For the new neighbourhood's name, maybe Sheila Johnson named the area "Johnson's Grove", but nobody in the area liked that name, so they all call it "Sugar Grove" instead, after the sugar maples that grow in the area. It's still officially "Johnson's Grove" but practically residents call it "Sugar Grove", and it makes Sheila very upset. Thought that would be funny
I was going to say, the ad-less commercial buildings looks like what around here are used as libraries, community centers, human & pet clinics (one looks almost exactly like what the indoor swimming pool in the next town over!) and other "Municipal Services" incl. city/municipality offices. In short: Semi-Commercial uses that need minimal signage!
I think we know exactly what we need to name the new development. In honor of the fact that it sits at the crossing of the two highways into Paradise Bay and is up on the side of that bluff above the water... I think the only fitting name is Bluffside Crossing. 😁
RAAA!!! NEW CITY PLANNER PLAYS VIDEO!!! You should totally take a look at Iroquois Park in Louisville, Kentucky for ideas for a big park. It was designed by the same guy who designed NY's central park!
@@CityPlannerPlays hey, i was wondering if you could make a fast food chain that’s mostly in the surrounding great lakes area, yknow, like in’ N out in the west coast, and Whattaburger in Texas
@@CityPlannerPlays for parks have you ever looked into The Gathering Place in Tulsa? Cool layout, cool things to do, decorated with tons of native plants. Giant modern playgrounds designed for different age groups, cool walking paths, sport courts, skatepark, boat rentals for their manmade pond, restaurant/coffee shop, etc… and it’s all connected to Tulsa’s riverside trail which is basically one long park and VERY popular bike trail half the length of the city with even more amenities including a unique disc golf course. Personally I’m a big fan, and I think anyone interested in city layouts should at least look it up.
@@CityPlannerPlays And speaking of toggles... toggle on _show_ _markers_ (*) when working with surfaces so you can actually see your invisible roads... maybe. But the trees and bushes... Village of the Damned Trigger Warning! Gnnnnrrrr.... twitch...
Great build overall, but I don't like the look of that MASSIVE road winding through the small residential neighbourhood, it looks like a highway and I don't think it would make people very confident to walk across it. I would have put a smaller, narrower road.
It reminds me of a road near where I live, it splits 2 main residential areas and is a fairly large 4 lane road with a dividing median it’s strange but still happens in real life it seems
Taking your word for it, the amount of grading you do in the US is just insane. It would be interesting if you made a video about grading culture in different places. Preferences, cost, infrastructure, architecture, respecting the topography, making the topography respect you, leveraging the topography to build interesting places, everything. It could be amazing.
That is because the US has strict ADA codes that enforce min slopes in parking lots, sidewalks etc. also car centric. Also over engineered structural codes that require particular soil conditions. In some cases removing soil is needed because it is not strong enough. Therefore you cannot have massive grade changes that would also not allow a disabled person to navigate. We also have strict stormwater containment laws that require a site to contain/ capture stormwater and not allow it to run into adjacent sites. Today these things can be the size of a football field 7' deep. No kidding. You don't see it because it is now underground. They have to tear up the entire site in these instances. There are many many more building codes that create this scenario. Europe is thousands of years old with many buildings that have been grandfathered in to an era of no codes. The same is true of site development. I've lived in Urbino Italy. The whole city is stairs and the most Ludacris hills that they have to create steps in the flat pavement so as not to slip. Old people can no longer live in that section of the city. While it is romantic it also sucks for disabled or injured people. Crutches or a wheelchair would be a death sentence in many places. Homie is playing a video game so take his city planning agenda with a grain of salt. Speak with an Architect if you want to understand these kinds of things. I can assure you that in today's economic climate reducing grading is a constant conversation. You can have a 30 million dollar project and the site development can cost 1/3 of that. Who would have thought pushing dirt would be so lucrative. Blame city planner plays lol. It's always codes.
@@nfaller89 That makes a lot of sense. It still baffles me, though. 30% of cost in preparation? It must price too many potential developers out, let alone single family stand-alone lots. Hillsides must be a pain, too. But is the issue really the codes? Or the way such codes developed over time? They could be made to favour the most affordable solutions to site problems. Deeper "skeleton" foundations and multilayered access, for example, are way cheaper to build and can cost less to maintain in high grade slopes. For lower grades, there's no way multilayered retaining walls + platforms isn't more cost-effective per square metre of usable space than gradual artificial sloping. For example. If your terrain goes up 4 metres, just terrace there and build; if it goes up another 3, terrace again and build higher, with steep sloped access for vehicles, and stairs, elevators and gentler ramps for comprehensive individual access. It has to be cheaper and more conducive to denser development.
@@juliahenriques210 everyone i speak with right now their projects are 30-50% over budget. Price escalation in construction took off like a rocket in 2018 and has not stopped.
Part of this is also because Phil is from the Midwest, which is a notably flat area in the US with very little terrain variation. Most cities up there do not tolerate much at all in terms of grading. If you look at areas like California or the Appalachian states, you'd see a lot more of the varied topography as those states have a much higher tolerance for larger gradients (out of necessity). Personally, I'm from Texas, so while we do grade fairly harshly like the Midwest, we also have some hill country in central Texas and living towards Austin I can tell you there's definitely higher tolerance for high grades than many other parts of the state. My scuffed front bumper can attest to that.
@@nfaller89 yea, the ADA is probably the one thing in social policy that America does better than Europe. Just pushing around the baby carriage, you wonder how people in wheelchairs manage at all...
