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Starting a New Island City in Economy 2.0 - Sunny Isle
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- Опубликовано: 29 июн 2024
- Welcome to Sunny Isle! A new city project on the stunning Samui Island map, by Palms Time, playing with the Economy 2.0 update. In this episode, we lay the foundations of a vibrant community on a Caribbean island. We start with a rural highway, scenic coastal roads, and a custom rail connection. We plan a road layout and zone the city, manage resources, and build towards a sprawling tropical metropolis.
About
Sunny Scunny is a UK-based Cities: Skylines 2 enthusiast. Fuelled by a passion for urban design, a knack for problem-solving, and an undeniable affection for both beauty and chaos, here to share the love of city-building with you.
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Sunny Isle Episode 1
Map: • Samui Island, Thailand...
Mods:
mods.paradoxpl...
mods.paradoxpl...
Blame It on the Summer By Lizlism is licensed under a CC BY-NC-SA 3.0 Creative Commons License.
It was actually mainly Spain who colonized the Caribbean. British had a lot less land area and the French even less than the British. Also few Dutch and Danish places there, islands mostly Dutch and English. Curious to see which direction you choose then!
I think the Dutch may of been around Sunny Isle if my memory serves me right 😉
@@SunnyScunny haha nice, excited to see where it’s going!
@@SunnyScunnyhonestly. Take some liberties, any of the small ones were treated as prestige trades at negotiations, “I’ll take this swathe of rich land in Europe from you, but for the sake of prestige we’ll grant you this speck in the Caribbean to save face”. So anyone small had 2 owners at some point, and then a lot of Caribbean islands especially white majority ones looked towards a European country or American state for inspirations.
So you could easily have, a Spanish gridded large village with a sugar plantation nearby, an English coastal fishing village and port, and then several French villages in the inland doing normal farming, all tied together by modern Dutch bicycle friendly roads, with a Dutch inspired expansion to the English port city that has a traffic circulation plan and modern Dutch town halls in places.
Absolutely, I'm not fixated on creating realistic cities; my goal is to enjoy the process, drawing inspiration from anywhere. I value the encouragement-thanks for the inspiration
@@SunnyScunny that’s exactly what makes it fun, right :)
Love the way you build its very unique especially with the zoning almost like a real life city planner with the zoning technique
What an absolutely amazing video! This was so useful for grid layouts especially the v cut starts you made! I can't wait to start implementing the ideas here
Hey Moose! Thanks for checking out the city. While the layout is quite rough, it’ll come together over time, needed those tax dollars 💰
Wow. Love to see so many creators using this map.
Also, your modified rural highway is probably more true to the real place.
First time watching your channel. I'm glad I found it. One of the better CS2 videos I've seen. Nice and relaxing (😊) and I like how you explain your planning.
Your city design is another level, congrats. anxious for the next episodes of the series
The way you established the initial grid reminded me of the way I play Anno 1800 - with the roads going down to the coast (seaport)
Great map choice! Palms Time did a good job on this one. I like the start to your town. That was an interesting fact about why blocks are often longer away from the beach.
Is it possible to download this version of the map? Really like the way you downgraded all the massive highways. This feels way more natural.
+1 Hoping for it as well
Hey, I misplaced the original, but managed to put this one together that is similar: mods.paradoxplaza.com/mods/85245/Any
@@SunnyScunny Thank you so much
@@SunnyScunny THANK YOU
Definitely go for the crem I think! You can always drop the budget.
Love the Spanish Colonial style of layout. Just need some older looking buildings (and half a dozen churches) to complete the look.
Just out of interest, are you going to run a modded city as well?
Loving it so far! Can't get over how nasty the vanilla farms are though. Everything else looks pretty realistic but they really stand out. Hopefully either CO will give them an overhaul or mods will eventually take care of it.
The map is beautiful! I think i'll build on it too :)
Happy to he here from the ground floor
YES NEW SUNNY
I really like the cinematics in the beginning!
After the map has been running for a while you may want to recheck the water flow in the sea, as it can take a while to work out what pattern it wants to settle into and the initial flow towards the coast may become a cross flow.
A request if there is opportunity in the future and money for it: Can you look to put in a small hydro plant near the location where the water is being taken (and move the intake), yes it's not going to be that effective but the location looks really fitting for the theme of the map.
Great idea! I think the initial outlay is quite expensive but maintenance costs are quite low, if only I can get the damn things to work, I had three in a previous city, but never got 100% efficiency
@@SunnyScunny Yeh, from what I read they are very tricky to get working properly and then stay working. I see this proposed one as more cosmetic than realistically operational. It seems the length of the dam determines the highest "possible" output and the height (not flow as one would expect) determines "actual" output (and this location doesn't fit the two very well, so I am not very optimistic one will work above a low %). Also it seems (from what I am reading), once you have the length and height going for you then you run into the water physics issues of the game, which adds other issues for which most players can't work a solution.
Additionally the concept, implementation, and modelling seems to be based 100% on in-dam hydro (dam across a river and turbines in the dam or next to it), which means heaps of opportunities for extra content has been missed. While in-dam is the go to for the mega-hydro projects, that size scale and implementation doesn't fit CS 1 or 2 very well. The option to use out of dam hydro would have been a good path to have as well. Out of dam is where there is a separate dam or diversion, water is taken out the river course, fed to the turbines via pentstock (pipe), then returns to the river course (or in some cases a different river). If this option was added in, there would be the option of using pumped hydro as a storage medium. Anyway its a if only.
I'm totally on board with some vanity projects once we've got the economy sorted. We might even see a bit of electricity come our way, which is a win-win situation.
since the update launched, ive been having issues opening the game and loading my mods. hopefully it gets fixed over time. fire vid btw
Awesome video!
Love it 🎉
this map design bit kind remind me Yara from Far Cry 6
Hi ,i see you start a new city,what happen with your other one you busy with ,also problems ?? . your video is great again like always 👍👍👍👍
Hello! My other city will be back, once the office workplace retention bug has been fixed, or when I can roll back to a previous version of the game. New cities are not as effected by the problems caused by the new patch, I'm enjoying it. Thanks, as always, for tuning in 👏
@@SunnyScunny i did not know there if a office bug ? ,i have to remove all school mods in old cities,because the garbage will not removed ,also service mods .school cap mod work sometimes and sometimes not ,very anoying .
After a while all the offices go down to 5 workers which is a disaster in an old city when half your population lose their jobs
@@SunnyScunny ok,ive notice this, ,i will check it iin my city :)
@@SunnyScunny you right
same here
Hi. Where can I find your version of the map? I realy like your adjustments.
Hi! You can check it out here: mods.paradoxplaza.com/mods/85245/Any
Hey wanted to ask if there is any possibility of us getting the modified version of the map with the more rural road layout?
Here y'go: mods.paradoxplaza.com/mods/85245/Any 🌞
@@SunnyScunny thanks
Like!