you can tell the difference between Europe vs US Style by the gap between the Tiles drawn in. iirc small gap is Europe, big gap US (was the same in CS1 btw^^)
Also note, if you don't have an account with Instant Gaming, you can put the game in your cart, create your account, confirm your email and then proceed with payment. Once it's in the cart, Biffa gets the credit. I'm 90% sure that's how it works.... Would be nice if there was confirmation about the credit!
17:20 The fact that Jerome CARPENTER was chirping about loving the weather when you encountered weather damage on a bunch of homes had me chuckling. Loving this series, Biffa!
In the real world, you don't need to have some areas just not have any services to bring rent down. You just need to build enough housing so rental units are consistently empty, and only then will prices go down and quality will go up.
@@zeptuna7336 From what I have seen, there is no effect on building one type of housing on the other types of housing, they are as separate as industries and commercial are.
The game seems to like it best if I rezone to higher density housing when the high rent complaint comes up. I like Biffa’s idea to zone smaller plot sizes though, so I’m going to try that too.
Loving the series. Maybe unlock some more forms of public transport apart from bus. I like the idea of the wall being visible. Maybe make the mixed use houses 3 wide instead of 4. Keep it up.
43:22 puts a bunch of roundabouts on the terraced road and then decides to put connecting roads in at junctions rather than to a couple of the roundabouts...🤦♂️
Nice stuff, Biffa. You could have a green belt along the lower part of the "terrace wall," which would set buildings back from it and give a better view of the beautiful civil architecture.
For doing dry land cut and fill roads, I’ve found that using a road as a guideline for the bottom of the cliff is much much easier than doing it without a road there. It helps hold the land vertical and then tracing the slightly higher ridge that forces cut and fill is easier as well.
Oh my! That opening shot when you zoomed in on the EU housing where the snow was melting - those houses almost looked like British ones from our cities! But I will admit, those seasonal effects are quite fan-sipping-tastic! I got three nice suggestions for you: 1. How about developing along the river shoreline between the big main road from the long bridge, up to the foresty access road bridge, and perhaps making some nice surburan estates in that area with sweet cul-de-sacs, pathways, a shopping precinct, and a nice park area? 2. Think you can start work on adjusting intersections with traffic lights soon? 3. If you do a metro line for Kettlebridge, how about one linking the college of Biffington Springs with the houses of Tealand Downs?
fun fun to see it growing! A couple of things I noticed/thought: at ~15:00, when you moved the two parking lots... The cars are using the bigger one (with the side entrance) as a road to the back street. I wonder if that will cause problems. at the end of the video, when you connected your couplets, it feels odd that the connections don't align to a roundabout. Seems like it could create unnecessary traffic.
Always nice to have a Biffa update. Can i recommend that where your couplet joins the intersection you have the ramps straight into each couplet and the highway lanes diverge into them. Prevents that whiplash look!
I feel like the pacing of this game is excellent. Never felt pressured to expand but always had something to work on like pedestrian options and public transit.
that not enough customers is fixable, it's just harder to fix than it probably should be. it's mostly that commercial competes with each other, and apparently cims aren't shopping at as many places as they should.
Btw, you've complained a couple of times in this episode and before about cars driving on your pedestrian road? But it's *not* a pedestrian road... it's a roundabout connecting to a pedestrian road, so cars are free to use it as a turnaround.
It is nice to know there is a way to fix the high rent issue, but that does mean destroying so many houses and rebuilding entire areas. Plus not even letting the houses be the full possible size that they could reach. There has to be a way to make them as big as the games allows and keep the rent down. If there isn't then that is a bug too. Watching you struggle with the keywalls or the cut/fill walls makes me feel better with how much I struggle with them, lol. It is nearly impossible to get a cut/fill wall on both sides of a road as well. I am so looking forward to mods that will let us easily level roads out and make them the cut/fill type of road.
@@inyobill it's a drop down at the policies. Same with the taxes, there is a dropdown arrow and you can adjust the taxes across depending on ppls income etc.
@@Julian21008 Many thanks, I appreciate the kindness of your reply. I had looked at that menu, I guess not in enough detail. Hmmm, I don't see where I access "Policies" menus.
Regarding the fiddly interchange at #30:00... two suggestions. One, move the roundabouts a bit further from the highway... you've got room to do that now after removing that side-road connection. And two, I notice that the highway elevates just past that interchange, so you might consider elevating it earlier, and putting the arterial road underneath instead of overtop.
