Can you possibly do a video sort of like a Pt.2 to this explaining how expand this city out, how to change the center, different ways to expand this concept, and how to link it up to a proper traffic system? (Maybe a freeway system?) Thanks :)
Ive used 6 way roads as a Main Road and used a 4 Way as an overpass over the Highways...Where the 6 Way becomes a 4 way I used a Single ramp exit or entrance.... With the last update I made an intersection that allows 4 Way traffic to never build because i can turn off traffic Lights at intersection
@gamemaniac85 You don't really want to use the larger roads unless you have a reason to. Cities AI is pretty dumb, and all a large road does is create a bottleneck. @TannerTheMatrix One thing that this video doesn't go into much is that eventually you'll want to ban heavy traffic at the main entrance to the city, which means you'll need to plan an industrial-to-highway bypass. To that end, you might want to push the bulk of the battery away from the grid border an extra 5 units. I've never regretted having that extra space. I find that the industrial bypass is the next stage of expansion after the initial growth stage.
When I start my Cities, I normally draw a road to one side to put residencial and commercial and another to the opposite side to put industry, trash and electricity, it may take some money but it leaves a lot of room to put avenue and train tracks later on.
I know this is a layout for beginners but I noticed too many inefficiencies so ill just rant here for a bit. You could have saved 2,000$+ if you placed your pipes more efficiently, and you’d also avoid the maintenance cost over time. Yes it doesn’t look very good when pipes are placed 100% efficiently, but who cares pipes are invisible anyway. The money you end up saving can be used to make your city look good in other ways more easily. 2 and 4-way roads in general are very bad for traffic because they introduce traffic lights in intersections which causes a massive decrease in flow. Don’t use 2 or 4 way roads on intersections pls... Also, taxes at 13% is a lot more profitable AND little to no one complains. 11% is too little. Water towers are NOT worth their cost. The best way to make water is is to plop a normal pump down and proceed to halve the water budget. Yes they produce too much water, but by halving the budget you save a lot more not only on the pump’s maintenance but also on the sewage maintenance. Use as much of your money as possible before unpausing. This ensures all your money is spent before losing it. There is absolutely zero drawback to going in negative money because if you plan big, your city will reach the first milestone very fast and therefore you will get the money back using that first loan. Unless you have -50,000$ somehow, your city will survive just fine.
Albert F - Well I only know all the basic stuff and so far the best I can do is reach 20k population with 85% traffic efficiency. I can never get past that though as when I do, traffic is off the charts. Really it turns out that you should play the game with your own goals ie. curvy roads on the beach, efficient block system, plopping road intersection presets to save traffic, etc. The more you play the more you will know what works and what doesn’t for you.
roundabout is the best for c:s traffic ai for me.. you don't need traffic lights which will saved their time and not making traffic jam.. but no roads is perfect.. eventually, the bigger your city developed, the more people coming to your city, it will cause traffic jam.. especially they coming to high density commercial zone, I've had a mistake several times creating only one entrance for high density commercial..
The most serious problem of battery is fitting it into a bigger city. It either looks disgusting or ruins the traffic system. As for guide videos, please, go on! You always learn something watching this.
Agreed. Dylan says so in the video. The battery is just to give you a easy start. Once the city grow and you have $$$$$$ then you can delete the battery and change it to fit your new, bigger city.
He explained in the video what the Battery is an easy way to get started and make money. He said in the video it's temporary. Once you expand, you can either keep it or get rid of it entirely.
GabeNewell1337 At least on mobile the creator of the video has a black/grayish border and anyone who has I at least 1M or somewhere in that area they have a check(✔️).
It's good to see that the channel has come back to what it used to be. I just looked it up again recently since it hasn't been in my feed, and I'm glad to see that you're doing well! Keep up the wonderful work!
You have always been a role model for me since I started playing the game, I almost always started with the battery ever since you started using it in that vanilla series. Thanks for the video!
Yeah it's great, but the moment you outgrow it, all it causes is problems. Poor traffic efficiency, it doesn't blend with the rest of the city. The issue is something like this should only be temporary.
Thank you for having a unique voice. You have no idea how refreshing it is to hear a voice that is different; almost all gamers on RUclips sound exactly the same. Good video too.
I used to use the Battery,but I then started using my own way,doesn’t have a name,but it is very cheap, and doesn’t cause too much Traffic.I found that The Battery causes a lot of Traffic later and when you’ll need to create a Highway it’ll cost you a lot to move Services around.It’s good for begginers though.