That is an *incredibly* car-oriented neighbourhood. For such a small area/population and with public transit connections, surely single-carriageway roads should be enough? People on foot would have difficulty crossing those wide roads, and the wide rights-of-way would encourage motorists to speed. I don't imagine children being able to safely walk round to their friends' houses unaccompanied, or being able to cycle to school.
oh god YES!!! That mod that allows to remove the god-awful bright green lawn from housing units, AMAZING! I think it looks super wierd when the grass surrounding the plot is a lot darker than the grass around the actual house. Like, why would the grass of the lawn be of a different colour than the grass just outside the yard? ^^
Yeah, Im not a fan of it either, are all lawns fake Astroturf in Finland? Why would they do this instead of just transparent lawn so it shows the natural terrain and add a fence or something… did anyone even look at this game when they were developing it?
Branding is tough as it can get redundant in CS2 (no shade to them they only have so many designers), but I do think it makes it look more real to have the branding. A note though; it wouldn't be unusual for some privateish communities to have very specific signage requirements, maybe they aren't allowed to have posted signs? Could try a little directory sign at the edge of the lots Edit: It might be wise to put a fence between the tennis courts and the road to prevent balls from hitting cars
Bend should be expanding into those hills. Something I saw growing up in the Pocono Mountains in Pennsylvania was mining companies blasting the sides of hilltops for aggregate and gravel, and then when a decent area was cleared, the land was sold to a developer and some housing units, commercial, or office spaces would be built there.
I really want to see you address the high cost of rent with more high density/low cost housing. I also want to see more upward building. High density commercial/business/residential would be amazing additions to the skyline
Not every episode has to be like this one, but I definitely enjoyed seeing a smaller area like this, with a bunch of care and attention put into it. It looks beautiful!
I haven't seen it be said often (perhaps because I don't go through all the comments?), but I really appreciate you appreciating our time. There really is a lot I could be doing with my time, everyone is trying to compete for it, yet here I am, spending my time watching a city planner play city builders, because apparently that's what I like. Thanks for your great work!
At the end of the last century, there was a movement in municipal government in Canada, or at least Ontario and Quebec to reduce the number of munipalities by merging many or consolidating city/county councils. From the citizen's perspective there are advantages: services are available everywhere and are integrated; greater buying power; more niche services etc, but at the cost of individuality of the municipalities. In some cases, these merged munipalities increase taxation due to services being provided that folks in peripheral areas do not want like mass transit or municipal water and sewers. I could totally see Bend wanting to pull neighbouring towns in to have access to more developable territory and retention of its position as the focal city in the county. I'd love to see how the game handles mergers and consolidations.
For the Chicane - you could use the road replacement tool and slightly shift the road between every node to get that "slalom" look on the road, together with the extended sidewalks or green patches. Then again, it'd probably make the outer edges of the road look painful.
Awesome video! One comment on the large apartment complex, you should add paved connections from the parking lots and pool to the buildings, feels like a complex wouldn't want everyone walking through the grass and tracking in mud during the winter.
The collector road with the mulch-like texture and bushes in the middle is so smart. My community IRL has something like that and I've been trying to think of how to implement it in my cities. Thanks for the idea CPP!
No keep that roundabout. It’s actually better for pedestrians and safer. Car slow down and yield to pedestrians. Lights are always too long to wait and most people endup jaywalking.
I'd be interested in seeing some rural developments somewhere on the outskirts of town, a place for housing that justifies the use of dirt roads that isn't farmland. As someone who used to live on a dirt road behind a small airport (as in there were runways and hangars but it was largely for smaller personally owned craft except when they had the occasional old military bomber land for events), it'd be nice to see some small backroad developments that the game would likely consider low income housing. If we're talking "realism", dirt road back roads are very much a thing, and the game includes them for, presumably, more than just "planning roads", so it'd be really nice to see some development using those dirt roads that the city wouldn't see worth the money upgrading to paved. Essentially, show the dirt roads some love for the sake of "realism".
This series, in particular, I look forward to every week. I think your storytelling has really elevated with the transition to CS:2. When it comes to names I tend to take inspiration from randomly generated ones, so Blackwood Court comes to mind, or perhaps just 'The Woods'.
Guessing the devs are over their heads in feedback that all of us have given them, but perhaps it’d be nice to have a few landmarks, like, say, the Cathedral of Plentitude and other unique buildings like it from CS1 (but I’m guessing they’ll be in a bunch of DLCs)
For the mixed use buildings at 27:11, there’s a new mod on the workshop that adds mixed use row buildings, offices and commercial too. I find these really useful when the commercial buildings are too big, or too car centric.
Great video! I feel like the CS2 series had been really missing this kind of detail work, it was always my favorite part of Verde Beach and I'm glad the modding scene has finally reached the point where you feel comfortable doing highly detailed custom stuff again rather than just broad strokes expansion (not saying those videos are bad, but this type is more my kind of thing)
@@CityPlannerPlays only downside from this is the expense with little use but if two large cities have connections outside may be useful and add a more realistic spin using it as a ferry system too
41:45 Me and my friends would love to sit and eat something here.. watching the world from high above.. The hill is in amazing place and so us gazebo.. PLZ ADD SOME FOOD TRUCK THERE! ❤❤❤❤
6:11 The baby trees thing is working as intended, it's a feature, not a bug. CS2, just like CS1, hides the tree there when you put a road or building down. When you delete the road or building, the tree comes back. CS2, unlike CS1, starts trees off as saplings instead of fully grown.
1:55 this might be stupid, but I love the whole evil Phillip with 2 L’s concept that you have been playing up since the beginning. It makes me think of my best friend who spells his name Phill, because in his words, the only right way. Every time we check in on Phillip with 2 L’s it reminds me of my friend, and I appreciate and enjoy that. ❤😊
I personally like the flow of smaller build episodes like this. Even the largest of projects is in actuality a bunch of connected smaller projects. The smaller builds like this also remind me of your older videos that introduced and got me hooked on this channel.
for the chicane- i would love to see the chicanes on the outer edge near intersections to serve as a daylighting method for pedestrians crossing the road!!😊
Really great video! I had an idea for that empty space on the side of the town center. I think an art piece or some kind of asset like that would be great! With some benches as well. Also that whole apartment complex ideas came together beautifully! Well done!
