I can tell the devs are from the generation of crazy taxi - look at how that bus was driving. An entire block of side mirrors ripped off cars then obliterating a family waiting at the bus stop
@@808sscy4 I think, but I'm not sure, that you pretty much need to extend the nodes before and after the turns/lane changes to fix this, because all the vehicles seem to have the same turning radius, and I think it's based on the space available in the node. But I agree, this has been one of my top complaints from day one, the lane changes and turns are sometimes just jarring, especially for larger vehicles.
The homeless bug got me last night. I did some rearranging to get room for an airport and suddenly my population was going down, even though all stats for happiness was great and not seeing abandoned buildings. Before seeking help to find out what was happening, I lost almost 20,000 cims. After finding out about the bug when researching and looking for a fix for a long time, I did find the "bye bye homeless" mod and that fixed it for me immediately. I'm back up to almost 150,000 cims. That bug is a whopper and will look forward to it being fixed.
@@lanziw7510 I did it before going into a map while in the Options menu. After that, when going into the map, it does take a while to start working, but I gave it a couple of hours and it removed all of them, causing my Residential demand to come back up and residents coming into the city again.
im probably the only guy who is excited for trolleybuses, I was raised around them, and it helps a lot in the realism of cities I builkd which are mostly hilly. :D
@@TrippaMazing87 Which is weird, you'd think they would be extended instead. It's a clean and efficient way of power your buses, and nowadays you could even add smaller batteries to the buses for some last mile off-wire routes that would be charged in wired territory. The alternative is putting very large batteries in every bus and while it's certainly feasible, it means a lot of added cost per bus so high-density bus routes will become quite expensive and you still need some form of fast charging infrastructure at the very least at end stops.
@@dijikstra8 they added a trolleybus in my city with this battery extensions as a higher capacity way to get to the airport (double articulated buses). It did take a while to build and disrupted traffic, and i think the real reason they did this is because they dont expect the train connection to the airport to be build any time close to the projection. My previous town had some trolleybuses, and I enjoyed taking them
@@JonZiegler6 Ah yes, the Prague line 59. I had the pleasure to ride it from the airport earlier this year. Greetings from Brno, the trolleybus capital of the country. 😃 Though I wish we got some double articulated ones too, line 25 would be a prime candidate.
I really really REALLY love the UBG videos. Phil breaks everything down and explains WHY things happen in the game to help even experienced players make better cities. And the music and the commentary and background sounds just really make me happy, OKAY!? 😄😄
I generally never watch tutorials or anything of that nature, but I have watched every episode of this series because you are just so relaxing to watch. You're honestly the Bob Ross of City builders, keep it up!
I haven't had the money for a PC that could run CS2 or 1 for that matter, but I've loved your videos for years. I hope you keep these up. I'm one of those lurking viewers. I somehow enjoy your videos more after you shared that personal bit about yourself. Keep it up man! These videos never get old.
17:25 You can make invisible predestrians path , so pedestrians can actually use others path to go in the transit hub . Per exemple , they can enter from station services side , and you actually extended de surfaces . So , i think it's a good idea to make invisible predestrians path
To be fair the C:S2 pop numbers look a little unrealistically low. They're scaled down or something. You see some RUclipsrs' massive regional metropolises that have like 100k pop when it looks like a solid million+ area.
I keep running into the same idea problems with bus stations (both sizes). 1. Busses eventually in a conga line waiting to get into the station but can't because pedestrians are crossing over the entrance (usually go walk into the bus station). This backs up all traffic around the bus station. 2. When that isn't happening, busses cannot exit the station because busses waiting to enter are blocking them. This, too, eventually leads to a long line of busses that block traffic, though it can be alleviated somewhat by using a one-way road. Ideas on how to avoid both of these issues?
A few things: 1 - make sure that you don't have unnecessary buses on your routes by reducing the number on any route with more than 100% utilization. 2 - add a rear access. I didn't cover that and should have, but people can exit my facility in all directions, which is why the conga never happens 2 - make sure you don't have too many bus routes at any station. Fill the bays, but no more. If you do more, you'll have a bad time everytime.
@@VaingloriousGaming Hey I fixed my bus station issues with single lane oneway road next to a bigger road to avoid traffic. And adding invisible underground pedestrian paths to other sides. And even then it's not ideal due to bus lines overfilling cause waiting time for every vehicle seems random at times
I also plan my bus routes in that way, that enter or leaving a bus station should never cross another lane. As a perspective example: Rotate the camera until the entrance and exit are both on the bottom. Now all incoming buslanes are coming from the right and all leaving buslanes are leaving to the left. As I am using right side traffic^^ Left turns are always more time expensive than right turns, as you have to let more other traffic participant go. When logistic companies try to optimize a route it is absolute valid to prefer 3 right turns against one left turn, as an extreme example. Often they adjust the route so long until that is not needed. And of course depends on the situation^^
Hey! Just one minor detail. In the transit hub you created, where the tram enters at both sides, you have tiny nodes near the big intersection. You were talking about making it pedestrian friendly, so I think removing unnecessary cross walks there would be a nice improvement for that. Those tiny nodes also lack big sidewalks (I think they still have parking but it is too small to work). Amazing episode anyway. I'm really enjoying the series!
