The Ultimate Beginners Guide to Cities Skylines Playlist can be found here: czcams.com/play/PLXdi-Ns7w3jjfNPMl836BKjxZONnxvXPw.html Save can be found here - steamcommunity.com/sharedfiles/filedetails/?id=2637440882
Would you be so kind as to tell me HOW to get the "heated piping" to go into my WINTER MAPS?? As soon as I begin a city in a winter map, the people start complaining that there isn't any heating, but it won't let me build any "HEATED PIPES" or anything like that, until I get to 2400 population...but I can't get to that number, because they start moving OUT, because they're FREEZING. haha
I'm confused... what's the difference between what you're showing us & the forest industry that's in the industry specializations section of the zoning & districts tab?
I’ve noticed that you tend to make your circular traffic routes (like the agriculture one you began playing around with around 51:13) go clockwise. But when you do that (around 52:00), the cargo vehicles leaving have to cross traffic, meaning that they have to stop until a hole opens. I think it would be more efficient to have it set up so that traffic moves counter-clockwise, so that trucks turn right as soon as possible and when they leave the campus, there is no cross-traffic to contend with when making the left-hand turn.
You're importing so much because of the amount of storage you thrown down, especially the farming area. Put down 1 balanced and another empty, the run off will start to go into the empty one until exported or processed. When you put 3 silos down at once on balanced or full with only a few farms, the call immediately goes out to fill those any way possible. The import will be sky high for that area until you start to make enough for your own storage demands. Just my 2 cents, love the build so far. :)
36:35 slight correction, the special products from the industries, paper and planed timber in this example, DO NOT import when you select the warehouse to fill. You can export them, but you must produce them in your city if you want to use them in the unique factories.
The one-way loop in the farm area seems like it could be reversed. You're forced to make a left turn across a lane to exit. When entering, you pass/block those waiting on that left turn to exit. If it were reversed, you exit on the right side of the road and it's still just a simple right turn to get in. Plus you're not blocking the exit to get to the entrance.
When it comes to farms, you should be strategic when placing objects. The yellow fertile land should be only for crop fields and fruit trees. The animals, storage, processing buildings, should go where the land isn’t fertile. That way you’re not wasting fertile land on something that doesn’t require fertile land under it.
Imagine if this game had a political mechanic as well. you resolve the issues with deathcare by emptying the graveyards to crematories and then lose an election because someone dug up grandma.
With as many B.A.N.A.N.A & NIMBY people as there are in real life, a real life political simulation would make this game unplayable BANANA = Build Absolutely Nothing Anywhere Near Anyone NIMBY = Not in my backyard You usually see them opposing everything in the real world.
@@Wilzyy I must admit, I myself am fairly anti-windmill. Sure, it's a good stop-gap to produce some energy right now. However windmills are very noisy, don't produce that much energy for the metal mined or the wood used depending on construction method, kill migrating birds, and the energy has to be used right then because our industrial battery storage power is not as good as green advocates want you to believe. Besides, why would we go backwards to something as fickle and less dense as wind power when we could go nuclear in the first place? We could mine less, have less waste, produce more energy, use less land, have them near cities, produce energy cheaper, and kill no migrating birds.
Your videos remind me of Bob Ross - your calmness and laugh when you do some faults. After a really hard day your videos give me chills like he did. Thanks
This video was needed for the cities skylines community!! Thanks Phil!! I never looked at the industries in that much detail before. I would just place them based on demand and forget them.
One thing to note is that all the processing buildings don't need ground resources - this includes the animal pastures. So if you are short on fertile land, make sure to put the farms on fertile land, and the animal pastures outside of it. (Same is valid for oil and ore (and forestry) - only the extractors need it.) Also, »Timiester's Farm« should be »Timeister's Farm«.
Started CS a few days ago and your videos are the ones I mainly use to learn about how to grow my city. You've given me some amazing tips on how to grow better. I think the most important thing I learned from your videos was that there's gonna be a lot of imperfections in the beginning but I should just focus on functionality and efficiency and improve the city slowly over time.
A littele extra tip, alot of industry assets have connections for fences just like the parklife gates and for farming area you can draw fence lines and animal areas between all the assets.. Mixing that up with a few paths, rocks and some carefully placed trees, is a great way to decorate ag area without destrying the land and the fences will keep the animals safe :). You did decorate later on but didn't mention the connecting fence to the asset part :)
The tree plantations appear as palm trees when you select conifer because it is a tropical map. They should call it Map Theme or something rather than conifer. In the temperate and boreal maps they do appear as conifers.
Forestry as an industry irl is renewable, but the forests are cycled on 10-20 years For agriculture, if you apply permaculture practices can be fully renewable
Thanks for the tutorials, I have played building city games since 1990 however these new games are a maze to understand at my age. Thanks to your videos, I'm starting to understand the game better and able to build a working city again.
One thing I think is worth mentioning is the limited number of trucks available from the industry buildings. I find that if you're producing a lot more raw materials than are being used, all the trucks can get tied up with exporting them, leaving none available to take any to the processing buildings. It helps to have a nearby cargo station, like the one you added, so that the trucks only have a short export trips. If they have to leave the map via the highway then they're going to be tied up for a long time with every trip.
Being new to the game and all, I find this series absolutely fantastic. So many essential tips and tricks, and so easy and well explained. Huge thanks from a fellow mid-westerner for putting it all together, and for sharing it with us. Much appreciated!!
Firstly, super well done with these, the way you demonstrate and articulate things is just super top-shelf. I'd love to watch a playthrough where you build a super dense city where you don't buy a new square until your current ones are filled up, or something like that.
I cannot remember if I said thank you. I have been playing for years, but often tutorials end up being focused on mod utilities and not the core game. Even though I play heavily with mods, your series have given me a chance to just exposed to core game concepts. Which I think is very useful as I learned game by osmosis and never got formerly introduced to the base game. Thank you.
I'd another tip I recently found helpful. I have the Natural Disasters DLC, and I noticed the shelters were frequently low on food. Foodstuffs comes from vanilla farm sources. So using some of your farm land for vanilla farm industries can help keep your emergency shelters stocked.
It wasn't until just now that I realized that there is no part 6 yet and your still making videos. I just wanted to say that you are doing a wonderful job! Your instruction is clear and your methodologies are brilliant! I have had a lot of fun building my city with your videos, and I purchased a few DLC's which I don't believe I would have if it weren't for your videos. I have no regrets and I'm having a lot of fun. What in the world are we going to do about the Sealife enclosure asset in the zoo? lol. I can't wait to see you pull that one out of your hat :) Thank you for your videos!
You guys know that vanilla factories are not just for looks, the products that come out of the vanilla factories are actually used in the industries system ! They are goanna be stored and processed if you have the space for them in your system ! So actually you can create some good looking industries and efficient in the same time using both systems together !
32:00: This is very nitpicking, but the intersection to the industry area could be slightly more efficient maybe if the one way pattern was the other way. Now the traffic leaving the industry area has to cross the traffic entering it in the intersection at the four lane road.