While Sheila Johnson was pushing "Johnson's Grove" from the very start of the project, it just so happened that the official end of development lined up with some historical happenings in the wider world. The day that she planned to put out her statement (and the video too) she made a last minute decision to recognize one of the key officials that history would one day look back on, changing the new district's name to "Merchan's Court" in honor of his honor. Few noticed, but those who did appreciated Sheila's tribute, and volunteers for her reelection campaign doubled in number over the next month.
I wonder if the chicanes can even be improved more with the new road tool mod. Here in the netherlands we are used to these chicanes a lot. One thing i would recommend we do here a lot. Is whenever a pedestrain/bike crossing occurs change the chicanes side berms to a wider mid berm. The road continues to meander forcing speeds down. And the extra wide mid berm makes it much saver for the people to crossing makig it possible to cross only 1 lane at a time instead of both at once. Keep up the great series
Glad you liked that part! I'm going to try to work more information like that into the builds again. So many sprinkling in one little tid bit per video!
Omg, you've given me SO many tips, but I think I can give you one! I saw you search for 2x2 to get a small office building. In the Find it Mod, if you click on the little triangle-line thinggy next to the search window, you can select the dimensions of a building. This lets you pull by size & keeps all other variables open.
The branding is what makes them look like shops, i'd say add them back. Now they look like highschool entrances with the school missing 😂 47:00 you perfectly parked a tree on the parking spot 😉
I really dig the more focused builds with more attention paid to a smaller space. Realistically, I know not every place in a city is a “special” place but I love the attention and the diversity it brings to neighborhoods. It also means more CPP episodes
Hi Philip with one L, thanks for the pop up showing the definition of Chicane. I dunno if that's new or I never noticed it, but I really appreciate that! You occasionally use road or construction words I don't know the meaning of, so the occasional info bubble is very helpful!
I love the park with the gazebo on the hill! I feel like the housing development with the pool and everything would be built different in reality, instead of the building fronting the major road they would be spaced back and closer to the alley/parking lot.
I think that since the new area is relatively small compared to Paradise Bay, "Paradise Bay West" or another directional indicator would be a good name.
@CityPlannerPlays Phil - huge fan of the channel for the last few years. I think I watched all of VB one Christmas Break and was immediately hooked. Feedback on the City Tours. I’ve noticed that they have taken on a very different feel over the last year and change. More cute editing, more flipping and wipes between old and new, sync’ed with the music, more cinematic Birds Eye cameras views. Sometimes the cuts between old and new, back and forth, feel a bit much, and make it hard to enjoy the progress. And the sweeping Birds Eye camera views, while nice, don’t offer much different of a perspective than just watching you build in normal gameplay. I really miss the city tours of old, which mostly took you down to street level, into a person, car or train, to live in the city for a moment of zen. It is a much different perspective and is so neat to see. And at the end you would pull out to a wider view and show a wipe of what changed during the episode. The VB bicycle highway episode would have not been the same without the city tour riding along it! I love your work. You’re Bob Ross for a new generation. Thank you!
That's a great idea to have garages flipped. So many options for realism and creativity. I imagine being able to have peaceful front yards on pedestrian streets or even busy roads with all road access from a alley behind them.
Feel like a New Urbanist development would call for more sidewalk trees to create an urban canopy that would make walks enjoyable and buffer the sounds of the roadways. Great work so far!
This is only game which I own, that I don't enjoy playing as much as watching smarter people playing it. I am stunned with what you can create. Keep it going mate :)
37:00 I live in a place that looks like that, and we have a lookout on the hill with a small park at the top, we have a pad that goes from the street directly to that lookout, and at the top we have a statue of a Virgin and some small vending stores it's a place for people who want to seat, or just look at the views from there, a lot of trees, benches, and it has a bike road as well, pretty chill place, i like to go there often to relax 😌
I bought the game a couple weeks ago and despite losing a save (I just made a new city) I’ve been really enjoying it. I’ve been detailing, building, playing. Game seems really playable atm. Having lots of fun so far.
REALLY liked this episode! I love building neighborhood blocks when I play, and I'm proud to say that several of my neighborhoods look, at least, similar to this, when done!
I don't understand why those businesses need parking when there's multiple entire streets worth of empty parking already?? Especially if this is meant to be an urbanist neighbourhood? maybe my australian mind jut can't comprehend this but I feel like in real life it would just be 2hr street parking with permit holders excepted for employees The parking behind the big one really feels like it should be an alleyway that allows trucks/deliveries to get in there even if they don't actually use it
I think that with the mods and assets here is how the game should have been released with. As for naming, how about making a little connection from the lake to the ocean, turning the lake into a boating marina and calling the area Paradise Waters.
Definetly keep the signs on the buildings, it gives the town a bit more charm. It was also weird at 27:46 with the white boxes on the returaunts. I hope in the future with how better bulldozer works there can be asset packs with cutom signs that will load in on their own.
question if i may, for the apartments why didn't you do them mixed use? small bus on the bottom floor, apart above? also don't those 8 story apartment complexs make it not so low density? and then finaly why no parking garage? is it there are no assest for it? or does it not work there?
I think Blackwood Glen should be renamed Hickory Park in honor of the ol' hickory gazebo that sits atop the mount. Rumor has it Old Man Tunnings built that Gazebo back in '80 with the help of his sons.
