EDIT: After looking through the save with a mod that allows me to change the speed, I can see that roads that I have built are in MPH, roads that came with the map are in KM/H until I modify them. As a result, my discussion of speeds is incorrect, but the principle is the same - the higher the classification, the faster the speed, the more traffic they should attract. Want to see the save? It's available on Paradox mods - mods.paradoxplaza.com/mods/86071/Any
@@davislanden1369 took me from causal viewer to subscriber! Lol. Also convinced me to buy this game after thinking to myself "who would be crazy enough to drop 50 bucks on a city management game"
@@davislanden1369 This video both shows the depth of C:S2 road toolkit and CPP's vision and planning. Simple things like that interchange around the 40:00 mark and everything easily turns out organic and well integrated.
I think the mountain neighborhood needs a small group of shops near the bottom. Maybe like a gas station, diner and pharmacy like block before going into the mountain neighborhood.
This is seriously a great help. I realized there was a hierarchy but I didn't realize how important it was to follow. I've tended to build mostly highway tunnels under my cities and regular streets only above, because strangely, it kinda works. But it's not optimal.
Cities above a couple million people do it, though. It's cost effective to save at least half an hour for every through movement, especially in downtown areas. CS1 pop scale felt like about 50 to 1, give or take, so it paid to start building crazy infrastructure when you got to about 60k. I don't know how this scale feels in CS2, as I don't have it (yet).
Since the first video came out I was waiting daily for the next episode and when I saw today it came out I ran to the kiosk got myself some snacks prepared a drink and lit a cigar and enjoyed myself very very much. Thank you for this video I love this series!
OMG you are so right, I barely touch the game any more, cause I feel so inadequate... When I see these guys build (CPP, Biffa ect) I feel my cities look like crap... And I am so bad with the landscaping tool as well... But I really enjoy watching these guys 🥰
2 years ago you made me fall in love with City Skylines. After a lot of thinking i decided to fall in love again but with CS 2 thanks to you again. Keep going, greetings from germany. Btw. bugs or small problems/flaws are ok, this game is innovative enough to have fun and to find solutions. Thanks again.
I would love to see if there are some district policies that you can use to make the hillside development more exclusive and high end compared to the urban area in the city
There is one called Gated Community that basically forbids anyone who has nothing to do with the Neighbourhood to enter. This is basically a classist policy, reduces crime and noise and in theory makes it exclusive but I think it's unlocked on higher development levels than he has on this video
This has helped me so much! I would love to see a guide focused on how to integrate mass transit (trains, subway and trams specifically) into an existing build like this. As well as how rail should tie into shipping of resources and goods between locations. I find that whenever I try to do it, I always either end up with gridlocked trains, gridlocked roads, or that no one uses any of the lines except for maybe 2 of them.
My goodness, I probably can never get enough of roadway hierarchy. Even though I've seen it covered many times in many different videos, I just can't help but watch the whole thing, sooo satisfying.
I was under the impression that the speeds printed on the roads were km/h if your city has a euro theme, and switch to MPH if you use a US theme. But by that standard, 30mph seems really high for an ordinary 2-lane road 🧐
I had forgotten about the game. A few days earlier, the algorithm randomly showed me this video and guess what 😂 I'm hooked on it again! You're the best creator for this game, i have a huge respect for you ❤
"Now that we've mastered that..." Wait we have!! I hope you're making a playlist of these because by the time I get to play CS2 I'll have forgotten all this 😂😂
Man. The thought and attention to detail you put in to these videos is spectacular. Only 7 mins in, but naming the roads exactly what they are is chefs kiss. Road hierarchy for dummies of which I am a big dummy. 😅
On the trumpet interchange there is no need for those 90 degrees on/off ramps, unless it is on purpose to create possibilities for a 180 degrees highway turn. It now is half trumpet - half diamond with slip lanes instead of full trumpet.
Even after all these years I still end up learning things. The sloping terrain around the tunnels was new and a reminder on super nodes was welcome too. Keep up the good work.
One tutorial the economy 2.0 patch really highlighted a need for is managing finances in a growing city. Particularly in the mid-game hump (to steal a term from the Oxygen Not Included community) that I could see being quite difficult for newer players to get over. The beginning is fairly easy as you start with significant reserves and don’t have access to services that have significant upkeep costs. The later game is still flush with cash once the education pipeline is in full swing and Industry and offices are flushed out. But in between when you are first putting in services, particularly education, it can be difficult for even seasoned CS1 players to overbuild and end up with a huge cash deficit and a negative balance that effectively shuts the game down.
