EFFICIENT Forestry & Farms with Industries DLC | The Ultimate Beginners Guide to Cities Skylines #5

Поделиться
HTML-код
  • Опубликовано: 13 июл 2024
  • EFFICIENT Forestry & Farms with Industries DLC | The Ultimate Beginners Guide to Cities Skylines #5
    If you've been struggling to get started building a thriving city, I'm here to help! In this episode I'll show you how to use the Industries DLC to create beautiful farms and huge forestry industries that make a ton of money for your city. We'll also add approximately 5,000 to the city's population and construct a second cargo rail terminal to ensure we can get finished goods to our factories. Enjoy!
    ** Series Structure **
    The structure of the series will be as follows: 5,000 population added per episode, a new DLC/CPP/Mod Set added every two episodes in the following order:
    1. Vanilla
    2. Parklife
    3. Industries (YOU ARE HERE)
    4. Campus
    5. Mass Transit
    6. After Dark
    7. Green Cities
    8. Sunset Harbor
    9. Snowfall
    10. Natural Disasters
    11. CCP
    12. Basic Mods
    Topics covered in this episode include: initial freeway interchange, layout out a basic grid, zoning, providing adequate services, using districts, and policies.
    ** Map **
    Diamond Coast
    ------------------------------------------------------------
    FIND ME HERE
    ► Website: CityPlannerPlays.com
    ► Discord: / discord
    ► Twitter: / cityplanneryt
    ------------------------------------------------------------
    SUPPORT THE CHANNEL, GET COOL PERKS!
    ► Merch Store: link.cityplannerplays.com/Store
    ► Buy Cities: Skylines II from my store: www.nexus.gg/cityplannerplays...
    ► Patreon: / cityplannerplays
    ► YT Membership: link.cityplannerplays.com/YTM...
    ------------------------------------------------------------
    MY MUSIC
    ► Master Planned Music: link.cityplannerplays.com/MPM
    ► Epidemic Sound: link.cityplannerplays.com/Epi...
    ------------------------------------------------------------
    MY GEAR
    ► Kit.co Link kit.co/cityplannerplays
    ------------------------------------------------------------
    PLAYLISTS
    ► Ultimate Beginners Guide: link.cityplannerplays.com/Beg...
    ► Cities Skylines II: link.cityplannerplays.com/CS2
    ► Tutorials: link.cityplannerplays.com/Tut...
    ► Nicolet Bay: link.cityplannerplays.com/Nic...
    ► Verde Beach: link.cityplannerplays.com/Ver...
    ► Clearwater County: link.cityplannerplays.com/Cle...
    ► Abandoned City Fix: link.cityplannerplays.com/Aba...
    ► Sustainable City: link.cityplannerplays.com/Sus...
    ► Bluffside Crossing: link.cityplannerplays.com/Blu...
    ► City Tips: link.cityplannerplays.com/Cit...
    ► Previous Live Streams: link.cityplannerplays.com/Str...
    ► Timberborn: link.cityplannerplays.com/Tim...
    ► Other Games: link.cityplannerplays.com/Oth...
    ------------------------------------------------------------
    HASHTAGS
    #CitiesSkylines #realishtimebuild #cityplannerplays
    ------------------------------------------------------------
    CHAPTERS
    Intro 00:00
    Quick Fixes 02:38
    Forestry 04:40
    Agriculture 20:39
    Back to Trees 25:49
    Furniture Factory 35:30
    Roads and Trains 37:00
    Farming 46:38
    Space for workers 54:13
    Growing the city 59:35
    City Tour 1:07:47
  • ИгрыИгры

Комментарии • 501

  • @CityPlannerPlays
    @CityPlannerPlays  2 года назад +56

    The Ultimate Beginners Guide to Cities Skylines Playlist can be found here: ruclips.net/p/PLXdi-Ns7w3jjfNPMl836BKjxZONnxvXPw
    Save can be found here - steamcommunity.com/sharedfiles/filedetails/?id=2637440882

    • @cieramist1
      @cieramist1 2 года назад +3

      Would you be so kind as to tell me HOW to get the "heated piping" to go into my WINTER MAPS?? As soon as I begin a city in a winter map, the people start complaining that there isn't any heating, but it won't let me build any "HEATED PIPES" or anything like that, until I get to 2400 population...but I can't get to that number, because they start moving OUT, because they're FREEZING. haha

    • @sowersass2
      @sowersass2 Год назад

      I wish i had these LDCs i was doin everything you did until the parks

    • @Country-of-zancuda
      @Country-of-zancuda Год назад

      Unpin yourself!

    • @tylorsmith7580
      @tylorsmith7580 7 месяцев назад

      Plant your own trees lol forestry anywhere.

    • @mug1222
      @mug1222 5 месяцев назад

      I'm confused... what's the difference between what you're showing us & the forest industry that's in the industry specializations section of the zoning & districts tab?

