As much as it's a meme how much nordvpn appears on youtube, i've used them for almost 3 years, haven't had any issues with using them, will probably keep using them.
@@justaguycalledjosh It usually doesnt work for me and is either slow or just unreliable. Unfortunately I am from the UAE which is a country that censors VPNs as best they can. Nord VPN doesn't really address that so I have to resort to other services such as Express VPN
Please put your videos into playlists. You’ll get more subscribers that way because it would be easier to follow a series. Like Teaville it’s so hard to follow because there’s no episode numbers or order on your channel page.
Every single one of my videos is in it's won series playlist and also in a combined Cities Skylines playlists. All playlists can be found on my channel. I've been doing this for years ;-)
I have an idea for the ultra high bridge! You could use that bridge that opens automatically when ships come. It's called like Koningburg or something. I just think that would be amazing!
I really think fisherman’s island needs a different connection to the highway so all that heavy traffic doesn’t have to go through the nice, new neighborhood. But if that’s not an option, definitely a draw bridge!!
Yes, definitely a drawbridge or a vertical lift bridge. Otherwise a good 200 meters of road on each island will have to be replaced with additional bridge 🌉 to make the steep approaches somewhat realistic
If you got the mod; you could move the shipping lane to run around the other side of Fishermans' Island, so then you could have the bridge at a normal height.
For the raised roads. If you press the home button once you realise it happening that will stop it you can see @7:00 that your height is 6m Grnd. Pressing home will set it to 0m. To fix mistakes afterwards you can actually just select all the roads like you did and under the height options align to terrain height, which will set it all to the normal places rather than artificially perfectly flat when you ctrl H to a nearby place. And avoid the cliffs.
Biffa, there is a setting in TMPE that defaults your intersections to dedicated turning lanes. It has been a big time saver for me! It is in the policies tab under “at junctions”
Hi Biffa, idea for the roundabout crossing above the highway. Make it cross under the highway. The highway is already above the district on both sides, would make more sense to go down and then through a short tunnel/bridge
You could make a second subway system for no problem atoll by running a line pretty much snug with the "far" or "back" coast of the atoll, running all the way from fish island to the airport and surroundings potentially. Have a stop on the opposite coast of the island wherever there are stops on the line coming from the center of the city. Potentially you should bring only one stop to be opposite the street of the first subway stop on the atoll (coming from the main island) thereby fully connecting the atoll with the center city and fishing Island as well. Thanks for continuing on New Tealand Biffa!
You always manage to blow me away with how easy you make it look to make an awesome build. I’m slowly getting my head around district themes, and trying to make sure I get the buildings I want, but it takes so much time to organise it all. Great work.
Since this was named after new zeland/ new tealand id love to see some of the new zealand mods and some different house style being used in the new areas
I was thinking the same, particularly for that pedestrian bridge which had a pretty steep climb, and would have readily gone under the highway at ground level instead.
I've already seen comments saying to move the shipping lane or use an opening bridge. But another option is to start the bridge further inland making it longer and the slope more gradual.
I'd be curious to see how a totally car-isolated community would run. Like, if you made a self-contained area with services, residential, commercial, etc with no road outside road connection but you could run freight trains and metro/trains into it.
As everyone's beaten me in mentioning the Movable Bridge mod, how about an alternative: move the shipping lane to the other side of Fisherman's Island so you can keep the original low bridge.
What was happening with all the traffic going crazy in that last little show section? Loads of cars and trucks were glitching out, going back and forth really quick?!?!?!
Hey Biffa, I've always played the w10 version of the game thus I had no mods, I just downloaded the full version and I have access to mods. I see your list of mods but can you make a video on essential mods, how to use them, and the best configurations for them? It's a bit overwhelming for someone who knows the game but doesn't know anything about the mods, downloadable assets, road packs etc.
As a beginner in mod, if you want videos don't just stick to one YT creator, select a mod, search for it, most popular mods will have multiple good tutorials already from many Cities content creators. Don't just go to workshop and subscribe to everything blindly; as you'll find many incompatibilities. Check out "Essential mods" lists and join Cities/creators Discord/Reddit for supports when you have questions. Assets are usually not any issues, most assets will just work. Road packs which are categorised as "mods" should be avoided IMO; you should subscribe to collections of mods which only include separate roads. But most importantly, do your research and try. Also keep backup of your savegame, better test mods on a test city first before using it on main save.
