I heard that Steven Stephenson was let go from his Board Officer job at Clearwater Southern when he voted AGAINST the port. He called and said he was tired of hearing all about Jamila, and he is selling all his land in Magnolia County, and said he is going to create a rival county! Something about the Governor and corruption with Clearwater Southern.......
I work for the City Development department in Rotterdam, for the longest time the biggest port in the world. What you see is that the port gradually shifts away from the city center, we even build a manmade island in the ocean about the same size as the city. Some cool projects we're doing now involves transforming the old ports in the city into new things, like a floating park, an artifical beach (dubai islands style) and a surfing spot/wave generator :)
phil really flexed his cities skylines infrastructure pro level skills on all of us in this episode 👏🏻 it’s crazy how far we’ve come from the struggle bus of some of those verde beach harbors and quay walls!!
I hope your research included cities like Portsmouth, Southhampton, Greenwich and Glasgow. A lot of the old harbours here may have been removed, but you can still see how they affected the cities development and growth along the rivers.
I've been on pause with C:S for a couple of months (IRL is busy), but I gotta be honest... this episode is making me open up a new city and do some building. I love the networking videos and this particular one is so much thoughtfulness and working through the game, it made me open up the game. Thanks!
I worked at a shipyard for several years and I got to say you did a wonderful job. An interesting note about the smokestack thing, shipyards are under incredibly strict regulations on how much pollution they are allowed to generate. So while I personally never heard of smokestacks being banned, I also dont remember any buildings around us having smokestacks.
I really like the harbor build. Although I understand, how you implemented street connections to the highway and harbor part for the sake of interconnectivity, I am a bit concerned about heavy traffic and general high traffic volume through the quiet neighbourhoods as people going to the harbor might take a shortcut. Also while i like what you did with the landscaping between the harbor and the residential neighbourhood I could also imagine a cut-and-fill technique for the avenue by the harbor and using the resulting zoning space on top for low density offices kind of watching over the harbor area and buffering the sound pollution.
I'd love to see a mod for City Skylines 1 and 2 for oredocks. Similar to the Soo Line Oredock in Ashland WI, the Presque Isle Dock in Marquette MI, or the Oredocks of Superior/Duluth.
I think it's important for parks to have nice empty fields in them, the greenery is nice but it hurts when kids run into the trees. I suggest adding more empty spaces in your parks.
I think after the voters passed the city services bond with the poison pill there would be a lot of pressure from citizens for the government to fund infrastructure upgrades - highway development, eliminating at-grade crossings, etc. The citizens invested in a city-county building and would want to see a return on that investment to services that will improve their daily lives.
It looks great! Living by a large port, my one comment is that it looks way too nice. If the game would only let you strew trash and rusted metal everywhere, it would look much more authentic. 🤣
Shouldn't there be some parking facility next to the port? There is no public transport so how would the dockworkers park their vehicle? Also, the access alleys to the cargo harbor are called 'Gates' in real life ports. Like Gate 1-99, Gate 100-199, Gate 200-299,... Sometimes aphabetical letters are used in small ports to name the acces points.
Do you think you can simply turn off "natural disasters" CP? They are sooo pointless! The smokestacks? Just let them level up and the smokestacks mostly disappear... Looks like you're getting some back-ups on the main rail line with the new freight lines having to queue to get into the single CWS facility: maybe expand the facility to have the second rail head? Kudos for not building super high quays too! Great expansion.
Something that I noticed after the last episode with the high rent problems and looking through the save file is there seems to be a problem with homeless citizens. Looking at most of the parks, for example the tennis courts near the highschool or the university, there are people that are camped out. Maybe low income housing might be necessary. Being it is a cold climate area I now it would be a high priority to make sure there isn’t anyone that doesn’t have shelter.
Next ep we should add a clinic and an elementary school to Chairity Island! Maybe they could be named after the region's biggest charity donors... or styles of chairs haha
@@CityPlannerPlaysa few episode ago you made an orchard, you think you could revisit it and maybe make it more functional? Give some pizazz,. Orchards In my area are great community spots for fairs and field trips
@@surik_at I figure it's his channel, his stream, his build, and his decision to make it work like this, and I'm fine with it, myself. Also, I fail to see how his sticking as much to vanilla as possible is hurting anything. Don't get me wrong - I'm all for mods, and I'm eagerly awaiting the game finally being ready to handle them without a third-party method as is currently needed (just personal preference). But this is his build and a lot of us are enjoying it exactly as he's doing it.