  • @jasonm1985
    @jasonm1985 2 года назад +670

    22 minutes in and I'm just now realizing you are not saying "egg" industry. Love the vids. Keep them coming!

    • @wadestilwell4228
      @wadestilwell4228 2 года назад +84

      Well Ag makes eggs lol

    • @percussiveseer415
      @percussiveseer415 2 года назад +44

      The only thing we need now is a farm named after Overcharged Egg

    • @nannerz1994
      @nannerz1994 2 года назад +39

      He has a wonderful Midwestern accent

    • @deViant14
      @deViant14 2 года назад +30

      Ag is industry jargon. Maybe for city planners as well. It does sound odd

    • @angelkaye1982
      @angelkaye1982 2 года назад +17

      @@deViant14 where I am from, we say "Agri", but I guess that's the beauty, and challenge, of diversity

  • @RCMTHEii
    @RCMTHEii 2 года назад +568

    I’m surprised the city has made it this far with just one connection to the freeway. It’s going very well!

    • @CityPlannerPlays
      @CityPlannerPlays  2 года назад +164

      ... probably going to need to change that in a bit, but for the time being it's good!

    • @davidlawand2805
      @davidlawand2805 2 года назад +26

      @@CityPlannerPlays i could just imagine you saying "Hehe boiiii"

    • @myhybrid09
      @myhybrid09 2 года назад +1

      @@davidlawand2805 you play a good game :)

    • @davidlawand2805
      @davidlawand2805 2 года назад +1

      @@myhybrid09 huh?

    • @k30ngamer28
      @k30ngamer28 2 года назад +22

      Biffa is patiently waiting for when this traffic becomes chock a block

  • @MattR336
    @MattR336 2 года назад +153

    You're importing so much because of the amount of storage you thrown down, especially the farming area. Put down 1 balanced and another empty, the run off will start to go into the empty one until exported or processed. When you put 3 silos down at once on balanced or full with only a few farms, the call immediately goes out to fill those any way possible. The import will be sky high for that area until you start to make enough for your own storage demands. Just my 2 cents, love the build so far. :)

    • @georgidimitrov8270
      @georgidimitrov8270 2 года назад +9

      yeah, actually there is no real need for storage building in the beginning of you industry area, until you start to produce more than you can process

  • @longcoat000
    @longcoat000 2 года назад +63

    I’ve noticed that you tend to make your circular traffic routes (like the agriculture one you began playing around with around 51:13) go clockwise. But when you do that (around 52:00), the cargo vehicles leaving have to cross traffic, meaning that they have to stop until a hole opens. I think it would be more efficient to have it set up so that traffic moves counter-clockwise, so that trucks turn right as soon as possible and when they leave the campus, there is no cross-traffic to contend with when making the left-hand turn.

  • @Stant123
    @Stant123 2 года назад +125

    36:35 slight correction, the special products from the industries, paper and planed timber in this example, DO NOT import when you select the warehouse to fill. You can export them, but you must produce them in your city if you want to use them in the unique factories.

    • @CityPlannerPlays
      @CityPlannerPlays  2 года назад +32

      Good point - raw materials, not finished goods. I'll correct that in the next one!

  • @ryanvoll7088
    @ryanvoll7088 2 года назад +484

    When it comes to farms, you should be strategic when placing objects. The yellow fertile land should be only for crop fields and fruit trees.
    The animals, storage, processing buildings, should go where the land isn’t fertile. That way you’re not wasting fertile land on something that doesn’t require fertile land under it.

    • @toromac9786
      @toromac9786 2 года назад +21

      Unsurprisingly, someone beat me to it 👍

    • @bushmaster101
      @bushmaster101 2 года назад +3

      @@toromac9786 same Xd

    • @cfespenilla8235
      @cfespenilla8235 Год назад +1

      💯 agree

    • @user-ll4on9my7h
      @user-ll4on9my7h 9 месяцев назад +1

      One would think this would have been mentioned in the hour long video but it was not.

  • @godyess
    @godyess 2 года назад +59

    The one-way loop in the farm area seems like it could be reversed.
    You're forced to make a left turn across a lane to exit.
    When entering, you pass/block those waiting on that left turn to exit.
    If it were reversed, you exit on the right side of the road and it's still just a simple right turn to get in. Plus you're not blocking the exit to get to the entrance.

  • @Ghank123
    @Ghank123 2 года назад +30

    Your videos remind me of Bob Ross - your calmness and laugh when you do some faults. After a really hard day your videos give me chills like he did. Thanks

    • @eternalumadeit
      @eternalumadeit 9 месяцев назад

      That's exactly what i was thinking when i started this series!

  • @Wilzyy
    @Wilzyy 2 года назад +803

    Imagine if this game had a political mechanic as well. you resolve the issues with deathcare by emptying the graveyards to crematories and then lose an election because someone dug up grandma.