The problem with the roads is that road anarchy sometimes gives problems since the last update, you can fix it by using normal mode in it. I had it also and it was driving me nuts.
31:58 this would be the perfect place to pop the modded bridge... the drawbridge one with traffic control. on the work shop you can get drawbridges, swing bridges and other ... or look at the movable bridge mod
As you're jumping back into New Tealand, Biffa, and I'm still working my way through the playlist, I thought I'd comment even though the video is old, to help refresh your memory. In this episode you changed the height of the bridge to the fishing island, but that road used to have a moving bridge, which worked wonderfully. I don't remember seeing you remove it. (It was the one that has a middle piece that seems to have a lower road underneath and the whole section moved up while staying horizontal). I would love to see that bridge restored to its former glory! (And curious to see of you already did just that in a newer episode). With the themes, you forgot that you specifically created the European 2.0 theme, which is just the houses from the regular European theme and some added shops and offices. You made that theme so you wouldn't have to draw a seperate district for shops each time you use the European theme. But since you forgot, that's exactly what you end up doing here anyway, but with the 2.0 theme 😂
@8:19 you could use the move it's "to the ground" feature, you can access it by clicking on the triangle thing. Also, as I suggested on previous videos, you should use the home button when you putting down roads (making it ground height), cause the game probably remembers an erlier setting of height you used in a different area.
Just wanted to say I found your channel recently and even though I don't play Skylines anymore I find your videos really relaxing and fun to watch. Keep up the great content :)
24:02 Could you squeeze a road under the bridge section (heading up to the motor way junction)? That way anyone driving to the other new district wouldn't have to go through that connecting roundabout along with all the other traffic. You might need a tunnel or dinner relandscaping to fit it. As it is all the traffic in that area has to go through that one roundabout. It's going to get very busy.
You absolutely must make a public beach around the art gallery and private beaches (docks, boats, lounge areas) behind those smaller houses. It's a great opportunity to detail.
Hey, Biffa, consider adding crossings with Node controller for pedestrians on those long roads you have (all over the city actually). Now they need to walk a long way around to get to their destination. Those crossing also makes their trips shorter when they don't need to take a detour first and thus they are prepared to walk further away.
Hi Biffa, I haven't finished the vid yet, but in the beginning you show the Fishing island and you have a problem with, I think, your Processing facilities. Their trucks are flickering between 0 and 1, and that's because they are trying to spawn the truck, but have no access to road. It happened to me while tinkering with the Move-It mod and the Spawn Points mod. Especially the latter; check if the spawning point for cargo trucks actually are close enough to the roads the facilities are attached too, otherwise they will never send the trucks out.
I was thinking about adding some gass station assets in urban areas and near highways at few places with this resting area for truck drivers, you know to make it more realistic.
31:06 has to be a tunnel, your editor does a great job with the sound effects. Does anyone else have to tap along to the teaspoon? No? Just Mr then lol 😆
It really shouldn't I believe it should be restored to default and instead given a new draw bridge which would look very cool. Otherwise if the draw bridge holds up traffic then he should instead use one of his mods to change the ship's route to the other side of the island as there is no bridge there.
Fine Road Tools default to the height it sees at the road you're drawing it from, thus it would sometime be at 3 meters or higher. The Home key defaults it to zero while roads are being drawn. Always check that little circle of the mod to see what height it shows when this happens.
With that bridge issue, you could have bridged it a little more on each side and had a road under it connecting it. Also the same as the north area near the art gallery, a road could be run under the roadway to connect to the north side of the highway. The area between the IT center and the new community could be a park with a plateau with quay ways with the stairs going down to the lower park area.
Biffa, the roads being elevated is an issue in Blightea as well and it’s because the fine road tool in the bottom left shows the road as 1/2/3m etc elevated above ground. Just press Home or click a road at ground level and it will reset back to 0!
Great video and love the English houses! The monorail on the left hand end by the zone names has a really nasty kink in it! Love the slow growth and time this map is taking.