Industries is my all time favorite DLC, I got so excited about its reveal trailer I bought it day one. Really makes me feel like I'm in control of my industry, I tend to prefer having extractor areas and then processing areas separate and in my city's industrial districts as I like having that logistics chain moving around; but I do a lot of extractor/processers together as well. It really depends on the build. I've been binging through this series because I wanted to see Tutoria after its cameo in the Airport DLC videos on the main channel, and the first video just feels like a warm hug. I've really been enjoying watching you develop and your methodology, and I was very pleasantly surprised to see DLC come into the build and each get dedicated videos. Keep up the wonderful work, I love your production quality with the way you narrate and the annotated chapters of each video. ~47:00 I love to have a barn with one of the small silo sets next to it in my farm areas, it looks wonderful.
Something I found extremely useful, especially dealing with farms and small fertial zones. Split up the extraction/farms and storage and processing buildings. Only the farms need to be on the hotspot/deposit. The other needed buildings can be on the normal barren land.
@Stockpile Settings: Balanced is best when you've got both producers and consumers near the stockpile. If you have only producers, it should be on Empty, if you have only consumers, it should be on Fill. Don't worry about unwanted exports or imports. Before exporting, it will look if there are stockpiles on Fill that aren't full, or stockpiles on Balanced that are less than half full (Same for imports: It prefers stockpiles on Empty, or on Balanced over 50%).
You can also make a normal district over the Industry district and assign it the specialization (forestry, farm, etc) and put some industrial zones. The usual base-game industry buildings will now be also specialized and interact with your production/consumption of materials. Watch out for that with oil/ore though, those zoned default industries WILL drain out your supplies and you'll miss out on most of the profit!
Hi I'm new to the channel. I have watched all 5 episodes of this series today, my cities always seem to lack realism, you have given me so many things to consider when building my cities now. Can't wait for episode 6.
I thought that I would just end up watching the first two episodes as they were vanilla, and I thought I wanted to play the game (which I do) but this is so good! I just keep on watching! Liked all the videos. I doubt you read much of these with the onslaught of comments you would get, but I appreciate the series! You rock!
"I would look at this as the redevelopment of a home into a cemetery, which does happen from time to time." Yup. Here in town, a large older home was redeveloped into a funeral home. When that business outgrew the space, it was redeveloped into a temporary employment agency. The basement where all of the... work... was done was turned into a drug test facility.
I keep hearing you and czardus mentioning log floating and it makes me wish someone would make a "barge" for the barges mod that is just a bunch of logs chained together with a the wrangler dude. Then we could use service vehicle selector to limit to the float logs... Use one way ferry paths to force the route to be down river only... Please! Yes, please!
I've never been able to grasp how the Industries DLC works. Production buildings, warehouses, factories, service buildings... I just don't understand their relationships to each other. I've tried half a dozen times and I always end up just plopping buildings until I get some kind of profit. I was super excited when I saw this video... and it didn't help me at all. LOL. But I love the channel and have still learned so much from it.
They're simpler than they look once you're done a few of them. Let's see if I can summarise without writing a novel. ;) -- All 4 Industries are structured identically, and start by putting down the 'main' building in an industry district you've drawn out. That building determines what industry will run there. -- You get a variety of building sizes for many raw material producers and processors, but they're still just a sawmill and a bigger sawmill -- or a cattle enclosure, cattle shed, and slaughterhouse -- or a glass factory and a bigger one. Apologies for the lack of names, I forget what they're all called. The bigger buildings are unlocked as the industry area levels up and offer more jobs, more production capacity, and more trucks (but also usually have a larger footprint, and more trucks = more traffic, so upgrading isn't always the best choice). -- The first building type produces the base raw material (crops, raw forestry product, ore, & oil). Those can all be imported if needed, but your city pays for the imports, just as it does for goods imports for commercial zones if you don't have enough generic industry. You'll almost always see a wave of raw material imports when you set up an industry because the game sees a bunch of warehouses set to 'full' or 'balanced' and will import until the thresholds are met (i.e. your producers start producing, assuming you have them). Generic industry will use some of those products for their own needs, but usually not enough to make a visible difference to the city or its income. -- The second building type is two goods-processors for each resource. Farming gives crops for Animal Products (animal corrals, dairy, slaughterhouse) and Flour (the flour mill). Raw Forestry products are used for Planed Timber and Paper. Ore is processed into Metals and Glass. Oil is processed into Petroleum and Plastics. These processed goods cannot be imported but they can and will be exported and/or used by Unique Factory Buildings if you have them. -- The third building type is 'efficiency' buildings like workers' barracks and the maintenance buildings, which unlock as you level. They don't produce anything directly but they do add worker capacity and they improve the district's efficiency in various ways (building capacities and production bonuses mostly). -- The fourth building type is storage. Raw materials require specific storage found in that industry's tab -- silos and barns for crops, log yards and sawdust yards for lumber, etc. All the processed goods (metals, glass, petroleum, animal products, etc. etc.) need to be stored in Warehouses found in their own tab. Warehouses do *not* need to be in the industry area because they will often need to be sited near the (usually gigantic) Unique Factory buildings that won't necessarily be anywhere near the industry districts, or near cargo trains/harbours. -- The final building type shows up in the Unique Factories tab rather than in the industry-specific tab, and will use a variety of processed products. These all produce different goods (Donuts, Lemonade, Cars, Sneakers, etc.) but they are all considered luxury goods or "Unique Factory Products" and all go into one warehouse category. So if you have a sneaker factory and a modular house factory next to each other, they can both use the same warehouse to store their finished product. These goods can be exported *and* are used by the commercial buildings in the city. They count as 'goods' like those produced by generic industry. -- Unique Factories usually require goods from at least two different industries -- I think the only exception is the bakery, but there might be others. The Lemonade factory, for instance, which is unlocked pretty early (through farming), requires glass, which is only available through the ore industry. This requires strategic planning of industry districts, the big factories, the various warehouses, and the traffic infrastructure that serves them (both to bring processed goods like plastics to the factories and to take the finished products away for sale). This may sound like a huge headache, but the gain is absolutely worth the pain in terms of city income -- and once you've set up a few it's no harder than doing parks. The intermediary processed goods (petroleum, animal products, planed timber, etc.) export for a reasonable amount, but the real money lies in the Unique Factories -- in a sense, the 4 industry types are really there to funnel materials to those monsters. Income becomes very swingy with Industries on your map, because of the supply chain and export modeling, but it's still major cash. In my last city my industries were making ~70k a week with 5-star districts and half a dozen of the Unique Factories placed. The downside, especially in an unmodded city, is the enormous amounts of traffic generated by the trucks, and usually some hefty noise and ground pollution (so watch the zoning around them). If you actually read this far, congrats and happy building. ;)
Argh! Forgot a thing others mentioned above, which is important: ONLY the raw material producers need to be on the actual resource concentrations -- so fields, tree plantations, mines and oil-wells. Literally everything else needs no resource under them at all. That might help your industry-area design decisions in the future. :D
22:54 “And if you want, you can kinda… pretend you have something special here” mixed with smooth jazz… Yep that’s where I decided I really like this vibe and hit subscribe.