Please implement this change, the tram lines don t make sense and would be very annoying to use irl: combine the black and wight line into one and have a tram stop on the other side of the road where the bus station is (in the direction where you incresed the zoning dencity where the double tunnel is), but still have the stop behind the bus station for the direction towords the bus and tram depot. This will improve connectivity since passangers won't need to change trams that would kill ridership irl.
Thank you. For me, that was your most helpful episode. I really appreciated learning some of the "little bits" that I didn't know about the mechanics of the game's engine. Quite a difference these knowledge points will make. TY!
I don't really play CS that much, but these videos are so cool to watch. At 46:50 you increased the minimum taxi fare to make other forms of public transit more desirable, which I found reflected in my personal experiences, which was interesting. I live in a very rural, and very car-centric area in Louisiana, and there is absolutely no form of public transit here at all, with the small exception of some dirty old buses that nobody really uses. I was lucky enough to get a chance to travel to Japan this summer, and the public transit and pedestrian access there was so amazing I wanted to never leave. Sometimes we took the taxi for a short ride somewhere but the taxi fare was extremely high, running somewhere near 2500 yen, when taking the train from the same starting and ending destinations could usually sum up to about 150 yen. Now that I'm back in Louisiana, I sincerely miss the sights, sounds, and public transit of Japan. This was a pretty awesome video, thanks for making it!
You want to talk about insane routing for busses leaving a bus station? When they built the main station in Worcester, MA about ten years ago they made it so busses could only just pull out and go straight if they're going north of the station. If they have to go east the turn out of the station and go into an adjacent roundabout and out. If they have to go west or south, they have to turn right and go ALL THE WAY AROUND the roundabout because the station is on a street with a median.
Yeah, in general when buses turn, they have the same turn radius as small cars, this is a bit of an issue IMO. I don't think it can be fixed without simply extending the nodes because that's where they can turn/change lanes I believe, assuming it works the same as in CS1 which I think it does look like.
Thanks Phil. You read my mind or my comment. I was really hoping you would cover this transit comment. I did some web research but wanted another perspective from a city planner.
As a bus driver, the placement of a bus station is crucial to ensure safety and efficiency. One key aspect is the prevention of unprotected left turns. Unprotected left turns can be hazardous, especially in busy traffic conditions, as they require the driver to cross oncoming traffic lanes without the aid of traffic signals or stop signs. This increases the risk of collisions and can lead to significant delays.
I usually start with using buses, but when 20 buses isn’t enough to carry all the passengers, it’s time to start thinking about using something bigger. This is something that happens often, look for example at the Finch West LRT in the York Region of Toronto. When it opens, it’s supposed to replace a crowded bus route.
No no no no no, Thank YOU for your time today CPP! Your build is so inspiring, helpful, and as you would say bluntly just beautiful! Thank you for this Cities Skylines 2 masterclass!
Thank you for making these videos! I just migrated from CS1 and have been stumped. Got my city in a traffic gridlock within level 4 achievement lol. Please keep going with this series! ❤
Great Video, love the series. i really need to slow down my city growth and detail a bit more. All of that with the vanilla game shows me how good CS2 is.
Super nice tutorial Phil, pleasure to watch! A suggestion I have is that you implement a citizen increase goal per episodde like you had in CS1, where you increase the amount of citicens by a certain amount per episode. I know higher denisty will come sometime in the future, and that the way you do it makes way more sense than increasing it asap. But would be fun to see how high denisty, and extremely urbanized areas function in the game. Just a suggestion :) Keep up the amazing work!
One thing I would like to see added is the middle ground actual Light Rail. Similar to the DLR in London. It really isn’t a tram it’s a discount subway/underground, and it’s narrow gauge
The thing is, the DLR (despite the name) isn’t actually light rail, it’s considered a light metro. Light Rail is a system that uses tram-style vehicles and operates mostly on dedicated tracks, but can go onto roads if necessary (usually in city centres). They’re very common in France, but have recently become very popular in the US.
Awesome as always. I'd like to see you explore how you expand your city services in your initial city area, such as Education, Medical, Fire & Policing being hugely overwhelmed once you start to build out.
I was like will probably watch the first 20 minutes this is way too long but the time actually flew by. Now I'm going to improve my city with more public transport.
Thank you so much for this series. After you finished this guide, can you please do a vanilla game on a vanilla map, no mods, nothing extra. Just you building a new city on a standard map :)
Something that is often overlooked when planning transit is that all buses and trams should be part of a larger interconected system. All busses and trams should either pass through one or several larger transit hubs (which should all interconnect through transit options themselves) or be connected to a transit option which does pass through a hub. This increases the utlity and availability of the transit system and is much more realistic as this is how it is done in many real life cities with highly functional transit systems (atleast in europe).