1.)Do a modified battery leaving your central spoke with enough room for a 4 or 6 way upgrade (same space is required) for BOTH your backbone/spine North/South roads (maybe a couple units either side). 2.) Do the SAME thing for your East/West road splitters. ALL major intersections should be 6 - lane not 4 lane. These will become CRUCIAL as eventually you will be getting SOOOO much traffic at your entrance bottlenecked. Soon as you can, upgrade to 6 lane 1 way rd and add a run off ramp directly from the Highway STRAIGHT into your Industrial, joining that 6 lane. Industrial should have it's own 6 lane spine with directed 2 lane run offs at alternating junctions.3.) ANY road with MORE than residential traffic AND bus stops should be 6 lane. 4 lane roads hold up traffic when the buses pull over at stops - unless they are 4 lane 1 ways. 4.) Spend the money, place your sewage and water pumping as FAR away from each other as possible - opposite ends of the map. Sewage DOWNSTREAM to avoid contamination. Turn water budget down to half, this will only start to demand raising until you start to get upwards of 5,000 people. Increase incrementally by 10 - 15% as demand requires. Use your water inlays to determine the sweet spot. Subsequent pumping stations and sewage stations can be placed adjacent to each other with 1 section of pipe connecting them so you don't have to build lots of piping. Fill your piping area where they are units, don't follow roads, try to avoid overlap. 5.)Power same for water. I start with one Coal plant, and find the area with the best return for wind and FLOOD it with turbines. Place wherever you get the most return. Check your earlier power lines haven't become redundant as your city grows. Build one access road for a supporting Fossil fuel power plant if necessary. Keep landfill, cemetery and industry close to this area. 6.) Commercial is MORE important than Heavy Industry early game in many maps. It doesn't create as much pollution, and can be zoned closer to residential as well as raise land value with the right leisure or beautification buildings thrown in the mix. 7.) Bus routes should be 1 line radial (outskirts of large zones with districts, e.g. residential - commercial - industrial) for each zone. As city grows adjust routes and stops. 1 line to tourist/leisure locations & town centre. 1 line residential to commercial with a little overlap, 1 line commercial (or town centre) to industrial with a little overlap. 1 line to fill in the gaps, take schoolchildren to main schools etc. 8.) Check coverage of building before placement. No point putting a police station in a high crime area on a one way street taking it AWAY from the area that needs a patrol. 9.)Unlike earlier Cities games, bridges are your friends! I love them in this game! They don't even have to go over the whole expanse of water! 10.)I find waiting for abandoned buildings to eventually get filled takes ages, if its not a residential just bulldoze and rebuild/rezone. Hope people find these useful. These are just tips I have learned starting the game with this battery method.
Thanks. I found this a very useful guide to getting started and town building basics. I understand it's basically a disposable fund builder to get you off your feet. My initial costs were a little lower than yours it seems ( roads are now 800 for 10 units ) the same principle applied though.
I'm so glad I found this. I never know how to get started in Cities Skylines, and the other day I was trying to do something similar but I overcomplicated it and gave up.
I use the central avenue idea a lot, makes traffic work very well, but I also like to add a bit of variety in bends for it. Another use for it later in game is to put a railroad there, so it's almost as if the road was a major rail line that the city grew up around, plus trains fit in the two tile area really well
Love the new logo and channel redesign! Thank you for the tutorial video and renewed energy I'm sensing from you. I'm glad you are back in full force from some of the previous slumps. Keep up the good work! It is appreciated!
Yea I usually set up my starting area as just something that can be turned into low dense residential later in the game, kinda like this. The one major difference I do is have a custom round-about at my entrance with 5 outs, so traffic can split more appropriate (of course with heavy industry being the first two turns).
It kind of reminded me of one of those mid-western US highway towns. I have a different starting strategy, though its a bit more... expensive; though still makes a profit at the end and it mainly stems from my dislike of the grid city. I extend the highway out with regular two lane roads, until its a decent distance from the edge of the map. From there, I use a six lane road to go out five squares away from these roads, and connect the two roads together. At the ends, I create a 20 square roundabout, that will serve as a future dumbbell offramp. To one side, I zone as Industrial. The three lane highway going off the roundabout is thirty units long, designed so there is no zoning along it to prevent traffic from blocking the way, before branch roads go off. These can be ether avenues or two lane roads, later upgraded to three lane roads. I then design my zones based on this, usually in 20 by 10 rectangles. Though I am a "death to the grid" person, for industrial areas, it makes definite sense. Always keep in mind where you will put that vital railyard and plan accordingly To the other side of the roundabout, I switch to avenue, set my curve tool to freeform, and draw one or two avenues from the roundabout. Based off the curvature of these avenues, I then make branching roads eleven units out, and use the curving tool to connect them. From there, I use a grid-like mechanism to identify my housing estates, however the curvature of the road, as well as using different angles for different grids breaks the monotamy of the grid. Water and zone accordingly, and you have a llovely, grid-based city that can easily be expanded upon. When you get Boom Town, you can then upgrade your highway and make a proper interchange.
Loved it, very helpful, only problem is traffic. I'd get quite clogged up and happens when there's a heap of noise pollution too? What if I want to build a city out from the battery? Could I just build a secondary battery that is a city?
one thing I noticed it is hard to upgrate the main road in the city with out doing some major over hull to the whole road structure there. is there a way to advoide this early on or is that a unadvoideable thing?
If on Left-Hand Drive (Like Dylan Is) I normally try to put the houses (green) on the left, as all the families moving in will need to cross over to the other side, causing lots of traffic. The Industrial trucks can be catered for by making them go the whole way down the battery, or use a tunnel if you know how. This also creates a great way to expand your city, but... when you get your settlement to four figures, you will need to change it up by making it a clear, un-crossed highway/motorway/freeway.
Cities Skylines amazing game, not legendary like Simcity 4. Music in Cities Skylines however its pretty damn terrible. They should really have hired simcity 4 music devs.
Very good start. Expansion may be challenging. I'd probably bring the whole battery down off the highway a bit more so I could expand with a sophisticated intersection in the future. I really like this idea though!
I like this, I always sprawl out to try and keep polution away from residental zones and end up stuggling. This definately works well if you can tie it to an industry.
I used to use this similar setup to start. however, the traffic will get worse as the city grow, particularly at those 20-unit junction. I usually make a 40-unit junction, which will help in the mid-sides city as less traffic lights; but will be overwhelmed if try to build with a metropolis with lots of high den rest/office/comm or tourist zoning and I am struggle with the solution.