This, i need so much help understanding the 2.0 finicial and how and when to put in services appropriately. by 5k-10k pop im broke no cash and maxed out on loans, its a me issue, but i do not know where that issue is... What am i doing wrong? Sometimes i end up putting the parking to max, and street parking to max to get some cash flow but its a bandaid at best and slowing the inevitable at worse.
Same here. I new to playing cs and I think I’m doing alright to get started and then I struggle with cash flow and unemployment. So I give up. I’ve started a new city 100 times now just can’t master a long game
@@Gentleman...DriverThis wasn’t my experience. I have almost no high density in my city and it would be running just fine if I had zero high density. I needed significant loans, budget reductions and afk time though
thank you for this! starting off with the road hierarchy, it prompted me to go look at some google maps of my own area in the netherlands, amsterdam and groningen. you were talking about how you haven't built many destinations next to your arterials and collectors, so i looked up how this would work irl, which lead me to conclude that while you are right of course, the way real life does it is to make sure that as the car access to such destinations comes to a limit, more destinations and therefore traffic can be added, but it needs to be reached via public transport, pedestrian roads or small vehicles (bicycles and mopeds and such), which is why you still see a lot of destinations built facing such roads. they are of course also utilizing this exposure to show big traffic that they are there to be found and easily accessed if you decided to make your stop in this area. however, CS2 doesn't have small slower vehicles with bicycle paths yet, so in order to maximize destinations in high density areas, assuming we maximized pedestrian access, we can compensate for this with more public transport, or simply build bigger roads with more parking. i don't think it's either this or that, but the reason im thinking out loud here is because depending on how far you want to develop the area, just adding more public transport can lead to a situation where, after small vehicles and bicycle roads have been added, there is an overabundance of expensive public transport. whereas if you limited public transport and maximized car access, this can be upgraded more easily to less car access/more small vehicle access, since there is enough space already, for less money than if you relied to much on public transport, as you would likely need to bulldoze buildings to make space and put a part of your public transport out of commission
Even after so many videos of watching CPP play Cities: Skylines (1 & 2), I was still using the Curve road tool to create the switchbacks. And now I know about another use of the Continuous tool. You learn something new everyday. Thank you CPP. Also, feel better Phil.
My tip for starting out: use the small local highway! (The one with one lane going each way.) If you want to start building not too dense, it's a good way to make connectivity before you are ready to lay down big freeways. I've had a lot of fun in Economy 2.0, and being careful with roadway hierarchy has been a huge help to my city.
Thanks for having this! I know I did suggest a road building guide so I feel partially responsible for this video :) I think before we build the ports, expanding the city more vertically. We only have 6.7k people, would it really have two big ports yet? A good video could be finding logical placement to rezone, how to control heights, and what kind of zoning is best, not to mention how to detail the city to make it look like a city. I always find there's way too much green when you start creating higher density. You could even do the port in the same episode since I feel a zoning alone wouldn't be too long. I love your creativity with the cities! I always watch your videos and want to play again and try to be creative with my cities.
nice! Yknow, I watched this just to see the content - didn't expect to learn anything - and yet I picked up 3-4 tricks that I've either wondered about or had no idea. That pedestrian roundabout kicks butt!
I think the speed limits are WAY to slow for the eu standards as major roads are usually 70km/h if high traffic road and 20 - 30km/h for local roads, and for the highway 130km/h and 90km/h for realism sake. It was as usually a great video. 🎉
In sunny Western Australia, it’s 50 for local roads (some councils are doing 30 or 40), 60 or 70 for more urban collectors/arterials, 80 for the slower urban freeway style roads and more suburban arterials where they’re not as built up. The major highways are 90 or 100, rural highways 110 Of course it’s never that simple and we do get anomalies
I think the roads in his city are in miles per hour, @CityPlannerPlays just misspoke. 25 kph is roughly 15 mph and you'd only see that in parking lots.
@@JacobH-zu1lbmaybe but he clearly showed some of his roads were at 120, which cannot possibly be mph, or they’d be like 190kmh It is possible he showed us a kph highway but mph everything else though
3:55 I used this concept to help with my traffic flow issue by my Police station. It really helped redirecting the traffic from my main roundabout to a neighboring local road off the nearby arterial road. Thanks, this tip helped a lot even in my playthrough of the original City Skylines game.