    • @Contributron
      @Contributron 2 года назад +70

      It’s kind of a monarchy if you think about it. You command everything with no recourse for screwing things up.

    • @MrMessiah2013
      @MrMessiah2013 2 года назад +47

      This happens in real life and is not a political issue. You don't buy a grave plot forever. Eventually everyone is cremated.

    • @wreckingopossum
      @wreckingopossum 2 года назад +5

      With as many B.A.N.A.N.A & NIMBY people as there are in real life, a real life political simulation would make this game unplayable
      BANANA = Build Absolutely Nothing Anywhere Near Anyone
      NIMBY = Not in my backyard
      You usually see them opposing everything in the real world.

    • @Wilzyy
      @Wilzyy 2 года назад +25

      @@wreckingopossum there is a massive anti-windmill campaign in my area and it is annoying as heck.

    • @wreckingopossum
      @wreckingopossum 2 года назад +68

      @@Wilzyy I must admit, I myself am fairly anti-windmill. Sure, it's a good stop-gap to produce some energy right now. However windmills are very noisy, don't produce that much energy for the metal mined or the wood used depending on construction method, kill migrating birds, and the energy has to be used right then because our industrial battery storage power is not as good as green advocates want you to believe. Besides, why would we go backwards to something as fickle and less dense as wind power when we could go nuclear in the first place? We could mine less, have less waste, produce more energy, use less land, have them near cities, produce energy cheaper, and kill no migrating birds.

  • @amherstburgerpicker5786
    @amherstburgerpicker5786 2 года назад +37

    This video was needed for the cities skylines community!! Thanks Phil!! I never looked at the industries in that much detail before. I would just place them based on demand and forget them.

  • @SagarKhushalani
    @SagarKhushalani 2 года назад +32

    CPP: do not add trees to the Ag area - it will take those agricultural resources away. Also CPP: lets add some trees carefully to this Ag area :'D

    • @CityPlannerPlays
      @CityPlannerPlays  2 года назад +12

    • @Shenaldrac
      @Shenaldrac 2 года назад +1

      This man's tree agenda will be the death of us all. End trees, embrace brutalism.

  • @PauxloE
    @PauxloE 2 года назад +22

    One thing to note is that all the processing buildings don't need ground resources - this includes the animal pastures. So if you are short on fertile land, make sure to put the farms on fertile land, and the animal pastures outside of it. (Same is valid for oil and ore (and forestry) - only the extractors need it.)
    Also, »Timiester's Farm« should be »Timeister's Farm«.

  • @SpottedCreeper
    @SpottedCreeper 2 года назад +8

    Everytime I watch CPP vids I have an almost uncontrollable urge to completely redo my city. This one was realy useful, thanks CPP I learnt a lot.

  • @keiraussher
    @keiraussher 2 года назад +15

    The tree plantations appear as palm trees when you select conifer because it is a tropical map. They should call it Map Theme or something rather than conifer. In the temperate and boreal maps they do appear as conifers.

  • @starwave8228
    @starwave8228 2 года назад +105

    A littele extra tip, alot of industry assets have connections for fences just like the parklife gates and for farming area you can draw fence lines and animal areas between all the assets.. Mixing that up with a few paths, rocks and some carefully placed trees, is a great way to decorate ag area without destrying the land and the fences will keep the animals safe :).
    You did decorate later on but didn't mention the connecting fence to the asset part :)

    • @CityPlannerPlays
      @CityPlannerPlays  2 года назад +18

      Good point! I'm going to try to do a bit more of that in the next one. The other two industries will be importers and as such, much smaller!

    • @Butts666
      @Butts666 10 месяцев назад

      Oh my god, it's an "ag area" then. I made it this far in the series assuming he was being quirky and saying "the egg area" xD

  • @ghufrankhalid1719
    @ghufrankhalid1719 Год назад +2

    Started CS a few days ago and your videos are the ones I mainly use to learn about how to grow my city. You've given me some amazing tips on how to grow better. I think the most important thing I learned from your videos was that there's gonna be a lot of imperfections in the beginning but I should just focus on functionality and efficiency and improve the city slowly over time.

  • @GreyDawgh
    @GreyDawgh 2 года назад +11

    Being new to the game and all, I find this series absolutely fantastic. So many essential tips and tricks, and so easy and well explained. Huge thanks from a fellow mid-westerner for putting it all together, and for sharing it with us. Much appreciated!!

  • @MCPhssthpok
    @MCPhssthpok 2 года назад +8

    One thing I think is worth mentioning is the limited number of trucks available from the industry buildings. I find that if you're producing a lot more raw materials than are being used, all the trucks can get tied up with exporting them, leaving none available to take any to the processing buildings.
    It helps to have a nearby cargo station, like the one you added, so that the trucks only have a short export trips. If they have to leave the map via the highway then they're going to be tied up for a long time with every trip.