Very similar to one of my starts. The main strip as well as most of that starting area gets turned into commercial zones. Usually when I'm around 100k population is when I do heavy conversions like that.
Nice work! I would add the step of lowering your power and water budget before hitting play. It really cuts down on that initial financial hit and makes the power plant much more affordable.
real nice. I bought this game last year in the summer sale, tried it out and failed on like ten attempts then haven't played it since. So this should get me back into it!
Been doing a similar setup to this, only I was not as well thought out with my road types/placement. I will be adopting this early game method now. Thanks for the tips!
what a great starter city. I am surprised at how effective it is. I do have some mods installed, but even without using the traffic management it does really well.
A couple issues with this build. Cims want industry before they want commercial so the commercial zoning is somewhat redundant in the beginning. You can plan for it, but it generally wont get developed until later. You can see this caused issues with the opening sequence because you then had to adjust your power lines to reach further into your city when those zones didn't develop as fast as residential and industry and thus didn't connect your power up as you intended. It's been mentioned elsewhere but i'll include it here anyway, you really want to use as much of that starting money as possible. There are no drawbacks to going into the negative if you know it's only short term. A common issue this will cause is being stuck unable to afford more power sources which is incredibly important to growing your city. So i would recommend throwing down more power than you need so that you have it ready if and when you go into the red. The beginning of the game is the most challenging because the variables are so large for a small city, when the city grows it pretty much becomes self-sustaining. Another point, you placed your water source too close to industry and it caused a wave of sickness via ground pollution. relocating a structure costs money and having to invest in a hospital early can really hinder development as it wastes those initial funds you want to only have to spend once. Yes it's nice the water tower sits nicely in the middle of the road and it even looks aesthetically pleasing in its symmetry, but that is a really poor mistake to make. It's best to place industry a little further back, particularly because it lowers land value and prevents the other 2 zones from leveling up. Overall this isn't a bad concept, but it does need a little more thought.
I follow a slightly different formula for getting started, but this is definitely a good formula for someone who is brand new to the game. The only thing I would add is that a lot of the Vanilla maps have start positions on the edge of the map. In this case, I would add an extended 1 way onto the highway exit both directions and a 90° turn that will put you somewhere in the middle like he is on this map. Then apply his getting started formula. "The Battery" lol
Two things: 1. The battery is the end of the highway, so if you want to make it bigger there would be no room for traffic since the first intersection at the entrance is doomed if it’s being expanded. 2. The battery is made out of squares. It’s not bad but the first city you’ll make is entirely made out of low density houses since high density isn’t unlocked. Low density houses are meant for little suburbs made out of curved roads. So beginning with squares is not very good if you want to make it look realistic. Of course, you can change it after some time. But until then, you have a weird square with industry and houses right next to each other and the weird square can’t even expand without properly changing the infrastructure.
The road system is going to be horrific with C:SL default traffic. You're right about the lane splitting being good at the entrance, the rest is going to crash fast.
i'd put a tram track that goes down the middle of the two one way roads to make a way to commute better, and a bus system from housing areas to factorys
The one way roads could be upgraded to highways later and the adjacent neighborhoods can be demolished and rebuilt as necessary to accommodate on and off ramps.
I don't know why everybody is hating on your voice. I love the energy and I think it's very engaging it keeps me watching. Plus you speak very clearly and it's easy to understand what you're saying. Thank you for this advice please keep up the good work
Could someone explain how the power works? I downloaded Cities today on my PC but I thought you needed to run power lines everywhere? Apparently not. Explain please thank you :)
As long as you building is near to each other, they will transfer it automatically.. to see the power connection, see power bar in the bottom (i think at this point you have figured it out, just want to adding answer for the other)
Good choice on the SIm City 4 music. The first few The Sims and Sim City games had the best build and chill tracks of them all. CS is pretty good in light of SC2013, but it really isn't a very pretty game. The first year game dev student UI and the headache inducing audio dampens the experience a bit. The constant Chirpy chirps and inexplicable city-wide hospital noise made me want to rip my ear drums out.
I think if I was going to do this I would start out a little leaner, so you don't lose money, but have the idea planned out. Maybe only seed the upper part of the green, blue and yellow until people get their power connected and work your way down.
With the first centre road which everyone upgrades at a later date wouldn’t it make more sense to do a 6 lane road that way freeways /avenues also the mid sections would also benefit going 6 lane as it usually become the main route for trucks and busses. Also with the first roads off the battery I find alternating between connected to junctions should double so you have one road off set with a path link as to not overload the junctions
I followed the instruction exactly and slowly built off of it. At population 2,400 the second junction heading to industry is now a deep red with congestion. How can I fix this ?
Think I made a city similar to this, but I had an excess of 40k left in the bank, i've had this game for one month. Mines a bit more simple, just have the two highways act as main roads, branch off a city block on either side of the road, one side residential, other industrial, and some commercial in the middle of the two main roads. Of course this design has a-lot of flaws, but it was never meant to be permanent, you will begin redesigning almost immediately. The benefit though is that within a short amount of time you'll be making cash with a large sum left over and demand will be through the roof for housing, commercial and industrial. Think of it like a industry bomb.
Thanks so much I was such a noob that at the end of a 20 minute session all my people were dying of water pollution (I didnt know why they were dying) and i was 10k in debt so i needed that
I like to make my roads 11 apart instead of 10. There's a fair few buildings that need 11 wide... It also means that you can upgrade every second road to a 4 / 6 lane and still have 8 squares of houses between them all.
