Fixing Future Roadway Issues with Proper Roadway Hierarchy | Verde Beach 96
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- čas přidán 31. 05. 2024
- Fixing Future Roadway Issues with Proper Roadway Hierarchy | Verde Beach 96
Hello everyone and welcome back to Verde Beach! I have made some SIGNIFICANT errors in judgement when building the roadway network near the Fusion Power Plant. Today, we're going to fix the hierarchy issues made in the last one, which will result in rebuilding a portion of the interstate, upgrading a controversial bridge, and reconfiguring an arterial/collector connection near the warehouses. In addition, we'll continue to improve the city near the power plant and name a number of things based on your suggestions. Enjoy!
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CHAPTERS
Introduction - 0:00
Meet Phillip - 1:30
Name ALL of the things! - 2:35
Under the Interstate.... - 4:35
The Bridge - 12:40
A new Arterial/Arterial/Collector connection - 14:05
City Service Deficiencies - 20:40
Expanding the Power Plant Town - 25:15
City Tour - 40:29
Can't Stop. WON'T Stop! - 41:29 - Hry
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I’ve been on a huge Breaking Bad binge lately so I’m just gonna imagine the new elder care facility in Nova Heights is called Casa Tranquila. Haha.
Ding ding!!!
Not sure if you've seen Better Call Saul but if they'd ever need a will, they should call McGill
@@currypenguin Yes! Haha. And they’d love him because he looks like a young Paul Newman dressed as Matlock. ;)
@musicnotes or Kevin Costner!
Sandpiper Crossing*
Can we get a big city tour for episode 100? Just taking a moment to stop and appreciate and go through everything that has been done from the beginning
Absolutely! It's going to be a good one! VB is a project that really has spanned most of the life of the channel. Have to do something big for episode 100!
"Don't let perfect be the enemy of good!" -Proceeds to let perfect be the enemy of good
I just graduated college and started a job as a transportation planner, and I like to watch your videos during my lunch breaks. We are working on the reconnecting communities grant right now, so when I saw you mention that grant in the video I got super excited and was like "Wow they are doing real life in a video game!" Great videos, love to see the transition of this build and Clearwater.
Congrats on the new job and graduating!! I'm working on the same grant.... good luck!
In the dual cargo train depot area, while that little stretch of road looked alright, every single road around it seemed to be absolutely clogged with traffic, so I think you might need to reevaluate that area again. It seems the light is delaying trucks trying to drop stuff off at the depot, causing the traffic congestion to simply appear elsewhere rather than actually "fixing" the issue. But maybe some level of congestion is simply unavoidable, I'm not sure.
I think you're right about that. We know what we're doing in the next one!
Would definitely make more sense for the arterial to connect to Lupo Esplanade instead of going through two cargo terminals.
I think a normal helicopter stop would be good near the plant. You can imagine government officials wanting to fly to inspect it, not to mention the tourist traffic you'd get for it. May be a good opportunity to make sure your lines are in working order. The Verde Beach skies could use some activity! 😁
problem with helicopters and blimps is once you place them everyone and their mother uses them and it kinda borks the other transit options while creating huge lines and nobody gets anywhere..
@@Rikard_Nilsson Then it might not be a bad idea to have a stop at the plant. It's not a big tourist destination or transport hub. Just a middle of nowhere corner of town. So you'd hopefully have less crowded helicopters if you only have the one line going to and from the power plant.
You know, I actually meant to add one of those and just ended up forgetting about it. Will get that in the next one!
also a museum or educational facility next to the plant would be cool. Like with CERN or ITER
In my opinion the pillars for the electric line should be aligned with the road pillars so if a boat needs to pass over there is the space
the height of realism
Good catch! Will get that fixed!
The turn from the roundabout to the bridge is really sharp. You might want to angle that a bit more.
Some head cannon; the road to johnson aggregate exists and was built first because they provided the plant with much of the building materials. Hell the johnson facility may have been aproved knowing that they needed them for this project.
As supercharged egg said in 5B1C SEASON 2 "Phil your love for trees is a pyromaniac's delight"
That's why there are always fires in his game. I call it calling forth Myrtle the Goddess of Fire! 😆😆😆 🔥🏡🔥🏕🔥🏡🔥🌴🔥🏡🔥🌲🔥🏡🔥🌳🔥🗽
This is, by far, the very best episode of VB EVER. ;-) Wonderful progress today, and thank you so much for memorializing my Dad in such a wonderful little community. I would absolutely love to live in a place like that. It reminds me of something on the SyFy channel. He would be so excited. 🙂 Thanks again, Phil! (one "L")
These are the things that make VB special, the storys.