  • @telioty
    @telioty 2 года назад +35

    Forestry as an industry irl is renewable, but the forests are cycled on 10-20 years
    For agriculture, if you apply permaculture practices can be fully renewable

  • @seriouslee4119
    @seriouslee4119 2 года назад +6

    Firstly, super well done with these, the way you demonstrate and articulate things is just super top-shelf. I'd love to watch a playthrough where you build a super dense city where you don't buy a new square until your current ones are filled up, or something like that.

  • @bittowing4198
    @bittowing4198 2 года назад +4

    Thanks for the tutorials, I have played building city games since 1990 however these new games are a maze to understand at my age. Thanks to your videos, I'm starting to understand the game better and able to build a working city again.

  • @Ghestahl2006
    @Ghestahl2006 2 года назад +7

    It wasn't until just now that I realized that there is no part 6 yet and your still making videos. I just wanted to say that you are doing a wonderful job! Your instruction is clear and your methodologies are brilliant! I have had a lot of fun building my city with your videos, and I purchased a few DLC's which I don't believe I would have if it weren't for your videos. I have no regrets and I'm having a lot of fun. What in the world are we going to do about the Sealife enclosure asset in the zoo? lol. I can't wait to see you pull that one out of your hat :) Thank you for your videos!

  • @TheFingerman77
    @TheFingerman77 2 года назад +7

    Industries is my all time favorite DLC, I got so excited about its reveal trailer I bought it day one. Really makes me feel like I'm in control of my industry, I tend to prefer having extractor areas and then processing areas separate and in my city's industrial districts as I like having that logistics chain moving around; but I do a lot of extractor/processers together as well. It really depends on the build.
    I've been binging through this series because I wanted to see Tutoria after its cameo in the Airport DLC videos on the main channel, and the first video just feels like a warm hug. I've really been enjoying watching you develop and your methodology, and I was very pleasantly surprised to see DLC come into the build and each get dedicated videos. Keep up the wonderful work, I love your production quality with the way you narrate and the annotated chapters of each video.
    ~47:00 I love to have a barn with one of the small silo sets next to it in my farm areas, it looks wonderful.

    • @CubeInspector
      @CubeInspector Месяц назад +1

      It's still my favorite DLC today

  • @WestOfEarth
    @WestOfEarth 2 года назад +5

    I'd another tip I recently found helpful. I have the Natural Disasters DLC, and I noticed the shelters were frequently low on food. Foodstuffs comes from vanilla farm sources. So using some of your farm land for vanilla farm industries can help keep your emergency shelters stocked.

  • @ejhoffman2625
    @ejhoffman2625 2 года назад +4

    thank you for another great episode! I love the longer episodes. Take care, CPP!

  • @joeg451
    @joeg451 2 года назад +7

    since this is a comprehensive tutorial, you may want to mention the industrial budget slider in the financial pane.

  • @lewispaul1981
    @lewispaul1981 2 года назад +6

    Hi I'm new to the channel. I have watched all 5 episodes of this series today, my cities always seem to lack realism, you have given me so many things to consider when building my cities now. Can't wait for episode 6.

  • @ahmadsherbeny5609
    @ahmadsherbeny5609 2 года назад +5

    You guys know that vanilla factories are not just for looks, the products that come out of the vanilla factories are actually used in the industries system ! They are goanna be stored and processed if you have the space for them in your system !
    So actually you can create some good looking industries and efficient in the same time using both systems together !

  • @frog_muncher
    @frog_muncher 2 года назад +2

    I thought that I would just end up watching the first two episodes as they were vanilla, and I thought I wanted to play the game (which I do) but this is so good! I just keep on watching! Liked all the videos. I doubt you read much of these with the onslaught of comments you would get, but I appreciate the series! You rock!

  • @tritiumH3
    @tritiumH3 2 года назад +11

    4:20 I say to myself, "Phil isn't going to like that sad little puddle of grass, he'll add trees." And like magic, it happens!

  • @a.a7931
    @a.a7931 2 года назад +1

    I'm absolutely loving this series!! can't wait for more episodes.

  • @Guaranteed_Bonk
    @Guaranteed_Bonk 2 года назад

    This series is really addicting!
    Goodjob mate 👍

  • @NickyTries
    @NickyTries Год назад

    This series has been so useful so far! I’ve learnt so much from it! Legend

  • @Cannon1221
    @Cannon1221 2 года назад +2

    Something I found extremely useful, especially dealing with farms and small fertial zones. Split up the extraction/farms and storage and processing buildings. Only the farms need to be on the hotspot/deposit. The other needed buildings can be on the normal barren land.

  • @pierrez8570
    @pierrez8570 2 года назад +9

    Just binge watched your entire series. I really want to play the game now!