Hey Biffa! Thanks for continuing to put out stellar content. I pre-ordered the game and have been enjoying it since launch. Excited to move a few of my graphics settings up a notch 😎
40:43 Perhaps zone it so there are some gaps between the buildings so you can see through to that wall? Then decorate the gaps with trees or something.
39:36 Love the series Biffa!! Did you know that u can see what hight a building is gonna be by the size of the crane when its building? That way you dont have to wait until its built to tea-a-mole them. Greetz
Biffa, I think you high rent issue is that you don't have enough housing, i noticed that your green bar at the bottom of the screen for at least two of them there was high demand. I think if you put in more housing and reduce the demand (i.e. your population has more choice where they can live ) this will bring down the rental prices as there will be more competition and choice for people to move in and so lowering the rets.
Fascinating to watch this series as you begin to discover the specific quirks and different approaches required when playing compared to CS1. Every day is a school day!
Hello. Really good video. So you know, in the 14:45 shot cars use the large parking as a a shortcut instead of taking the bigger roads. Have a nice evening.
I really enjoy watching you play CS2 Biffa! It makes want to buy the game, but still no macos version unfortunately! 😅 Please continue this series for a long time! I especially love how you play so relaxed, and with a perfect balance of realism!
@@R3AL777. I bet modders could get pretty close, all you would need is a central database, that keeps track of everyone's trades, and adjusts the prices in your game according to supply and demand based on that database. So long as modders have some control over the import and export prices it wouldn't be that hard to achieve.
The terraced wall section in the new area near the couplet makes it look like a prison wall. This was before any buildings spawned into the area, however.
Watching the terraced road construction makes me realize that Move It! and Network Multitool are still needed. It was the same type of struggle building stuff like that in CS1 without mods.
That thing with the weather damage happened to me too. The event journal said it was a hail storm. But there was no hail. No rain. It was a sunny day in Summer.
at the area where you're making the terrace at the bottom left (30:35) the bay kind of goes under a bridge. i think you should use this chance to make that a terrace road as well and double it as a seawall. i don't think you'd want a stream to come down the middle of your neighborhood (though it would look nice). (alternative idea) using the original topology, create a channel for water and line it with tree/bushes. you can make it into a park with roads on the side of the banks. kinda too late though lol too bad we can't customize the assets, but it would be cool of the building near the retaining wall could connect to the upper floors of the buildings they would have two entrances to access the building.
The number of lanes going into the roundabout dictates how many lanes are on the roundabout. If you going into the roundabout with 2 lane roads, you will get a 1 lane roundabout. I've found you can cheese it by using an asymmetrical road.
Loving the videos! I just have to say, I know the roundabouts in the retaining wall looks great, but for a vehicular road, it would be hell to drive. Just my thought after seeing it
The tip to get the curves to line up nicely: use the curve tool that is directly next to the straight road tool. I have noticed you consistently use the complex curve tool and then have to realign everything. It may help you eliminate a few steps.
Love the series, but wish I could be more interested in the game itself, I gave it a fair chance playing over 20 hours, but there's just too much missing, far too many bug, poor performance, abysmal traffic AI, and no Steam Workshop to be able to download mods to fix all the issues, ended up un-installing the game and going back to the original game.
Here we see mayor Biffa's evil genius. Adding walls to keep the sims inside the city and prevent anyone from escaping, err moving away from the lovely city and its benevolent ruler.
I really like that they slowed down the passage of time and added seasons. It was crazy how fast the years would fly by in CS1. Actually (fresh and clean) snow is very bright. Too bright in fact as there's something called snow blindness. All those little crystals reflecting the light have profound effect.
Hi Biffa, I think your businesses do not have enough customers because there are too many selling the same commodity in a certain area.... just have a look
If you zone the mixed housing against the new quay wall/road as smaller buildings, like you did with the lower rent housing, the buildings that grow in will be shorter. Generally small footprint = shorter buildings
Definitely this. I’ve found i use the paint bucket pretty sparingly, at least as far as I’ve gotten in the early game. Need to keep lot sizes small so both the height and rent stay lower.
Hi and thanks for all your videos. A question that have had me confused for along time is: Why no bridge over the roads for your pedestrians? Wouldnt that make traffic go alot smother in your city?