30:52 The power lines need to be moved IF you're going to keep the shipping lanes going that route. Is there a way to bury the power lines; a mod you can get?? That would be ideal. Thanks for showing the 100% traffic! I don't think I've ever seen that. I don't actually play the game though I enjoy your series, which is why I may not have ever seen 100% traffic. The temptation is growing as I used to play the old SimCity 2000 back in the day, and my brother and I figured out the best way to make that work. This game is (obviously) so much more in depth than that one was.
Biffa, they have alot of new resort and coastline hotels in the workshop. I would LOVE to see a tourist based zone using those. Also you haven’t used any parking in the new zones and they could possibly benefit from a few small parking garages.
For those areas right along the shore where you want to jam the CIMs in, check out those places along the shore such as Ocean City, New Jersy or other places such as Virginia Beach, Myrtle Beach, etc. in the US. These are all small to medium density houses built nearly one on top of another as summer homes turned into fulltime residential areas. For narrow areas such as those between roads where it's not quite enough for buildings but too wide for anything else, I add in small parks that I put together for that purpose. They range from a single tree to a 2 square x 3 and 2 x 6 areas. They're given the usual large radius of effect and help with the property values and have the added benefit of cutting out the noise as well.
If you need any ideas for new expansion areas I'd love to see a dedicated holiday park, think butlins or haven. We could use our imagination that the population from those houses are holiday makers. Could also give them things like go-karting, mini golf or climbing walls and things. As well as a holiday village with shops and cafes!
Biffa, the high bridge of yours would probably have been developed as a tunnel because of the tall ships going through there. Probably the best solution. Much like Rotherhith tunnel in London, just a short crossing.
Hey Biffa, don't beat yourself up too much over that very tall and steep bridge around 31:40. Check out bridges like Eshima Ohashi Bridge in Sakaiminato, Japan, or Köhlbrand Bridge in Hamburg, Germany, even Krunuuvuoren Silte in Helsinki, Finland. It is not uncommon to have specifically tall, steep bridges in costal/harbour areas. Maybe you never realized, with England not being much of a seafaring nation, historically ... *heavy wink*
The weird high bridge reminds me of a bridge I saw in the harbour of Hamburg, which is also high to let ships pass, I think. I had to look it up on Google maps, it's the Köhlbrandbrücke.
It's not uncommon. The main harbour bridge in Auckland is likewise far higher than it should be, to allow ships past. It's not as high as some, but considering the highway is at sea-level approaching the bridge, it makes for a pretty steep slope.
Whenever I see a gigantic/long block with no walking paths or roads my brain immediately thinks about how hellish it would be to get anywhere on foot. That long narrow one especially on the right side of Pine.
I'm laying in bed with corona and I gotta give to you, you and you're videos are keeping me good company in this time! Keep it up, big fan of your builds. I got the game and all the mods installed too, but I barely play because I'm no Biffa-Pro! :D
In this episode Biffa sets up for a New Tealand version of Poltergeist by wiping out and rebuilding on an ancient burial ground without moving the interred 22:33. Rename Pine District or Garnet Park as Cuesta Verde in honour of the neighbourhood in Poltergeist :D
The bridge you edited reminds me of the sunshine skyway bridge in Tampa FL. Which is very steep. Adding structures on the top may help it look more intentional
On the other side of the highway there is a nice gap, you put a path under the highway there on the one side. You should add another path for the right side of Pine District. But in the gap on the otherwise of the highway you could make that a high density tourism area. Also maybe put a monorail connection near to the art gallery.
Biffa just an idea to jump power without the earthquake sensor and/or for ppl without that dlc: gazebo. You can place them outside parks roadside, they increase land value, cims use them. Lots of perks
For the weird-slopey-slopey bridge, you can perhaps do an "S" shape so that there's room for a smoother ramp on either side. Might be visually pleasing as well and maybe the center span can be decorated with some sort of nice bridge structure.
that Bridge lol. Check out the San Rafael/Richmond bridge in the SF Bay area. It was designed for Small Tankers to get to refinery's in the area. Its 2 lanes, Supper windy and goes up and down in a really unsettling way while driving across it
Just do an under water tunnel instead of the bridge. You would have to get over all the shipping lanes anyway. It's just easier to go under...I would definitely build that little area up to a beachy area. Maybe a proper park with a pier.