  • @froozenzitroone3915
    @froozenzitroone3915 2 года назад +1

    Thx 4 the great videos. Found your channel not long ago and now I'm binge watching especially the vanilla series and oh boi, you don't believe how much you helped me already with it. I'm playing on console, so these thousands of channels only playing with mods are fun, but not helpful. Thx again

  • @prebenlm
    @prebenlm 2 года назад +4

    32:00: This is very nitpicking, but the intersection to the industry area could be slightly more efficient maybe if the one way pattern was the other way. Now the traffic leaving the industry area has to cross the traffic entering it in the intersection at the four lane road.

  • @mahakleung6992
    @mahakleung6992 2 года назад

    I cannot remember if I said thank you. I have been playing for years, but often tutorials end up being focused on mod utilities and not the core game.
    Even though I play heavily with mods, your series have given me a chance to just exposed to core game concepts. Which I think is very useful as I learned game by osmosis and never got formerly introduced to the base game. Thank you.

  • @awschmitt93
    @awschmitt93 2 года назад +3

    I’ve been playing for years but these are still so satisfying to watch.

  • @StarOperator_
    @StarOperator_ Год назад

    I love how you actually take feedback from the comments on your vids and then correct yourself in the next vid! I love your vids

  • @aquakroot
    @aquakroot 2 года назад +7

    you're pronunciation of "Ag" is the exact same as the Chicago pronunciation of "egg" and it's really throwing me for a loop lol

  • @florianmuraczewski976
    @florianmuraczewski976 2 года назад

    Because of you I just bought the park and industry dlcs. I hope dominate happy.
    And great series. Love it

  • @amherstburgerpicker5786
    @amherstburgerpicker5786 2 года назад +5

    Kept thinking you were saying Egg industry!?! I'm like what is Phil's obsession with OE?? Lmao.

    • @OVERCHARGEDEGG
      @OVERCHARGEDEGG 2 года назад +6

      Phil & I are tight lol

    • @jons_7402
      @jons_7402 2 года назад +1

      I just understood what he meant a few episodes ago, when he made the urban farms. I kept wondering "is there any egg specialization in the game?"

    • @CityPlannerPlays
      @CityPlannerPlays  2 года назад

      @@OVERCHARGEDEGG Love you, Egg!

  • @kronixgamer6529
    @kronixgamer6529 2 года назад

    "Found my angles VERY offensive" had me giggling for the rest of the video.
    Brilliant stuff.

  • @jase_allen
    @jase_allen 2 года назад +3

    "I would look at this as the redevelopment of a home into a cemetery, which does happen from time to time." Yup. Here in town, a large older home was redeveloped into a funeral home. When that business outgrew the space, it was redeveloped into a temporary employment agency. The basement where all of the... work... was done was turned into a drug test facility.

  • @tylerleuschen8132
    @tylerleuschen8132 Год назад

    I saw the Eggsperience comment too, super glad the change was made!!

  • @UrbanAvoider
    @UrbanAvoider Год назад

    I found this particular episode quite intimidating. It's evident how much complexity begins to be introduced as the city grows! - All good fun.

  • @astronelson
    @astronelson 2 года назад +1

    Enjoyable as always! Near the end when you were fixing up the deathcare, there appears to be a bus stop with a broken connection in the area near the passenger train station.

  • @beninho106
    @beninho106 2 года назад

    City in the End screen looks like a fish lol, u can't unsee it haha. Nice episode!

  • @ffximasterroshi
    @ffximasterroshi 2 года назад +5

    I keep hearing you and czardus mentioning log floating and it makes me wish someone would make a "barge" for the barges mod that is just a bunch of logs chained together with a the wrangler dude. Then we could use service vehicle selector to limit to the float logs... Use one way ferry paths to force the route to be down river only...
    Please! Yes, please!

  • @DylanNeo
    @DylanNeo Год назад

    22:54 “And if you want, you can kinda… pretend you have something special here” mixed with smooth jazz…
    Yep that’s where I decided I really like this vibe and hit subscribe.

  • @autolykos9822
    @autolykos9822 2 года назад +2

    @Stockpile Settings: Balanced is best when you've got both producers and consumers near the stockpile. If you have only producers, it should be on Empty, if you have only consumers, it should be on Fill. Don't worry about unwanted exports or imports. Before exporting, it will look if there are stockpiles on Fill that aren't full, or stockpiles on Balanced that are less than half full (Same for imports: It prefers stockpiles on Empty, or on Balanced over 50%).

  • @UndeadFleshgod
    @UndeadFleshgod 2 года назад +3

    You can also make a normal district over the Industry district and assign it the specialization (forestry, farm, etc) and put some industrial zones. The usual base-game industry buildings will now be also specialized and interact with your production/consumption of materials. Watch out for that with oil/ore though, those zoned default industries WILL drain out your supplies and you'll miss out on most of the profit!

