for attempting those changes in the first place too; really challenging area to work with, with no easy solution other than completely ripping the area out and terraforming, but you stuck with it and it still turned out pretty well I think. Not sure what it is but there's something I love about those 3 close railway bridges on the left side too, it reminds me of a similar instance near me which is also at an elevated train station.
Love what you’re doing with the farm/rural area! I live in Canada, just a few hours north of Duluth and a lot of our rural area is kind of like what you’re creating! Lots of twists and bends along the varying topography, lakes, and forests! Awesome job!
Really loving the country road developments in each episode! I'm especially glad to see that you're making wood stocks. The wood lots for farms in our area were areas deliberately left as a source of firewood or crafting timbers. They were often a buffer where two or more farms met, and still have a role in providing habitat for wildlife that was displaced by the farms. Occasionally it covers land that was unfit/unable to be plowed or covered where water flowed through the property. Thanks for letting up on the line tool and embracing a more natural look!!
Some advice and ideas based off of my experience in the Northeast (I know that isn't where this build it taking place, but I think it could add a lot!) If you're going to build big highways or even just upgrade the current ones, you should add some rest stops where there is a road going off the highway, and there is parking, a gas station, and a large building with bathrooms, fast food, etc, you could also add some truck parking as well. Also, for upzoning, don't be afraid to let some bigger buildings come in! On Beacon st and Commonwealth Ave in the areas where the C and B branches run along these streets, you'll see a 15 story apartment building next to row homes or a supermarket, its not everywhere, but once every few blocks you'll see something like this, and it looks a little odd, but is still very common, so don't be afraid to let it happen here when up zoning, you could bring a story to it also. Keep up the great content!
The cinematics rising over the mine are fantastic! This looks just like the open pit mines in my part of the world. The only difference is that the cement doesn’t care about hiding the view. In fact, one of the disused mines has been repurposed into a water retention pond. It makes for a nice water feature as you drive into town. 😂
That said, I would imagine that the Johnson Aggregates owns all the land [insert direction] of the train tracks and wouldn’t allow this other businesses on their property. They might need to relocate across the highway. More chances to build a gas station!! 😂
I also agree with denser tree lines around the farms. That’s very common to see in the area I live in. Overall, another great build!
One of the reasons I adore watching your Cities Skylines content; you make everything look so REALISTIC.
The aggregate mining quarry didn't HAVE to look realistic but yet it is! It's so great!
@Infrastructurist showed in his latest video, how to plob buildings (and how to paint surfaces) using the dev mode. Maybe that helps with the gas station problem
That would be great. I hope he sees your comment. 👍🏻
The Phillip with 2 L's edit is great! Hahaha
Thank you! I had a lot of fun putting that together tbh, haha!
I love the little details, like that bridge over the trains that you spent way too much time on. THOSE are what make your cities feel so realistic.
I like how you use existing structures in the real world to guide your designs. I like it even more when you show several of them and discuss the differences and what path you decided to take. Not only does this make me feel more informed, it also allows me to spot these structures in my travels.
Suggestion for the farms: Farm houses are often positioned in the center of copse (small circles/patches of trees and forest in the middle of fields) so having a few of the houses have a bunch of trees in their close vicinity could increase some of the realism.
At the moment, I'm actually working on a quad tracking (from 2 to 4 tracks) initiative in my city to separate freight and passenger rail and grade sepearte all crossings. There's also money for a new rail bridge across the river. Love your videos ❤
I always love your big mining projects, but I'd love to see them starting a little smaller and get bigger over the course of half a dozen episodes or so, the same way you do with the way your cities and neighbourhoods sprawl :)
the old agregate mine should be flooded. the lore is: after wall it was a terrible idea to build a hole 20m away from a river
I have one suggestion for your new mine: at that depth, it's certainly going to be hitting groundwater, so they'd need to pump it out of the pit. You could possibly extend the nearby lake to connect to a small retention pond next to the mine to allow all of the rock dust to settle out before the water reenters the environment.
Otherwise, I enjoyed what you did with the mine tiering. The shape and contours definitely seem believable.
Loved this episode!! Some more thoughts after watching:
1) Wouldn't the highway take the shortest route around the mine?
2) The tunnel feels too long, wouldn't it go up as high as possible before cutting?