I'm relatively new to Cities: Skylines and play on PS4. This is a fantastic video for people playing without Unlimited Money/All Milestones. I was wondering, could you possibly do videos showing an efficient layout for traffic management in High Density Residential/High Density Commercial Areas? As it stands, no matter which type of road I use, I just end up with dead bodies and sick people piling up and my ambulances/hearses being unable to reach their destinations due to traffic congestion.
As soon as I saw your initial zoning I knew you'll have huge residential demand. In my experience you'll need 1:3 industrial to residential ratio and about 1:1 industrial to commercial. Other than that nice and clean design.
You know, if you've got Skyrim on PC (or Xbox 1) I'd recommend the Tundra Defence mod because then you can build your own village, fortress, or whatever you want. It's really cool, and I think it could make some interesting videos. Lots of creative options, in some unexpected ways (you may also need to cheat money, but that's fine)
I started a new city with The Battery. I was super excited...and it's the first city where I got a message where I was on the verge of bankruptcy. Lol. No fault in your design. I want watching my spending but it was fun to let you know what happened.
This doesn't work for me. Everytime I try it I'm killed by the angle of the starting roads. Are you using a mod to make them straight or something? Because they just overlap on my game after about 30 units.
Hey Dylan are you ever gonna do another series like Emerald County after your done with something like Jurassic World Evo. Good video by the way been using this method a lot
So I accidentally made this video public... It was *supposed* to go out tomorrow...
So... enjoy? :)
ConflictNerd I’m ok with it coming out now
Thanks bruv
ConflictNerd thanks
We will. Don't worry.
Thanks for keeping my occupied for the next 17 minutes
That intro, too much energy and power, reee
Cringe ass youtube shit.
gotta get those advertising dollars from kids, they love that garbage
HhyyyeeeAAAAAHHHLOOOOOOO WELLLCOME TOO SOOMMEEEEEE CITIEEESSSS SKKYYYYLINNNNNNNNNNNNNNNNESSSSS
It startled me so much, i instantly skipped to like 02:00 haha
hello HelLO HELLO LADIES AND GENTLMENT
Can you possibly do a video sort of like a Pt.2 to this explaining how expand this city out, how to change the center, different ways to expand this concept, and how to link it up to a proper traffic system? (Maybe a freeway system?) Thanks :)
yes please!!!
I agree
Ive used 6 way roads as a Main Road and used a 4 Way as an overpass over the Highways...Where the 6 Way becomes a 4 way I used a Single ramp exit or entrance....
With the last update I made an intersection that allows 4 Way traffic to never build because i can turn off traffic Lights at intersection
@gamemaniac85 You don't really want to use the larger roads unless you have a reason to. Cities AI is pretty dumb, and all a large road does is create a bottleneck.
@TannerTheMatrix One thing that this video doesn't go into much is that eventually you'll want to ban heavy traffic at the main entrance to the city, which means you'll need to plan an industrial-to-highway bypass. To that end, you might want to push the bulk of the battery away from the grid border an extra 5 units. I've never regretted having that extra space. I find that the industrial bypass is the next stage of expansion after the initial growth stage.
Play it yourself maybe? Isn't the fun of playing to just try things out yourself?
When I start my Cities, I normally draw a road to one side to put residencial and commercial and another to the opposite side to put industry, trash and electricity, it may take some money but it leaves a lot of room to put avenue and train tracks later on.
I know this is a layout for beginners but I noticed too many inefficiencies so ill just rant here for a bit.
You could have saved 2,000$+ if you placed your pipes more efficiently, and you’d also avoid the maintenance cost over time. Yes it doesn’t look very good when pipes are placed 100% efficiently, but who cares pipes are invisible anyway. The money you end up saving can be used to make your city look good in other ways more easily.
2 and 4-way roads in general are very bad for traffic because they introduce traffic lights in intersections which causes a massive decrease in flow. Don’t use 2 or 4 way roads on intersections pls...
Also, taxes at 13% is a lot more profitable AND little to no one complains. 11% is too little.
Water towers are NOT worth their cost. The best way to make water is is to plop a normal pump down and proceed to halve the water budget. Yes they produce too much water, but by halving the budget you save a lot more not only on the pump’s maintenance but also on the sewage maintenance.
Use as much of your money as possible before unpausing. This ensures all your money is spent before losing it. There is absolutely zero drawback to going in negative money because if you plan big, your city will reach the first milestone very fast and therefore you will get the money back using that first loan. Unless you have -50,000$ somehow, your city will survive just fine.
could you show us how is 100% efficiently? i'm a newbie on this game so i've no idea.
Albert F - Well I only know all the basic stuff and so far the best I can do is reach 20k population with 85% traffic efficiency. I can never get past that though as when I do, traffic is off the charts. Really it turns out that you should play the game with your own goals ie. curvy roads on the beach, efficient block system, plopping road intersection presets to save traffic, etc. The more you play the more you will know what works and what doesn’t for you.
roundabout is the best for c:s traffic ai for me.. you don't need traffic lights which will saved their time and not making traffic jam.. but no roads is perfect.. eventually, the bigger your city developed, the more people coming to your city, it will cause traffic jam.. especially they coming to high density commercial zone, I've had a mistake several times creating only one entrance for high density commercial..
What can your use instead of those roads?
And pull the piping to the river so you get a straight angle. That's shorter than striaght north.