Maybe put those Mixed-use buildings along Orchard street (next to the Terraced Road) on the other side of Orchard street, with those houses facing the wall, and either keep the wall side free (space for Greenery) or put some low-density Commercial or something like that there.
Lovely city Biffa! Im missing some features in this new game, compared to the first one. Just some simple things, like seeing the firemen puting out the fire, not just sitting there in their car. People enjoying the parks, now they are just standing there. A new feature! Being able to make tunnels into mountains (Straight forward, not down under) And this stupid "High rent" problem. I understand that people can have that problem in apartment buildnings, but not in houses. People BUY houses, it does not matter if the landvalue goes up, that just means that they are selling it with profit later. They dont pay rent, they pay tax and the player controlls that. And the traffic really is, still stupid. Whats your take on the "problems" I mentioned? Bought the game from your Instant gaming site. Keep building awesome cities!
Me : wow a biffa video from 40 seconds ! yay Something in the backgrounds : TERRAIN ! TERRAIN ! PULL UP ! Edit : I Recommend you putting a tram line around the residential areas so they dont cause traffic jams , also i am recommending you putting some subway lines ( or a lot of them ) to increase mobility around the city .
Why does every comment here start out with nice series Biffa…. But you should do this?! I’m sorry for all the back seat gamers here. Thanks for the tips Biffa I didn’t know the house size effected the rent. Why’d they move in if they can’t afford it? Lol thanks for the consistent content Biffa. You’re doing great.
When you don't get the zoning cells on the road you want them, try the walking path. If you draw a walking path next to two roads that are close together it will force the cells to go to the road that is closest, then you can delete the walking path. It's kinda hard to explain, but if you play around with the walking paths and roads you can usually get the cells where you need them.
Those roundabouts on the new roads are drivers hell, if I had to drive though so many of them with the only option to go straight I would rage soo much :)
Re: the zoning trick at the 4 minute mark I find it a little bit unsettling that we have to hack or cheese the game like this to get our city to look realistic. I feel that the developers could make plot allocation a little bit more deterministic, what do you think? It would be cool if there was a way to set the maximum plot size per zone type per district or something.
In the uk college means alot of things. Such as very small university level establishments and sections of universities. However college is usually used for post highschool/ pre university level. In American education terms, it's the equivalent of senior high and the first year of university.
The parking lot traffic has been hemming me up pretty good. I was doing good for a while and now all of a sudden traffic is destroying me in two neighborhoods because of the parking lots.
I would've thought you'd connect the couplet at the roundabouts. Haha. Right now they're all just going on one side of the roundabout because it's a one-way.
A trick to see the different region zoning (well not a trick exactly), is looking at the icon. The EU row housing has 3 flat roof houses icon, and the NA one has 2 units. For low density the EU one is also a simple house while the US one has a complex roof icon. The icons match the icons in the zoning. So you can kinda tell
From what I have been able to gather, the issue with lack of customers is related to both parking and density of shops in one area. I have begun to implement a mixture of parking lots, and public transport to the areas with shops, and its helped immensely. I am also mixing into the shopping districts offices, which draws in highly educated sims which have money to spend. All of these changes in combination are allowing me to no longer have the notification display on top of the buildings, and they are now leveling up once again. TLDR: Do not zone a bunch of commercial into one block.
Can't wait for a few QoL tools. Like settings fees for of something, like parking, or transport so that we don't need to go to each one. I have a ton of bus lines with over 50k people using busses, and I want to adjust the costs of all of the lines.
The roundabouts on the couplet dont make sense to me, isn't that supposed to be a higher volume road, image hitting all those roundabouts driving down that road. yikes! LOL
⭐Order Cities Skylines 2 here: www.instant-gaming.com/?igr=BiffaPlays - HUGE discounts with my affiliate link - thanks!⭐
Is steam ok with me buying from instant-gaming?
yes @@K-TheLetter
you can tell the difference between Europe vs US Style by the gap between the Tiles drawn in. iirc small gap is Europe, big gap US (was the same in CS1 btw^^)
link not working? just sends me to the home page
Also note, if you don't have an account with Instant Gaming, you can put the game in your cart, create your account, confirm your email and then proceed with payment. Once it's in the cart, Biffa gets the credit. I'm 90% sure that's how it works.... Would be nice if there was confirmation about the credit!