Love the music! I’ve been playing master planning music for my newborn at night and she has been sleeping so soundly to the soft soothing rhythms. Thank you❤️
On the interior of the apartment complex, between the pool and the park, replace normal road with pedestrian one. That way the residents can still get to parking and to the leisure activities, but cars will not cut trough the area. Also, if possible, put gazebo on top of gazebo on top of gazebo until you turn it into a tower for the view of the entire city. Maybe six stories high.
At 7:35 , I feel like quay walls are the fix. Maybe the earth in between becomes a tidal zone or wake zone, so you can get some nice layering going on (water, beach, trees, highway). Reminds me of sections of US 101 around the Olympic Peninsula.
So exciting to see the game these days with all that mods are making possible. Outstanding content. Suggestion for the new neighborhood name -- and this takes me back to my planning grad school days -- something paying homage to the founders of new urbanism or some of the older NU developments. I'm thinking Duany in terms of people; Kentlands -or -Lakeside or Riverside (a nod to Seaside in Florida) in terms of places; or simply Transect. These ideas are probably too deep into the academic weeds, but they're what came to mind. Thanks, as always, CPP!
You should fill the area where the main line was supposed to go with buildings that don't quite seem to fit, to show they were built later. You can see this in North London, where they left the space for the Northern Line extension but never built it, so they eventually filled it with housing. You can still see where it was supposed to go.
Honestly, I don’t think the mega roundabout at 14:10 was such a big problem. The town I went to school in had pretty much the same exact one. It’s might seem a bit intimidating, but the way it was set up, islands between every lane, crossing was always a breeze and felt very safe.
Regarding the branding, I'm in agreement with the look of a public library or something. I think some branding is great, with maybe a couple of select lots for unbranded/municipal looking facilities. That gets closest to realism, after all.
Your videos are so brilliant. Thanks a lot for them. The only thing you could add into the descriptions is a list of mods you are using. Because sometimes I have no idea what kind of mod you just used. Thanks a lot.
Since the new neighborhood is in close proximity to a lake as well as the open sea I think "Twinwaters Cove" or "Tidelake" would be perfect names for it.
The new development looks great. Maybe Overlook Pond or Chicane Lake with the water nearby. Alternatively, there’s a town in Wales called Criccieth (Crich-eth) that I always thought was cool name
For name, definitely something like "xyz's bluff" that corresponds to the view of the water there. Maybe something that nods to just how many people live in that little high density block. As for preferences, I think I prefer builds where you spend a little less time on detailing and getting everything manually placed just right, I love the thing where you show us how to design the city and complexes to work together nicely, as good as your builds look the specific aesthetic is not the number one reason I like watching your stuff ^^; Of course, that's just my opinion as one person, I make no claim to speak for any sizeable section of your viewerbase.
That gap behind the houses right at the end where the rail line right of way was preserved could be a disuse line to the beach. There are a few like that near me.
Adding some trees between the residential homes and the road would be a good idea to mitigate noise pollution and also add a degree of privacy to the townhouses.
Great video. The better bulldozer, find it, the asset mod, and move it mod have really made the fame so muxh more enjoyable. This little development was a joy to watch.
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Engagment: Maybe a Monorail or a Hyperloop would be nice as a Transportation Device.
@@lordzizo375 There is no monorail in cs2
make a metro looping around the town and connecting it to bend
at 47 min in the song reminded me of thomas the tank engines opening clip. old memorys flooded my brian. thanks for this awesome vid
For the new neighbourhood's name, maybe Sheila Johnson named the area "Johnson's Grove", but nobody in the area liked that name, so they all call it "Sugar Grove" instead, after the sugar maples that grow in the area.
It's still officially "Johnson's Grove" but practically residents call it "Sugar Grove", and it makes Sheila very upset.
Thought that would be funny
Love it
Great idea
when sheila gets very upset, she pleasure herself in the public toilet . ''what a relieve'' she moaned.
Those commercial assets look like it could pass as a local branch library not having the branding on them. One of them, at least.
That's a great point tbh!
Really hope the devs add libraries to CS2, seeing as you mention them here
Didn’t really think much about them until now
This is sort of my thinking too - and the offices without signage remind me of local council offices and buildings around here (UK)
I was going to say, the ad-less commercial buildings looks like what around here are used as libraries, community centers, human & pet clinics (one looks almost exactly like what the indoor swimming pool in the next town over!) and other "Municipal Services" incl. city/municipality offices.
In short: Semi-Commercial uses that need minimal signage!
I think we know exactly what we need to name the new development. In honor of the fact that it sits at the crossing of the two highways into Paradise Bay and is up on the side of that bluff above the water... I think the only fitting name is Bluffside Crossing. 😁
It's gotta be this.
RAAA!!! NEW CITY PLANNER PLAYS VIDEO!!!
You should totally take a look at Iroquois Park in Louisville, Kentucky for ideas for a big park. It was designed by the same guy who designed NY's central park!
Wow, that looks like a great park! I might steal this idea for another spot in town....
@@CityPlannerPlays hey, i was wondering if you could make a fast food chain that’s mostly in the surrounding great lakes area, yknow, like in’ N out in the west coast, and Whattaburger in Texas
@@kellanplaysgolf I need to experiment more with the asset importer, but that's on my list. Could definitely see what we can do then!
@CityPlannerPlays
Could call it Aulver's, Bulver's, or maybe Dulver's. 25 options.
@@CityPlannerPlays for parks have you ever looked into The Gathering Place in Tulsa?
Cool layout, cool things to do, decorated with tons of native plants.
Giant modern playgrounds designed for different age groups, cool walking paths, sport courts, skatepark, boat rentals for their manmade pond, restaurant/coffee shop, etc… and it’s all connected to Tulsa’s riverside trail which is basically one long park and VERY popular bike trail half the length of the city with even more amenities including a unique disc golf course.