I love public transit and mass transit in cities skyline, it may even be my favourite thing in the game. And if you want to know, the next thing i would like to see is specialized industry along with exploiting natural ressources and placing down the big unique buildings like car manufactury or petrochemical plant, and maybe train or boat cargo.
Thank you so much for this one (and of course for the rest of your content as well). I've been struggling with transit on both CS1 and CS2 but now I think I got a better understanding on how to think when adding transits. Looking forward to boat and airplane! 🚶🚌
Urban planners are hard guys. "How will we make our transit system successful? Hm... let's make individual transport suck." And with the whip of a pen, they deliberately make driving cars terrible, to make you follow their will. Without a shred of remorse.
yup, and me as a non driver loves it. There was an intersection near me, at the bottom corner of a main sqaure for my nieghborhood, which was totally designed for cars, despite the fact there was 1 tram stop and a metro enterence right there. They changed the street so cars now have to go on the tram lines and you can cross the street at this point. Great move!
Hello I have a CS2 test city with almost 1 million sims. Im going to give you facts and gems about transport in CS2 coming from someone with a city big enough to push CS2 to the limits. 1. CPP should of explained BRT more because its a mid point for a city before rail investment. 2. Trams have signal priority if you have a street long enough and busy enough intersecting other streets without trams you will notice trams getting longer greens and the other streets getting shorter greens. This may cause backup on non tram streets. 3. Bus lines have max limit of buses for each lines. With almost 1million sims this sucks because every street don't need trams or metros because adjacent streets have this. My best solution is max out the ticket price but is almost did nothing. 4 Don't place tram stops close to cross walks or switches because they will disappear. 5. Elevated metro stations work on 6+ wide streets but they just don't have power that just mean lights wont work. they pick up and drop off a ok. 6. underground metro stations can be connected close together so basically two surface entrances for one mega station or two or more merged stations. There's a station in Chicago that is the longest station platform in the world you could beat that station with this technique in CS2. 7. Metro trains is what you should use as a regional system because they hold 1000 passengers and Trains hold 800 and change passengers. 8 like CS1 CS2 transit vehicles hold more than the advertised capacity. 9. Road stacking plus Trams/Buses and paths will take your transit system to a whole new level of creativity and functionality.(BRT) 10. Underground tram stops is thing when you use paths. 11. To increase transit utilization on your map make street parking only available in residential industrial low density office and some commercial streets. parking at stations make free and everywhere else make it max price at garages and most lots. Suburban retail areas are free to mimic real life. Ill stop with 11 for now cause i'm still growing my test city.
21:15 when you added the node the zoning broke but it didn’t cause you problems because you have plop the growables. A vanilla player would be slightly distressed to see existing buildings being demolished.
Thanks for these guides!! As a long time player of CS1 (and honestly, the original SimCity back in '89) you're helping me hone my skills to make 'realistic' cities. It's also helping me get acclimated to CS2; which I purchased after the 'detailers patch' was released. One question, should I be upgrading certain city services? For example, I've been following along with this current beginners guide as closely as I possibly can. I've got the map and am trying to emulate every step you take. I'm currently working on the interchanges from the 2nd 'lesson'. That said, I have a population of about 5,500. My elementary school has been packed full for some time and apparently my medical clinic is overflowing (29/25). Should I upgrade these even though you haven't covered service upgrades? I'm most concerned about the education factor since (at least within CS1) poorly educated cims eventually impacted employers by not having enough educated workers. Should I expand the elementary school and add a HS? Just wondering if we should be doing 'homework' in between lessons. lol
Yes you should. That's actually what we're going to do in the next one! Work on balancing city services. If I were playing outside of the guide, I may have done that before this.
It’d be so great if the devs were to add various types of tram shelters, as well as tram stations, such as something like on the Barrandov route in Prague, or maybe even one that can be used by both buses and trams And even then, maybe they should add hubs like in CS1, say, between buses, trams and the metro, as well as whatever other modes of public transport that are added later (hopefully they’ll go for monorail again, or perhaps people movers, PRT, telepheriques and funiculars, which would all be great to see in a city)
Oh my God, the way point system alone makes me wanna buy this. CS1 bus lines drive me insane sometimes and a lot of times the only way to fix it is add a bus stop.
I don't use any of the bus station buildings assets since the buses tend to clump up and cause a traffic nightmare. Instead, I create a custom transit center like a giant roundabout and bus stops at certain interval. This way, I can have the center as a waiting area with small commercial buildings or a train/subway/taxi station.
I really think you could simplify your entire transit plaza if you rotated the bus station 180 degrees. Then, you can have the tram tracks be on the main road (or just adjacent to it) and all your bus routes will emerge on a parallel road rather than on the arterial already competing with trams. It also avoids all the pedestrian conflicts you've created for yourself.