The most serious problem of battery is fitting it into a bigger city. It either looks disgusting or ruins the traffic system.
As for guide videos, please, go on! You always learn something watching this.
Михаил
The battery is only temporary. You delete the battery and start over when you don't need it anymore.
Agreed. Dylan says so in the video. The battery is just to give you a easy start. Once the city grow and you have $$$$$$ then you can delete the battery and change it to fit your new, bigger city.
He explained in the video what the Battery is an easy way to get started and make money. He said in the video it's temporary. Once you expand, you can either keep it or get rid of it entirely.
If you talked like that in real life, people would think you were mental
Still have no idea what accent he has/where he's from. His accent changes so much. Goes from British to Irish to American to Fuck knows.
@@BaldMancTwat he is from northern Ireland
A Thug Mapper Howd you make the channel name blue
@@dizzydaisy909 you hit the three dots and than reply
GabeNewell1337 At least on mobile the creator of the video has a black/grayish border and anyone who has I at least 1M or somewhere in that area they have a check(✔️).
Your artistic cities are absolutely breathtaking. I'd love to see some sort of 'mountain ridge' city, snaking along some really high terrain.
Need more Cities Skylines episode pls!!! Can you try the real-time rush hour mod with a new Cities Skylines build?
Rush hour is dead, there's another one like that one but I don't remember the name.
I was organizing my mods yesterday and I saw that.
Berat Şensoy yep he does!!!
Jawad Adnan getting ideas from Biffa hey 😂😂
@@chazzboi1009 I really like his and Dylan's Cities Skylines playthroughs so I want more!!
It's good to see that the channel has come back to what it used to be. I just looked it up again recently since it hasn't been in my feed, and I'm glad to see that you're doing well! Keep up the wonderful work!
Heard the intro, am now going to watch something else.
Normally when I feel that way, I don't comment about it.
Glad to see you go.
@@gabriusv But its so annoying, he had to comment this time. I feel this guy.
rude
@@Oeggonom Agreed, its valid criticism so tbh it needs to be said.
You have always been a role model for me since I started playing the game, I almost always started with the battery ever since you started using it in that vanilla series. Thanks for the video!
Yeah it's great, but the moment you outgrow it, all it causes is problems. Poor traffic efficiency, it doesn't blend with the rest of the city. The issue is something like this should only be temporary.
What do you build in the beginning of the game to make it permanent and workable in a big city then?
Thank you for having a unique voice. You have no idea how refreshing it is to hear a voice that is different; almost all gamers on RUclips sound exactly the same. Good video too.
Cities skylines Xbox one edition needs more variety of homes like the ones in this video. Are those mods?
(Btw, hey Dylan)
BŁÜ They're not mods, and Xbox One doesn't have more variety because it can't handle it
Some are upgraded buildings and when they upgrade they look different
thats some dlc too
hey
BlueGhost - True, when I run it on my PC it uses over 10gb of ram.
I used to use the Battery,but I then started using my own way,doesn’t have a name,but it is very cheap, and doesn’t cause too much Traffic.I found that The Battery causes a lot of Traffic later and when you’ll need to create a Highway it’ll cost you a lot to move Services around.It’s good for begginers though.
You gonna tell us how to do it or nah
Yah, that was going to be my question, too
1.)Do a modified battery leaving your central spoke with enough room for a 4 or 6 way upgrade (same space is required) for BOTH your backbone/spine North/South roads (maybe a couple units either side).
2.) Do the SAME thing for your East/West road splitters. ALL major intersections should be 6 - lane not 4 lane. These will become CRUCIAL as eventually you will be getting SOOOO much traffic at your entrance bottlenecked. Soon as you can, upgrade to 6 lane 1 way rd and add a run off ramp directly from the Highway STRAIGHT into your Industrial, joining that 6 lane. Industrial should have it's own 6 lane spine with directed 2 lane run offs at alternating junctions.3.) ANY road with MORE than residential traffic AND bus stops should be 6 lane. 4 lane roads hold up traffic when the buses pull over at stops - unless they are 4 lane 1 ways.
4.) Spend the money, place your sewage and water pumping as FAR away from each other as possible - opposite ends of the map. Sewage DOWNSTREAM to avoid contamination. Turn water budget down to half, this will only start to demand raising until you start to get upwards of 5,000 people. Increase incrementally by 10 - 15% as demand requires. Use your water inlays to determine the sweet spot. Subsequent pumping stations and sewage stations can be placed adjacent to each other with 1 section of pipe connecting them so you don't have to build lots of piping. Fill your piping area where they are units, don't follow roads, try to avoid overlap.
5.)Power same for water. I start with one Coal plant, and find the area with the best return for wind and FLOOD it with turbines. Place wherever you get the most return. Check your earlier power lines haven't become redundant as your city grows. Build one access road for a supporting Fossil fuel power plant if necessary. Keep landfill, cemetery and industry close to this area.
6.) Commercial is MORE important than Heavy Industry early game in many maps. It doesn't create as much pollution, and can be zoned closer to residential as well as raise land value with the right leisure or beautification buildings thrown in the mix.
7.) Bus routes should be 1 line radial (outskirts of large zones with districts, e.g. residential - commercial - industrial) for each zone. As city grows adjust routes and stops. 1 line to tourist/leisure locations & town centre. 1 line residential to commercial with a little overlap, 1 line commercial (or town centre) to industrial with a little overlap. 1 line to fill in the gaps, take schoolchildren to main schools etc.