Personally I’m a big fan, and I think anyone interested in city layouts should at least look it up.
When using the line tool to place trees and bushes, you should turn on random rotation (the button with the dices) to keep things from looking weird.
Going to fix that in the next one! Good looking out! I always forget to hit that toggle.
@@CityPlannerPlays And speaking of toggles... toggle on _show_ _markers_ (*) when working with surfaces so you can actually see your invisible roads... maybe.
But the trees and bushes... Village of the Damned Trigger Warning! Gnnnnrrrr.... twitch...
Great build overall, but I don't like the look of that MASSIVE road winding through the small residential neighbourhood, it looks like a highway and I don't think it would make people very confident to walk across it. I would have put a smaller, narrower road.
CPP does love to put a mega road through his neighbourhoods
It reminds me of a road near where I live, it splits 2 main residential areas and is a fairly large 4 lane road with a dividing median it’s strange but still happens in real life it seems
To me it looks like a dutch road, but without a tram running through the middle of it.
merica 🦅🦅
Taking your word for it, the amount of grading you do in the US is just insane. It would be interesting if you made a video about grading culture in different places. Preferences, cost, infrastructure, architecture, respecting the topography, making the topography respect you, leveraging the topography to build interesting places, everything. It could be amazing.
That is because the US has strict ADA codes that enforce min slopes in parking lots, sidewalks etc. also car centric. Also over engineered structural codes that require particular soil conditions. In some cases removing soil is needed because it is not strong enough. Therefore you cannot have massive grade changes that would also not allow a disabled person to navigate. We also have strict stormwater containment laws that require a site to contain/ capture stormwater and not allow it to run into adjacent sites. Today these things can be the size of a football field 7' deep. No kidding. You don't see it because it is now underground. They have to tear up the entire site in these instances. There are many many more building codes that create this scenario. Europe is thousands of years old with many buildings that have been grandfathered in to an era of no codes. The same is true of site development. I've lived in Urbino Italy. The whole city is stairs and the most Ludacris hills that they have to create steps in the flat pavement so as not to slip. Old people can no longer live in that section of the city. While it is romantic it also sucks for disabled or injured people. Crutches or a wheelchair would be a death sentence in many places. Homie is playing a video game so take his city planning agenda with a grain of salt. Speak with an Architect if you want to understand these kinds of things. I can assure you that in today's economic climate reducing grading is a constant conversation. You can have a 30 million dollar project and the site development can cost 1/3 of that. Who would have thought pushing dirt would be so lucrative. Blame city planner plays lol. It's always codes.
@@nfaller89 That makes a lot of sense. It still baffles me, though. 30% of cost in preparation? It must price too many potential developers out, let alone single family stand-alone lots. Hillsides must be a pain, too.
But is the issue really the codes? Or the way such codes developed over time? They could be made to favour the most affordable solutions to site problems. Deeper "skeleton" foundations and multilayered access, for example, are way cheaper to build and can cost less to maintain in high grade slopes. For lower grades, there's no way multilayered retaining walls + platforms isn't more cost-effective per square metre of usable space than gradual artificial sloping.
For example. If your terrain goes up 4 metres, just terrace there and build; if it goes up another 3, terrace again and build higher, with steep sloped access for vehicles, and stairs, elevators and gentler ramps for comprehensive individual access. It has to be cheaper and more conducive to denser development.
@@juliahenriques210 everyone i speak with right now their projects are 30-50% over budget. Price escalation in construction took off like a rocket in 2018 and has not stopped.
Part of this is also because Phil is from the Midwest, which is a notably flat area in the US with very little terrain variation. Most cities up there do not tolerate much at all in terms of grading.
If you look at areas like California or the Appalachian states, you'd see a lot more of the varied topography as those states have a much higher tolerance for larger gradients (out of necessity).
Personally, I'm from Texas, so while we do grade fairly harshly like the Midwest, we also have some hill country in central Texas and living towards Austin I can tell you there's definitely higher tolerance for high grades than many other parts of the state. My scuffed front bumper can attest to that.
@@nfaller89 yea, the ADA is probably the one thing in social policy that America does better than Europe. Just pushing around the baby carriage, you wonder how people in wheelchairs manage at all...
That is an *incredibly* car-oriented neighbourhood. For such a small area/population and with public transit connections, surely single-carriageway roads should be enough? People on foot would have difficulty crossing those wide roads, and the wide rights-of-way would encourage motorists to speed. I don't imagine children being able to safely walk round to their friends' houses unaccompanied, or being able to cycle to school.
Yeah, reoccuring issue. Every neighbourhood CPP builds has some sort of stroad or giant pink road
He can't escape the North American tendencies.
Agreed, I'm really disappointed
oh god YES!!! That mod that allows to remove the god-awful bright green lawn from housing units, AMAZING! I think it looks super wierd when the grass surrounding the plot is a lot darker than the grass around the actual house. Like, why would the grass of the lawn be of a different colour than the grass just outside the yard? ^^
Even worse when it snows lol
Just keep giving the devs money, that's sure to fix it
Yeah, Im not a fan of it either, are all lawns fake Astroturf in Finland? Why would they do this instead of just transparent lawn so it shows the natural terrain and add a fence or something… did anyone even look at this game when they were developing it?
Because the grass on the property is manicured while the default texture is supposed to represent wild growth.