  • @gilmoresgloriouswood5255
    @gilmoresgloriouswood5255 5 месяцев назад

    I found the game very intimidating at first, what with all the hidden symbols and menus... your videos have helped a lot to make sense of things at a good pace. Thanks for that!

  • @chett6491
    @chett6491 2 года назад

    I’m new to the channel and I’ve been really enjoying this series 🙌🏻 The Bob Ross of city planning. So relaxing 🥰

    • @RubenPerez-jf9yq
      @RubenPerez-jf9yq 2 года назад

      The bob Ross of City Skylines is Overcharged Egg

  • @shadyupsman24
    @shadyupsman24 2 года назад

    Love the series. Great work.

  • @siscart
    @siscart 2 года назад +1

    i get the game and im watching yout videos and is trully amazing how u explain and demonstrate at perfection! im a brazilian who studys geography that includes a lot of the game and the basic things that u said and is trully amazing i started in the vanilla version and im aming to get the dlc my city had a small traffic problem but i think with your videos im getting the way of it! keep the amazing job u are great!

  • @Mikshaal
    @Mikshaal 2 года назад

    The ImperialJedi name drop! Let's go! Awesome guy and got me into Cities: Skylines several years ago!

  • @Growny92
    @Growny92 Год назад +1

    This is so nice watching it. I startet the Game today… as nice as this Tutorial is. My City is already chaos 😅

  • @TheWoblinGoblin
    @TheWoblinGoblin 2 года назад

    Nicely done lumber industry!

  • @arthurbaz2
    @arthurbaz2 2 года назад +1

    Hey, great video! Loving your series. I would just add a pax train station in the specialized industries as well and create a line from your "Union station" to that one so that your workers can get there easier.

  • @alexandersnider734
    @alexandersnider734 2 года назад +6

    Sure you realize this now, but your problem wasn't storage, it was that you were just exporting raw wood instead of adding more paper/sawmill factories to refine and then export. More storage would just make the problem worse with the maintenance costs.

  • @mile5127
    @mile5127 2 года назад

    you doing great on every video Keep going !!

  • @Dj3ndo
    @Dj3ndo 2 года назад

    Love these videos!

  • @wernhervonkerman2382
    @wernhervonkerman2382 Год назад

    I am loving how everyone in the comments is telling him how he could improve the city, and then I am mystified by all the stuff he is doing.

  • @kaiserepsilon4011
    @kaiserepsilon4011 Год назад +1

    This game is the perfect example as to why there are so many car accidents in America.
    We make car-dependent cities, increase the number of lanes whenever traffic becomes a problem, and then get confused as to why traffic stays a problem.

  • @Nayanay101
    @Nayanay101 2 года назад

    Love this series! Please upload more! One question: What mod do u use to control the sunlight?

  • @kirkstenvall8892
    @kirkstenvall8892 2 года назад +3

    I've never been able to grasp how the Industries DLC works. Production buildings, warehouses, factories, service buildings... I just don't understand their relationships to each other. I've tried half a dozen times and I always end up just plopping buildings until I get some kind of profit. I was super excited when I saw this video... and it didn't help me at all. LOL. But I love the channel and have still learned so much from it.