Hey Biffa! You can add a road interchange goes directly towards the fisherman island from the highway bridge over that curvy coast line, insted of taking a long way through the residential area. I know you can do it the best your way. 😊
A nice neighborhood but I would have not placed houses opposite shops on the main road. IRL they get repurposed as small professional offices. Plus one side could have been dedicated as a public beach, and that would have made the road "No Problem Atoll Shore Drive." And do something about that bridge! A draw bridge, a lift bridge, or extend the bridge 200m on each island to make the slope realistic 🤔
Would be nice to see some country homes where it's small amounts of houses in like a village and then just have some single family houses with some nice land spread out
Another amazing build/ addition to your city. at the start, I was thinking, that's not going to look good or fit in your city, then by the end it looks amazing and fits well with the landscape & the rest of the city
Biffa I believe you should really consider doing a draw bridge or instead of if you want the easy way, use a mod to change the ship's route to the other side of Fisherman's Island where there is no bridges.
I have an idea for the bridge to Fishermans island. since the bridge is so high, would it be an idea to go for a tunnel? I mean, you can of course use a mod that adds a bridge that raises up when a boat comes near it.
while I have most of those mods in my Unified UI I was wondering what other ones you have and also the clear taskbar. That looks cool! The two I am talking about are the one that looks like a grid and the other one is a sideways H.
Hi Biffa. Did yousee the traffic dancing to the music in the city tour at the end?! LOL :D @ 7:00mins, when you were having trouble with the roads drawing at a differenet height than the terrain: it's beacuse you had the road height set to 6m in Fine Road Tools. The same problem that was troubling in this week's Blighty-on-the-Wold.
Go to NordVPN.com/biffa to get a 2-year plan plus 1 additional month with a huge discount. It’s risk free with Nord’s 30 day money-back guarantee! :-)
As much as it's a meme how much nordvpn appears on youtube, i've used them for almost 3 years, haven't had any issues with using them, will probably keep using them.
@@justaguycalledjosh It usually doesnt work for me and is either slow or just unreliable. Unfortunately I am from the UAE which is a country that censors VPNs as best they can. Nord VPN doesn't really address that so I have to resort to other services such as Express VPN
Please put your videos into playlists. You’ll get more subscribers that way because it would be easier to follow a series. Like Teaville it’s so hard to follow because there’s no episode numbers or order on your channel page.
Every single one of my videos is in it's won series playlist and also in a combined Cities Skylines playlists. All playlists can be found on my channel. I've been doing this for years ;-)
I have an idea for the ultra high bridge! You could use that bridge that opens automatically when ships come. It's called like Koningburg or something. I just think that would be amazing!
Yes! A draw Bridge
I really think fisherman’s island needs a different connection to the highway so all that heavy traffic doesn’t have to go through the nice, new neighborhood. But if that’s not an option, definitely a draw bridge!!
Yes please 👍
Could also use a mod to move the shipping lanes as well.
Yes, definitely a drawbridge or a vertical lift bridge. Otherwise a good 200 meters of road on each island will have to be replaced with additional bridge 🌉 to make the steep approaches somewhat realistic
I absolutely love the emphasis you put on the terms, verbal hiccups etc. Wiggly woads, horky borky, wibbly wobbly.
This is a beautiful map with extensive coastline.... a beautifully decorated beach and resort would be a lovely addition.
What's the name of the Map? It's fantastic.
@@Gus-3-0-3 Seahorse Islands on the Steam Workshop
@@Myne1001 tks!!! 👏🏻👏🏻👏🏻
beach areas are always hard in this game because of topography but Biffa can figure it out
If you got the mod; you could move the shipping lane to run around the other side of Fishermans' Island, so then you could have the bridge at a normal height.
For the raised roads. If you press the home button once you realise it happening that will stop it you can see @7:00 that your height is 6m Grnd. Pressing home will set it to 0m. To fix mistakes afterwards you can actually just select all the roads like you did and under the height options align to terrain height, which will set it all to the normal places rather than artificially perfectly flat when you ctrl H to a nearby place. And avoid the cliffs.