Branding is tough as it can get redundant in CS2 (no shade to them they only have so many designers), but I do think it makes it look more real to have the branding. A note though; it wouldn't be unusual for some privateish communities to have very specific signage requirements, maybe they aren't allowed to have posted signs? Could try a little directory sign at the edge of the lots
Edit: It might be wise to put a fence between the tennis courts and the road to prevent balls from hitting cars
Bend should be expanding into those hills. Something I saw growing up in the Pocono Mountains in Pennsylvania was mining companies blasting the sides of hilltops for aggregate and gravel, and then when a decent area was cleared, the land was sold to a developer and some housing units, commercial, or office spaces would be built there.
I really want to see you address the high cost of rent with more high density/low cost housing. I also want to see more upward building. High density commercial/business/residential would be amazing additions to the skyline
Not every episode has to be like this one, but I definitely enjoyed seeing a smaller area like this, with a bunch of care and attention put into it. It looks beautiful!
I haven't seen it be said often (perhaps because I don't go through all the comments?), but I really appreciate you appreciating our time. There really is a lot I could be doing with my time, everyone is trying to compete for it, yet here I am, spending my time watching a city planner play city builders, because apparently that's what I like. Thanks for your great work!
Id love to see a stadbahn-type transport system in one of your cities (or an interurban tram)
Trams are coming to Paradise bay, so I could see using one of them as a link to Bend and the University, similar to the stadbahn!
Was going to say the same thing!
Something about this episode felt like 'classic' CPP and I really loved that. Hope all the mods and assets accessible now spur more of this!
22:05 Honestly, having the branding on the company buildings gives them more character, so I'd say to put them back in
At the end of the last century, there was a movement in municipal government in Canada, or at least Ontario and Quebec to reduce the number of munipalities by merging many or consolidating city/county councils. From the citizen's perspective there are advantages: services are available everywhere and are integrated; greater buying power; more niche services etc, but at the cost of individuality of the municipalities. In some cases, these merged munipalities increase taxation due to services being provided that folks in peripheral areas do not want like mass transit or municipal water and sewers. I could totally see Bend wanting to pull neighbouring towns in to have access to more developable territory and retention of its position as the focal city in the county. I'd love to see how the game handles mergers and consolidations.
For the Chicane - you could use the road replacement tool and slightly shift the road between every node to get that "slalom" look on the road, together with the extended sidewalks or green patches. Then again, it'd probably make the outer edges of the road look painful.
Doing this!
Awesome video! One comment on the large apartment complex, you should add paved connections from the parking lots and pool to the buildings, feels like a complex wouldn't want everyone walking through the grass and tracking in mud during the winter.
The collector road with the mulch-like texture and bushes in the middle is so smart. My community IRL has something like that and I've been trying to think of how to implement it in my cities. Thanks for the idea CPP!
I like the pacing of this video. I had started to feel like the Magnolia videos were too fast, but this one is on point. Well done!
No keep that roundabout. It’s actually better for pedestrians and safer. Car slow down and yield to pedestrians. Lights are always too long to wait and most people endup jaywalking.
I believe office and commercial buildings should have branding, not mixed-use. Not the massive billboards though.
I'd be interested in seeing some rural developments somewhere on the outskirts of town, a place for housing that justifies the use of dirt roads that isn't farmland. As someone who used to live on a dirt road behind a small airport (as in there were runways and hangars but it was largely for smaller personally owned craft except when they had the occasional old military bomber land for events), it'd be nice to see some small backroad developments that the game would likely consider low income housing. If we're talking "realism", dirt road back roads are very much a thing, and the game includes them for, presumably, more than just "planning roads", so it'd be really nice to see some development using those dirt roads that the city wouldn't see worth the money upgrading to paved.
Essentially, show the dirt roads some love for the sake of "realism".
Hillside Heights
was the name of one my city drawings when I was a kid, and it actually fits really well with this particular development.
This series, in particular, I look forward to every week. I think your storytelling has really elevated with the transition to CS:2.
When it comes to names I tend to take inspiration from randomly generated ones, so Blackwood Court comes to mind, or perhaps just 'The Woods'.
Guessing the devs are over their heads in feedback that all of us have given them, but perhaps it’d be nice to have a few landmarks, like, say, the Cathedral of Plentitude and other unique buildings like it from CS1 (but I’m guessing they’ll be in a bunch of DLCs)
For the mixed use buildings at 27:11, there’s a new mod on the workshop that adds mixed use row buildings, offices and commercial too. I find these really useful when the commercial buildings are too big, or too car centric.
Great video! I feel like the CS2 series had been really missing this kind of detail work, it was always my favorite part of Verde Beach and I'm glad the modding scene has finally reached the point where you feel comfortable doing highly detailed custom stuff again rather than just broad strokes expansion (not saying those videos are bad, but this type is more my kind of thing)
Using a harbour as a ferry could help to connect cities with others if there all beach front cities idk if it could be of use yet tho
Hmm... I'm not sure if that is possible yet, but I'll play around with the idea.
@@CityPlannerPlays only downside from this is the expense with little use but if two large cities have connections outside may be useful and add a more realistic spin using it as a ferry system too
I really wish we could attach the parks to footpaths instead of just roads. Would make custom parks so much better
It's funny that the new walkable urbanist neighborhood starts with a wide road with median. That's pretty anti pedestrian.
I thought that at least the parallel one way roads would be an important part of creating the chicanes, but no.
41:45 Me and my friends would love to sit and eat something here.. watching the world from high above.. The hill is in amazing place and so us gazebo..
PLZ ADD SOME FOOD TRUCK THERE! ❤❤❤❤
6:11 The baby trees thing is working as intended, it's a feature, not a bug. CS2, just like CS1, hides the tree there when you put a road or building down. When you delete the road or building, the tree comes back. CS2, unlike CS1, starts trees off as saplings instead of fully grown.