It's incredible how realistic Verde Beach looks from above in the end credits. It just looks like a really nice city and I think there's 383,000 of us that would love to live there!
I know it could be a journey but I think this community around the plant could really use a train line and taxi stand. You never know what big wigs might come from out of town. Additionally, or alternatively if you would consider it, a cargo station directly next to the plant could be a good idea as, given the transport of large quantities of security sensitive materials, a more direct connection to the plant could be useful and could be used to build some industry in the area around the plan which could let you work in the disaster relief building.
Why not connect to the other arterial road near the cargo stations? I feel like if you’re driving past those cargo stations you’d constantly be stuck in truck traffic. The arterial road like slightly to the right if you’re facing the cargo stations would be perfect
5:28 Instead of connecting the artery into the local road serving the railway cargo hub, why not connect it to the T intersection about 700 feet away? Alternatively you could have relocated the cargo terminals next to the main cargo railway and connect them with two sidings parallel to the railway and a new loop road serving the relocated cargo hubs exclusively. 20:14 The way you have it now unduly congests the surrounding collector and local roads even with a traffic light.
... oh my. I got tunnel vision and missed that. Time for a quick fix!
@@CityPlannerPlays Yep. 👍😉
Instead of connecting it to the local street servicing the two railway cargo stations, why not just reconnected it to the intersection further to the right at 5:28? Seems that would make more sense...maybe turn it into a roundabout.
Considering the massive output the plant generates, you should evaluate placing a collective UT (Unit transformer) station next to the Fusion plant and connecting it to VB, with another equally sized UT. I think it can be done with some earthquake sensors, some fences, and normal pylons :)
The connection from the warehouse district roundabout to the power plant would be great for a set of slip lanes at shallower angles instead of the 90° to keep speeds up
The amount of backstory for the citizens and the layouts for the areas is insane and so interesting - keep up the great work CPP 🤩🙏🏼
I would like to see a sports venue development with a transit hub in one of the larger plots
You talk about the height of realism a lot and I think it is a certain forgivable thing considering in a true city these decisions aren't made all by one person. I think you do an exceptional job at designing a city and I especially like seeing you put in a great deal of time to making everything look nice. Keep us the great work CPP!!
It’s so amazing to watch an older episode of Verde Beach and compare it to today.
You know, I've been doing that lately myself... I've learned a ton and feel like I've gotten better! Thanks for sticking with me through some of the rougher videos!
@@CityPlannerPlays that was not a critique of your mad video skills! I was just looking at how the city has grown… your city tours now sometimes cover a larger area than the whole city from earlier episodes! The amazing thing is how it feels like a community, you recognize the neighborhoods… a real labor of love. Glad to be a spectator!
This has to be the first time I havent skipped over the sponsored section, I hope Phillip makes a return in later episodes as a villain.
You could consider Martin City Park an off shoot of the Botanical gardens and fill the center loop as a display garden by landscaping with individual specimen trees with unique looks.
Maybe with some experimental plants from the nuclear research facility! 😀
I cannot wait for the area closer to the river to develop more. I think it would be cool to have a leisure area on the riverfront that overlooks the factories.
Verde Beach gives me so much comfort, and inspires me to get back into the game when I haven't in a while. Thank you for making the best Cities: Skylines series on the internet!
i know you are approaching 10 episodes on verde beach, i have been watching since the first episode but am a first time commenter. i only request you to not end this series because it is my happy place. been through the worst phase of my life with this series. thanks a lot for the content
I meant 100 episodes
It isn't ending anytime soon! It's probably going to make it through the end of the year, if not a bit longer! Hope that you're in a better place these days!
Glad to see my suggestion of adding a connection to the dual industry railway work out well for you! Thank you for implementing it in your build.
Haha, that NordVPN sponsor part 😂😂Great video!
Damnit. Another channel subscription. This dude's laugh is absolutely contagious
Glad you didn't put the Disaster Response Unit directly nex to the fusion reactor. That's like the worst location you could put it.
It belongs nearby, but needs to be far enough away that if something catastrophic occurred at the plant the DRU would still be able to function. If it was next door and the plant blew up, then you would also lose the DRU.
Nearly at Ep 100 for VB. How far we've all come!
Near 18:33, there's a blue car that just enters the ramp and then exits right after thinking it's a shortcut. Definitely not practical when you can just continue straight
19:40 Very easy fix but I noticed you forgot to extend Kellerhouse going eastbound. :)
"Bang, bang, bang, bang!"