    • @ysharros
      @ysharros 2 года назад +7

      They're simpler than they look once you're done a few of them. Let's see if I can summarise without writing a novel. ;)
      -- All 4 Industries are structured identically, and start by putting down the 'main' building in an industry district you've drawn out. That building determines what industry will run there.
      -- You get a variety of building sizes for many raw material producers and processors, but they're still just a sawmill and a bigger sawmill -- or a cattle enclosure, cattle shed, and slaughterhouse -- or a glass factory and a bigger one. Apologies for the lack of names, I forget what they're all called. The bigger buildings are unlocked as the industry area levels up and offer more jobs, more production capacity, and more trucks (but also usually have a larger footprint, and more trucks = more traffic, so upgrading isn't always the best choice).
      -- The first building type produces the base raw material (crops, raw forestry product, ore, & oil). Those can all be imported if needed, but your city pays for the imports, just as it does for goods imports for commercial zones if you don't have enough generic industry. You'll almost always see a wave of raw material imports when you set up an industry because the game sees a bunch of warehouses set to 'full' or 'balanced' and will import until the thresholds are met (i.e. your producers start producing, assuming you have them). Generic industry will use some of those products for their own needs, but usually not enough to make a visible difference to the city or its income.
      -- The second building type is two goods-processors for each resource. Farming gives crops for Animal Products (animal corrals, dairy, slaughterhouse) and Flour (the flour mill). Raw Forestry products are used for Planed Timber and Paper. Ore is processed into Metals and Glass. Oil is processed into Petroleum and Plastics. These processed goods cannot be imported but they can and will be exported and/or used by Unique Factory Buildings if you have them.
      -- The third building type is 'efficiency' buildings like workers' barracks and the maintenance buildings, which unlock as you level. They don't produce anything directly but they do add worker capacity and they improve the district's efficiency in various ways (building capacities and production bonuses mostly).
      -- The fourth building type is storage. Raw materials require specific storage found in that industry's tab -- silos and barns for crops, log yards and sawdust yards for lumber, etc. All the processed goods (metals, glass, petroleum, animal products, etc. etc.) need to be stored in Warehouses found in their own tab. Warehouses do *not* need to be in the industry area because they will often need to be sited near the (usually gigantic) Unique Factory buildings that won't necessarily be anywhere near the industry districts, or near cargo trains/harbours.
      -- The final building type shows up in the Unique Factories tab rather than in the industry-specific tab, and will use a variety of processed products. These all produce different goods (Donuts, Lemonade, Cars, Sneakers, etc.) but they are all considered luxury goods or "Unique Factory Products" and all go into one warehouse category. So if you have a sneaker factory and a modular house factory next to each other, they can both use the same warehouse to store their finished product. These goods can be exported *and* are used by the commercial buildings in the city. They count as 'goods' like those produced by generic industry.
      -- Unique Factories usually require goods from at least two different industries -- I think the only exception is the bakery, but there might be others. The Lemonade factory, for instance, which is unlocked pretty early (through farming), requires glass, which is only available through the ore industry. This requires strategic planning of industry districts, the big factories, the various warehouses, and the traffic infrastructure that serves them (both to bring processed goods like plastics to the factories and to take the finished products away for sale).
      This may sound like a huge headache, but the gain is absolutely worth the pain in terms of city income -- and once you've set up a few it's no harder than doing parks. The intermediary processed goods (petroleum, animal products, planed timber, etc.) export for a reasonable amount, but the real money lies in the Unique Factories -- in a sense, the 4 industry types are really there to funnel materials to those monsters. Income becomes very swingy with Industries on your map, because of the supply chain and export modeling, but it's still major cash. In my last city my industries were making ~70k a week with 5-star districts and half a dozen of the Unique Factories placed. The downside, especially in an unmodded city, is the enormous amounts of traffic generated by the trucks, and usually some hefty noise and ground pollution (so watch the zoning around them).
      If you actually read this far, congrats and happy building. ;)

    • @ysharros
      @ysharros 2 года назад +3

      Argh! Forgot a thing others mentioned above, which is important: ONLY the raw material producers need to be on the actual resource concentrations -- so fields, tree plantations, mines and oil-wells. Literally everything else needs no resource under them at all. That might help your industry-area design decisions in the future. :D

    • @UKGeezer
      @UKGeezer 2 года назад

      @@ysharros That was really helpful as I was struggling to understand how industries work too. Thanks for taking the time to explain this stuff.

    • @CubeInspector
      @CubeInspector Месяц назад

      ​@@ysharros furniture factory requires paper and wood made by your timber industry so 2 materials from the 1 industry type

  • @outhmanboukhana3096
    @outhmanboukhana3096 2 года назад

    hey I love all ur videos keep it

  • @danielbarocsi
    @danielbarocsi 2 года назад

    I accidentally stumbled on this series, been bing watching for the past few days

  • @justroofing2631
    @justroofing2631 Год назад

    your the bob ross of city planning. so good.

  • @Vantage389
    @Vantage389 2 года назад +1

    A trick to create a circular flow in an area without turning everything into 1-way roads is just to have them at the entrance and exit to an area. So in the farming area you could just have a short section of industrial 1-way road to start that transitions into the dirt road, preserving the rural look while encouraging better traffic flow.

  • @lancezhang3880
    @lancezhang3880 2 года назад

    This is definitely the city i want to live in. Love these series

  • @Redribbon_iv
    @Redribbon_iv 10 месяцев назад +1

    Thanks for explaining how the dlcs actually work. Going into them blind is a mess

  • @mudubasa
    @mudubasa 2 года назад +8

    This comment was made to please the algorithm.

  • @markjoshua3100
    @markjoshua3100 2 года назад +3

    Finally a Tutoria episode

  • @keithpenfold9151
    @keithpenfold9151 2 года назад +1

    I really like your various videos - they are very very helpful - thank you. I have been following this city along and trying create a similar build and so have a question. When you created the forestry industry area, did you find some of the timber was transported to your other industry area - which was earmarked for forestry? Only in my build, most of the timber was moved to that area, leaving very little for use in the new area. It looks like the only way I can resolve this is to rezone the first area.

  • @accidrainn
    @accidrainn Год назад

    I've been watching this series because, I just bought this game and, need the tips and, tricks... The crazy part is you use my partners music.. Gregory David ❤ Thanks for it all 🙏🏻

  • @zeeeeeeebbra8305
    @zeeeeeeebbra8305 2 года назад +1

    There is a node/route disconnected icon blinking about 3-4 blocks from the rail overpass along the main arterial. Not sure what it is but you might want to look into that.