I would love a tutorial on how to build reasonable looking areas like downtown suburbs and such. Especially when using high density zoning. Somehow, it always looks off to me with the giant skyscrapers. Somehow, the cities you build always look beautiful, and when I try to copy it, everything falls apart rather quickly as if I'm not following some important rules for city planning.
So I have a question. How do taxis actually end up reducing traffic? Coming from an architect with above average knowledge of urban planning, I still just don’t understand taxis.
You’ve also got high commercial demand. I think that it would make sense to put mixed use along the tram routes and row houses on the side streets that adjoin them. This matches what I’ve seen in real cities that developed along tram lines. Too bad that amusement parks aren’t in CS2 (yet) as putting one of those at the end of a tram line would also be realistic.
How come your industrial zone is so small? My industrial zones take almost as much space as the rest of the city, otherwise I struggle to get my economy up, especially after the patch. Plus, I get tons of people moving away due to the lack of workplaces. Your city seems not to have these problems despite of not having much office/industry zones. Any tips&tricks how you do this?
I swear... traffic is my biggest nightmare. I start with that first tile, I finally get a little income coming in, build up a bit, and then BAM, the roads are clogged. I think it's mostly taxis bringing new residents in once I start building Medium Density, but it messes with my mind every time and I wonder if I screwed up.
Maybe someone else have mentioned it already, but taxi and bus stands, mailboxes etc can be moved by clicking on them and hitting the relocate button ;)
I would like to see a guide on realistic heavy industrial areas. Thinking places like west valley Utah, Pocatello Idaho, ect. Would love to see a great way to make those huge factories and the zoned industrial mesh nice and be a great industrial sector for the city
I can tell the devs are from the generation of crazy taxi - look at how that bus was driving. An entire block of side mirrors ripped off cars then obliterating a family waiting at the bus stop
Nah they just hired all the King County Metro drivers
Going for that combo score fr fr
Bus drivers are wearing lead weights on their limbs in training for the annual Heavyweight Bus Driver Strength Invitational.
@@dantem4119 🤣
0:39 as a bus driver, I had a legit heart attack at that swerve into the bus stop >_
As someone who stands at bus stops I also had a heart attack at that swerve.
I hope you made it to a hospital. I hope you didn't take this bus there.
Nah but they fr gotta fix that bus animation cuz it be buggin me sometimes
@@808sscy4 I think, but I'm not sure, that you pretty much need to extend the nodes before and after the turns/lane changes to fix this, because all the vehicles seem to have the same turning radius, and I think it's based on the space available in the node. But I agree, this has been one of my top complaints from day one, the lane changes and turns are sometimes just jarring, especially for larger vehicles.
i would suggest a removal of parking spaces on that side of the road for the sake of realizim and heart attack decrease
Its all your fault I'm now addicted to this game and loving it. Lol. Thank you.
The homeless bug got me last night. I did some rearranging to get room for an airport and suddenly my population was going down, even though all stats for happiness was great and not seeing abandoned buildings. Before seeking help to find out what was happening, I lost almost 20,000 cims.
After finding out about the bug when researching and looking for a fix for a long time, I did find the "bye bye homeless" mod and that fixed it for me immediately. I'm back up to almost 150,000 cims. That bug is a whopper and will look forward to it being fixed.
i have bye bye homeless mod but how do you apply it?
Petition so call it the San Franscico bug?
@@lanziw7510 I did it before going into a map while in the Options menu. After that, when going into the map, it does take a while to start working, but I gave it a couple of hours and it removed all of them, causing my Residential demand to come back up and residents coming into the city again.
@@miketoronto8308 Or the Portland bug lol
Have watched this video 3 times now. Really looking forward to the future episodes!
im probably the only guy who is excited for trolleybuses, I was raised around them, and it helps a lot in the realism of cities I builkd which are mostly hilly. :D
Same! We had a lot up here in the northeast but sadly most of the lines are getting shut down, glad CS2 can keep the dream alive!
I grew up with them in San Antonio Texas and grew a love for them since we didn’t have trains and I was obsessed as a kid.
@@TrippaMazing87 Which is weird, you'd think they would be extended instead. It's a clean and efficient way of power your buses, and nowadays you could even add smaller batteries to the buses for some last mile off-wire routes that would be charged in wired territory. The alternative is putting very large batteries in every bus and while it's certainly feasible, it means a lot of added cost per bus so high-density bus routes will become quite expensive and you still need some form of fast charging infrastructure at the very least at end stops.
@@dijikstra8 they added a trolleybus in my city with this battery extensions as a higher capacity way to get to the airport (double articulated buses). It did take a while to build and disrupted traffic, and i think the real reason they did this is because they dont expect the train connection to the airport to be build any time close to the projection. My previous town had some trolleybuses, and I enjoyed taking them
@@JonZiegler6 Ah yes, the Prague line 59. I had the pleasure to ride it from the airport earlier this year. Greetings from Brno, the trolleybus capital of the country. 😃 Though I wish we got some double articulated ones too, line 25 would be a prime candidate.
...was at the beach this week and forgot sunscreen. Good thing I can watch this to help forget the pain!