3) I think those were great mulligans to take around the rail yard! Any change due to lack of realism information is a legit mulligan and needs no concern about changing the plan because the plan was wrong to begin with.
4) The chapter title easter eggs are a lot of fun to find!
5) At-grade crossings are all over the place around Manassas, VA despite how busy both the roads and rails are. I think it mainly depends how difficult it would be to separate the grades given the existing networks and buildings (and terrain), so I would not recommend forcing grade separation after areas are developed. But again today's rail yard thing was more of a mulligan anyways and the terrain really lent itself to separation.
As a dump truck driver I have a few observations about the pit. The road leading down into the mine is usually anywhere from 6-9% grade so I won’t get too focused on making gentle grades. Also, the road leading down to the pit can either be a straight shot down into the pit or it can have a curve in it, just depends on how mush space you have to make the decent into the pit. Further more, the roads going down in are usually a couple feet from a cliff edge and some are built into the terraces because they’ll have an asphalt plant or something on one level then a stone crushing plant on the next. I saw @blueschist13’s comment on buildings not being down in the pit along with utilities and ore storage. I’m not sure what region their experience comes from, but in NY, all of the Dolomite mines (local mines in my area), have stone crushing, concrete and asphalt plants in the pit. They also have areas for stone to be piled inside the pit along with piles for millings, recycled concrete and dirt. Utilities are usually ran along the edge of the pit, or if the power lines wouldn’t interfere with taller vehicles such as rock haulers and front loaders, it may also be ran along the side of the road for the different plants in the pit and for the scales. Some good examples of these mines would be Gates Dolomite in Gates, NY, Iroquois Rock Products in Brockport, NY or Walworth Dolomite in Walworth, NY.
I don't know if there would be anything you could feasibly do to fix it in game, but in my (honestly fairly limited) experience quarries and mines that dig down like that tend to have their buildings around the upper rim rather than in the pit. Not only does it protect them from potential cave ins and collapses, but you wouldn't need to keep moving the buildings when its time to go deeper
You should definitely include the fire as part of the story for the next episode. I think it would provide insight into how a city recovers from a huge incident like that and you could redevelop that area into higher density.
The ceo of a mining company being a the governor is peak america
I am loving this series. I love the story aspect to it, and the attached requirements for those aspects. Its interesting to hear all the real life city planning that are used to make the city as realistic and life like as possible.
Hey, I’ve binge watched a few of your series and they’re so fun to watch. You’ve also helped me improve my own cities skylines experience. I love watching people build colleges in the game because I’m about to go off to college myself. I can’t wait until the next episode!
A mining area that size would need to have a tailing pond nearby, and you've got the lake close enough there that part of could probably be pulled over to complete the look. Just some big, no vegetation berms around a rectangular body of water.
Excellent build. Watchingg this from Kenya and a soon-to-be Construction Manager andd i'm loving the attention to detail. Hope i can carry these ideas to my job when i finissh school
Always a pleasure to spend time in one of your "counties" Phil! Thank you for the seemingly endless time you and your editor(s) put in.
One tiny little thing, having had parents that grew up in small small boonie towns along the Great Lakes region, your little Mulberry Lane village and surrounding family farms...There should be a little family dinner somewhere near by, maybe at the entrance to Mulberry or on the corner turning into the farms on Hemlocke. Very minor detail that doesn't mean much overall, but I know those places were where everyone went to talk and have lunch.
i think something that would look really amazing would be empty fields. What i meant was surround a small area with the tress but not have any actual farms inside them looking almost like an offseason farm or an abandoned one
I'm no expert but I've grown up in and around rural North America but I think the rural subdivisions could really benefit from a few small convenience stores. The corner of Hemlock and Middle Lane (not sure if you renamed it but the closest intersection to the new rural subdivision with the park) would be a great place for a few places
Also a small town hall for local gatherings would be nice. Its usually just a big room thats the size of a house.