But thats not Biffa's style, he's a fan of the artificially flattened neighbourhoods!
Biffa, there is a setting in TMPE that defaults your intersections to dedicated turning lanes. It has been a big time saver for me! It is in the policies tab under “at junctions”
Hi Biffa, idea for the roundabout crossing above the highway. Make it cross under the highway. The highway is already above the district on both sides, would make more sense to go down and then through a short tunnel/bridge
You could make a second subway system for no problem atoll by running a line pretty much snug with the "far" or "back" coast of the atoll, running all the way from fish island to the airport and surroundings potentially. Have a stop on the opposite coast of the island wherever there are stops on the line coming from the center of the city. Potentially you should bring only one stop to be opposite the street of the first subway stop on the atoll (coming from the main island) thereby fully connecting the atoll with the center city and fishing Island as well.
Thanks for continuing on New Tealand Biffa!
You always manage to blow me away with how easy you make it look to make an awesome build. I’m slowly getting my head around district themes, and trying to make sure I get the buildings I want, but it takes so much time to organise it all. Great work.
Since this was named after new zeland/ new tealand id love to see some of the new zealand mods and some different house style being used in the new areas
Thinking here, most of the highway close to the new districts seems elevated, so maybe change the bridges to go under it and not over it?
I was thinking the same, particularly for that pedestrian bridge which had a pretty steep climb, and would have readily gone under the highway at ground level instead.
The houses along the waterfront would surely be large posh houses.
I've already seen comments saying to move the shipping lane or use an opening bridge. But another option is to start the bridge further inland making it longer and the slope more gradual.
Given what you tend to say when thing go wrong, Biffa, you might consider renaming "Garnet Park" to "Darnit Park".
6:35 It’s because the height is set to 1m somehow. U can press home key or pageup to reset the height. Same with the sunken roads.
I'd be curious to see how a totally car-isolated community would run. Like, if you made a self-contained area with services, residential, commercial, etc with no road outside road connection but you could run freight trains and metro/trains into it.
that jam at the end with the vehicles moving back and forth to the rhythm... perfection
As everyone's beaten me in mentioning the Movable Bridge mod, how about an alternative: move the shipping lane to the other side of Fisherman's Island so you can keep the original low bridge.
Who can agree that Biffa has one of the nicest communities on RUclips?
I can ❤
What was happening with all the traffic going crazy in that last little show section? Loads of cars and trucks were glitching out, going back and forth really quick?!?!?!
they're vibing to the timelapse
Fisherman's Island definitely needs a bypass or it's own 3 way junction, so all that traffic doesn't go through the new neighborhood
@31:55 Biffa, can't you just build a tunnel instead of a bridge?
I saw they did that somewhere in china a while ago and it looked fantastic!
For your bridge, remove the nodes on the bridge. Then add a new node bang in the centre of the bridge a lift it up to create a hump bridge.
Hey Biffa, I've always played the w10 version of the game thus I had no mods, I just downloaded the full version and I have access to mods. I see your list of mods but can you make a video on essential mods, how to use them, and the best configurations for them? It's a bit overwhelming for someone who knows the game but doesn't know anything about the mods, downloadable assets, road packs etc.
Hes done this multiple times you should check out his Playlist
As a beginner in mod, if you want videos don't just stick to one YT creator, select a mod, search for it, most popular mods will have multiple good tutorials already from many Cities content creators. Don't just go to workshop and subscribe to everything blindly; as you'll find many incompatibilities. Check out "Essential mods" lists and join Cities/creators Discord/Reddit for supports when you have questions. Assets are usually not any issues, most assets will just work. Road packs which are categorised as "mods" should be avoided IMO; you should subscribe to collections of mods which only include separate roads. But most importantly, do your research and try. Also keep backup of your savegame, better test mods on a test city first before using it on main save.
The problem with the roads is that road anarchy sometimes gives problems since the last update, you can fix it by using normal mode in it.
I had it also and it was driving me nuts.
31:58 this would be the perfect place to pop the modded bridge... the drawbridge one with traffic control. on the work shop you can get drawbridges, swing bridges and other ... or look at the movable bridge mod
As you're jumping back into New Tealand, Biffa, and I'm still working my way through the playlist, I thought I'd comment even though the video is old, to help refresh your memory.