I found the game very intimidating at first, what with all the hidden symbols and menus... your videos have helped a lot to make sense of things at a good pace. Thanks for that!
A trick to create a circular flow in an area without turning everything into 1-way roads is just to have them at the entrance and exit to an area. So in the farming area you could just have a short section of industrial 1-way road to start that transitions into the dirt road, preserving the rural look while encouraging better traffic flow.
Sure you realize this now, but your problem wasn't storage, it was that you were just exporting raw wood instead of adding more paper/sawmill factories to refine and then export. More storage would just make the problem worse with the maintenance costs.
There is a node/route disconnected icon blinking about 3-4 blocks from the rail overpass along the main arterial. Not sure what it is but you might want to look into that.
This game is the perfect example as to why there are so many car accidents in America. We make car-dependent cities, increase the number of lanes whenever traffic becomes a problem, and then get confused as to why traffic stays a problem.
Thx 4 the great videos. Found your channel not long ago and now I'm binge watching especially the vanilla series and oh boi, you don't believe how much you helped me already with it. I'm playing on console, so these thousands of channels only playing with mods are fun, but not helpful. Thx again
The reason why some of your process buildings are out of material and cannot produce their products is how you have configured your storage. I came across that problem myself the other day. They are configured to be balanced. Thing is, that you are producing so much raw forest products, that all of your storage buildings trucks are busy exporting these raw forst products to keep the storage balanced. Since these trucks are also used to deliver goods to your sawmills, the sawmills do not get goods from the storage and import them and in the end run short while waiting. Solution is to set the storage on fill, so all the trucks are avaiable to deliver goods to the sawmills. Other solution would be to build more storage.
Just an additional corollary that might not be immediately obvious to someone... In addition to being able to "create" a Forestry Industry area out of nothing, you can also "reshape" or "enhance" an existing Forestry area to suit.
Enjoyable as always! Near the end when you were fixing up the deathcare, there appears to be a bus stop with a broken connection in the area near the passenger train station.
One caution about making the specialized industry zones bigger than needed is that the cost of the zone is based on the size of the zone. This can be dangerous if someone is early in their city and does not have cash reserves built up. It's not an issue for Tutoria though. :)
Wouldn't you want your one-way loop in the forest industry area to go the other direction so trucks entering the area don't have to cross the traffic that is leaving? I noticed you've done this a couple times before and am just wondering if there's a reason for choosing a clock-wise rotation rather than counter-clockwise. Thanks!
I don't think it can be fixed as trees are what generate the forestry resources. This is why forestry is the 1 industry you can essentially paint without mods by spamming trees down.
Good series! why is heavy traffic bad in the game? meaning, what does it actually affect? traffic appears to be a graded scale/percentage, so how bad can it go before something happens or a tipping point? In the real world, traffic is easily lived with in thriving cities. Sure, people complain about it, but it doesn't seem to affect real estate or land values, at least not where I live.
Problem with storage buildings is the amount of trucks they supply. If your raw material production is so high that your warehouse is constantly full and it is set to ''balanced''. All the trucks associated to that warehouse are working on overdrive to export the raw materials and you have no trucks available to supply local industry. To get around that problem i always reserve 1 small warehouse for local industry and set it to ''fill'' mode. This way it is always available to service your local industry need. And, depends on your raw material production, build large(r) warehouse(s) for export and set them to ''empty'' mode. Everything delivered to these will be exported as soon as possible.
I've been watching this series because, I just bought this game and, need the tips and, tricks... The crazy part is you use my partners music.. Gregory David ❤ Thanks for it all 🙏🏻
i get the game and im watching yout videos and is trully amazing how u explain and demonstrate at perfection! im a brazilian who studys geography that includes a lot of the game and the basic things that u said and is trully amazing i started in the vanilla version and im aming to get the dlc my city had a small traffic problem but i think with your videos im getting the way of it! keep the amazing job u are great!
Kinda surprised that when CPP created the road connection from his new residential zone to the farming zone, he didn't snake the road under the existing train bridge to avoid an at-grade crossing.
haha, I'm not surprised, CPP likes to build at grade crossings - it is more realistic after all. I expect this will be upgraded before too long once traffic becomes an issue. In Cities Skylines, I always avoid at-grade crossings like the plague.
Great episode! A couple of questions: How does the color brightness of the natural resources effect industry production? Is it simply that brighter colors increase production rate? Is the raw material produced from a given building only an aesthetic choice?
You're right on both counts - brighter colours mean a higher concentration of resources/more fertile land, which should lead to better production. And yes, the raw material choice is purely aesthetic - for farming, no matter whether you place orchards or fields, or which fruit or crop you select, they just produce generic "crops". Likewise, all pastures produce "animal products" and all forestry plantations produce "raw forest products" (more commonly known as logs!).
It's a small thing, but I really like how you'll transition from lower density areas to higher density areas throughout your city. It feels very organic and I love the way it looks
There is some flaws here, not sure if they've been all pointed out but here is some: You should always build full 20 housing units to improve efficiency to max with 20 service buildings to increase storage capacity to max on all processing buildings. Resource production should always match the processing capacity. So when processor handles 4800 units, there should be 4800 raw material production for it. This combined to above point ensures maximum efficiency without excess traffic. This way you can eliminate all but one middle storage between resource and processing. Unique factories do not use warehouses close to them but prefer processing units. This is a strange flaw on AI, but it is what it is. No matter how much storage you create and how many free trucks you have, orders for material are placed to processing units first. Orders for material are made when there is space for 8 units in the warehouse. Remaining stock should be enough until the load arrives and then next order is placed again right when there is 8 units space again available.
Is 20 the maximum for maintenance buildings? Sources I've seen state no maximum. I've never tested it. The units of extractors and processors aren't a 1:1 correlation. For example, despite the units being the same across all three buildings, two small tree sapling fields can feed three engineered wood plants or pulp mills. Ratios vary by building so there really isn't a simple formula other than knowing all the various ratios. The Wiki has this information but it's difficult to understand the way its presented. See "processor rates" tables on this page: [link removed due to filtering]. It's the "supply chain" article on the wiki.
@@dycedargselderbrother5353 20 is the max useful number as after that you won't get any more bonus. It is 5% per building up to 100%. And the resource - processor rate may not be 1:1 exactly, but the point is that you should match that as accurately as you can so that you only export raw material ones every blue moon. I got a couple of cities in my workshop showing this and hopefully Phil will review one of them as I've given him a link. This one is called The Rivermouth and the other one is Rennes for Reference.
It would be fantastic if everything else in the game....or even if just RCI buildings, would conform to the terrain they're on. Yeah, some home owners, when building, opt to have a retaining wall or two built on their property, but many I see have their homes blend into the land, more.
When I create a new map in the editor, it says recommended requirements have forest areas in the map. I have tried to put down all kinds of trees, and wildlife spawning points, and it's the only one left that isn't ticked in the little blue chirper bird. Any suggestions? Thanks.
not sure if it is a terrible idea, or a great one, but imagine the ability to create ore industry by placing a whole bunch or rocks/ore veins/caves etc. Akin to how placing trees makes it so you can place forestry industry.