@@jpob5 Yes for sure, one town near me had a grocery/liquor store, a gas station and a church. That was the whole town apart from houses lol
SLOVAKIA MENTIONED 🇸🇰🇸🇰🇸🇰🇸🇰🦅🦅🦅🦅🦅🦅!!! Is that for real that our Netflix has the most titles? So surprised! Anyways @CityPlannerPlays I love coming back to your videos, they are educational, chilled out and always make my day! 😁
I started playing City Skylines 2 earlier this month thanks to GamePass. I could never get into CitiesSkylines 1 for some reasons, that I don't recall so clearly. I recall struggling with the city growing less organically, awkward highway connections, etc. I'm Really enjoying CitiesSkylines 2 in a way I wish I was able to get into the original. Watching your videos has new meaning to me now that I am building in the game and not always sure how to best utilize the tools available to us. I am glad to get into this game in its vanilla form, because within a few years there will be so much DLC that it will be overwhelming to approach for a new user. It is why I sat out Cities Skylines 1 in anticipation for CS2. So far I am not having any performance issues - using a pretty decent PC.
Maybe that stretch of coast that got devastated in the park fire can spring back as a bigger park area for the town, rise from the ashes!
I worked out a cool trick with the Line Tool, based on yours for plopping a single full grown tree, to make full grown forests. Use the Line Tool, then use circle, then spread the trees apart a lot and then I can't recall what it is as I'm not in the game right now, but there's some setting to randomise or offset them a bit. Then you can continually make circles of all sizes and the trees will be plopped kinda randomly.
Also I think you put lights on the highway road until the intersection, but I think they'd extend a bit to the other side of the intersection. If I think about highway intersections, there's usually lights leading up to them.
I don’t think it’s worth redoing the whole area at this point but I think the problem with the train station is that it should never have gone there in the first place. At least where I live, the trains were the first thing built and the city around them came after. Right now you have a station on top of a hillside overlooking the rest of the neighbourhood but I feel like in reality the station would be built first and the city would build up around it. Almost all of the remaining railways where I’m from are underground now or in pits. Unless it’s modern elevated rail(which we also have), I just can’t see why there would be a train station at higher elevation than everything around it. In a way it kind of feels like prioritizing the wrong movement but in a vertical sense. Anyway, just my two cents, I don’t work in rail or anything, just an observer of how it seems to be done where I’m from.
"Sure, people are dying in housefires but hey, FARMS!!" The realism is everything. 😂
I love your videos so much! Keep up the good work. Your builds are so entertaining to watch.
CPP, Myrtle, Fire - A neverending love story that will be sung by bards for generations to come 😅.
Great build as always. Fire station can be helpful near the coal mines
I live out in a rural area and we had “elmore’s corner” which is where a convenience store “Elmore’s” a gas stop and a few other amenities connected the local road to the highway in a sort of small convenience park, at least in my part of colorado it’s pretty common for those parks to develop where the highway connects to the local, cheers!
About the road-rail crossings and Europe thing, they're pretty common over here too! Especially central Europe, in very flat cities
I really enjoyed this build, definitely going to be calling some Mulligans on some of my mines!
100% on the separate transformer for the mine. Not only is it going to be one of the largest electricity users in the city, but the power it uses is not the same that is delivered to residential and (to a lesser extent) commercial properties. Every area with even a minor amount of industrial is likely to have a separate feed of 3-phase high voltage power coming to it, and doing so might alleviate future power bottlenecks as a bonus!
I always look forward to new Magnolia County episodes. I’m a terrible builder in CS so I love watching a professional
love the way your mining area turned out!! I also love the music you/your editors put in when you go on your OCD tangents 🤣🤣
Me too!
Your content is so great. Im literally sitting on the beach in Indonesia watching your videos because its actually even more relaxing than the beach 😂
I understand your frustration with the buildings in the industry area. I'm sure its an incoming DLC. Hopefully once its in a better state we will get steam workshop support. Love the looks you're giving the industrial areas and has helped me improve my own cities.
"...if you're a European viewer, you're probably thinking 'stop it with the at-grade crossings.' They're family common in this part of the world." I live about 6 hours from Phil. Most of the rail crossings in my home town are at grade. If there were very long or stopped trains on both of the main tracks running through town at the same time, the city would essentially be cut into 4 parts with only one or two routes to get around it within the entire city. It's quite inconvenient when you're stuck on the wrong side of the tracks and you're on your way to work. It's always a gamble whether to drive the 5-10 minutes out of your way to the underpass, or if the train will only take a few minutes.
Getting another episode so soon after the last is such a gift! Love love love this series!