That's exactly how I build roundabouts!! 🤩
6:50 - why you don't like it?
12:40 - i think you should make a turnaround. Otherwise trucks will have to turn near Johnsons Aggregate.
25:45 - why not just move tollbooths?
40:00 - "21 - Johnsons Aggregates" serves 0 passangers and have 15 vehicles (also new lines have too many vehicles).
One thing I have noticed with the powerplant, is that is just seems a bit small for a facility like that.
On a purely functional scale, the in-game model lacks any sort of fuel storage, support facilities or - crucially for powerplants - cooling. You have put in an office building, but maybe some oil industry storage tanks could be used to house the deuterium needed (which requires a lot of space to store), and some other buildings could be put in as machine shops, maintenance halls, etc. I don't know if vanilla has any nice assets that could be used to signify cooling towers, but these would be a nice addition. Sidenote here: Cooling towers do not have to be the big ones you see often at coal or nuclear plants, they could also be an array of smaller cooling machinery. You can see this version when looking at images of ITER, a research nuclear fusion plant currently being built.
Depending on the time/era you are envisioning, a powerplant like that would be a pioneer facility - like the aforementioned ITER. If that is the case it would not only be used as a powerplant, but would also provide thousands of scientists with opportunities for research. While most of these would likely work at a partnered institue or University, there would nevertheless have to be more office buildings in the style of the one you already provided, to allow for all the workers that directly work on the machinery and in data acquisition to do their job and enable more widespread research. This would also likely generate need for even more machine halls, as experimental prototype hardware is assembled and maintained. Maybe some university buildings could be used for this purpose? It would not be a stretch to expect LIFT to have institute buildings direcly in the powerplant campus, while teaching is done on the main campus. As an example of a real university, there might be a large main campus where the students are 99% of the time, while another campus will house more specialized and research-oriented institutes alongside things like nuclear research, that might require security clearance. Having LIFT buildings there would also make it easier beaurocratically, as exchanges and partnerships could be conducted with an established university, instead of an independent facility (At least in some countries, only Universities can award Doctorates, so an independent institution would require partnerships in either case).
This leads me to a third point. If this is to be a scientific pioneer facility as well, the city seems too sparcely populated. Generally, the masses of scientists, doctorate students and even bachelor's or Master's students on their Thesis work, would generate a large need for available, small and affordable housing, often only populated for short amounts of times. Students would only stay for less than a year, while doctorate students and postdocs would generally be there for 1-3 years, maybe a bit longer. Only few would be permanent hires. From my experience, this would generally be served via apartment buildings and similar high-density but low-rise buildings. Only few would be able to afford their own suburban homes, especially when this might be their first paid position, and would generally only last a limited timeframe.
I always knew I couldn’t trust those two L Phillips. 😠
Great episode! I appreciate how you always end by zooming out to see the full city at night. At that point I usually pause the video to take a closer look and get a sense of how the new development fits into everything else. When doing this today I began to wonder: have you ever thought about doing something with any of the islands in the river? Major development would be incredibly expensive, but perhaps members of the local Audubon society are becoming concerned with the recent industrial expansion of the city and, inspired by stories of the original burning palms national forest back before the big downtown was built and became a glampground, have begun pushing to work to preserve piece of wilderness that is in right in the middle of it all. One particularly prominent member, Julia Myrtle-Johnson (connected to both the old Myrtle Family of Verde Beach and newer residents running Johnson Aggregates), recently came back from a trip to Chattanooga where she had the opportunity to camp on Maclellan Island in the middle of the Tennessee river and wants to create something similar in her home city. With this in mind, she's started a fundraising campaign and has agreed to match donations to the Verde Beach Audubon Society to build a ferry stop, basic fire protection, and some trails and camping facilities on the larger islands between Lewis Shores and Myrtle Heights.
i think the power plant town would have a very unique flair to it if you gave every building in the district a 1960's/1970's theme. matching futuristic power generation technology with a visionary aesthetic would really give a strong sense of place to Nova Heights. just a suggestion though
I’ve always thought that most of the bus lines were overserved, good to see some more logical service levels
Just caught up with ep 95 and 96 came out ! What a blessing
There is a bus stop by the 2 cargo train terminals, the bendy buses are causing huge traffic backups right by the intersection
I struggle a lot with implementing mulligans/refactoring old designs. My saves fail around this point. This was a very useful episode.