In this episode you changed the height of the bridge to the fishing island, but that road used to have a moving bridge, which worked wonderfully. I don't remember seeing you remove it. (It was the one that has a middle piece that seems to have a lower road underneath and the whole section moved up while staying horizontal).
I would love to see that bridge restored to its former glory! (And curious to see of you already did just that in a newer episode).
With the themes, you forgot that you specifically created the European 2.0 theme, which is just the houses from the regular European theme and some added shops and offices. You made that theme so you wouldn't have to draw a seperate district for shops each time you use the European theme. But since you forgot, that's exactly what you end up doing here anyway, but with the 2.0 theme 😂
@8:19 you could use the move it's "to the ground" feature, you can access it by clicking on the triangle thing. Also, as I suggested on previous videos, you should use the home button when you putting down roads (making it ground height), cause the game probably remembers an erlier setting of height you used in a different area.
Just wanted to say I found your channel recently and even though I don't play Skylines anymore I find your videos really relaxing and fun to watch. Keep up the great content :)
24:02
Could you squeeze a road under the bridge section (heading up to the motor way junction)? That way anyone driving to the other new district wouldn't have to go through that connecting roundabout along with all the other traffic. You might need a tunnel or dinner relandscaping to fit it.
As it is all the traffic in that area has to go through that one roundabout. It's going to get very busy.
You absolutely must make a public beach around the art gallery and private beaches (docks, boats, lounge areas) behind those smaller houses. It's a great opportunity to detail.
Hey, Biffa, consider adding crossings with Node controller for pedestrians on those long roads you have (all over the city actually). Now they need to walk a long way around to get to their destination. Those crossing also makes their trips shorter when they don't need to take a detour first and thus they are prepared to walk further away.
Hi Biffa, I haven't finished the vid yet, but in the beginning you show the Fishing island and you have a problem with, I think, your Processing facilities. Their trucks are flickering between 0 and 1, and that's because they are trying to spawn the truck, but have no access to road. It happened to me while tinkering with the Move-It mod and the Spawn Points mod.
Especially the latter; check if the spawning point for cargo trucks actually are close enough to the roads the facilities are attached too, otherwise they will never send the trucks out.
Need a local road or two going underneath the elevated Interstate(highway).
I was thinking about adding some gass station assets in urban areas and near highways at few places with this resting area for truck drivers, you know to make it more realistic.
You have that little rocky outcropping “south” of Phase 1 for Pine District. That could make a nice little fishing park.
Maybe…..Petea Park?
Love the use of the Hong Kong inspired mini-bus :)
"Little Teakyo" 🤣🤣🤣
Love that name! 😀👍
31:06 has to be a tunnel, your editor does a great job with the sound effects. Does anyone else have to tap along to the teaspoon? No? Just Mr then lol 😆
It really shouldn't I believe it should be restored to default and instead given a new draw bridge which would look very cool. Otherwise if the draw bridge holds up traffic then he should instead use one of his mods to change the ship's route to the other side of the island as there is no bridge there.
HAHAHAHA!!! That semi got so scared by the ship its wheels popped off!
Fine Road Tools default to the height it sees at the road you're drawing it from, thus it would sometime be at 3 meters or higher. The Home key defaults it to zero while roads are being drawn. Always check that little circle of the mod to see what height it shows when this happens.
With that bridge issue, you could have bridged it a little more on each side and had a road under it connecting it. Also the same as the north area near the art gallery, a road could be run under the roadway to connect to the north side of the highway. The area between the IT center and the new community could be a park with a plateau with quay ways with the stairs going down to the lower park area.
Biffa, the roads being elevated is an issue in Blightea as well and it’s because the fine road tool in the bottom left shows the road as 1/2/3m etc elevated above ground. Just press Home or click a road at ground level and it will reset back to 0!
Great video and love the English houses! The monorail on the left hand end by the zone names has a really nasty kink in it! Love the slow growth and time this map is taking.
30:52 The power lines need to be moved IF you're going to keep the shipping lanes going that route. Is there a way to bury the power lines; a mod you can get?? That would be ideal.