17:20 The fact that Jerome CARPENTER was chirping about loving the weather when you encountered weather damage on a bunch of homes had me chuckling. Loving this series, Biffa!
In the real world, you don't need to have some areas just not have any services to bring rent down. You just need to build enough housing so rental units are consistently empty, and only then will prices go down and quality will go up.
Exactly, the endless unstated demand for residential is the problem. Zone more residential.
True ! But does is work this way in the game aswell ?
@@zeptuna7336 From what I have seen, there is no effect on building one type of housing on the other types of housing, they are as separate as industries and commercial are.
The game seems to like it best if I rezone to higher density housing when the high rent complaint comes up. I like Biffa’s idea to zone smaller plot sizes though, so I’m going to try that too.
Loving the series.
Maybe unlock some more forms of public transport apart from bus.
I like the idea of the wall being visible. Maybe make the mixed use houses 3 wide instead of 4.
Keep it up.
43:22 puts a bunch of roundabouts on the terraced road and then decides to put connecting roads in at junctions rather than to a couple of the roundabouts...🤦♂️
Nice stuff, Biffa. You could have a green belt along the lower part of the "terrace wall," which would set buildings back from it and give a better view of the beautiful civil architecture.
For doing dry land cut and fill roads, I’ve found that using a road as a guideline for the bottom of the cliff is much much easier than doing it without a road there. It helps hold the land vertical and then tracing the slightly higher ridge that forces cut and fill is easier as well.
Oh my! That opening shot when you zoomed in on the EU housing where the snow was melting - those houses almost looked like British ones from our cities! But I will admit, those seasonal effects are quite fan-sipping-tastic!
I got three nice suggestions for you:
1. How about developing along the river shoreline between the big main road from the long bridge, up to the foresty access road bridge, and perhaps making some nice surburan estates in that area with sweet cul-de-sacs, pathways, a shopping precinct, and a nice park area?
2. Think you can start work on adjusting intersections with traffic lights soon?
3. If you do a metro line for Kettlebridge, how about one linking the college of Biffington Springs with the houses of Tealand Downs?
What is that round fountain building you decorate at around 37:50?
YEAH! I saw that! I can't find that in game? Did you he make it with --developerMode ?
Shoot, I just asked that same question before I saw your comment. Was wondering the same thing.
fun fun to see it growing! A couple of things I noticed/thought:
at ~15:00, when you moved the two parking lots... The cars are using the bigger one (with the side entrance) as a road to the back street. I wonder if that will cause problems.
at the end of the video, when you connected your couplets, it feels odd that the connections don't align to a roundabout. Seems like it could create unnecessary traffic.
I love this series! Please don’t stop
Thankyou 👍😁
Always nice to have a Biffa update.
Can i recommend that where your couplet joins the intersection you have the ramps straight into each couplet and the highway lanes diverge into them. Prevents that whiplash look!
I feel like the pacing of this game is excellent. Never felt pressured to expand but always had something to work on like pedestrian options and public transit.
Where can I find that huge round fountain at 37:40 ?
that not enough customers is fixable, it's just harder to fix than it probably should be. it's mostly that commercial competes with each other, and apparently cims aren't shopping at as many places as they should.
Btw, you've complained a couple of times in this episode and before about cars driving on your pedestrian road? But it's *not* a pedestrian road... it's a roundabout connecting to a pedestrian road, so cars are free to use it as a turnaround.
Good stuff biffa! I feel you should move the mixed use on top of the terrace road to match with the other side so it looks uniform.
more videos pls. love watching your videos. best CS2 channel ❤
More to come!
Keralis gives him a run for his money
It is nice to know there is a way to fix the high rent issue, but that does mean destroying so many houses and rebuilding entire areas. Plus not even letting the houses be the full possible size that they could reach. There has to be a way to make them as big as the games allows and keep the rent down. If there isn't then that is a bug too.
Watching you struggle with the keywalls or the cut/fill walls makes me feel better with how much I struggle with them, lol. It is nearly impossible to get a cut/fill wall on both sides of a road as well. I am so looking forward to mods that will let us easily level roads out and make them the cut/fill type of road.
Have you lowered street side parking fees as well?
Also I think the area with the apartment blocks could do with some more parking.
Where do I find the menu for street parking fees?