I get what you were going for with the self-sufficient buildings directly under the fusion plant, but in reality, it is kind of a weird choice.
Fusion power would be incredibly clean/efficient, and plentiful, so why would you spend the money to outfit your house with solar panels? I get they would use less water, which is one advantage, but still-of all the places in the city, wouldn’t you want the area to be a testament to the incredible breakthrough in the production of what is essentially unlimited clean power?
One thing you might want to consider though, if we care about being green, is an all-electric vehicle policy throughout the city. Fusion power (like fission), would need to be running all the time. At night, residents could take advantage of the immense surplus power and charge their vehicles, rather than paying for gas.
Anyway, great build as always!
The problem with the ev policy in game is that it costs like 2 dollars per car, and in a big city that would destroy your budget
@@sappizza1894 Yeah. It’s a little strange. While definitely necessary to subsidize electrics that much right now, by 2150 that’s probably not going to be the case. I kind of wish that the game sort of had some sort of curve for the price of things like that, where the cost goes down with the decades and eventually drops to nothing.
@@sappizza1894 Yeah, good point.
Even so, I just can’t help but be bothered that-even if you discount it being the twenty-third century-Verde Beach is one of the first places in the world to have fusion power- something that would generate an incredible amount of electric power with very little environmental impact-and yet citizens are both conserving electricity and driving combustion engines for some reason.
@@jamesmurray4176 I know, with such an abundant and cheap power source everyone should be driving electric cars, it’s really unfortunate the way they’re handled in the game.
I know the ship on this has already sailed, but the Fusion Power Plant would have almost certainly had materials and parts for the build brought in by rail. Even if you don't have an active rail line going to it, having a spur that runs to the site seems logical to me.
The bridge that connects the warehouse district with the fusion power plant is placed at an awkward place in the roundabout, a slip lane might actually be good there, the turn is unneccesarily sharp. Love the content CPP!
20:14 "No Backups!", he says while staring at a massive backup 😂👍🏻
I was about to comment this. The ENTIRE screen is filled with red, standstill traffic.
He should give it to Biffa to fix! 😅😆😁😉
First of all, i love your content! Keep it up
Since you are concerned about the importance of safety around the powerplant, maybe you want to consider changing the entry roads to something similar you did at the airbase in clearwater. Right now the roads are arrow straight and it would be kind of easy to ram trough the checkpoints.
Greetings from Germany!
Thanks for the entertainment as always, cheers!
@cityplannerplays
A museum or some kind of educational facility next to the new power plant would be nice. And due to the distance to the main city, a konzert place somewhere in between would be nice.
Great Episode as always, looking forward to everything upcoming :D
Phil Forget the face reveal we need to know if it's One L or Two, also pretty neat that you were a CNA at one point. My aunt was as well before becoming an RN, then LPN. Fantastic field that dpoesn't always get the recognition it deserves.
I think we should have both. Face and 1 or 2 "L"s.
With all the NORD VPN ads I've seen, I can safely say Philip was the best out there :D I laughed so hard. I was like, where is he going with this, is he building a "Jail campus" hahah
Love the series! A few things though. Having another disaster response unit somewhere across the river would be a good idea. Same with a road maintenance depot. I have also noticed a lack of police and medical helicopters in general, which are also important to have.
love the improvements you've made, CPP, another great episode! Take care!
. Hope you're doing well EJ!!
@@CityPlannerPlays Thank you, I'm doing pretty well lol Hope you're doing well also, CPP!
The steel truss over by Lone Rock over the Wisconsin River coming down this fall. Another sad season where we losing some beautiful bridges.
"They can be loud uses, eldercare in particular." -- yeah, Bingo Night is always wild. You always know it's a Thursday night when you hear the rave music coming from granny's assisted living down the street!
Of course, the rave music is extra loud, because they're all deaf and have turned the volume up to compensate.
Love the content! Finally caught up on Verde Beach.
I think all the editions in the new fusion plant area were great except I think the shelter being put by the plant seems like a misstep. When I think of a shelter in that area I would expect it to be in case of the plant melting down or some other catastrophe like that. So I’d expect it to be in a place protected from the plant.
Just noticed that it is impossible for sims to walk in and out of the nova district, it would be cool if there was a dedicated pedestrian connection.
Hi Phil,
I think the power plant needs some amenities work still. I was going to suggest a fire station in the last one but you added one here. Most plants will have their own emergency response team. There are a few more buildings needed too: A maintenance workshop and offices, a control room (usually some kind of blastproof building for the operators to monitor the unit from), a warehouse for spare parts and spare equipment, a laydown yard (for shipments). The laydown yard would probably just be a gravel patch where some equipment can be stored.