31:15 Here it was better to make the trucks going to the warehouses go on the far route, which is at the top, and leave from the bottom. Then the trucks on the exit to the highway would not slow down to let the trucks on top. Everyone would be going without stopping. It would also solve the problem of getting logs to the paper, the trucks wouldn't have to make such a big detour.
Sincere question: Since forestry is based on tree availability and you can just place 'tree farms,' does the 'resource availability' even matter? Like will a foresty park function as well if you start in a 'white' area of the map as when you place it in a 'green' area?
What do you think about the mod that allows you to put oil, ore, and fertile land wherever you want while building the city (not map building)? Also, I’m curious how to control traffic from industries? If it’s far from the expressway highway, should you branch off with another highway from the main one, towards the industry?
See the thing about your videos, is they’re so inspiring, I start a city, it looks magnificent, it grows, and about the 15k-25k milestone my Cims are SO NEEDY. Constant pop ups over and over again that don’t get resolved. On top of that, I consistently get this commercial bug, where no matter how much I zone, it’s constantly needed, and causes goods to back up. Where as, it seems like your Cims never need anything, and it just runs so smoothly… HOW?!
Looks like someone already mentioned it but I wanted to use it to springboard. So at about 48 mins in you throw down storage facilities in your agricultural area and then mentioned that the farms were producing a lot of traffic. It was actually the storage because as soon as you place them, the city imports to fill them (unless you set it to empty). So the springboard…I was playing my own game and could not for the life of me figure out why my industry processing building were constantly low on raw materials so I went down a bit of a rabbit hole looking for the answer. I ended up finding a wiki with A LOT of technical info but the condensed version is that once a facility has room for 8k of material, it puts a call out for resupply and once more when there is 16k room. That’s it, those are the only 2 calls. Now, the game does not take those calls and have the closest facility go and fill the order…it’s random. Most of the time the fill order will be from your own faculty but if your facilities are all running products to cargo hubs or god forbid out of town on a road, it will take forever so the game also lets outside connections import the raw materials (or processed for uniques) One other thing to note…every facility has its own team of drivers. Those drivers only job is to transport whatever the facility is producing, NOT to bring in resources. So an example…the tree farm drivers ship the raw trees to processing plants, warehouses, and export hubs. The processing plants will transport there goods to uniques, warehouses, and export hubs, uniques will transfer to warehouses and export hubs, and warehouses will transfer whatever good is stored to any facility that needs it or to the export hubs. So, if you are more worried about keeping your processing facilities stocked with goods, keep your warehouses set to fill, otherwise, those trucks will be hauling the goods to export them, thus relying on imports and creating a longer wait to get them.
Slight edit: I was using “warehouse” as the general term but the raw materials go into “storage facilities” and processed go to “warehouses”. The storage facilities will import goods when you place them, warehouses will not.
May I can call you the Bob Ross of Cities? "Make a smooth connection here, put some trees there... now it looks beautiful". So great to watch - but when I try it on my own, it always ends in desasters. Traffic overflow, no real logic in city districts... I guess you see the parts of the city before you create them.
*Raises hand* I have a question... Why does your highway interchange, while aesthetically pleasing, have the ramp to the eastbound flow on the "wrong" side of the roundabout? This means that traffic looking to depart the city has to cross the path of traffic entering the city from the westbound flow... Just curious. Am enjoying your videos and insight. Thanks for sharing!
this is the only game I play. and I didn't really consider that a city/town planner would find it appealing, but why not indeed? :) i guess that's what the game is. anyway. i really enjoyed this series of tutorials. i have found a few ideas , and also gratified to find some techniques that i also tended to use prior to seeing these vids.
I always use one way roads in my industries and place the buildings in order of operations to prevent traffic back up. Just makes it less of a headache later as you build up the industry. Oh yeah and for farming I try and create a separate farm for each product because normally in real life farmers don't grow crops and raise cattle they normally do one or the other, at least I never seen large farms to do both.
Hi! Just wondering why you didn't put your cargo traintracks on bridges over the roads or below the roads in the industry rather than creating railroad crossings. Thanks!
The Ultimate Beginners Guide to Cities Skylines Playlist can be found here: czcams.com/play/PLXdi-Ns7w3jjfNPMl836BKjxZONnxvXPw.html
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Would you be so kind as to tell me HOW to get the "heated piping" to go into my WINTER MAPS?? As soon as I begin a city in a winter map, the people start complaining that there isn't any heating, but it won't let me build any "HEATED PIPES" or anything like that, until I get to 2400 population...but I can't get to that number, because they start moving OUT, because they're FREEZING. haha
I wish i had these LDCs i was doin everything you did until the parks
Unpin yourself!
Plant your own trees lol forestry anywhere.
I'm confused... what's the difference between what you're showing us & the forest industry that's in the industry specializations section of the zoning & districts tab?
22 minutes in and I'm just now realizing you are not saying "egg" industry. Love the vids. Keep them coming!
Well Ag makes eggs lol
The only thing we need now is a farm named after Overcharged Egg
He has a wonderful Midwestern accent
Ag is industry jargon. Maybe for city planners as well. It does sound odd
@@deViant14 where I am from, we say "Agri", but I guess that's the beauty, and challenge, of diversity
I’m surprised the city has made it this far with just one connection to the freeway. It’s going very well!
... probably going to need to change that in a bit, but for the time being it's good!
@@CityPlannerPlays i could just imagine you saying "Hehe boiiii"
@@davidlawand2805 you play a good game :)
@@myhybrid09 huh?
Biffa is patiently waiting for when this traffic becomes chock a block
I’ve noticed that you tend to make your circular traffic routes (like the agriculture one you began playing around with around 51:13) go clockwise. But when you do that (around 52:00), the cargo vehicles leaving have to cross traffic, meaning that they have to stop until a hole opens. I think it would be more efficient to have it set up so that traffic moves counter-clockwise, so that trucks turn right as soon as possible and when they leave the campus, there is no cross-traffic to contend with when making the left-hand turn.
You're importing so much because of the amount of storage you thrown down, especially the farming area. Put down 1 balanced and another empty, the run off will start to go into the empty one until exported or processed. When you put 3 silos down at once on balanced or full with only a few farms, the call immediately goes out to fill those any way possible. The import will be sky high for that area until you start to make enough for your own storage demands. Just my 2 cents, love the build so far. :)
yeah, actually there is no real need for storage building in the beginning of you industry area, until you start to produce more than you can process
36:35 slight correction, the special products from the industries, paper and planed timber in this example, DO NOT import when you select the warehouse to fill. You can export them, but you must produce them in your city if you want to use them in the unique factories.
Good point - raw materials, not finished goods. I'll correct that in the next one!
The one-way loop in the farm area seems like it could be reversed.
You're forced to make a left turn across a lane to exit.
When entering, you pass/block those waiting on that left turn to exit.
If it were reversed, you exit on the right side of the road and it's still just a simple right turn to get in. Plus you're not blocking the exit to get to the entrance.
When it comes to farms, you should be strategic when placing objects. The yellow fertile land should be only for crop fields and fruit trees.
The animals, storage, processing buildings, should go where the land isn’t fertile. That way you’re not wasting fertile land on something that doesn’t require fertile land under it.
