A nice tip, place the extractor down first with storage unit. Once storage unit hits 50%, balance mode, place processor. That way your processors won't start importing right off the bat. Also the ratio is about 1:1 crop or orchard to pasture, and one small silo on balanced can support about 5 small extractors. In the beginning you have to many extractors for processors which is driving the symbol on the processor, storage filling up and exporting instead of delivering locally.
a lot of the roads in the UK farming areas were dictated by where the animals walked, and animals want to walk on dry land, so over time they would make a desire path, and from there locals would use the desire paths of the animals as it was cleared and firmed and over time it became more firm and more cleared by use, so a safe bet is to look at where the best drainage is v steepness and that gives you where animals want to go and by extension where the farmers walk and then over time where the horses go, and then along those routes are the best place to build barns and access to fields and so on, then a person builds a house next to it cause they do not want to walk or live away from the main route others take.... and so we end up with european winding and meandering roads.
There were a few times I was yelling at the screen, like when you placed the polluting uses next to the crops, but aesthetically I love this build so much.
I know it's 5* already but, are you gonna keep expanding the farm? If yes would you mix in some residential in there too? Right next the barns maybe, it would make it looks farm houses district :-) Thanks for the entertainment, Lee 🙏
Because of you following the terrain it is like the city is very interesting looking. It is like the city is being put together haphazardly, but there is a method to the madness. Also, I like the music you use for the build.
I really like the way you consider the road grading when placing roads. I have a tendency to smooth everything over with terraforming, but maybe my next city will respect the natural topography.
App-Ah-Lat-cha Gotta say it right. Also, if your building based on the Appalachian reagion, Roads here aren't graded to be almost flat. He have roads in places with 9% grade or more in places.
I don't how you do it. My farms always seem to be teetering between not enough resource and too many resources. Even when balanced for a while, suddenly I'll get a farmful of not enough and too many, sometimes at the same time in different processing buildings. I'd love to see you (or any RU-vidr for that matter) see how you deal with those annoying , sometimes mind boggling little issues.
Love your videos. Was wondering if you could do a tutorial on taxes. Other than CIMs complaining when you go beyond 12% it never felt like that it makes a lot of difference how much taxes I collect (except having more money of course). But the impact on the CIMs seemed negligible, so why not using max tax income...
I’ve been combing the interwebs looking for juicy details on the tax system and just cannot find anything definitive enough to make more than an occasional general statement...but if I ever do get enough information, I would LOVE to make a video about just taxes. I’m unfortunately not there yet :-/
@@LeeHawkinsPhoto Appreciate it. Great game but so few information available on how the mechanics work in the background... Same goes for all the decisions you technically can make for your city or for districts. Some are good explained; but for example I rarely ever used one of the "business enthusiast" or something similar because there seemed to be no effect - other than having a slightly different tax rate in that area. And no one ever complained or suddenly way more people came into your city because of it... .
So the town looks like a Quarterback, eh? So ummm, that gives me a district name idea. The farming area should be called Mayfield. And within should be the Industries Bakery. The *bakery* in *Mayfield.* **Coughing intensifies** Notice me Senpai!