Also, I don't know about fusion plants, but most plants will have blast radii in which non-blast proof buildings cannot exist. The research center and the emergency response centers would have to be located farther away from the plant, along with the other buildings I described
One thing in my plants that I wish we had was a better designated shipping entrance for trucks. I hate watching the 18 wheelers try to navigate tight corners in our plant. also the corner on the roundabout going to the bridge is a really sharp turn! bad for any trucks trying to get from the plant to the highway, and probably annoying for anyone else too since you described it as a continuation of the highway
Neat!
Regarding the utility complex & the dual cargo stations:
1. If you turn the complex into a cull-de-sac by severing the connection at the arterial, no one will use it as a shortcut & it'll reduce the pressure over there. (Inserting a thinking man meme here)
2. I think you need to put the roundabout back on, it'll help trucks make a uturn instead of driving inside Johnson's Aggregates to do so. Maybe upgrade the road between the two stations into a collector with a median so trucks don't cut through to the station in the opposite lane and block the roads.
Unrelated to this video, but I visited Madison for the first time and it’s such a great city. I can see a lot of that influence in these series now
Great episode and great example of how to build a road system. And I’m proud that I mentioned some of those changes in last week comments 😂😂😂
Also, I don’t know if I’m the only one, but it really bothers me that in these tropical maps the trees in the forests are palm trees. At least in Brazil, palm trees are used as decorative trees, especially in beach front roads. But forest and native areas have huge and voluminous trees, for example in Amazon and Atlantic rain forest. I started a save at this same map, tried some different tropical themes, but none changed the trees.
Love this new area and all the fixes. Maybe a farmers market in the new area?
as someone named phiLiPP, huge shoutout to target all the phiLLiPs out there!
10/10 very good ad
I might not have moved the fence that much closer to the powerplant. I could see developing some of that area, but I imagine they'd want a good-sized security zone around it. Distance from the noise pollution would just be an added bonus.
Thank you for another great episode
Seeing as you have (had?) covered bridges in your build, I figured I should give some real world info to do with as you please
My province (well known for our covered bridges) does a few things with our covered bridges if they become less than useful. If they give a town a place on the map, like Hartland Covered Bridge (longest in the world!) it is kept up to standard as a tourist attraction/novelty, while a higher capacity bridge is built nearby. For other bridges, the road is typically diverged and an up-to-date bridge built nearby while the original bridge slowly degrades and is overgrown (nice opptunity for character and detail for your build!). In some cases, the bridges bring too much charm, or are too costly to replace with a more modern bridge, or simply work for the time being (always in a rural area). Look at the old Hammond River Bridge or the current Point Wolfe Covered Bridge for modern examples.
Covered bridges bring a lot of character and heritage to a locality, so more often than not nearby residents will want to keep a bridge instead of tearing it down or replacing it.
Hope this helps if you ever need it!
The timing of the upload is impeccable, perfect for my nocturnal lifestyle! It would be great to name the newly built fusion power plant town " Prypiat Heights" an abandoned town on Chernobyl Ukraine
Is there a benefit to having a bus service in the Nova area that takes workers to the powerplant? Primarily as a way to minimise private vehicle trips, especially in the new sustainable area as there is not a pedestrian connection. Would be interested to here the pros and cons.
Also saw you downgraded the buses in the Mataro region due to passenger trips, did you connect those routes to the ferry depot in the end? Might help boost numbers and add a vital connection to downtown Verde.
Great episode, looking forward to VB100!
With all the research that would go on around a fusion plant, the IT cluster buildings have the kind of look that would be a nice visual service, you could place those with pedestrian connection against the fence and then pass through the fence from the IT area to the fusion plant area - you could even gatekeep it with a park gate at each end like you do the road access with the toll roads.
props to you for sticking with a save for so long, i get bored after 50k pop
For a moment I thought you were going to say Eldercare can go in areas with high noise pollution because they likely have hearing loss already! 😂
Hi phil! My brother worked at a lighter factory as a security guard and it have some HUGE FENCE with barbed wire on top of it and seeing how secure a lighter factory is i think you wanna upgrade the fence near the fusion plant but without barbed wires cuz its gonna make it harder for evacuation like my family learnt, sadly my brother died in a fire in that factory while trying to evacuate the workers out and the barbed wired fence prevent workers for jumping out and make it harder for firefighters to rescue them, but i still enjoyed the video keep it up phil!
the fire watch tower kinda looks like a security defense post which is required at fission plants. I'm not sure if that will carry over to fusion, but i think it would make sense to have some security presence for such a critical power asset. i like the idea of adding a couple extra fire watch towers
For the more rural areas, instead of using a waste transfer facility you can use a landfill and it'll have a more appropriate look but will still transfer the the waste processing facility
That new roundabout is fantastic, though it looks a little bland. The centre is crying out for decoration! :-P Also, going onto the local highway (or A-Road as we brits would think of it) is rough, I think there would definitely be slip roads onto it to lessen the angle and increase speed.