41:43 low key a great wedding venue
fr
1:55 this might be stupid, but I love the whole evil Phillip with 2 L’s concept that you have been playing up since the beginning. It makes me think of my best friend who spells his name Phill, because in his words, the only right way. Every time we check in on Phillip with 2 L’s it reminds me of my friend, and I appreciate and enjoy that. ❤😊
I personally like the flow of smaller build episodes like this. Even the largest of projects is in actuality a bunch of connected smaller projects.
The smaller builds like this also remind me of your older videos that introduced and got me hooked on this channel.
for the chicane- i would love to see the chicanes on the outer edge near intersections to serve as a daylighting method for pedestrians crossing the road!!😊
Thanks!
Thank you for much for the support, Justin! Hope you like the video!
Really great video! I had an idea for that empty space on the side of the town center. I think an art piece or some kind of asset like that would be great! With some benches as well.
Also that whole apartment complex ideas came together beautifully! Well done!
While Sheila Johnson was pushing "Johnson's Grove" from the very start of the project, it just so happened that the official end of development lined up with some historical happenings in the wider world.
The day that she planned to put out her statement (and the video too) she made a last minute decision to recognize one of the key officials that history would one day look back on, changing the new district's name to "Merchan's Court" in honor of his honor. Few noticed, but those who did appreciated Sheila's tribute, and volunteers for her reelection campaign doubled in number over the next month.
I wonder if the chicanes can even be improved more with the new road tool mod. Here in the netherlands we are used to these chicanes a lot. One thing i would recommend we do here a lot. Is whenever a pedestrain/bike crossing occurs change the chicanes side berms to a wider mid berm. The road continues to meander forcing speeds down. And the extra wide mid berm makes it much saver for the people to crossing makig it possible to cross only 1 lane at a time instead of both at once. Keep up the great series
Loved the video so much I’ve already watched it twice! Never heard of a chicane, always thought they were accidental!
Glad you liked that part! I'm going to try to work more information like that into the builds again. So many sprinkling in one little tid bit per video!
In my experience, they _encourage_ unsafe driving... you just trade the drag racers for the would-be rally drivers.
Omg, you've given me SO many tips, but I think I can give you one! I saw you search for 2x2 to get a small office building. In the Find it Mod, if you click on the little triangle-line thinggy next to the search window, you can select the dimensions of a building. This lets you pull by size & keeps all other variables open.
Loved this episode!! Felt very old school CPP! Great watching a community come together with all the details! More of this please 🙏🏼
The branding is what makes them look like shops, i'd say add them back. Now they look like highschool entrances with the school missing 😂
47:00 you perfectly parked a tree on the parking spot 😉
I really dig the more focused builds with more attention paid to a smaller space.
Realistically, I know not every place in a city is a “special” place but I love the attention and the diversity it brings to neighborhoods.
It also means more CPP episodes
I really love the apartment complex. It feels really real to me. These mods elevate the game SO MUCH!
Love love love this build! One of my favorites in cities 2! Thanks for the inspiration!
Hi Philip with one L, thanks for the pop up showing the definition of Chicane. I dunno if that's new or I never noticed it, but I really appreciate that! You occasionally use road or construction words I don't know the meaning of, so the occasional info bubble is very helpful!
I love the park with the gazebo on the hill! I feel like the housing development with the pool and everything would be built different in reality, instead of the building fronting the major road they would be spaced back and closer to the alley/parking lot.
I think the huge apartment complex at 36:39 needs a dog park amenity
I think that since the new area is relatively small compared to Paradise Bay, "Paradise Bay West" or another directional indicator would be a good name.
@CityPlannerPlays Phil - huge fan of the channel for the last few years. I think I watched all of VB one Christmas Break and was immediately hooked.
Feedback on the City Tours. I’ve noticed that they have taken on a very different feel over the last year and change. More cute editing, more flipping and wipes between old and new, sync’ed with the music, more cinematic Birds Eye cameras views. Sometimes the cuts between old and new, back and forth, feel a bit much, and make it hard to enjoy the progress. And the sweeping Birds Eye camera views, while nice, don’t offer much different of a perspective than just watching you build in normal gameplay.
I really miss the city tours of old, which mostly took you down to street level, into a person, car or train, to live in the city for a moment of zen. It is a much different perspective and is so neat to see. And at the end you would pull out to a wider view and show a wipe of what changed during the episode. The VB bicycle highway episode would have not been the same without the city tour riding along it!
I love your work. You’re Bob Ross for a new generation. Thank you!
That's a great idea to have garages flipped. So many options for realism and creativity. I imagine being able to have peaceful front yards on pedestrian streets or even busy roads with all road access from a alley behind them.
How many dogs got off of that bus in the intro?! Glad to see a canine-friendly public transit system working like butter!
Feel like a New Urbanist development would call for more sidewalk trees to create an urban canopy that would make walks enjoyable and buffer the sounds of the roadways. Great work so far!
5:45 He's finnaly using racing track terms... a few more episodes and we might be geting mountain roads for touge racing!!!
This is only game which I own, that I don't enjoy playing as much as watching smarter people playing it. I am stunned with what you can create. Keep it going mate :)
I like how you transition to the after shot by going through the trees. Great episode as always.
37:00 I live in a place that looks like that, and we have a lookout on the hill with a small park at the top, we have a pad that goes from the street directly to that lookout, and at the top we have a statue of a Virgin and some small vending stores it's a place for people who want to seat, or just look at the views from there, a lot of trees, benches, and it has a bike road as well, pretty chill place, i like to go there often to relax 😌
I bought the game a couple weeks ago and despite losing a save (I just made a new city) I’ve been really enjoying it. I’ve been detailing, building, playing. Game seems really playable atm. Having lots of fun so far.
REALLY liked this episode! I love building neighborhood blocks when I play, and I'm proud to say that several of my neighborhoods look, at least, similar to this, when done!