Unsurprisingly, someone beat me to it 👍
@@toromac9786 same Xd
💯 agree
One would think this would have been mentioned in the hour long video but it was not.
Imagine if this game had a political mechanic as well. you resolve the issues with deathcare by emptying the graveyards to crematories and then lose an election because someone dug up grandma.
It’s kind of a monarchy if you think about it. You command everything with no recourse for screwing things up.
This happens in real life and is not a political issue. You don't buy a grave plot forever. Eventually everyone is cremated.
With as many B.A.N.A.N.A & NIMBY people as there are in real life, a real life political simulation would make this game unplayable
BANANA = Build Absolutely Nothing Anywhere Near Anyone
NIMBY = Not in my backyard
You usually see them opposing everything in the real world.
@@wreckingopossum there is a massive anti-windmill campaign in my area and it is annoying as heck.
@@Wilzyy I must admit, I myself am fairly anti-windmill. Sure, it's a good stop-gap to produce some energy right now. However windmills are very noisy, don't produce that much energy for the metal mined or the wood used depending on construction method, kill migrating birds, and the energy has to be used right then because our industrial battery storage power is not as good as green advocates want you to believe. Besides, why would we go backwards to something as fickle and less dense as wind power when we could go nuclear in the first place? We could mine less, have less waste, produce more energy, use less land, have them near cities, produce energy cheaper, and kill no migrating birds.
Your videos remind me of Bob Ross - your calmness and laugh when you do some faults. After a really hard day your videos give me chills like he did. Thanks
That's exactly what i was thinking when i started this series!
This video was needed for the cities skylines community!! Thanks Phil!! I never looked at the industries in that much detail before. I would just place them based on demand and forget them.
Yea so true
@J LA And you just taught me something!! Thank you!
One thing to note is that all the processing buildings don't need ground resources - this includes the animal pastures. So if you are short on fertile land, make sure to put the farms on fertile land, and the animal pastures outside of it. (Same is valid for oil and ore (and forestry) - only the extractors need it.)
Also, »Timiester's Farm« should be »Timeister's Farm«.
Started CS a few days ago and your videos are the ones I mainly use to learn about how to grow my city. You've given me some amazing tips on how to grow better. I think the most important thing I learned from your videos was that there's gonna be a lot of imperfections in the beginning but I should just focus on functionality and efficiency and improve the city slowly over time.
CPP: do not add trees to the Ag area - it will take those agricultural resources away. Also CPP: lets add some trees carefully to this Ag area :'D
This man's tree agenda will be the death of us all. End trees, embrace brutalism.
A littele extra tip, alot of industry assets have connections for fences just like the parklife gates and for farming area you can draw fence lines and animal areas between all the assets.. Mixing that up with a few paths, rocks and some carefully placed trees, is a great way to decorate ag area without destrying the land and the fences will keep the animals safe :).
You did decorate later on but didn't mention the connecting fence to the asset part :)
Good point! I'm going to try to do a bit more of that in the next one. The other two industries will be importers and as such, much smaller!
Oh my god, it's an "ag area" then. I made it this far in the series assuming he was being quirky and saying "the egg area" xD
The tree plantations appear as palm trees when you select conifer because it is a tropical map. They should call it Map Theme or something rather than conifer. In the temperate and boreal maps they do appear as conifers.
Everytime I watch CPP vids I have an almost uncontrollable urge to completely redo my city. This one was realy useful, thanks CPP I learnt a lot.
Forestry as an industry irl is renewable, but the forests are cycled on 10-20 years
For agriculture, if you apply permaculture practices can be fully renewable
Thanks for the tutorials, I have played building city games since 1990 however these new games are a maze to understand at my age. Thanks to your videos, I'm starting to understand the game better and able to build a working city again.
One thing I think is worth mentioning is the limited number of trucks available from the industry buildings. I find that if you're producing a lot more raw materials than are being used, all the trucks can get tied up with exporting them, leaving none available to take any to the processing buildings.
It helps to have a nearby cargo station, like the one you added, so that the trucks only have a short export trips. If they have to leave the map via the highway then they're going to be tied up for a long time with every trip.
Being new to the game and all, I find this series absolutely fantastic. So many essential tips and tricks, and so easy and well explained. Huge thanks from a fellow mid-westerner for putting it all together, and for sharing it with us. Much appreciated!!
Firstly, super well done with these, the way you demonstrate and articulate things is just super top-shelf. I'd love to watch a playthrough where you build a super dense city where you don't buy a new square until your current ones are filled up, or something like that.
I cannot remember if I said thank you. I have been playing for years, but often tutorials end up being focused on mod utilities and not the core game.
Even though I play heavily with mods, your series have given me a chance to just exposed to core game concepts. Which I think is very useful as I learned game by osmosis and never got formerly introduced to the base game. Thank you.
I'd another tip I recently found helpful. I have the Natural Disasters DLC, and I noticed the shelters were frequently low on food. Foodstuffs comes from vanilla farm sources. So using some of your farm land for vanilla farm industries can help keep your emergency shelters stocked.
It wasn't until just now that I realized that there is no part 6 yet and your still making videos. I just wanted to say that you are doing a wonderful job! Your instruction is clear and your methodologies are brilliant! I have had a lot of fun building my city with your videos, and I purchased a few DLC's which I don't believe I would have if it weren't for your videos. I have no regrets and I'm having a lot of fun. What in the world are we going to do about the Sealife enclosure asset in the zoo? lol. I can't wait to see you pull that one out of your hat :) Thank you for your videos!
You guys know that vanilla factories are not just for looks, the products that come out of the vanilla factories are actually used in the industries system ! They are goanna be stored and processed if you have the space for them in your system !
So actually you can create some good looking industries and efficient in the same time using both systems together !
32:00: This is very nitpicking, but the intersection to the industry area could be slightly more efficient maybe if the one way pattern was the other way. Now the traffic leaving the industry area has to cross the traffic entering it in the intersection at the four lane road.
Industries is my all time favorite DLC, I got so excited about its reveal trailer I bought it day one. Really makes me feel like I'm in control of my industry, I tend to prefer having extractor areas and then processing areas separate and in my city's industrial districts as I like having that logistics chain moving around; but I do a lot of extractor/processers together as well. It really depends on the build.
I've been binging through this series because I wanted to see Tutoria after its cameo in the Airport DLC videos on the main channel, and the first video just feels like a warm hug. I've really been enjoying watching you develop and your methodology, and I was very pleasantly surprised to see DLC come into the build and each get dedicated videos. Keep up the wonderful work, I love your production quality with the way you narrate and the annotated chapters of each video.
~47:00 I love to have a barn with one of the small silo sets next to it in my farm areas, it looks wonderful.
It's still my favorite DLC today
4:20 I say to myself, "Phil isn't going to like that sad little puddle of grass, he'll add trees." And like magic, it happens!
Kept thinking you were saying Egg industry!?! I'm like what is Phil's obsession with OE?? Lmao.
Phil & I are tight lol
I just understood what he meant a few episodes ago, when he made the urban farms. I kept wondering "is there any egg specialization in the game?"