8.) Check coverage of building before placement. No point putting a police station in a high crime area on a one way street taking it AWAY from the area that needs a patrol.
9.)Unlike earlier Cities games, bridges are your friends! I love them in this game! They don't even have to go over the whole expanse of water!
10.)I find waiting for abandoned buildings to eventually get filled takes ages, if its not a residential just bulldoze and rebuild/rezone.
Hope people find these useful. These are just tips I have learned starting the game with this battery method.
Wha? Skylines? Oooooo
You what mate?
Started man!
Praise Lord Tachanka
Thanks. I found this a very useful guide to getting started and town building basics. I understand it's basically a disposable fund builder to get you off your feet. My initial costs were a little lower than yours it seems ( roads are now 800 for 10 units ) the same principle applied though.
Your voice make me want to pull my ears off and shred them.
Sounds like your problem, not mine.
The Irish accent tops it off
Alex G Well do you expect him to sound like a monotone 90 year old with a rickety zimmer frame.
So ya can fuckin leave matey
Alex G fuck does adopt mean
@Alex G lol you are so salty it hurts
I'm so glad I found this. I never know how to get started in Cities Skylines, and the other day I was trying to do something similar but I overcomplicated it and gave up.
I use the central avenue idea a lot, makes traffic work very well, but I also like to add a bit of variety in bends for it. Another use for it later in game is to put a railroad there, so it's almost as if the road was a major rail line that the city grew up around, plus trains fit in the two tile area really well
Love the new logo and channel redesign!
Thank you for the tutorial video and renewed energy I'm sensing from you. I'm glad you are back in full force from some of the previous slumps. Keep up the good work! It is appreciated!
Just bought the basic game yesterday and this is just a great example of efficient planning at the start! Thanks so much.
Yea I usually set up my starting area as just something that can be turned into low dense residential later in the game, kinda like this. The one major difference I do is have a custom round-about at my entrance with 5 outs, so traffic can split more appropriate (of course with heavy industry being the first two turns).
Kind of ironic the battery has no power
Ginerpale is the beat
…Should have gone with the recycling plant 😝😝😝😝😝
It kind of reminded me of one of those mid-western US highway towns. I have a different starting strategy, though its a bit more... expensive; though still makes a profit at the end and it mainly stems from my dislike of the grid city.
I extend the highway out with regular two lane roads, until its a decent distance from the edge of the map. From there, I use a six lane road to go out five squares away from these roads, and connect the two roads together. At the ends, I create a 20 square roundabout, that will serve as a future dumbbell offramp. To one side, I zone as Industrial. The three lane highway going off the roundabout is thirty units long, designed so there is no zoning along it to prevent traffic from blocking the way, before branch roads go off. These can be ether avenues or two lane roads, later upgraded to three lane roads. I then design my zones based on this, usually in 20 by 10 rectangles. Though I am a "death to the grid" person, for industrial areas, it makes definite sense. Always keep in mind where you will put that vital railyard and plan accordingly
To the other side of the roundabout, I switch to avenue, set my curve tool to freeform, and draw one or two avenues from the roundabout. Based off the curvature of these avenues, I then make branching roads eleven units out, and use the curving tool to connect them. From there, I use a grid-like mechanism to identify my housing estates, however the curvature of the road, as well as using different angles for different grids breaks the monotamy of the grid. Water and zone accordingly, and you have a llovely, grid-based city that can easily be expanded upon. When you get Boom Town, you can then upgrade your highway and make a proper interchange.
Loved it, very helpful, only problem is traffic. I'd get quite clogged up and happens when there's a heap of noise pollution too? What if I want to build a city out from the battery? Could I just build a secondary battery that is a city?
one thing I noticed it is hard to upgrate the main road in the city with out doing some major over hull to the whole road structure there. is there a way to advoide this early on or is that a unadvoideable thing?
is it something in settings if you have left or righthand traffic ? or depends it on you building the roads ?
If on Left-Hand Drive (Like Dylan Is) I normally try to put the houses (green) on the left, as all the families moving in will need to cross over to the other side, causing lots of traffic. The Industrial trucks can be catered for by making them go the whole way down the battery, or use a tunnel if you know how. This also creates a great way to expand your city, but... when you get your settlement to four figures, you will need to change it up by making it a clear, un-crossed highway/motorway/freeway.
Great way to start a city. Always had trouble getting my city started, so I'll definitely be giving this a try. Thanks for the video!
Noob question, how do you make everything line up when the starting connections to the outside aren't parallel?
Ohh yes, gotta love that Simcity 4 music
simcity 4 = best city game
Yessss
sure miss those UDIs
Cities Skylines amazing game, not legendary like Simcity 4. Music in Cities Skylines however its pretty damn terrible. They should really have hired simcity 4 music devs.
That would have busted the budget
Tried this last night and it was awesome! Never had a city this successful at start up, thank you!
I always start with a big round-a-bout between the city and the highway for smooth flow of traffic.
I love watching you while high as shit.
I end up re-watching videos and go on a 4 hour binge session.
Thank you for making content btw. :)
So where do you add the commercial expansion? Do you just extend the road north?
I've been using a different start to my cities that I learned from another RUclipsr, but this is working _so_ much better for me. Thank you, CN!
Very good start. Expansion may be challenging. I'd probably bring the whole battery down off the highway a bit more so I could expand with a sophisticated intersection in the future. I really like this idea though!