I don't understand why those businesses need parking when there's multiple entire streets worth of empty parking already?? Especially if this is meant to be an urbanist neighbourhood?
maybe my australian mind jut can't comprehend this but I feel like in real life it would just be 2hr street parking with permit holders excepted for employees
The parking behind the big one really feels like it should be an alleyway that allows trucks/deliveries to get in there even if they don't actually use it
I dont care what direction you take Magnolia County, just keep up the good work!! I love the series and the storytelling that goes along with it.
I think that with the mods and assets here is how the game should have been released with.
As for naming, how about making a little connection from the lake to the ocean, turning the lake into a boating marina and calling the area Paradise Waters.
All those roads you built in the beginning actually remind me a lot of driving through some parts of Pleasonton California and surrounding cities
Definetly keep the signs on the buildings, it gives the town a bit more charm. It was also weird at 27:46 with the white boxes on the returaunts.
I hope in the future with how better bulldozer works there can be asset packs with cutom signs that will load in on their own.
question if i may, for the apartments why didn't you do them mixed use? small bus on the bottom floor, apart above? also don't those 8 story apartment complexs make it not so low density? and then finaly why no parking garage? is it there are no assest for it? or does it not work there?
I think Blackwood Glen should be renamed Hickory Park in honor of the ol' hickory gazebo that sits atop the mount. Rumor has it Old Man Tunnings built that Gazebo back in '80 with the help of his sons.
Love the music! I’ve been playing master planning music for my newborn at night and she has been sleeping so soundly to the soft soothing rhythms. Thank you❤️
On the interior of the apartment complex, between the pool and the park, replace normal road with pedestrian one. That way the residents can still get to parking and to the leisure activities, but cars will not cut trough the area. Also, if possible, put gazebo on top of gazebo on top of gazebo until you turn it into a tower for the view of the entire city. Maybe six stories high.
At 7:35 , I feel like quay walls are the fix. Maybe the earth in between becomes a tidal zone or wake zone, so you can get some nice layering going on (water, beach, trees, highway). Reminds me of sections of US 101 around the Olympic Peninsula.
So exciting to see the game these days with all that mods are making possible. Outstanding content.
Suggestion for the new neighborhood name -- and this takes me back to my planning grad school days -- something paying homage to the founders of new urbanism or some of the older NU developments. I'm thinking Duany in terms of people; Kentlands -or -Lakeside or Riverside (a nod to Seaside in Florida) in terms of places; or simply Transect. These ideas are probably too deep into the academic weeds, but they're what came to mind.
Thanks, as always, CPP!
I feel like I need a masterclass in terraforming land in this game. That's one of the main complaints I have about it so far.
The next build is going to basically be that. Going to try to build on hills exclusively
Thoroughly enjoyed the extended detailing!
The editing during your city tour section is always so top notch
You should fill the area where the main line was supposed to go with buildings that don't quite seem to fit, to show they were built later.
You can see this in North London, where they left the space for the Northern Line extension but never built it, so they eventually filled it with housing. You can still see where it was supposed to go.
Sheila has outdone herself with this one. You have me wondering how I can incorporate and learn how to use these mods
I love the apartment complex! It looks like something you'd see in my city. The only thing I'd be worried about is finding a parking spot.
Honestly, I don’t think the mega roundabout at 14:10 was such a big problem. The town I went to school in had pretty much the same exact one. It’s might seem a bit intimidating, but the way it was set up, islands between every lane, crossing was always a breeze and felt very safe.
Man these buildouts are so nice. Where are the realistic car loving sprawling suburbs, 8 lane highways, and giant Amazon warehouses.
Regarding the branding, I'm in agreement with the look of a public library or something. I think some branding is great, with maybe a couple of select lots for unbranded/municipal looking facilities. That gets closest to realism, after all.
Yey! A new video from our favorite city builder. 💪
26:00 so so true on the crashing part lost my whole city and a few hours of work 😥
40:55 Quite literally a bummer.
Your videos are so brilliant. Thanks a lot for them. The only thing you could add into the descriptions is a list of mods you are using. Because sometimes I have no idea what kind of mod you just used. Thanks a lot.
43:31 Maybe you should try do this with moving the road with the replace tool and then adjusting the nodes with move it 😄
This brightened my evening. Thank you CPP😊
Since the new neighborhood is in close proximity to a lake as well as the open sea I think "Twinwaters Cove" or "Tidelake" would be perfect names for it.
Marseilles, France is a good example of a city that had to adapt to its surrounding terrain. Would love to see you try your hand on those hills 👍
The new development looks great.
Maybe Overlook Pond or Chicane Lake with the water nearby. Alternatively, there’s a town in Wales called Criccieth (Crich-eth) that I always thought was cool name
For name, definitely something like "xyz's bluff" that corresponds to the view of the water there. Maybe something that nods to just how many people live in that little high density block. As for preferences, I think I prefer builds where you spend a little less time on detailing and getting everything manually placed just right, I love the thing where you show us how to design the city and complexes to work together nicely, as good as your builds look the specific aesthetic is not the number one reason I like watching your stuff ^^; Of course, that's just my opinion as one person, I make no claim to speak for any sizeable section of your viewerbase.
That gap behind the houses right at the end where the rail line right of way was preserved could be a disuse line to the beach. There are a few like that near me.
In the apartment complex it would make sense to add the look of pedestrian walkways from the parking lot to the building entrances
Adding some trees between the residential homes and the road would be a good idea to mitigate noise pollution and also add a degree of privacy to the townhouses.
I really dislike that you smooth out every terrain. I personally liked the cliff texture in the park.
Great video. The better bulldozer, find it, the asset mod, and move it mod have really made the fame so muxh more enjoyable.
This little development was a joy to watch.