@@OVERCHARGEDEGG Love you, Egg!
since this is a comprehensive tutorial, you may want to mention the industrial budget slider in the financial pane.
you're pronunciation of "Ag" is the exact same as the Chicago pronunciation of "egg" and it's really throwing me for a loop lol
Something I found extremely useful, especially dealing with farms and small fertial zones. Split up the extraction/farms and storage and processing buildings. Only the farms need to be on the hotspot/deposit. The other needed buildings can be on the normal barren land.
@Stockpile Settings: Balanced is best when you've got both producers and consumers near the stockpile. If you have only producers, it should be on Empty, if you have only consumers, it should be on Fill. Don't worry about unwanted exports or imports. Before exporting, it will look if there are stockpiles on Fill that aren't full, or stockpiles on Balanced that are less than half full (Same for imports: It prefers stockpiles on Empty, or on Balanced over 50%).
Just binge watched your entire series. I really want to play the game now!
Do it!!!
You can also make a normal district over the Industry district and assign it the specialization (forestry, farm, etc) and put some industrial zones. The usual base-game industry buildings will now be also specialized and interact with your production/consumption of materials. Watch out for that with oil/ore though, those zoned default industries WILL drain out your supplies and you'll miss out on most of the profit!
Hi I'm new to the channel. I have watched all 5 episodes of this series today, my cities always seem to lack realism, you have given me so many things to consider when building my cities now. Can't wait for episode 6.
"Found my angles VERY offensive" had me giggling for the rest of the video.
Brilliant stuff.
I thought that I would just end up watching the first two episodes as they were vanilla, and I thought I wanted to play the game (which I do) but this is so good! I just keep on watching! Liked all the videos. I doubt you read much of these with the onslaught of comments you would get, but I appreciate the series! You rock!
"I would look at this as the redevelopment of a home into a cemetery, which does happen from time to time." Yup. Here in town, a large older home was redeveloped into a funeral home. When that business outgrew the space, it was redeveloped into a temporary employment agency. The basement where all of the... work... was done was turned into a drug test facility.
I keep hearing you and czardus mentioning log floating and it makes me wish someone would make a "barge" for the barges mod that is just a bunch of logs chained together with a the wrangler dude. Then we could use service vehicle selector to limit to the float logs... Use one way ferry paths to force the route to be down river only...
Please! Yes, please!
I’ve been playing for years but these are still so satisfying to watch.
I've never been able to grasp how the Industries DLC works. Production buildings, warehouses, factories, service buildings... I just don't understand their relationships to each other. I've tried half a dozen times and I always end up just plopping buildings until I get some kind of profit. I was super excited when I saw this video... and it didn't help me at all. LOL. But I love the channel and have still learned so much from it.
They're simpler than they look once you're done a few of them. Let's see if I can summarise without writing a novel. ;)
-- All 4 Industries are structured identically, and start by putting down the 'main' building in an industry district you've drawn out. That building determines what industry will run there.
-- You get a variety of building sizes for many raw material producers and processors, but they're still just a sawmill and a bigger sawmill -- or a cattle enclosure, cattle shed, and slaughterhouse -- or a glass factory and a bigger one. Apologies for the lack of names, I forget what they're all called. The bigger buildings are unlocked as the industry area levels up and offer more jobs, more production capacity, and more trucks (but also usually have a larger footprint, and more trucks = more traffic, so upgrading isn't always the best choice).
-- The first building type produces the base raw material (crops, raw forestry product, ore, & oil). Those can all be imported if needed, but your city pays for the imports, just as it does for goods imports for commercial zones if you don't have enough generic industry. You'll almost always see a wave of raw material imports when you set up an industry because the game sees a bunch of warehouses set to 'full' or 'balanced' and will import until the thresholds are met (i.e. your producers start producing, assuming you have them). Generic industry will use some of those products for their own needs, but usually not enough to make a visible difference to the city or its income.
-- The second building type is two goods-processors for each resource. Farming gives crops for Animal Products (animal corrals, dairy, slaughterhouse) and Flour (the flour mill). Raw Forestry products are used for Planed Timber and Paper. Ore is processed into Metals and Glass. Oil is processed into Petroleum and Plastics. These processed goods cannot be imported but they can and will be exported and/or used by Unique Factory Buildings if you have them.
-- The third building type is 'efficiency' buildings like workers' barracks and the maintenance buildings, which unlock as you level. They don't produce anything directly but they do add worker capacity and they improve the district's efficiency in various ways (building capacities and production bonuses mostly).
-- The fourth building type is storage. Raw materials require specific storage found in that industry's tab -- silos and barns for crops, log yards and sawdust yards for lumber, etc. All the processed goods (metals, glass, petroleum, animal products, etc. etc.) need to be stored in Warehouses found in their own tab. Warehouses do *not* need to be in the industry area because they will often need to be sited near the (usually gigantic) Unique Factory buildings that won't necessarily be anywhere near the industry districts, or near cargo trains/harbours.
-- The final building type shows up in the Unique Factories tab rather than in the industry-specific tab, and will use a variety of processed products. These all produce different goods (Donuts, Lemonade, Cars, Sneakers, etc.) but they are all considered luxury goods or "Unique Factory Products" and all go into one warehouse category. So if you have a sneaker factory and a modular house factory next to each other, they can both use the same warehouse to store their finished product. These goods can be exported *and* are used by the commercial buildings in the city. They count as 'goods' like those produced by generic industry.
-- Unique Factories usually require goods from at least two different industries -- I think the only exception is the bakery, but there might be others. The Lemonade factory, for instance, which is unlocked pretty early (through farming), requires glass, which is only available through the ore industry. This requires strategic planning of industry districts, the big factories, the various warehouses, and the traffic infrastructure that serves them (both to bring processed goods like plastics to the factories and to take the finished products away for sale).
This may sound like a huge headache, but the gain is absolutely worth the pain in terms of city income -- and once you've set up a few it's no harder than doing parks. The intermediary processed goods (petroleum, animal products, planed timber, etc.) export for a reasonable amount, but the real money lies in the Unique Factories -- in a sense, the 4 industry types are really there to funnel materials to those monsters. Income becomes very swingy with Industries on your map, because of the supply chain and export modeling, but it's still major cash. In my last city my industries were making ~70k a week with 5-star districts and half a dozen of the Unique Factories placed. The downside, especially in an unmodded city, is the enormous amounts of traffic generated by the trucks, and usually some hefty noise and ground pollution (so watch the zoning around them).
If you actually read this far, congrats and happy building. ;)
Argh! Forgot a thing others mentioned above, which is important: ONLY the raw material producers need to be on the actual resource concentrations -- so fields, tree plantations, mines and oil-wells. Literally everything else needs no resource under them at all. That might help your industry-area design decisions in the future. :D
@@ysharros That was really helpful as I was struggling to understand how industries work too. Thanks for taking the time to explain this stuff.
@@ysharros furniture factory requires paper and wood made by your timber industry so 2 materials from the 1 industry type
22:54 “And if you want, you can kinda… pretend you have something special here” mixed with smooth jazz…
Yep that’s where I decided I really like this vibe and hit subscribe.