I think maybe keeping it vanilla until episode 20 or so is fine, but then once the city is more developed, I would think it quite reasonable to use mods, especially for something like surfaces
Personally i think the vanilla nature of the build is intended intentionally as to allow as many as possible to play along as they wish throughout the course of the build. There are a number of people that maybe can’t use dev mode for one reason or another so keeping it vanilla as possible doesn’t discourage that portion of the audience. I personally agree with his reluctance in this regard, but that being said, he has reached out to the community for its opinion so it is what it is.
I think you need way more storage space in the harbor. I also think that you should place a unique factory (like the car factory) close to the harbor, that would be logistically logical.
Seeing that we now have a bustling modern port right at the doorstep of Bend, it would be a good use of synergies to add a nautical sciences departement to the University of Superior.
My mom grew up in La Porte, Texas (near Houston) and, if you couldn't tell by the name, it was a port town. The city didn't allow buildings over 4 stories until about 15 or 20 years ago, so once that law was changed there was a hotel that was built 5 stories tall and it was truly a spectacle to everyone living there so the one tall building in the area is actually quite perfect.
I noticed you had houses on a slope next to the water line last episode. That is EXTREMELY dangerous in the Midwest due to regular flooding of rivers. The foundation of those houses will get ripped right out of under them. I know this living in Illinois. You also dont leave open cliffs in the Midwest due to the limestone content in our ground. Only 1 plant can live in contaminated (alkaline levels) and it is the Fen.
In the future, as Charity Island grows in population, it would probably be a good idea to consider a commuter rail link to the community. Since the infrastructure is already in place connecting the port to the mainline railway that runs through the city of Bend.
absolutely obsessed with the harbor. they look so realistic and amazing! i do have to say that the amount of high rent warnings are bugging me tho, it might be important to have the next episode focus on the magnolia county housing crisis and make sure there's enough density and low rent housing
I think each port building has two ports in it, you added one shipping route from each port building but I think you can add a second one to each building (having 4 in total).
I work in the shipping industry, and although your development is a river port, I think a breakwater would look very cool and generate some cool movement for the vessels going through and add some realism with having the port protected to wind/weather and high swells. If you can work out the waterways to make that fit, I think that could be a great addition to the harbour. Once possible to use assets you can also replace it with dense rocks which would make it look realistic. All in all, very cool build!
22:11 regarding the train bridge, if the company is spending the money to build a bridge that long, it would probably span over the highway and allow light boat traffic underneath the bridge, specifically port operations ships like tugboats, firefighting vessels and barges from up stream. In addition you’ve made a major trade artery prone to flood risk. Also a lighthouse near the end of the port would look amazing, it would make for a good tourist destination as well!
Indeed. If you softened all the cliffs, you wouldn't get news stories about mansions falling down the cliff every time there's a good storm that causes slippage. People do build on steep cliffs, even though they probably shouldn't have.
There should be a street named for Jamila. She's one of my favorite characters because my mother worked with railroad construction companies not exactly the railroads but same kinda of work. Speaking of I don't remember does Jamila have children? It's always nice to know not just the story of cities but of the families of the residents.
I hope you can find a way to add a lighthouse near the harbour. They're absolutely my favourite things ever. Everyone should be more lighthouse: stand tall and shine your light.
Love the build! Being a company town, I can see Clearwater Southern building schools to train the next generation of workers. (Although I'm sure they'd frame it differently) Perhaps Jamila Primary to honour the person who made the town possible. (I imagine it's too small for a high school right now) Also, considering the inspiration for the name, a high profile furniture business somewhere in the county would fit right in. I don't know how short high density commercial can be though.
I really love the story of Clearwater. The whole story aspect of it makes it all the more interesting than a straight-up city build . There is nothing wrong, of course, with just building a city, I just think the story you're telling makes it all the, more interesting and engaging!
i think you should keep the elevated dirt area between the 4 lane road and the town! it complements the industrial look of the harbor. maybe even a quay wall would look nice there
I'm very open to Dev Mode and anarchy/mods in this series. I think it greatly enhances the functionality of the game and can really enhance the look and realism of areas
🪑love it, personally I would prefer if the quay wall merged into the harbour asset, because I think it would even better, hopefully that's a thing in the future
You should have a regional tram line that connects local estates, services and businesses with the port and make a tourist area with a small ferry terminal
Super cool, love the build! Though if shooting for the height of realism, that rail bridge is definitely in violation of the Rivers and Harbors Act of 1899 among several others. The Coast Guard would consider that a navigable waterway and at that height, there would be no Section 9 approval for the bridge. Obviously its a game, but just comes to mind because this is a big deal for a bridge project I'm currently working on right now.
