This is Captain_Ahvious and I play alot of Vanilla Cities Skylines. Playing with no mods and no steam assets has given me the absolute perspective on how the game is managed. Feel free to browse my cites game guides and full city builds.
Thank you kindly! I have been thinking on how to continue the MasterClass series but it has been so long since the last episode. I figure I start a new CS1 series just to refresh myself on the gameplay and what not.
Hi Captain, Just got a Lil idea... Why don't u make a video explaining the differences between cs1 and cs2? I mean, I noticed that what I learned in CS1 about teaffic management (don't use 4way intersection too much, keep intersection away from each others, and so on) don't apply here in cs2 or, at least, there Is no Need tò be so strict... Keep in mind that this comment was written with italian keyboard dictionary... So I'm Sorry for a few errors here dnd there
Thank you for your suggestion but I have not played CS2 for that long. My current set up is over heating my GPU so I'm staying away from making any CS2 content and I'm taking this opportunity to branch out to other games. But overall, the traffic is much easier to manage than CS1.
Unfortunately, I realized that CS2 is literally toasting my GPU so I'm steering clear from CS2 until I either get a new set up or the game doesn't do that anymore. Getting a new computer also doesn't necessarily guarantee that the game will perform better. At some point, I will return to CS2 and perhaps by then there will also be more content and what not.
It's sad how Paradox lied to us before Cities Skylines 2 came out. What a POS game it is today. Paradox should've followed CS1 except put in the mods that everyone wanted when the game first came out. Ridiculous keeping us steam mod creators out of CS2 to add new stuff.
hi Captain. I've loved the way you built in cities skylines. But this, in Manor Lords, is pretty much far away the organic way those village were build. Too much geometrical. Everything was way too messy back then. Just have a look at all the medieval town around europe.
Yes, I agree. I'm just thinking ahead when they start adding castles, stone roads and what not. I've already done the organic Manor Lords build which is already given by the nature of the game.
The type of armor worn is based on the plot level that those troops come from. Soldiers from a tier 1 plot can only wear a helmet Soldiers from a tier 2 plot can wear the helmet and the gambeson Soldiers from a tier 3 plot can wear the helmet and chain mail
@@Captain_Ahvious yeah some people just skip them. I have transitioned away from trying to go for a huge tier 3 City. I find it more interesting to have the town stop at large town and then start branching into other regions. To me, it's more of a challenge to have a smaller but Super well oiled automatic machine. That means I'm going to still have a few tier 2 troops. As they go up to tier 3 I sell off the extra gambesons.
This is why you are my favorite city builder. The design is exceptional AND efficient. I get so caught up in meeting demands that any design ideas I had in the beginning fly out the window. I hope you keep making Manor Lords content, especially how to build an army. That is an aspect of this game that I have had no success at. I had no idea if apple trees bloomed, so I looked it up. They do. Hopefully, they will add cherry trees.
Hi Captain Ahvious thnaks for reply , it amazing how you do 3 things perfectly money,population en most important traffic i m still struggling with all of them again thank you for sharing .😊
Everthing I want it to say is al ready being said you are very good i do wish the videos were little bit longer and your comment is very clear i like it , thank you for i really appriate what you do.
Thank you for your kind words and for watching my very first Cities Skylines youtube series! I've matured more in my builds since then but this series is special because its my only pure vanilla build.
In this patch yes, in the last patch no. It was much harder to make anything look nice. Everyone had to conform to grid design to be efficient. In this patch, you can design and it will be slightly inefficient yet still effective.
The level 1 families are the servant families in your manor. They do not level up at the moment, so they will always be level 1 until a content patch in the future introduces the ability to upgrade the manor to a castle. Or at least the manor main building to a palas.
Really good design and still remains the functions and efficiency on the gameplay! For me, this is my end game, designing beautiful layouts but still creating a self sufficient city! It also allows the players to be more creative!
At this point, I should already have fire, medical and police helicopters that are much more efficient since they fly and don't have to deal with road traffic.
@@Captain_Ahvious helloo!!,i never thought to get replied hehe i see, btw first i need to confirm on the road, for road near resident and commercial, we use 1 lane road, when building highway, we use the 4 lane road, but when to use the 2 land and 3 land road ? i always screw up when upgrading the road to 2@3 lane, the road width changed and it will demolish surrounding building... and second, the reason u let 1 unit gap between residence as later we will build pedestrian trails/ trees right? and third ... do u check on (tick) the policies so that citizen will focus/prefer walking or u leave it untick and citizen will choose themselves to walk/use public transport ?? tho it is 2024, i just recently know this game existence unfortunately i find challenges building it, like ... i always to make sure no green/blue/yellow line appear ends up i screw up, or it is normal for them to appear, i mean what is good indicator ?... i watched your vids 4 hours non stop yesterday lol.
I played the easiest option. When I completed the scenario it asked if I wanted to continue in sandbox mode, as well. It just kept going to the end scene like it did for you. I'm going to try the other scenarios next. You're right about the trade tree. I did it initially to buy food. I was running out. Once I got past that, my wealth went through the roof. Cities Skylines is strong in this one. Quite the road network Captain. Hopefully, you will make more of these videos.
There should only be one entrance and one exit to your industry at a time. To ensure proper flow of goods use a large roundabout and medium roads with medians, all ending with a dead-end, ideally a round about using highway roads. . Here is how you will set up your 4 roads from the round about 1.) First Road: This will be your enterance and exit. 2.) Second Road: Extractors & Storage: You will place your extractors on the right side of the road before the deadend round about, on the left side of the road you will place your storage. Set all storage to empty beside one that you keep on balanced to ensure sufficient supply. 3.) Third Road: Processors on the right & Warehouses on the left With Processed materials set to empty. 4.) Fourth Road: Unique Factories on the right that do not require separate industries & and after them on the right Warehouse with Unique Factory Goods. On the left I place a cargo train. There is no need to go over kill on extractors or storage. Instead Max out on efficiency with barracks and mantience buildings. I use 4 Max level extractors with 2-3 Max level storage. 2-4 Max level processors and small warehouses only. I do this for all the industries then I build a port with rail and shipping connections, with a Large warehouse for each individual Processsed material set to balanced unless a factory is short on that material, 2 for unique factory goods, 1 on empty, 1 on balanced. I also keep one large raw material storage there as well, then create a one way loop from warehouses to factories to shipping/rail. I am able to run all of the factories. If the Large warehouses are all full on balanced with smooth functioning of unique factories, and your small warehouses are struggling to empty on empty, then you have built a resilient supply chain and have an effective monopoly on the supply chain.
This is exactly the inspiration I was looking for. Thanks for this! I find the stereotypicical grid systems utterly tedious and dull. This is a fine example of an organic building process.