I like this, I always sprawl out to try and keep polution away from residental zones and end up stuggling. This definately works well if you can tie it to an industry.
I used to use this similar setup to start. however, the traffic will get worse as the city grow, particularly at those 20-unit junction. I usually make a 40-unit junction, which will help in the mid-sides city as less traffic lights; but will be overwhelmed if try to build with a metropolis with lots of high den rest/office/comm or tourist zoning and I am struggle with the solution.
Very similar to one of my starts.
The main strip as well as most of that starting area gets turned into commercial zones. Usually when I'm around 100k population is when I do heavy conversions like that.
Nice work! I would add the step of lowering your power and water budget before hitting play. It really cuts down on that initial financial hit and makes the power plant much more affordable.
hi, wich expantion pack do u recomend to star with after buying CS deluxde edition? thank u :D
real nice. I bought this game last year in the summer sale, tried it out and failed on like ten attempts then haven't played it since. So this should get me back into it!
This is exactly how I always start my cities since the game came out. It's the best way to quickly hit milestones
Been doing a similar setup to this, only I was not as well thought out with my road types/placement. I will be adopting this early game method now. Thanks for the tips!
When you say left- or right- hand drive, do you mean driving on the left/right of the road or on the left/right side inside the car?
what a great starter city. I am surprised at how effective it is. I do have some mods installed, but even without using the traffic management it does really well.
I can totally see this as a better take on the superblock grid system. You can keep building out in any direction by repeating the road layout.
So if you are using right lane driving you build the industry on the right side of the battery?
A couple issues with this build. Cims want industry before they want commercial so the commercial zoning is somewhat redundant in the beginning. You can plan for it, but it generally wont get developed until later. You can see this caused issues with the opening sequence because you then had to adjust your power lines to reach further into your city when those zones didn't develop as fast as residential and industry and thus didn't connect your power up as you intended.
It's been mentioned elsewhere but i'll include it here anyway, you really want to use as much of that starting money as possible. There are no drawbacks to going into the negative if you know it's only short term. A common issue this will cause is being stuck unable to afford more power sources which is incredibly important to growing your city. So i would recommend throwing down more power than you need so that you have it ready if and when you go into the red. The beginning of the game is the most challenging because the variables are so large for a small city, when the city grows it pretty much becomes self-sustaining.
Another point, you placed your water source too close to industry and it caused a wave of sickness via ground pollution. relocating a structure costs money and having to invest in a hospital early can really hinder development as it wastes those initial funds you want to only have to spend once. Yes it's nice the water tower sits nicely in the middle of the road and it even looks aesthetically pleasing in its symmetry, but that is a really poor mistake to make. It's best to place industry a little further back, particularly because it lowers land value and prevents the other 2 zones from leveling up.
Overall this isn't a bad concept, but it does need a little more thought.
I follow a slightly different formula for getting started, but this is definitely a good formula for someone who is brand new to the game. The only thing I would add is that a lot of the Vanilla maps have start positions on the edge of the map. In this case, I would add an extended 1 way onto the highway exit both directions and a 90° turn that will put you somewhere in the middle like he is on this map. Then apply his getting started formula. "The Battery" lol
Two things:
1. The battery is the end of the highway, so if you want to make it bigger there would be no room for traffic since the first intersection at the entrance is doomed if it’s being expanded.
2. The battery is made out of squares. It’s not bad but the first city you’ll make is entirely made out of low density houses since high density isn’t unlocked. Low density houses are meant for little suburbs made out of curved roads. So beginning with squares is not very good if you want to make it look realistic.
Of course, you can change it after some time. But until then, you have a weird square with industry and houses right next to each other and the weird square can’t even expand without properly changing the infrastructure.
The road system is going to be horrific with C:SL default traffic. You're right about the lane splitting being good at the entrance, the rest is going to crash fast.
loneRang3r oof
i'd put a tram track that goes down the middle of the two one way roads to make a way to commute better, and a bus system from housing areas to factorys
The one way roads could be upgraded to highways later and the adjacent neighborhoods can be demolished and rebuilt as necessary to accommodate on and off ramps.
You should absolutely destroy the map with disasters and then try to build a working city on it. It would be a really cool challenge :D
I have a technique of making a highway and branch roads to zones and districts is that a good or bad idea
One way you could get around building your power line longer is zoning the top half first then the bottom once the top is big enough.
I don't know why everybody is hating on your voice. I love the energy and I think it's very engaging it keeps me watching. Plus you speak very clearly and it's easy to understand what you're saying. Thank you for this advice please keep up the good work
Which map is this?
No clue
Two Rivers
Ines Schmidt not
@@12Cracks12 thx
This is not Two Rivers
Could someone explain how the power works? I downloaded Cities today on my PC but I thought you needed to run power lines everywhere? Apparently not. Explain please thank you :)
As long as you building is near to each other, they will transfer it automatically.. to see the power connection, see power bar in the bottom (i think at this point you have figured it out, just want to adding answer for the other)
have they changed the pricing of the two lane one way road, 20 blocks was 1600
Is the recycling center only a part of the game if you have a DLC? Cause I don't have it...
Good choice on the SIm City 4 music. The first few The Sims and Sim City games had the best build and chill tracks of them all.
CS is pretty good in light of SC2013, but it really isn't a very pretty game. The first year game dev student UI and the headache inducing audio dampens the experience a bit. The constant Chirpy chirps and inexplicable city-wide hospital noise made me want to rip my ear drums out.
so I was trying this and realized that my roads do not snap to the 0,5,10 they snap to 4,8,12 etc. how do I fix this?