Your song Roundabout played during the city tour is my favorite.. love hearing it throughout the videos and especially during the tour! Thanks for the episode
I like the idea of using dev mode/mods to update some of the looks of the city. It could also help with making custom parking areas around the new zone. Could be nice to put new parking along the track lines next to the harbors.
I love the new harbors! Maybe a nice addition could be a new taxi depot. That would bring competition to the cities taxi services, but more importantly bring the (potential) clients from all over the world coming into the city to the new harbor to make some sweat business deals and boost the local economy!
Great way to spruce up the build!!! For smaller cliffs/hills, I'd love to see some English ivy, clover, or bushes covering some of them. That can vary between looking very manicured and very wild, depending what you use.
Hi! Great to see a new MC video is out!! One thing I would recommend tho is, to have both of your industry sites connected by rail to both of the harbors, since you've divided outside connections between the 2 harbors. Now the only way to go to the other outside connection is by cargo over the road to the other harbor. Otherwise great video as always!
I love you videos, and I’ve gotta ask - what cliff hurt you? You never let them live, replacing those nice cliffs around the harbour and turning them into soft rolling hills. 😢 I’ve noticed you never leave any cliffs and I feel like cliffs need love too!
Hey CPP! I’m an engineer that works on ships. You would actually have a few “smokestacks” off your harbors slips backed off the water for things like a metal forge. So it’s not completely unrealistic to have that there!
First off, Chair Stream Best Stream....and second off? Holy shit dude, this Quay wall hack is MONSTROUS! LETS GOOO! I was dreading putting one around one of my islands, you just saved me so much time xD lmao
Charity Island needs some more services to be properly realistic IMHO... At least a primary school, a small health clinic (a local GP/dentist centre at the very least; harbours are notorious for work-related injury), access to the mobile network, mail service (since it's a harbour town probably even a postal service hub for interstate/international package distribution), and a bus service to the main city.
I honestly think everybody uses devmode at this point to make for the lack of freedom from the base game. I really recommend you use it like me. For very rare and specific occasions like wanting a pavement deck right by the harbour. Detailing with objects is also not in the base game, so if you use devmode for that, I'm down. On another note, It's really easy to get Gas Stations, Convenience Stores, Restaurants and Hotels with devmode, therefore you have a little bit more control on how your commerce lays out in the city ( for example you want a restaurant/caffe on the bottom of a mixed residential building ). On a further further note I really really hope but also believe that every or most of the options in the developer mode were just cut content or unfinished options that will come in the future to the base game or through DLC content ( like surfaces and objects ). I also appreciate how the you "showing your face accidentally" is just a meme you embraced and is now a canon event in the community :)
🪑🪑🪑 Love the video. Happy to see the 'Chair' be immortalized. One thing though, Chairity Island doesn't have an Elementary School or Clinic. Great video as usual otherwise.
34:14 I have looked at other player of C:S2. Do you can put out Disaster with one click at the right position. Here to tell us "Ahrg! I can do nothing against this idiotic desater after I haven't enough service and emercency vehicles!" is a lie. 😳🤔 Please do that political but not in games, thank you in advance! 🤗
So I was reading in some of the comments and I came across a rather pointed discussion of the role of low-rent housing in a community as well as its role as an often implied example of incentivizing inactivity and remaining absent from the labor force. In something seen across much of the nation, It’s a lot more complicated an issue than I’m able to put into one comment but rather than having this be a reply I figured I’d post this here for anyone curious to what underlines the perspective of someone getting a degree in economics. For those interested I hope you find this informative and helpful to future discussion and personal usage! ”With the greatest of due respect to all, speaking as someone in school for a degree in economics, the assertion that low rent housing represents “a redistribution of wealth” is true, but what is implied in using as something that doesn’t and/or shouldn’t exist as it represents “communism” which is an overused blanket term to largely cover government spending across a variety of issues and misrepresents/misunderstands much of the fundamental and developed literature to the field across both both pro and anti-intervention arguments in economics but, I digress as this is a tangent. What is important implying the redistribution of wealth is crime against economics (and extending thought) is fundamentally incorrect. The line is a misunderstanding of the concept of government intervention, to which economic literature separates from the “division of wealth,” rather the division of wealth is in fact actually something fundamental economic understanding as it underlies the incentive for workers in an economy to specialize so as to allow for greater economic gains as households are allowed to shift production of goods and services they do not have a comparative advantage in. Think about it like this, everything you ever buy big or small is ultimately a redistribution of wealth in drawing from the circular model of the economy which drives the business cycle (TLDR: recessions are a natural occurrence of markets of all kinds reacting to errors in human judgement and planning due to imperfect information. This part is more a general informational discussion. But yes, it’s true that government intervention can have negative outcome, yes. But