@@inyobillpretty sure you can find in in district policies. Or else just normal policies
@@inyobill it's a drop down at the policies. Same with the taxes, there is a dropdown arrow and you can adjust the taxes across depending on ppls income etc.
@@innieplays Many thanks, I appreciate the kindness of your reply. I had looked at that menu, I guess not in enough detail.
@@Julian21008 Many thanks, I appreciate the kindness of your reply. I had looked at that menu, I guess not in enough detail. Hmmm, I don't see where I access "Policies" menus.
Regarding the fiddly interchange at #30:00... two suggestions. One, move the roundabouts a bit further from the highway... you've got room to do that now after removing that side-road connection. And two, I notice that the highway elevates just past that interchange, so you might consider elevating it earlier, and putting the arterial road underneath instead of overtop.
Hey Biffa! Thanks for continuing to put out stellar content. I pre-ordered the game and have been enjoying it since launch. Excited to move a few of my graphics settings up a notch 😎
40:43 Perhaps zone it so there are some gaps between the buildings so you can see through to that wall? Then decorate the gaps with trees or something.
39:36 Love the series Biffa!! Did you know that u can see what hight a building is gonna be by the size of the crane when its building? That way you dont have to wait until its built to tea-a-mole them. Greetz
Biffa, I think you high rent issue is that you don't have enough housing, i noticed that your green bar at the bottom of the screen for at least two of them there was high demand.
I think if you put in more housing and reduce the demand (i.e. your population has more choice where they can live ) this will bring down the rental prices as there will be more competition and choice for people to move in and so lowering the rets.
Fascinating to watch this series as you begin to discover the specific quirks and different approaches required when playing compared to CS1. Every day is a school day!
It’s noticeable that the model is European. In the UK and much of the US housing is privately owned so rent values don’t apply.
Hello. Really good video.
So you know, in the 14:45 shot cars use the large parking as a a shortcut instead of taking the bigger roads.
Have a nice evening.
👍
Just like the numpty drivers in real life.😂
That is hilarious! I bet gas stations do the same thing.
If you make car parks cheaper than street parking will you see fewer cars parked on the streets?
I really enjoy watching you play CS2 Biffa! It makes want to buy the game, but still no macos version unfortunately! 😅
Please continue this series for a long time! I especially love how you play so relaxed, and with a perfect balance of realism!
41:38 I think a massive park/greenbelt next to the wall would be super pretty and realistic
my god, never had the uge to buy a game so much from just watching a youtuber. Love the game play and everything about you channel!
I am enjoying watching you all play for now. When the bugs get worked out (and the bicycles come back) I might jump in. Keep it up!
Really nice that you post so often, keep up the good work!
plz make another episode im addicted to this series
I wish there was an online mode, where you could trade resources with other players so there was an actual market with supply and demand.
Maybe in cs3 😂
@@R3AL777. I bet modders could get pretty close, all you would need is a central database, that keeps track of everyone's trades, and adjusts the prices in your game according to supply and demand based on that database. So long as modders have some control over the import and export prices it wouldn't be that hard to achieve.
Enjoying this alot. Keep it up Biffa!
At 13:00 the only thought in my head was "I would somehow launch a tennis ball from that court into the river, and I would be proud of it" XD
I think an option of conform to land vs dont conform to land option when placing roads would help a ton
Also for buildings would be nice
Please post more. Waiting a whole week for an episode is too much.
The terraced wall section in the new area near the couplet makes it look like a prison wall. This was before any buildings spawned into the area, however.
Watching the terraced road construction makes me realize that Move It! and Network Multitool are still needed. It was the same type of struggle building stuff like that in CS1 without mods.
That thing with the weather damage happened to me too. The event journal said it was a hail storm. But there was no hail. No rain. It was a sunny day in Summer.
at the area where you're making the terrace at the bottom left (30:35) the bay kind of goes under a bridge. i think you should use this chance to make that a terrace road as well and double it as a seawall. i don't think you'd want a stream to come down the middle of your neighborhood (though it would look nice).
(alternative idea) using the original topology, create a channel for water and line it with tree/bushes. you can make it into a park with roads on the side of the banks. kinda too late though lol
too bad we can't customize the assets, but it would be cool of the building near the retaining wall could connect to the upper floors of the buildings they would have two entrances to access the building.