I think if I was going to do this I would start out a little leaner, so you don't lose money, but have the idea planned out. Maybe only seed the upper part of the green, blue and yellow until people get their power connected and work your way down.
Do you think it is also applicable in any city simulator?
Do you have to have any mods to do some of the things you do in the battery?
I only ask because I couldn't do it on one of the areas because of the way the starting roads were, one was lower than the other
With the first centre road which everyone upgrades at a later date wouldn’t it make more sense to do a 6 lane road that way freeways /avenues also the mid sections would also benefit going 6 lane as it usually become the main route for trucks and busses. Also with the first roads off the battery I find alternating between connected to junctions should double so you have one road off set with a path link as to not overload the junctions
What's the best place to put services?
Anyone know what map he is playing on? I've been searching through all the maps I got in the game and not found it
I followed the instruction exactly and slowly built off of it. At population 2,400 the second junction heading to industry is now a deep red with congestion. How can I fix this ?
is the music at the end part of the soundtrack of the game?
In America, you see many towns that look like this in the city center because it is so efficient. I like this build... :D
Think I made a city similar to this, but I had an excess of 40k left in the bank, i've had this game for one month. Mines a bit more simple, just have the two highways act as main roads, branch off a city block on either side of the road, one side residential, other industrial, and some commercial in the middle of the two main roads. Of course this design has a-lot of flaws, but it was never meant to be permanent, you will begin redesigning almost immediately. The benefit though is that within a short amount of time you'll be making cash with a large sum left over and demand will be through the roof for housing, commercial and industrial. Think of it like a industry bomb.
Thanks so much
I was such a noob that at the end of a 20 minute session all my people were dying of water pollution (I didnt know why they were dying) and i was 10k in debt so i needed that
I like to make my roads 11 apart instead of 10. There's a fair few buildings that need 11 wide... It also means that you can upgrade every second road to a 4 / 6 lane and still have 8 squares of houses between them all.
I deeply, very deeply appreciate the background music being SimCity 4 music
ConflictNerd how the create 'Battery' when starting roads are very uneven? Like for Foggy Hills map.
do you have the workshop disabled because of frezze right before loading in to a game
this is my brothers account fake roman lol so cringe lol lmao
This is such an awesome video. Perfectly easy to follow and didn't make me feel stupid.
You've earned a sub.
I think it'd be fun to have Google Maps map out roads for you based on a city/town, then go ahead and fill the spots with the zoning as it is IRL.
I can’t place that first four lane road because the highway roads are occupying the space, can someone help
when im trying to do the connection at 1:38, it doesnt let me and its saying "space already occupied", what could i do to fix the (on PS4)
Mine doing same on xbox
mine is doing the same on pc
sub to road anarchy mod in the steam workshop dipshits
@@xqcumber1664 They're on PS4. Who's the dipshit?
Try these games out:1. Rail-Nation 2. Transport Tycoon and 3. Trainstation: The Game on Rails
I'm relatively new to Cities: Skylines and play on PS4. This is a fantastic video for people playing without Unlimited Money/All Milestones. I was wondering, could you possibly do videos showing an efficient layout for traffic management in High Density Residential/High Density Commercial Areas? As it stands, no matter which type of road I use, I just end up with dead bodies and sick people piling up and my ambulances/hearses being unable to reach their destinations due to traffic congestion.
As soon as I saw your initial zoning I knew you'll have huge residential demand. In my experience you'll need 1:3 industrial to residential ratio and about 1:1 industrial to commercial. Other than that nice and clean design.
You know, if you've got Skyrim on PC (or Xbox 1) I'd recommend the Tundra Defence mod because then you can build your own village, fortress, or whatever you want. It's really cool, and I think it could make some interesting videos. Lots of creative options, in some unexpected ways (you may also need to cheat money, but that's fine)
That Sim City 4 music.
I noticed that too.
Cs radio stations are fine. I noticed it too.
CS radio stations are fine, Sim City soundtrack is better.
@@newbieboka I can't pick one. Both are fine for me
Was about to write that comment, he's got my respect for putting on that music (I do that too)
Which base map are you using? Great video btw helped me a lot!!
Does this work with high density aswell?
Nice, i tend to split them into 3 separate zones so they don't interfere! Butt you'r methode is amazing as well. Keep up the good work!!
Felix RemelinZ can you Spell in a less offensive way
I started a new city with The Battery. I was super excited...and it's the first city where I got a message where I was on the verge of bankruptcy. Lol. No fault in your design. I want watching my spending but it was fun to let you know what happened.
Its appropriate that you used Sim City 4 music cause your layout here reminds me a lot of how I zoned in Sim City 4 lol
Hey can anyone recommend a good current unmodded play through? Is this video unmodded? Thanks.
This doesn't work for me. Everytime I try it I'm killed by the angle of the starting roads. Are you using a mod to make them straight or something? Because they just overlap on my game after about 30 units.
im trying to do this on the xbox one but when i do the lines it only does 400 and 800 not 500 and 1000
yes more skylines! the vannila searies brought me back to skylines!
What map did you make this on?
This is not Two Rivers
Amethyst 1013 which map?
Batuhan I am hearing that it is Eden Valley Or something else. I fired up Two Rivers and this was not it
Amethyst 1013 thanks man
Hey Dylan are you ever gonna do another series like Emerald County after your done with something like Jurassic World Evo. Good video by the way been using this method a lot