Thanks for showing the 100% traffic! I don't think I've ever seen that. I don't actually play the game though I enjoy your series, which is why I may not have ever seen 100% traffic. The temptation is growing as I used to play the old SimCity 2000 back in the day, and my brother and I figured out the best way to make that work. This game is (obviously) so much more in depth than that one was.
Biffa, they have alot of new resort and coastline hotels in the workshop. I would LOVE to see a tourist based zone using those. Also you haven’t used any parking in the new zones and they could possibly benefit from a few small parking garages.
I like how you set up your municipitalities all winky wonky to match the shape of the little areas.
For those areas right along the shore where you want to jam the CIMs in, check out those places along the shore such as Ocean City, New Jersy or other places such as Virginia Beach, Myrtle Beach, etc. in the US. These are all small to medium density houses built nearly one on top of another as summer homes turned into fulltime residential areas.
For narrow areas such as those between roads where it's not quite enough for buildings but too wide for anything else, I add in small parks that I put together for that purpose. They range from a single tree to a 2 square x 3 and 2 x 6 areas. They're given the usual large radius of effect and help with the property values and have the added benefit of cutting out the noise as well.
31:46 - man, this game **really** needs good functioning drawbridge assets. Also, holy hell, the music selection in this episode is **TOP NOTCH**.
If you need any ideas for new expansion areas I'd love to see a dedicated holiday park, think butlins or haven. We could use our imagination that the population from those houses are holiday makers. Could also give them things like go-karting, mini golf or climbing walls and things. As well as a holiday village with shops and cafes!
Biffa, the high bridge of yours would probably have been developed as a tunnel because of the tall ships going through there. Probably the best solution. Much like Rotherhith tunnel in London, just a short crossing.
Hey Biffa, don't beat yourself up too much over that very tall and steep bridge around 31:40. Check out bridges like Eshima Ohashi Bridge in Sakaiminato, Japan, or Köhlbrand Bridge in Hamburg, Germany, even Krunuuvuoren Silte in Helsinki, Finland. It is not uncommon to have specifically tall, steep bridges in costal/harbour areas. Maybe you never realized, with England not being much of a seafaring nation, historically ... *heavy wink*
There is an option in TMPE with which you can setup junctions to always have dedicated turning lanes. It’s a God sent for your usual builds @Biffa
The weird high bridge reminds me of a bridge I saw in the harbour of Hamburg, which is also high to let ships pass, I think. I had to look it up on Google maps, it's the Köhlbrandbrücke.
It's not uncommon. The main harbour bridge in Auckland is likewise far higher than it should be, to allow ships past. It's not as high as some, but considering the highway is at sea-level approaching the bridge, it makes for a pretty steep slope.
i just brewed my tea. and Biffa showed up!~
Whenever I see a gigantic/long block with no walking paths or roads my brain immediately thinks about how hellish it would be to get anywhere on foot. That long narrow one especially on the right side of Pine.
I love how you make designing cities look so effortless
I'm laying in bed with corona and I gotta give to you, you and you're videos are keeping me good company in this time! Keep it up, big fan of your builds. I got the game and all the mods installed too, but I barely play because I'm no Biffa-Pro! :D
In this episode Biffa sets up for a New Tealand version of Poltergeist by wiping out and rebuilding on an ancient burial ground without moving the interred 22:33. Rename Pine District or Garnet Park as Cuesta Verde in honour of the neighbourhood in Poltergeist :D
New episode! Great way to start my day, hope you and yours have a wonderful day!
Start? It's the ending for me. Have a good day! 👍
You too 😁
32:24 Biffa remixing his vehicles to the beat of the music 💽
The bridge you edited reminds me of the sunshine skyway bridge in Tampa FL. Which is very steep.
Adding structures on the top may help it look more intentional
Uh Yeah! The ships mast can be really problematic with the bridges. A great vid. I love the end theme music track
On the other side of the highway there is a nice gap, you put a path under the highway there on the one side. You should add another path for the right side of Pine District. But in the gap on the otherwise of the highway you could make that a high density tourism area.
Also maybe put a monorail connection near to the art gallery.