  • @n2toyz4u92
    @n2toyz4u92 2 года назад

    I study these videos to try to recreate you city! I’m doing horrible. Just wanted to say it takes some skill to make a
    cool city like this!

  • @Theo-qh9iw
    @Theo-qh9iw 2 года назад +1

    Literally just bought this DLC yesterday lol, convenient

  • @joeb4294
    @joeb4294 2 года назад +3

    One caution about making the specialized industry zones bigger than needed is that the cost of the zone is based on the size of the zone. This can be dangerous if someone is early in their city and does not have cash reserves built up. It's not an issue for Tutoria though. :)

    • @ValKinman
      @ValKinman 2 года назад +1

      Hadn't realized that zoning wasn't free

    • @joeb4294
      @joeb4294 2 года назад +3

      @@ValKinman Normal zoning is free - it's just when a specialized industrial zone is drawn (similar to a district) that there is a cost.

  • @jamess9981
    @jamess9981 11 месяцев назад

    It's a small thing, but I really like how you'll transition from lower density areas to higher density areas throughout your city. It feels very organic and I love the way it looks

  • @percussiveseer415
    @percussiveseer415 2 года назад +6

    Does rock landscaping affect farmable land like trees do?
    Good episode btw, always nice to come back to the fundamentals!

  • @Fame_Rate
    @Fame_Rate Год назад

    I'm so addicted to this Game and finally, i build a functional City :D. Traffic on 87% and my trains are flowing with about 15 cargo stations

  • @TridonsEve
    @TridonsEve Год назад

    Wait what? So at 52:21, is that like still part of the industry area? Didn't know you could do that (haven't played in years), so that's really cool and helpful! Thanks!

  • @matt46142
    @matt46142 2 года назад

    Your voice is so relaxing. You should do an urban planning podcast

  • @turleygabe
    @turleygabe 2 года назад

    Everytime you say the word "Ag" when you shorten agriculture I swear you say EGG! i love it.

  • @LlamaCat25
    @LlamaCat25 2 года назад +2

    Good series! why is heavy traffic bad in the game? meaning, what does it actually affect? traffic appears to be a graded scale/percentage, so how bad can it go before something happens or a tipping point? In the real world, traffic is easily lived with in thriving cities. Sure, people complain about it, but it doesn't seem to affect real estate or land values, at least not where I live.

  • @modernklassicsgaming5991
    @modernklassicsgaming5991 2 года назад +1

    Be cool if Forestry could differentiate between the types of trees. (Son of a) beech and oak being like mid tier value and redwood being very valuable

  • @chickenluverful
    @chickenluverful 2 года назад

    I do wish for a better death care system in CS2. As always CPP, loving the the content. Urban sprawl baby!

  • @themayorofportland4904
    @themayorofportland4904 2 года назад

    Love this style of intro

  • @digitaloracle3079
    @digitaloracle3079 2 года назад +1

    It would be fantastic if everything else in the game....or even if just RCI buildings, would conform to the terrain they're on. Yeah, some home owners, when building, opt to have a retaining wall or two built on their property, but many I see have their homes blend into the land, more.

  • @adamsleath
    @adamsleath Год назад

    this is the only game I play. and I didn't really consider that a city/town planner would find it appealing, but why not indeed? :) i guess that's what the game is. anyway. i really enjoyed this series of tutorials. i have found a few ideas , and also gratified to find some techniques that i also tended to use prior to seeing these vids.

    • @adamsleath
      @adamsleath Год назад

      i also have very few mods but i found the move it mod quite useful for tweaking roads and paths. :)

  • @chucky6334
    @chucky6334 2 года назад

    The reason why some of your process buildings are out of material and cannot produce their products is how you have configured your storage. I came across that problem myself the other day. They are configured to be balanced. Thing is, that you are producing so much raw forest products, that all of your storage buildings trucks are busy exporting these raw forst products to keep the storage balanced. Since these trucks are also used to deliver goods to your sawmills, the sawmills do not get goods from the storage and import them and in the end run short while waiting. Solution is to set the storage on fill, so all the trucks are avaiable to deliver goods to the sawmills. Other solution would be to build more storage.

  • @purplescreen262
    @purplescreen262 2 года назад

    I feel like he is talking straight into my soul when he says that is not where the pipes belong

  • @R2_the_lime
    @R2_the_lime 2 года назад +5

    The furniture factory isn’t working, because it doesn’t have water, I believe… if it is the case, you are not gaining the best money this dlc offers.

  • @xHoosierDaddy85
    @xHoosierDaddy85 2 года назад

    you make it look so easy

  • @preciousroihomeshoppingnet7908
    @preciousroihomeshoppingnet7908 Год назад +1

    Just an additional corollary that might not be immediately obvious to someone...
    In addition to being able to "create" a Forestry Industry area out of nothing, you can also "reshape" or "enhance" an existing Forestry area to suit.