That new development is looking really nice though. And I think you may have forgotten again about that nature reserve you promised a good 50 episodes ago over near the airport!
Hello CPP, I must ask, because this got me stumped:
"Why did you spend a LOT of Verde Beach money by trenching a road and make 4 bridges if 1 bridge would have been way cheaper and probably have given you a cleaner result?"
I'm talking about the whole section starting at 4:35?
Hey Phil, make sure you tone down the number of buses on those new lines, since they're super long (especially to Nova Heights). Looked like a huge knot of them backing up the highway into Nova Heights during the city tour at the end.
Also gonna echo some of the other folks saying that disaster shelters probably don't belong next to the buildings most likely to cause a disaster if anything goes wrong ;). Fusion likely wouldn't have a fallout problem, but given the energies involved, if something catastrophic happened I'm not sure I'd want to be right next door regardless.
the sponsor segment is brilliant :D
i'm scrolling the workshop while watching this and I just stumbled across your post of the CPP official parking lot asset, what a coincidence
With the new connection I saw a great spot to add a frontage road to connect to the highway. This would benefit the cargo and the new town
Phil: how to boast population? Child health care and *death care!*
Me: he ain't wrong.
just a small thing, but you could connect the dam over by the community that winds up the hill to the new community by the power station! Probably wouldn't get a lot of service, but there are a lot of country roads like that in America and it might be nice for through-traffic.
For future reference @10:30. There's a CZcams who does cities Skylines named Captain_Ahvious. How he did it and how I learned how to make then smoothly was I lower the terrain low to where it's a deep hole. Have the roads bridge over said hole. Then he brings the terrain up to where road was going to be at for a smooth interchange. If you not familiar with him, check him out. Thank you for giving us great content and ideas we can use for our own cities.
Your videos always have such interesting music
@12:18; simply swap position of the 2 cargo hubs - so that the railbeds are closer to new arterial, putting much needed frontage roads at opposing side of each hub (approx. where the railbeds currently are). Add 2 flyovers to clear the rail/arterial/rail corridor located between the hubs and connect to new frontage roads; add slip lanes at either end to grant access to hubs from arterial at both ends. Edit frontage roads to use one way circulation, creating a continuous loop surrounding the hubs. Hubs are furnished with unfettered access; through traffic isn't hindered and new set up permits looping back.
For such an important power plant, you should totally use airport fencing. More intimidating than a park fence!
I don’t know if the bunker close to the nuclear plant is the safest thing. If an earthquake or a hurricane hits the surroundings I would probably want to be as far as possible from the atomic bomb lol. Great video as always
19:30 hey man, u should use one way in and out from roundabout to the bridge, this is very sharp end of roundebaut and people must turn sharp in left from roundabout.
That was truly one of the best in content ads. I do not trust Phillip with two L’s, as he skulks around the amusement park by himself. As always, CPP, you do a great job, but you one upped this time making me lol due to an ad.
My wife and I are watching Stranger Things. Totally getting Hawkins vibes at Nova Heights Estates, lol. The "power plan," the forest, the town. All fits in my imagination, haha.
I would really love to see those those islands in the river going by old verde beach transformed into a park. It would look really great, with maybe some form of transport there across the river.
I cannot believe that we're almost to 100 episodes. Love your stuff.
I can certainly appreciate your desire to build in vanilla, I just can't do it. The amount of time it took for you to fix those bridges is the exact reason. I've done builds with just Traffic Manager and Move It, but just don't like the game without those. Fun to watch though.
Ok philippe you can add tree brush mod in if you want 😉
My rule of thumb for roundabouts is make it the same amount of lanes as the highest lane count road attaching to it (and you have 2x2 as the largest so a 2 lane roundabout is the right answer)
I know you don't want to build on Electric Avenue but it will take you higher
for bus routes, you don't need to go to a bus station each time. A line can simply serve a community.
another great vid!