The number of lanes going into the roundabout dictates how many lanes are on the roundabout. If you going into the roundabout with 2 lane roads, you will get a 1 lane roundabout. I've found you can cheese it by using an asymmetrical road.
Biffa you should continue that river to the the quay wall
Loving the videos! I just have to say, I know the roundabouts in the retaining wall looks great, but for a vehicular road, it would be hell to drive. Just my thought after seeing it
The tip to get the curves to line up nicely: use the curve tool that is directly next to the straight road tool. I have noticed you consistently use the complex curve tool and then have to realign everything. It may help you eliminate a few steps.
Wait a sec, what's the round park thing at 37:47 ?
Right??? I want that too!! Did he make it with --developerMode ?
Love the series, but wish I could be more interested in the game itself, I gave it a fair chance playing over 20 hours, but there's just too much missing, far too many bug, poor performance, abysmal traffic AI, and no Steam Workshop to be able to download mods to fix all the issues, ended up un-installing the game and going back to the original game.
Here we see mayor Biffa's evil genius. Adding walls to keep the sims inside the city and prevent anyone from escaping, err moving away from the lovely city and its benevolent ruler.
Agreed, mine is also on pause cause of industrial areas issue... But it has good potential, just needs those mods up and running!
I really like that they slowed down the passage of time and added seasons. It was crazy how fast the years would fly by in CS1.
Actually (fresh and clean) snow is very bright. Too bright in fact as there's something called snow blindness. All those little crystals reflecting the light have profound effect.
Hopefully a mod will allow us to face the front of the buildings the way we want so that we dont have to tear down and rezone over and over
Hi Biffa, I think your businesses do not have enough customers because there are too many selling the same commodity in a certain area.... just have a look
When I used to play sim city back in the day I used to enjoy building the tiniest of houses, as in one and two square sizes
If you zone the mixed housing against the new quay wall/road as smaller buildings, like you did with the lower rent housing, the buildings that grow in will be shorter. Generally small footprint = shorter buildings
Definitely this. I’ve found i use the paint bucket pretty sparingly, at least as far as I’ve gotten in the early game. Need to keep lot sizes small so both the height and rent stay lower.
Why would you put all those roundabouts on one road and then put seperate junctions to connect to the otherside lol
I was waiting for this! Thanks Biffa
No problem!
1:44 Little blue car on the left of the junction be like: Nope, I don't wanna be seen on a yt vid.. not today, not ever! 😂
Hi and thanks for all your videos.
A question that have had me confused for along time is: Why no bridge over the roads for your pedestrians?
Wouldnt that make traffic go alot smother in your city?
Maybe put those Mixed-use buildings along Orchard street (next to the Terraced Road) on the other side of Orchard street, with those houses facing the wall, and either keep the wall side free (space for Greenery) or put some low-density Commercial or something like that there.
“Things doesn’t have to be straight all the time.” My OCD claims you are wrong. Lol
41:00 you could make the buildings have a smaller lot to make them not as tall
1:42 blue car on the left: Bro? you can't cross there...?
6:18 Not sure if it's worth reporting to the devs but there's a typo in the description of Central Bank, it should be 'increases' not 'increaces'.
Any bug is worth reporting, but verify it hasn't been reported earlier
@@sharpless I don't have the game, I just watch Biffa's channel, so not sure I can do that (it's good advice though) 👍
Lovely city Biffa!
Im missing some features in this new game, compared to the first one. Just some simple things, like seeing the firemen puting out the fire, not just sitting there in their car. People enjoying the parks, now they are just standing there. A new feature! Being able to make tunnels into mountains (Straight forward, not down under) And this stupid "High rent" problem. I understand that people can have that problem in apartment buildnings, but not in houses. People BUY houses, it does not matter if the landvalue goes up, that just means that they are selling it with profit later. They dont pay rent, they pay tax and the player controlls that. And the traffic really is, still stupid. Whats your take on the "problems" I mentioned? Bought the game from your Instant gaming site.
Keep building awesome cities!
Me : wow a biffa video from 40 seconds ! yay
Something in the backgrounds : TERRAIN ! TERRAIN ! PULL UP !
Edit : I Recommend you putting a tram line around the residential areas so they dont cause traffic jams , also i am recommending you putting some subway lines ( or a lot of them ) to increase mobility around the city .
Why does every comment here start out with nice series Biffa…. But you should do this?! I’m sorry for all the back seat gamers here.