I found the game very intimidating at first, what with all the hidden symbols and menus... your videos have helped a lot to make sense of things at a good pace. Thanks for that!
A trick to create a circular flow in an area without turning everything into 1-way roads is just to have them at the entrance and exit to an area. So in the farming area you could just have a short section of industrial 1-way road to start that transitions into the dirt road, preserving the rural look while encouraging better traffic flow.
I found this particular episode quite intimidating. It's evident how much complexity begins to be introduced as the city grows! - All good fun.
Sure you realize this now, but your problem wasn't storage, it was that you were just exporting raw wood instead of adding more paper/sawmill factories to refine and then export. More storage would just make the problem worse with the maintenance costs.
There is a node/route disconnected icon blinking about 3-4 blocks from the rail overpass along the main arterial. Not sure what it is but you might want to look into that.
I love how you actually take feedback from the comments on your vids and then correct yourself in the next vid! I love your vids
This game is the perfect example as to why there are so many car accidents in America.
We make car-dependent cities, increase the number of lanes whenever traffic becomes a problem, and then get confused as to why traffic stays a problem.
This is so nice watching it. I startet the Game today… as nice as this Tutorial is. My City is already chaos 😅
thank you for another great episode! I love the longer episodes. Take care, CPP!
Thx 4 the great videos. Found your channel not long ago and now I'm binge watching especially the vanilla series and oh boi, you don't believe how much you helped me already with it. I'm playing on console, so these thousands of channels only playing with mods are fun, but not helpful. Thx again
The reason why some of your process buildings are out of material and cannot produce their products is how you have configured your storage. I came across that problem myself the other day. They are configured to be balanced. Thing is, that you are producing so much raw forest products, that all of your storage buildings trucks are busy exporting these raw forst products to keep the storage balanced. Since these trucks are also used to deliver goods to your sawmills, the sawmills do not get goods from the storage and import them and in the end run short while waiting. Solution is to set the storage on fill, so all the trucks are avaiable to deliver goods to the sawmills. Other solution would be to build more storage.
Just an additional corollary that might not be immediately obvious to someone...
In addition to being able to "create" a Forestry Industry area out of nothing, you can also "reshape" or "enhance" an existing Forestry area to suit.
Enjoyable as always! Near the end when you were fixing up the deathcare, there appears to be a bus stop with a broken connection in the area near the passenger train station.
One caution about making the specialized industry zones bigger than needed is that the cost of the zone is based on the size of the zone. This can be dangerous if someone is early in their city and does not have cash reserves built up. It's not an issue for Tutoria though. :)
Hadn't realized that zoning wasn't free
@@ValKinman Normal zoning is free - it's just when a specialized industrial zone is drawn (similar to a district) that there is a cost.
City in the End screen looks like a fish lol, u can't unsee it haha. Nice episode!
The furniture factory isn’t working, because it doesn’t have water, I believe… if it is the case, you are not gaining the best money this dlc offers.
I'll check that out!
Wouldn't you want your one-way loop in the forest industry area to go the other direction so trucks entering the area don't have to cross the traffic that is leaving? I noticed you've done this a couple times before and am just wondering if there's a reason for choosing a clock-wise rotation rather than counter-clockwise. Thanks!
I saw the Eggsperience comment too, super glad the change was made!!
I accidentally stumbled on this series, been bing watching for the past few days
Thanks for explaining how the dlcs actually work. Going into them blind is a mess
The incompatibility of trees and farmland productivity is pretty wrong, hope they fix it
Probably won't get fixed, but I would LOVE it if it were!
@J LA Depending on how that's done or what you want to grow, you sure can plant under a canopy forest!
Agricultural forests are cool.
I don't think it can be fixed as trees are what generate the forestry resources.
This is why forestry is the 1 industry you can essentially paint without mods by spamming trees down.
It gets especially weird when you consider that you put apple trees and pear trees into the farmland but you cant put other trees in there??? xD
Good series! why is heavy traffic bad in the game? meaning, what does it actually affect? traffic appears to be a graded scale/percentage, so how bad can it go before something happens or a tipping point? In the real world, traffic is easily lived with in thriving cities. Sure, people complain about it, but it doesn't seem to affect real estate or land values, at least not where I live.
Problem with storage buildings is the amount of trucks they supply. If your raw material production is so high that your warehouse is constantly full and it is set to ''balanced''. All the trucks associated to that warehouse are working on overdrive to export the raw materials and you have no trucks available to supply local industry.
To get around that problem i always reserve 1 small warehouse for local industry and set it to ''fill'' mode. This way it is always available to service your local industry need. And, depends on your raw material production, build large(r) warehouse(s) for export and set them to ''empty'' mode. Everything delivered to these will be exported as soon as possible.
I've been watching this series because, I just bought this game and, need the tips and, tricks... The crazy part is you use my partners music.. Gregory David ❤ Thanks for it all 🙏🏻
i get the game and im watching yout videos and is trully amazing how u explain and demonstrate at perfection! im a brazilian who studys geography that includes a lot of the game and the basic things that u said and is trully amazing i started in the vanilla version and im aming to get the dlc my city had a small traffic problem but i think with your videos im getting the way of it! keep the amazing job u are great!
Be cool if Forestry could differentiate between the types of trees. (Son of a) beech and oak being like mid tier value and redwood being very valuable
Kinda surprised that when CPP created the road connection from his new residential zone to the farming zone, he didn't snake the road under the existing train bridge to avoid an at-grade crossing.
haha, I'm not surprised, CPP likes to build at grade crossings - it is more realistic after all. I expect this will be upgraded before too long once traffic becomes an issue. In Cities Skylines, I always avoid at-grade crossings like the plague.
In real life you'll get half a dozen cars queued at an at-grade rail crossing in a town of this size. In Cities:Skylines, it's the traffic apocalypse.
I am loving how everyone in the comments is telling him how he could improve the city, and then I am mystified by all the stuff he is doing.
Does rock landscaping affect farmable land like trees do?
Good episode btw, always nice to come back to the fundamentals!
I don't think so - they're just props!
Great episode! A couple of questions:
How does the color brightness of the natural resources effect industry production?
Is it simply that brighter colors increase production rate?
Is the raw material produced from a given building only an aesthetic choice?
You're right on both counts - brighter colours mean a higher concentration of resources/more fertile land, which should lead to better production. And yes, the raw material choice is purely aesthetic - for farming, no matter whether you place orchards or fields, or which fruit or crop you select, they just produce generic "crops". Likewise, all pastures produce "animal products" and all forestry plantations produce "raw forest products" (more commonly known as logs!).
@@AlycyaJane Ok, thanks for the response :)
It's a small thing, but I really like how you'll transition from lower density areas to higher density areas throughout your city. It feels very organic and I love the way it looks
There is some flaws here, not sure if they've been all pointed out but here is some:
You should always build full 20 housing units to improve efficiency to max with 20 service buildings to increase storage capacity to max on all processing buildings.
Resource production should always match the processing capacity. So when processor handles 4800 units, there should be 4800 raw material production for it. This combined to above point ensures maximum efficiency without excess traffic. This way you can eliminate all but one middle storage between resource and processing.