If you have any 8-10% grades on industrial roads it would be cool to see a break ramp. I see those all the time in the mountains in Wyoming. Going up and down the Bighorn Mountains is a 10% grade and there are trucks that travel those roads all the time so they have break ramps and simple overlooks to help.
I grew up in BC, Canada, we have runaway ramps all over too.
@@erikjohnpotvin I have always wanted to go there! I hunt a lot in Northern Wyoming and Montana and I heard it is very similar to hunting there in BC. My relatives have gone black bear hunting there before and told me it was one of the best experiences.
Still not quite sure why the devs decided that it would be appropriate to use a massive crane to build a little 2x3 house. That's extremely silly.
Getting back to the train station. The setup is good but the lead track would be a single bidirectional track. You should have your dual track merge before the lead track and then connect to the lead. This makes more switches but makes the simpler with less crossover. This is a more realistic and easier to maintain track layout.
One of the best buildings i've seen soo far in CS2! Great video, Phil
I didn't expect to see you mention my home country in your ad 😅awesome video, cheers from Slovakia!
My favorite creator for any game right here! Thank you for all you do!
something you could do in that small little area that that farm just couldnt reach is see if you can fit a very small statue or gazeebo or something, its somethin gi have seen sometimes in areas where its a bit more farms, smaal relegious little statues, and id think it would look quite nice, otherwise a small picnic area or sitting area for people who like to walk/hike or cycle through farms could maybe work as well
The parking lot that was added at the end of the video will be great for guys practicing drifting skills at night. Thanks.
Having spent some time in Idaho you would often just randomly find a few family owned stores at some of the points where the streets crossed. I think that would make some fun little details. Normally they were near where the highway ran so it would also be a place to stop and get food or gas
Truly one of my favourite UA-cam series!! Love it and the whole channel! ❤
Taking apart the wackamoles (which are pure comedy), this video is an entire piece of art in terms of using the terrain tools and it made my mind ease on a saturday night.
I lived in 2 European countries and I can tell you right now, there are a lot of level crossings, far more than bridged crossings. This only increases the further east you go. So whoever told you we Europeans hate it because it's not real probably never left their home town/village which coincidentally does not have any rail anywhere near it.
I like how creativity done are your sponsor ads
If you look at diamond mines in northern Canada, they have the spirals - they mine the kimberlite columns so they are very narrow in circumference and very deep which is why they look that way.
“I think I’m gonna live with NOPE! 🚫” 🤣🤣🤣
I enjoy watching your vids on my break at work, i love the series so far, you should try and deforestate the area near the Quarry, or at least, lower the density of the foliage, there's a Quarry like 45 min away from my home, and there's not a lot of trees near that area, let me tell you that much, just a heads up for more realism on the build, love your channel, love your content, keep it up!
Looking good! I'm sure that a town planner would love to have your experience. But that being said...there are going to be a LOT of towns across the country and the world that don't have the level of planning that you are using. So there would be a lot of mistakes that would be VERY costly to repair / replace. The fix for the train station seems a bit too "urban" in process and not very "rural" in reality. I hope that makes sense. I like the fix, but the original would have worked as well...except maybe the track layout fix would be necessary to prevent derails. More farms and how about a rural crossroads community. Thanks Phil!
I can't believe Phillip with 2 L's is back stealing credit card numbers....
I love you, your content, and everything you bring creatively.
Before I came to this video, I happened to watch a video about Pitcher, Oklahoma.
That town is now abandoned, because of runoff from its lead mines poisoned the water, and gravel from the mine pits was used as fill when building roads, houses and whatever else.
Open pit mines are associated with health concerns among the population in the area. Copper may not be as poisonous as lead, but it is still not something you want lots of in your tapwater, or in your backyard.
I'm very interested to see how you intend to adress this in your build.
Pro video editor here, free pro tip. Background music is supposed to be just that: background music. Keep it at the same low volume from start to finish, don't up the volume to 'fill the silence' as you do know, every time you stop talking for a few seconds (or for more than a few seconds). Videos are easier to watch when the music volume isn't yo-yoing; you're the only UA-camr whose videos I have to watch with one hand on the volume controls. Other than that: really enjoying your videos, keep up the good work!
your inter- city train line has too many trains assigned to it, at least for now. Until the city grows significantly you will always have low utilization since the trains have such a large passenger capacity. I would recommend lowering the train count from 4 to 2, this will also lower upkeep costs.