Oh boy
Oh man! Hope you heal quickly!
the grass on the side of the road that everyone has to drive over to get into the parking lot is driving me crazy
Good call. Will fix!
I really really REALLY love the UBG videos. Phil breaks everything down and explains WHY things happen in the game to help even experienced players make better cities.
And the music and the commentary and background sounds just really make me happy, OKAY!? 😄😄
Agreed. City Planner gives some of the best explanations I’ve seen.
I’ve needed this video. My city always turns into a bunch of jumbled lines of buses and trams that have low usage. Thank you so much!
I generally never watch tutorials or anything of that nature, but I have watched every episode of this series because you are just so relaxing to watch. You're honestly the Bob Ross of City builders, keep it up!
I haven't had the money for a PC that could run CS2 or 1 for that matter, but I've loved your videos for years. I hope you keep these up. I'm one of those lurking viewers. I somehow enjoy your videos more after you shared that personal bit about yourself. Keep it up man! These videos never get old.
Living in the bay area, I chuckled when you mentioned the bug where homeless people won't leave your community.
17:25 You can make invisible predestrians path , so pedestrians can actually use others path to go in the transit hub . Per exemple , they can enter from station services side , and you actually extended de surfaces . So , i think it's a good idea to make invisible predestrians path
This city of 8,000 people has better and more extensive transit than my real life city with 60,000 people...and my in-game city with 30,000
What do you do when the death-waves start? Having public transit becomes necessary around that size.
My city is a provincial capital of 228,000 people and it only has a trash bus system
To be fair the C:S2 pop numbers look a little unrealistically low. They're scaled down or something. You see some RUclipsrs' massive regional metropolises that have like 100k pop when it looks like a solid million+ area.
I keep running into the same idea problems with bus stations (both sizes). 1. Busses eventually in a conga line waiting to get into the station but can't because pedestrians are crossing over the entrance (usually go walk into the bus station). This backs up all traffic around the bus station. 2. When that isn't happening, busses cannot exit the station because busses waiting to enter are blocking them. This, too, eventually leads to a long line of busses that block traffic, though it can be alleviated somewhat by using a one-way road. Ideas on how to avoid both of these issues?
A few things:
1 - make sure that you don't have unnecessary buses on your routes by reducing the number on any route with more than 100% utilization.
2 - add a rear access. I didn't cover that and should have, but people can exit my facility in all directions, which is why the conga never happens
2 - make sure you don't have too many bus routes at any station. Fill the bays, but no more. If you do more, you'll have a bad time everytime.
@@CityPlannerPlays3: perhaps add "linear" bus stations or stations with two entires and exits? Many BRT systems in north america do this
@@VaingloriousGaming Hey I fixed my bus station issues with single lane oneway road next to a bigger road to avoid traffic. And adding invisible underground pedestrian paths to other sides. And even then it's not ideal due to bus lines overfilling cause waiting time for every vehicle seems random at times
I also plan my bus routes in that way, that enter or leaving a bus station should never cross another lane.
As a perspective example: Rotate the camera until the entrance and exit are both on the bottom. Now all incoming buslanes are coming from the right and all leaving buslanes are leaving to the left. As I am using right side traffic^^
Left turns are always more time expensive than right turns, as you have to let more other traffic participant go. When logistic companies try to optimize a route it is absolute valid to prefer 3 right turns against one left turn, as an extreme example. Often they adjust the route so long until that is not needed. And of course depends on the situation^^
Hey! Just one minor detail. In the transit hub you created, where the tram enters at both sides, you have tiny nodes near the big intersection. You were talking about making it pedestrian friendly, so I think removing unnecessary cross walks there would be a nice improvement for that. Those tiny nodes also lack big sidewalks (I think they still have parking but it is too small to work).
Amazing episode anyway. I'm really enjoying the series!
Thank you! Those extra crosswalks have been driving me crazy, and I kept yelling at my monitor for him to take them out!
Please implement this change, the tram lines don t make sense and would be very annoying to use irl: combine the black and wight line into one and have a tram stop on the other side of the road where the bus station is (in the direction where you incresed the zoning dencity where the double tunnel is), but still have the stop behind the bus station for the direction towords the bus and tram depot. This will improve connectivity since passangers won't need to change trams that would kill ridership irl.
Thank you. For me, that was your most helpful episode. I really appreciated learning some of the "little bits" that I didn't know about the mechanics of the game's engine. Quite a difference these knowledge points will make. TY!
Thank you for the feedback! I dove into the deep end and was hoping it would be helpful!
Trams as light rail! I never knew that. Great idea and you can run them into historic districts too.
You're getting very good at this CPP! It's always fun and informative watching!
Thank you so much, Sparky!!