Unique factories do not use warehouses close to them but prefer processing units. This is a strange flaw on AI, but it is what it is. No matter how much storage you create and how many free trucks you have, orders for material are placed to processing units first.
Orders for material are made when there is space for 8 units in the warehouse. Remaining stock should be enough until the load arrives and then next order is placed again right when there is 8 units space again available.
Is 20 the maximum for maintenance buildings? Sources I've seen state no maximum. I've never tested it.
The units of extractors and processors aren't a 1:1 correlation. For example, despite the units being the same across all three buildings, two small tree sapling fields can feed three engineered wood plants or pulp mills. Ratios vary by building so there really isn't a simple formula other than knowing all the various ratios. The Wiki has this information but it's difficult to understand the way its presented. See "processor rates" tables on this page: [link removed due to filtering]. It's the "supply chain" article on the wiki.
@@dycedargselderbrother5353 20 is the max useful number as after that you won't get any more bonus. It is 5% per building up to 100%. And the resource - processor rate may not be 1:1 exactly, but the point is that you should match that as accurately as you can so that you only export raw material ones every blue moon. I got a couple of cities in my workshop showing this and hopefully Phil will review one of them as I've given him a link. This one is called The Rivermouth and the other one is Rennes for Reference.
I'm so addicted to this Game and finally, i build a functional City :D. Traffic on 87% and my trains are flowing with about 15 cargo stations
I study these videos to try to recreate you city! I’m doing horrible. Just wanted to say it takes some skill to make a
cool city like this!
It would be fantastic if everything else in the game....or even if just RCI buildings, would conform to the terrain they're on. Yeah, some home owners, when building, opt to have a retaining wall or two built on their property, but many I see have their homes blend into the land, more.
When I create a new map in the editor, it says recommended requirements have forest areas in the map. I have tried to put down all kinds of trees, and wildlife spawning points, and it's the only one left that isn't ticked in the little blue chirper bird. Any suggestions? Thanks.
The ImperialJedi name drop! Let's go! Awesome guy and got me into Cities: Skylines several years ago!
not sure if it is a terrible idea, or a great one, but imagine the ability to create ore industry by placing a whole bunch or rocks/ore veins/caves etc. Akin to how placing trees makes it so you can place forestry industry.
Well.. Rocks dont generate more rock. But trees do..
31:15 Here it was better to make the trucks going to the warehouses go on the far route, which is at the top, and leave from the bottom. Then the trucks on the exit to the highway would not slow down to let the trucks on top. Everyone would be going without stopping. It would also solve the problem of getting logs to the paper, the trucks wouldn't have to make such a big detour.
Sincere question: Since forestry is based on tree availability and you can just place 'tree farms,' does the 'resource availability' even matter? Like will a foresty park function as well if you start in a 'white' area of the map as when you place it in a 'green' area?
What do you think about the mod that allows you to put oil, ore, and fertile land wherever you want while building the city (not map building)?
Also, I’m curious how to control traffic from industries?
If it’s far from the expressway highway, should you branch off with another highway from the main one, towards the industry?
See the thing about your videos, is they’re so inspiring, I start a city, it looks magnificent, it grows, and about the 15k-25k milestone my Cims are SO NEEDY. Constant pop ups over and over again that don’t get resolved. On top of that, I consistently get this commercial bug, where no matter how much I zone, it’s constantly needed, and causes goods to back up. Where as, it seems like your Cims never need anything, and it just runs so smoothly… HOW?!
Looks like someone already mentioned it but I wanted to use it to springboard. So at about 48 mins in you throw down storage facilities in your agricultural area and then mentioned that the farms were producing a lot of traffic. It was actually the storage because as soon as you place them, the city imports to fill them (unless you set it to empty).
So the springboard…I was playing my own game and could not for the life of me figure out why my industry processing building were constantly low on raw materials so I went down a bit of a rabbit hole looking for the answer. I ended up finding a wiki with A LOT of technical info but the condensed version is that once a facility has room for 8k of material, it puts a call out for resupply and once more when there is 16k room. That’s it, those are the only 2 calls. Now, the game does not take those calls and have the closest facility go and fill the order…it’s random. Most of the time the fill order will be from your own faculty but if your facilities are all running products to cargo hubs or god forbid out of town on a road, it will take forever so the game also lets outside connections import the raw materials (or processed for uniques)
One other thing to note…every facility has its own team of drivers. Those drivers only job is to transport whatever the facility is producing, NOT to bring in resources. So an example…the tree farm drivers ship the raw trees to processing plants, warehouses, and export hubs. The processing plants will transport there goods to uniques, warehouses, and export hubs, uniques will transfer to warehouses and export hubs, and warehouses will transfer whatever good is stored to any facility that needs it or to the export hubs. So, if you are more worried about keeping your processing facilities stocked with goods, keep your warehouses set to fill, otherwise, those trucks will be hauling the goods to export them, thus relying on imports and creating a longer wait to get them.
Slight edit: I was using “warehouse” as the general term but the raw materials go into “storage facilities” and processed go to “warehouses”. The storage facilities will import goods when you place them, warehouses will not.
your the bob ross of city planning. so good.
Literally just bought this DLC yesterday lol, convenient
Finally a Tutoria episode
Because of you I just bought the park and industry dlcs. I hope dominate happy.
And great series. Love it
I feel like he is talking straight into my soul when he says that is not where the pipes belong
May I can call you the Bob Ross of Cities? "Make a smooth connection here, put some trees there... now it looks beautiful". So great to watch - but when I try it on my own, it always ends in desasters. Traffic overflow, no real logic in city districts... I guess you see the parts of the city before you create them.
Everytime you say the word "Ag" when you shorten agriculture I swear you say EGG! i love it.
*Raises hand* I have a question... Why does your highway interchange, while aesthetically pleasing, have the ramp to the eastbound flow on the "wrong" side of the roundabout? This means that traffic looking to depart the city has to cross the path of traffic entering the city from the westbound flow... Just curious. Am enjoying your videos and insight. Thanks for sharing!
this is the only game I play. and I didn't really consider that a city/town planner would find it appealing, but why not indeed? :) i guess that's what the game is. anyway. i really enjoyed this series of tutorials. i have found a few ideas , and also gratified to find some techniques that i also tended to use prior to seeing these vids.
i also have very few mods but i found the move it mod quite useful for tweaking roads and paths. :)
I always use one way roads in my industries and place the buildings in order of operations to prevent traffic back up. Just makes it less of a headache later as you build up the industry. Oh yeah and for farming I try and create a separate farm for each product because normally in real life farmers don't grow crops and raise cattle they normally do one or the other, at least I never seen large farms to do both.
When I have the free real estate, I tend to do the same thing. You don't see many cattle Farms with orange groves in the middle.
My father-in-law does corn, soy beans, and dairy all at the same time on the same property. It’s all clearly separated though.
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Hi! Just wondering why you didn't put your cargo traintracks on bridges over the roads or below the roads in the industry rather than creating railroad crossings. Thanks!
Your voice is so relaxing. You should do an urban planning podcast