Thanks for the tips Biffa I didn’t know the house size effected the rent. Why’d they move in if they can’t afford it? Lol thanks for the consistent content Biffa. You’re doing great.
You might want to consider flooding that low spot below terrace road and giving those houses a nice lake front view.
I feel bad for the people who are going to have a concrete wall as their view. lol
When you don't get the zoning cells on the road you want them, try the walking path. If you draw a walking path next to two roads that are close together it will force the cells to go to the road that is closest, then you can delete the walking path. It's kinda hard to explain, but if you play around with the walking paths and roads you can usually get the cells where you need them.
I believe your explanation was perfectly lucid. Thanks for the tip.
Gonna be cool to see Fix-your-Cities:Skylines2 (if it will be possible) in the future. Wondering how extreme these cities will become.
Those roundabouts on the new roads are drivers hell, if I had to drive though so many of them with the only option to go straight I would rage soo much :)
Re: the zoning trick at the 4 minute mark I find it a little bit unsettling that we have to hack or cheese the game like this to get our city to look realistic. I feel that the developers could make plot allocation a little bit more deterministic, what do you think? It would be cool if there was a way to set the maximum plot size per zone type per district or something.
I, as an American, don’t understand the difference between college and university. In our use of the terms, they’re synonymous.
In the uk college means alot of things. Such as very small university level establishments and sections of universities. However college is usually used for post highschool/ pre university level.
In American education terms, it's the equivalent of senior high and the first year of university.
The parking lot traffic has been hemming me up pretty good. I was doing good for a while and now all of a sudden traffic is destroying me in two neighborhoods because of the parking lots.
Good to know the no customers is a bug, been spiraling my head around it for 2 days xD
we want to see the city in the night
YES! I would love to see an entire series built only at night, actually.
You wouldn't see much going on 😅
@@BiffaPlaysCitiesSkylines I think he ment like in cinematic view
Man, every time I watch you play this game it just makes me want it more. Sadly I am unable to buy it.
14:41 lol
Squatters got me lol. Cheers
waiting for to long time for this episode
I would've thought you'd connect the couplet at the roundabouts. Haha. Right now they're all just going on one side of the roundabout because it's a one-way.
I always love your series of this game 🥰🥰🥰
A trick to see the different region zoning (well not a trick exactly), is looking at the icon. The EU row housing has 3 flat roof houses icon, and the NA one has 2 units.
For low density the EU one is also a simple house while the US one has a complex roof icon. The icons match the icons in the zoning. So you can kinda tell
From what I have been able to gather, the issue with lack of customers is related to both parking and density of shops in one area. I have begun to implement a mixture of parking lots, and public transport to the areas with shops, and its helped immensely. I am also mixing into the shopping districts offices, which draws in highly educated sims which have money to spend. All of these changes in combination are allowing me to no longer have the notification display on top of the buildings, and they are now leveling up once again.
TLDR: Do not zone a bunch of commercial into one block.
Good stuff, thanks! ☕
Can't wait for a few QoL tools. Like settings fees for of something, like parking, or transport so that we don't need to go to each one. I have a ton of bus lines with over 50k people using busses, and I want to adjust the costs of all of the lines.
Biffa talks about hearing wind, but we can't hear it... 😅
It sounded like this....woooooooOOOOoooOOOooo
@@BiffaPlaysCitiesSkylines
Haha XD
Didnt actually know its possible to be this early
A zoning tool that defines lot sizes rather than lets the game decide seems like it'd be a good mod.
41:26 make the lots smaller to get shorter buildings.
The roundabouts on the couplet dont make sense to me, isn't that supposed to be a higher volume road, image hitting all those roundabouts driving down that road. yikes! LOL
I just like how it looks, like a castle wall feeling 👍
37:49 Where did that fountain come from? Seriously. What menu? Do you need to unlock it?
Did you know you could use the parallel road too for single roads/ rails to line up with other roads? At 35:50 by the terrace road.
14:45 are the cars pathing have them just drive through two parking lots to get to the other side? Seems like a missed traffic pathing bug by the devs
It's pretty irl though 👍
If you put roundabouts where roads meet pedestrian roads, the cars have to go around them to turn around... lol
Does anyone know where we can find the fountain he used for the park ? She appears at 37:47
The emotional rollercoaster when I thought he was going to unlock the bridge but didn't😥