Biffa just an idea to jump power without the earthquake sensor and/or for ppl without that dlc: gazebo. You can place them outside parks roadside, they increase land value, cims use them. Lots of perks
For the weird-slopey-slopey bridge, you can perhaps do an "S" shape so that there's room for a smoother ramp on either side. Might be visually pleasing as well and maybe the center span can be decorated with some sort of nice bridge structure.
...the jumpy cars and ships in the cinematic at 32:25 :-D
that Bridge lol. Check out the San Rafael/Richmond bridge in the SF Bay area. It was designed for Small Tankers to get to refinery's in the area. Its 2 lanes, Supper windy and goes up and down in a really unsettling way while driving across it
just love the new tealand series ... don't discontinue it please
Turn that bridge upside down and install a lovely tunnel the ice tea tunnel no less :)
Beautifull map indeed, but i cant say i like the grids. Would have loved to see a more organic design along the coast
Just do an under water tunnel instead of the bridge. You would have to get over all the shipping lanes anyway. It's just easier to go under...I would definitely build that little area up to a beachy area. Maybe a proper park with a pier.
Selecting "Disable zoning" and "no priority", and right clicking on the road segments I don't want any zoning has always worked best for me
For the bridge, perhaps you could use a spiral curve to reach the height with a smoother elevation gain
Great job! Your Cities Skylines games are getting more sophisticated.
Hey Biffa! You can add a road interchange goes directly towards the fisherman island from the highway bridge over that curvy coast line, insted of taking a long way through the residential area. I know you can do it the best your way. 😊
A nice neighborhood but I would have not placed houses opposite shops on the main road. IRL they get repurposed as small professional offices. Plus one side could have been dedicated as a public beach, and that would have made the road "No Problem Atoll Shore Drive."
And do something about that bridge! A draw bridge, a lift bridge, or extend the bridge 200m on each island to make the slope realistic 🤔
Would be nice to see some country homes where it's small amounts of houses in like a village and then just have some single family houses with some nice land spread out
If your bridge does not suit you, you can perhaps make one in an arc above the sea. Like the Øresund Bridge.
Garnet Park needs to be named Darn It Park, cause you say that a lot :)
I swear the lengths, or should I say heights, Biffa will go to avoid using tunnels...
"I don't know why the roads are all building up like this." Lower left of the screen under Modes:
I always love your hugo ads :P He's quite the traveller! He's been all over
Another amazing build/ addition to your city. at the start, I was thinking, that's not going to look good or fit in your city, then by the end it looks amazing and fits well with the landscape & the rest of the city
Biffa I believe you should really consider doing a draw bridge or instead of if you want the easy way, use a mod to change the ship's route to the other side of Fisherman's Island where there is no bridges.
I think you could add a cute little nature trail or campground to that rocky island next to the new Pine District.
What are those planes doing in the background? 😂 21:05
14:20
Wouldn't you put offices next to the motorway to block the noise?
Surely the Quay Anarchy mod should be called the Anarquay mod?
I have an idea for the bridge to Fishermans island. since the bridge is so high, would it be an idea to go for a tunnel? I mean, you can of course use a mod that adds a bridge that raises up when a boat comes near it.
while I have most of those mods in my Unified UI I was wondering what other ones you have and also the clear taskbar. That looks cool! The two I am talking about are the one that looks like a grid and the other one is a sideways H.
I asked twice about the clear toolbar at the bottom and he hasn’t replied yet. It looks amazing aesthetically. I hope he replies..
I though he was going to anger the water gods smoothing out the 2nd neighborhood. lol
I love the sponsors segments!! Very lovely 😄
For the bridge, Just use the mod to set the ship route trough the other side of fishermans island
I love how you are using the Hong Kong Green Mini Bus.. xD
Hi Biffa. Did yousee the traffic dancing to the music in the city tour at the end?! LOL :D
@ 7:00mins, when you were having trouble with the roads drawing at a differenet height than the terrain: it's beacuse you had the road height set to 6m in Fine Road Tools. The same problem that was troubling in this week's Blighty-on-the-Wold.
Biffa there is a mod named automatic bridge which opens when ships come so you can add that probably that will help
What about making at least part of the highway on no problem atoll elevated so you can continue surface streets underneath?
I'm not sure since i don't watch every video but is this the first sponsorships biffa has in a while? If so congrats on getting sponsored