I don't really play CS that much, but these videos are so cool to watch. At 46:50 you increased the minimum taxi fare to make other forms of public transit more desirable, which I found reflected in my personal experiences, which was interesting. I live in a very rural, and very car-centric area in Louisiana, and there is absolutely no form of public transit here at all, with the small exception of some dirty old buses that nobody really uses. I was lucky enough to get a chance to travel to Japan this summer, and the public transit and pedestrian access there was so amazing I wanted to never leave. Sometimes we took the taxi for a short ride somewhere but the taxi fare was extremely high, running somewhere near 2500 yen, when taking the train from the same starting and ending destinations could usually sum up to about 150 yen. Now that I'm back in Louisiana, I sincerely miss the sights, sounds, and public transit of Japan.
This was a pretty awesome video, thanks for making it!
You want to talk about insane routing for busses leaving a bus station? When they built the main station in Worcester, MA about ten years ago they made it so busses could only just pull out and go straight if they're going north of the station. If they have to go east the turn out of the station and go into an adjacent roundabout and out. If they have to go west or south, they have to turn right and go ALL THE WAY AROUND the roundabout because the station is on a street with a median.
The way that bus hit that curb lmfaooooon
Yeah, in general when buses turn, they have the same turn radius as small cars, this is a bit of an issue IMO. I don't think it can be fixed without simply extending the nodes because that's where they can turn/change lanes I believe, assuming it works the same as in CS1 which I think it does look like.
@@dijikstra8It's stupid and hideous. Trains are even worse in this game
I wouldn't even watch a minute of an educational video but here I am watching every second of it with pleasure.
Thanks Phil. You read my mind or my comment. I was really hoping you would cover this transit comment. I did some web research but wanted another perspective from a city planner.
My favorite form of transportation is
As a bus driver, the placement of a bus station is crucial to ensure safety and efficiency. One key aspect is the prevention of unprotected left turns. Unprotected left turns can be hazardous, especially in busy traffic conditions, as they require the driver to cross oncoming traffic lanes without the aid of traffic signals or stop signs. This increases the risk of collisions and can lead to significant delays.
This vid just opened up so much customization that I didn't know existed within vanilla. Thank you so much!
I must say these Videos are First Entertaining. Second Informative. Third You explain super good.
Love it.
I usually start with using buses, but when 20 buses isn’t enough to carry all the passengers, it’s time to start thinking about using something bigger. This is something that happens often, look for example at the Finch West LRT in the York Region of Toronto. When it opens, it’s supposed to replace a crowded bus route.
Omg another torontonian howdy
Absolutely LOVE this series. You make the BEST CSL2 content out there, keep it up!
No no no no no, Thank YOU for your time today CPP! Your build is so inspiring, helpful, and as you would say bluntly just beautiful! Thank you for this Cities Skylines 2 masterclass!
Thank you for making these videos! I just migrated from CS1 and have been stumped. Got my city in a traffic gridlock within level 4 achievement lol. Please keep going with this series! ❤
Awesome video! I've got a few hundred hours in game but each video you make teaches me stuff and makes me think of new solutions to problems!
I really love public transport and wish it was real like this where I live. Amazing videos. Gives me inspiration
I love those upload times (its 1:30 am in my time zone)
Very sorry! This one took me a bit longer than anticipated. Hope you like it!
@@CityPlannerPlays magnolia county coming back soon?
@@sleambean Already recorded the next one! Rough cut should be in the folder tomorrow and potentially the final to members tomorrow, too
@@CityPlannerPlays :)) can't wait!!
OMG! THANK YOU for the tip with a bus-line to the outside connection for free! This fixed my savegame where my city refused to grow. I'm so happy now
Awesome! I have a much better understanding of transit hierarchy now. Can't wait to see the subway/train episode.
Great Video, love the series. i really need to slow down my city growth and detail a bit more. All of that with the vanilla game shows me how good CS2 is.
22:26 The Homeless Dump Express Line XD omfg
I'm still amazed at the "bug" solving creativity though
Super nice tutorial Phil, pleasure to watch!
A suggestion I have is that you implement a citizen increase goal per episodde like you had in CS1, where you increase the amount of citicens by a certain amount per episode. I know higher denisty will come sometime in the future, and that the way you do it makes way more sense than increasing it asap. But would be fun to see how high denisty, and extremely urbanized areas function in the game. Just a suggestion :) Keep up the amazing work!
Is Clear Water County still a thing or is it now a "Completed" build that you don't think your gonna go back to?
A well thought and executed public transportation system is a beautiful thing to see.
Ngl that bus station looks really good… you’re amazing at this but something about that little area just hits right
One thing I would like to see added is the middle ground actual Light Rail. Similar to the DLR in London. It really isn’t a tram it’s a discount subway/underground, and it’s narrow gauge
The thing is, the DLR (despite the name) isn’t actually light rail, it’s considered a light metro. Light Rail is a system that uses tram-style vehicles and operates mostly on dedicated tracks, but can go onto roads if necessary (usually in city centres). They’re very common in France, but have recently become very popular in the US.
Awesome as always. I'd like to see you explore how you expand your city services in your initial city area, such as Education, Medical, Fire & Policing being hugely overwhelmed once you start to build out.