it’s also a balancing act as if there was none as is a lesson learned time and time again. Housing is ultimately both a good, and in reflection of both financing and renting, a service. Low rent housing’s ability in study after study, has shown a greater boost to earnings per capita in the region given enough time to have the effect of the supply of these g/s take effect as it must also account for the fact that many firms are often cautious given the global shift to just-in-time production, and yes this does even have effects in small businesses. What low rent housing offers more often than not is a chance to address the market failure that arises from other factors including the trade-offs of our comparatively very anti-labor unemployment system which is entirely designed to be short and minimal to incentivize people to enter the workforce quicker. The externality of this though arises in the interference of other issues such as discrimination in hiring, availability of financial sector support which can encourage businesses large and small to consider their long term gains in what capital they acquire then to maximize their potential market share whether globally or in a community. That is, … theoretically, and Reaganomics (side note but does anyone else feel the coining of bidenomics was a bit more of a stretch/odd choice given its content, maybe I’m just used to hearing/saying the other but, I digress) learned this the hard way. Part of what lead to my specialization in behavioral is exactly that question of why our models are accurate more often than not to long term projections, think development over periods of 5-10 years or decades, but in the short run, just like any study of human behavior, the smaller the data set (think a year vs. 5 or 10) the more likely our estimations and efforts to best plan can run aground to outlier moments which happen interconnected with psych. For instance have you ever made a decision in life you regret? Did you go into that decision with the intention of failure or insufficiency/inefficiency of some kind, likely not. There’s a reason “to err is human” was coined, just like the idea that drove the success of the style of moneyball to baseball, there are times human judgement is not as efficient to perception than we hope. If any of you are interested R and R-studio used for econometric analysis is open source and if you ever get into modeling real life data, what I’m describing is akin to economics as not a determinant but rather a “line of best fit.” More often than not, behavior tends to work out better in the aggregate and that’s always assuming you have access to perfect information. I’m a bit tired but I hope this is helpful/informative to people who are interested. Take this as a footnote for those curious about some of the other stuff I alluded to I’d encourage people to look up the business cycle and the model of the circular economy. Both are foundational principles in economics and often taught in 101 classes and such and provide a good base to start seeing more of what I’m getting at but, warning to people, if you’re like me, its a deep rabbit hole when given breathing room to delve deeper into areas that aren’t confined solely to the discipline in a way that integrates it into broader applications. And if you’re still reading this, and thank you for apparently coming to what became my ted talk (ya know, minus the power point, … and a better communicator than I 😂), I hope you enjoyed it or at the very least have a good rest of your day 😃.”
As much as I loved watching you solve the problems that came up with making that dock, and it looks amazing! It totally baffles me that they got rid of seawalls/quay walls, it just doesn't make any sense to me. I would also put a roundabout at the end of the 4-lane road where it joins onto Hillside Street
Did you build this map with this specific story in mind??? I downloaded this map when you first released and I keep finding i'm mirroring you in a lot of ways. (other ways not so much LOL) I was going to* put my harbor on the island, too. 😭
I don't necessarily mind developer mode, but I'm worried it's really going to slow down the pace. I'm here for the city building/management, not ultra-detailed building. If it doesn't affect the pace too much, it shouldn't be too bad though.
2:24 - "In today's episode, we're going to be taking on a build that I personally find to be very challenging and a bit intimidating: Porn." You can't tell me that I'm the only person who thought he said that...
I would use dev mode sparingly, but yeah, for concrete around the port area makes total sense! I would not go crazy with it unless you want to start going modded, but that's totally your choice and just my suggestion. Oh, but a medical clinic for sure in the Port town would be a great idea! That was a very pretty build! I like it a whole lot, i think you need some up zoning to deal with the rent to high issue. Or at least make the low density houses smaller.
A couple of things. One I am pretty sure there are still trees under the water, from when you dredged out the port. Second, while you were landscaping, you planted bushes near oak trees, which you should generally try to avoid, oaks are a pioneer species, and will not do well if near planets that require watering, such as certain grass or flowers. Also certain plants will try to outcompete the root system of oaks, so generally you should avoid planting anything within 10ft of the trunk of an oak (this tends to be a bit beyond its dripline or canopy), this is because the oak root systems don't tend to go too deep into the soil (There are taproots and other root structures, but I'm not going to go too deep into it, you get it). If you do it could lead to stress on the tree which might end up killing it. Sorry, if this is nitpicky, it is just in manicured areas like a park they would generally try to avoid it.
Love the build, but I always feel like the fire house is just not equipped to be an industrial fire department. Think about ship fire and factory fires. You usually get quite large or even dedicated fire departments