I’ve been playing this game for years at this point, and I still can’t build cities. Thanks for making these videos. They’ve increased my enjoyment in the game and inspired me to study civil engineer too.
Fantastic video, as always. My ex wife is an engineer and she worked at infrastructure department of our state, so I can see some principles that I ended up getting to know because of her job. Very interesting stuff, city planning is something I don't have any formal studies in but I am highly interested in.
The topics I would be mostly interested in would be: - expanding the city if you run out of building area - high density zoning - how does it work (I always get incredible traffic wherever I put high density residentials) - public & cargo transportation
I've been playing regularly since last year and I still learned some tricks and techniques in this video. It took forever for me to figure out how to nudge a road (remove snapping and use upgrade). It's things like that I wish you'd cover in your normal builds- not just doing it, but very briefly saying *how* you did it.
You make it look so easy. My city is a mess. LoL I did recover from my mistake, had a save to go back to. Once I get all the vanilla achievements unlocked I will start a new city with mods. Thank you for the VOD. Really like the hill side build. 🥃🥃
I have to say, this is one of the best builds I've seen in Vanilla. Truly your Creme de la Creme! I honestly felt I wanted to live somewhere for the first time in a vanilla build. That Hillside looks yummy! Absolute masterpiece Phil, keep it going! Side note: That tunnel looks great as well!
I have now re-watched this video multiple times and have finally got some trumpet interchanges running really nicely and looking great thanks to your step by step guide! Thanks!
I'd like to see you critique, improve, or even just discuss development issues with real world cities - and relate that conversation to how we might encounter (even if just role-playing) similar issues in CS2. I'd be interested in understanding the rationale behind things like road hierarchy SNAFUS, land use planning, how communities handle rain water... Just nerd out, and tell us some stuff we might have never considered. Thanks for the content. You do a great job.
That was so great! I am sort of building along with you, not exactly the same, but trying to use similar concepts to make my build better. I am now REALLY looking forward to that hill! I think it'd be great to explain how to work out optimal (or practical) service coverage. Also, I like the idea of a port/transportation (like buses, trains etc.) as the footprint of some of those buildings is SO HUGE I just don't really know where and how to start! Thanks so much for doing these tutorial videos!
I watch these videos and have no intent to learn anything you're saying. I don't play this game. I just love the enthusiasm you deliver the information with.
I guess it's simply because I never had occasion to learn at any point before this, since I had just never seen anyone do it or heard anyone mention it, but I didn't know how to make a super node, or that they were even a thing, before watching this video. I wish I had. There have been quite a few times that it was exactly what I needed, and I ended up just redoing everything because I didn't know that was an option. Oh well, better late than never. So thanks for that and all the other info.
Me with a console still watching the vid and learning so much and loving it ,even tho we will probably never get cities skyline 2 , I know they said October of this year but still… feels like we will never get it
I really wish you’d keep some of the harsher cliff sides along roads. they remind me a lot of how roads are built in CA and i think give mountainside developments a more interesting feel
@@CityPlannerPlays I'm just like "wait but those cliffsides are so cute the one good thing about the hellscape that is the Hollywood Hills is all those homes with stellar views bc they're on cliffs" lol. I get it tho. The tools make it so easy to make everything so buttery smooth.
I don't mind you going along with the port, but before doing that perhaps go through the different infoviews and show the viewers how much coverage the new hillside community has for the various services available and talk about how to approach each need, assuming there are any.
This is easily my favourite series of yours! I love how thorough with each topic you are. Great job! A Mass transport overview would be nice, especially a train focused one as I find the rail yard awkward to fit into by builds.
I was very upset on this game after release. Couple months I didnt even play. Thanks to I have inspiration to start new game and play it :) Very nice how you explain everything in this game :)
A challenge that I always have in CS is the transition from low and medium density to high density and how to make it look natural. Would love to see that.
I followed along your previus video, and after thay finished I developed that hill. It didnt go how I imagined it, and I was swearing like a deunk teenager. This was a lovely video and great help ❤️
Beautiful hillside development! Now, some homes that are on cul de sacs have their view of the water blocked by trees. I would also take the uphill ride again and cut down the trees that block the sight of the road in tight curves, as to prevent many accidents. Especially if the road type that you used is a single carriage way (motorway, or highway) with a significant speed limit!