This video is so perfect, it has exactly 55:55 minutes.
Some would say that was… well planned. I’ll see myself out… haha
@@CityPlannerPlays methodically prepared pun, eh? Hahah
oh that's so satisfying!
I was like will probably watch the first 20 minutes this is way too long but the time actually flew by. Now I'm going to improve my city with more public transport.
YES! Been waiting for this to come out. Love this series!!
🛴
Thank you so much for this series. After you finished this guide, can you please do a vanilla game on a vanilla map, no mods, nothing extra. Just you building a new city on a standard map :)
Something that is often overlooked when planning transit is that all buses and trams should be part of a larger interconected system. All busses and trams should either pass through one or several larger transit hubs (which should all interconnect through transit options themselves) or be connected to a transit option which does pass through a hub. This increases the utlity and availability of the transit system and is much more realistic as this is how it is done in many real life cities with highly functional transit systems (atleast in europe).
I can't wait for more Magnolia County
Thank you! This is so helpful! I've been having a hard time transitioning from CS I to II.
I love public transit and mass transit in cities skyline, it may even be my favourite thing in the game. And if you want to know, the next thing i would like to see is specialized industry along with exploiting natural ressources and placing down the big unique buildings like car manufactury or petrochemical plant, and maybe train or boat cargo.
Im going to have to watch this entire series again when it releases for console. For now, I'll continue with my cs1 cities
That was nice guide. I was struggling with the transportation a little bit in my cities. Will try this logic out, thanks!
Thank you so much for this one (and of course for the rest of your content as well). I've been struggling with transit on both CS1 and CS2 but now I think I got a better understanding on how to think when adding transits. Looking forward to boat and airplane! 🚶🚌
Thanks for sharing the saves. It's helped me so much with the 2.0 patch. I've been having a tough time with money in the new update.
Urban planners are hard guys.
"How will we make our transit system successful? Hm... let's make individual transport suck."
And with the whip of a pen, they deliberately make driving cars terrible, to make you follow their will. Without a shred of remorse.
yup, and me as a non driver loves it. There was an intersection near me, at the bottom corner of a main sqaure for my nieghborhood, which was totally designed for cars, despite the fact there was 1 tram stop and a metro enterence right there. They changed the street so cars now have to go on the tram lines and you can cross the street at this point. Great move!
Another fun build. Thank you for the VOD. 🥃🥃
Hello I have a CS2 test city with almost 1 million sims. Im going to give you facts and gems about transport in CS2 coming from someone with a city big enough to push CS2 to the limits. 1. CPP should of explained BRT more because its a mid point for a city before rail investment. 2. Trams have signal priority if you have a street long enough and busy enough intersecting other streets without trams you will notice trams getting longer greens and the other streets getting shorter greens. This may cause backup on non tram streets. 3. Bus lines have max limit of buses for each lines. With almost 1million sims this sucks because every street don't need trams or metros because adjacent streets have this. My best solution is max out the ticket price but is almost did nothing. 4 Don't place tram stops close to cross walks or switches because they will disappear. 5. Elevated metro stations work on 6+ wide streets but they just don't have power that just mean lights wont work. they pick up and drop off a ok. 6. underground metro stations can be connected close together so basically two surface entrances for one mega station or two or more merged stations. There's a station in Chicago that is the longest station platform in the world you could beat that station with this technique in CS2. 7. Metro trains is what you should use as a regional system because they hold 1000 passengers and Trains hold 800 and change passengers. 8 like CS1 CS2 transit vehicles hold more than the advertised capacity. 9. Road stacking plus Trams/Buses and paths will take your transit system to a whole new level of creativity and functionality.(BRT) 10. Underground tram stops is thing when you use paths. 11. To increase transit utilization on your map make street parking only available in residential industrial low density office and some commercial streets. parking at stations make free and everywhere else make it max price at garages and most lots. Suburban retail areas are free to mimic real life. Ill stop with 11 for now cause i'm still growing my test city.
I didnt know why my transit lines looked like crayons to the wall from a child til now. Thank you for this episode
21:15 when you added the node the zoning broke but it didn’t cause you problems because you have plop the growables. A vanilla player would be slightly distressed to see existing buildings being demolished.
CPP: Adds parking for businesses
CS2: oh let me just remove the business for you
Woah im in love with that radial bus line
I wish my brain worked like this, I love this city and wish I was able to build like that haha which is why I watch these.
Bruh, you are killing it with this tutorial, ive learned so much.☺
The whole roadbuilding thing is going to be so much easier with Road Builder. Really hyped
0:32 bus driver casually murders passengers waiting at the stop.
54:10 That's a poster pic to advertise the transit! Beautiful detailing that the overhead view doesn't do justice.
I’ve seen many hours of your videos and I have no desire to play this game. I know a good guide when I see it though, and a master of their craft.
Magic as always and so much tips of how to get it to work. Thanks for it and man you are a fast talker. 😅
Not building along but am playing on this map. It has a great mix of easy to build areas and areas that are challenging/different.