Great series. I have given this game another shot after Economy 2.0 and am enjoying it a lot more.However, I've been wary of building on uneven ground. This video has definitely encouraged me to get more ambitious in where I develop. There are plenty of other tricks I picked up from this video as well. I'm looking forward to your video on ports, or whatever it ends up being. I appreciate you sharing your expertise here.
GREAT content. Your insights are so deep and knowledgeable while always keeping your focus on making the city a very livable place to be. Like a great chef... you've got technique aplenty but you never forget that food has to taste good to be successful. Appreciate you. Also, I'm very interested in all the ways one deals with traffic... in particular I'd love to see an in-depth look at all the forms of public transportation and where and how they are best used.
Another great episode. You just so good at this. I always find that traffic doesn't always follow the road hierarchy. I see trucks taking shortcuts through local roads instead of taking the main road. And in this particular case, those local roads are unzoned so there is no reason for the trunks to go that way. it's very frustrating. What I would really like to see is how to apply public transportation to the city staring with buses. If there's a way to minimize taxis without using a mod, I'm all for that as well (taxis tend to clog up my roads). But I have no doubt that your next episode will be just as good and informative as this one.
I was playing Cities Skylines 1 a few months ago. I found out many hours into my game that I had built a roundabout that was going in the wrong direction. I had no idea how I accomplished it in the first place and never realized it for many hours.
Great video. I wish CO would incorporate the Extended Road Upgrades mod into the base game, it makes retaining walls and such so much easier. Thanks for all the quality videos over the last few years, much appreciated.
Not sure how much it was touched on in the previous video but maybe a tutorial on cash flow, how to increase it, how to maintain, how to revive an economy. Just general things like that. I’ve been getting to stalemated in my cities and am not sure how to progress without taking out a loan.
I have needed exactly this for some time and this came at the PERFECT time as I was just looking for this information. Now please, do a transportation hierarchy next! I DESPERATELY need to understand how to use which mode of transport.
I love your video's and they helped keep me from getting discouraged in the Economy 2.0 patch. I would love to hear more about your day job in your video narration.
Very cool series and i love the calm and methodical aproach. Such as civil engeneering should be. I would love to see what cities sklines 2 has to offer in terms of public transport and walkable cities :)
I'd like to see an episode on balancing services availability. I personally had a 'big city' that survived the Economy 2.0 update, but I could not get a reasonable amount of school coverage. It had a high density city district where I needed to destroy one in 10 skycrapers to place a urban high school or urban elementary school and it ruined the realism and look of the city. By the time I had enough schools to cover the entire city my services budget had ballooned to where I was losing money. I went from +230K to -5K per hour.
Thanks City Planner these tips and tricks were really helpful I have struggled with most of the things in this video specifically tunnels so I really appreciate the tutorials.😊
That was nice to watch. The thing You are building seems like nice small town, but not a busy metropolis. I'd like to see something about building a thriving high-density town and managing traffic there (CS-2 seems to have a lot of problems with busy intersections in a city) and a public transport (how to plan it). Keep the great work up!
@@CityPlannerPlays That's great! (I've seen both videos and I like them very much; I'm no newbie to Cities and/or city planning, but I like to see how other people do their work to improve). In current state of the game there is a weird bug with homelessness, which happens when redeveloping (especially) residential areas (demolishing buildings) - that's why I tend to plan what to put where before I start zoning and let it stay the way it is ;(. Also I have some issues with pedestrians crossings which can block all of the traffic on intersections/roundabouts (is there any good way to solve that in vanilla?). Btw., I appriciate Your attention to the detail which make the city look so much better.
Wonderful video!!! ❤❤ I really want to see the funtion from CS1 back, where you had a certain amount of dirt available, and if you wanted more, you had to buy more from the outside, or grade it you self. You had to think more about how you graded, and the economic off grading. 🙂
I'd really like to hear your thoughts on the overall hierarchy of the mass transit options in the same way you explained the way the different roads interact. I'm personally fascinated by trying to encourage as much transit use as possible in my cities.
If it pleases the court, i would like to see how you would set up the public transportation system and the commercial transportation if that is possible. Love the chanel and the content, always a pleasure to see someone play a game the way it is supposed to play with actual real life experience! Much love from The Netherlands!