Thanks for these guides!! As a long time player of CS1 (and honestly, the original SimCity back in '89) you're helping me hone my skills to make 'realistic' cities. It's also helping me get acclimated to CS2; which I purchased after the 'detailers patch' was released. One question, should I be upgrading certain city services? For example, I've been following along with this current beginners guide as closely as I possibly can. I've got the map and am trying to emulate every step you take. I'm currently working on the interchanges from the 2nd 'lesson'. That said, I have a population of about 5,500. My elementary school has been packed full for some time and apparently my medical clinic is overflowing (29/25). Should I upgrade these even though you haven't covered service upgrades? I'm most concerned about the education factor since (at least within CS1) poorly educated cims eventually impacted employers by not having enough educated workers. Should I expand the elementary school and add a HS? Just wondering if we should be doing 'homework' in between lessons. lol
Yes you should. That's actually what we're going to do in the next one! Work on balancing city services. If I were playing outside of the guide, I may have done that before this.
@@CityPlannerPlays Maybe integrate that one last sentence in the next video?
I been waiting on a video like this for so long man
It’d be so great if the devs were to add various types of tram shelters, as well as tram stations, such as something like on the Barrandov route in Prague, or maybe even one that can be used by both buses and trams
And even then, maybe they should add hubs like in CS1, say, between buses, trams and the metro, as well as whatever other modes of public transport that are added later (hopefully they’ll go for monorail again, or perhaps people movers, PRT, telepheriques and funiculars, which would all be great to see in a city)
AHHHHH MY JAM MADE ITS DEBUT!!!!!! ❤❤❤❤🎉🎉🎉🎉
One thing to note on the vehicle color is the CO vehicle options usually don’t change colors along with the line
Precisely what I needed. Thank you!
Oh my God, the way point system alone makes me wanna buy this. CS1 bus lines drive me insane sometimes and a lot of times the only way to fix it is add a bus stop.
Really like that extensions now have a radius instead of being attached directly to the main building.
I don't use any of the bus station buildings assets since the buses tend to clump up and cause a traffic nightmare. Instead, I create a custom transit center like a giant roundabout and bus stops at certain interval. This way, I can have the center as a waiting area with small commercial buildings or a train/subway/taxi station.
Tack!
Very welcome. Just bought CS2 and I am struggling to get the traffic right.
I really think you could simplify your entire transit plaza if you rotated the bus station 180 degrees. Then, you can have the tram tracks be on the main road (or just adjacent to it) and all your bus routes will emerge on a parallel road rather than on the arterial already competing with trams. It also avoids all the pedestrian conflicts you've created for yourself.
I am once again petitioning you to use a star wipe in your City Tour segment! 🤩
I love this series, thank you!
Hey Phil, I was able to create 8 meter wide zone-able pedestrian paths with road builder, game changer for parks. Give it a shot.
It's weird there's no tram shelter
I would love a tutorial on how to build reasonable looking areas like downtown suburbs and such. Especially when using high density zoning. Somehow, it always looks off to me with the giant skyscrapers. Somehow, the cities you build always look beautiful, and when I try to copy it, everything falls apart rather quickly as if I'm not following some important rules for city planning.
So I have a question. How do taxis actually end up reducing traffic?
Coming from an architect with above average knowledge of urban planning, I still just don’t understand taxis.
I don't think they would reduce traffic at all, but they would reduce parking needs.
You’ve also got high commercial demand. I think that it would make sense to put mixed use along the tram routes and row houses on the side streets that adjoin them. This matches what I’ve seen in real cities that developed along tram lines.
Too bad that amusement parks aren’t in CS2 (yet) as putting one of those at the end of a tram line would also be realistic.
4th like, always here to support my idol of building cities in cities skylines
How come your industrial zone is so small? My industrial zones take almost as much space as the rest of the city, otherwise I struggle to get my economy up, especially after the patch. Plus, I get tons of people moving away due to the lack of workplaces. Your city seems not to have these problems despite of not having much office/industry zones. Any tips&tricks how you do this?
You cán move transit stops for trams, taxis or buses! Just click on the sign or shelter to select and the button is right there! No need to delete :)
I swear... traffic is my biggest nightmare. I start with that first tile, I finally get a little income coming in, build up a bit, and then BAM, the roads are clogged. I think it's mostly taxis bringing new residents in once I start building Medium Density, but it messes with my mind every time and I wonder if I screwed up.
Great explanation of the concepts!
Great video! Just a question... isn't a population of only 7000 a bit small for a tram system?
thank you so much for the transit hierarchy!
Maybe someone else have mentioned it already, but taxi and bus stands, mailboxes etc can be moved by clicking on them and hitting the relocate button ;)
I would like to see a guide on realistic heavy industrial areas. Thinking places like west valley Utah, Pocatello Idaho, ect. Would love to see a great way to make those huge factories and the zoned industrial mesh nice and be a great industrial sector for the city