I still would like to see them add education as basically an industry where the college attracts lots of outsiders to go to school there and stimulates your economy that way
That would be nice. Could be an extra option in the sub building menu to add advertisement to other cities for an extra cost, like the tourism options in CS1.
Ehhh there should be a mechanic for sure where college age students go to a non full university via immigration and have strong preference for low rent housing near by (weigh cost and travel distance) and then every summer they move out
I vaguely remember before economy 2.0, one of my cities was having a financial crisis. After I build quite some of the schools and colleges, somehow I was earning money because so many people were coming. Not sure if they were going to the schools or just moving in because of higher attractiveness.
Something to consider about the placement of the telecom tower, the company building it is most certainly wanting to min-max their coverage as much as possible, and would likely want to place it somewhere that it will get the best utilization for the present and future. Building on the coastline would be providing signal service to a very large nonpaying area (unless dolphins got their hands on a laptop to watch cityplannerplays). Im sure in a waterfront city like this there would be numerous harrumphs for building a giant ugly tower along the coastline when it could be on the other side, which already has more industrial uses anyways.
In northern germany there are a lot of coastal telecom towers as they service the islands off the coast as well as a huge amount of people on boats just off-shore (fishermen, ferries, tourists, etc.), so I don't think the placement is neccessarily all that unrealistic.
@@QemeH Yeah, coastal sites are actually very common for big radio towers, because they're able to communicate with ships and aircraft far out to sea.... like a modern lighthouse.
I work in telecommunications and the coast line makes the most sense as in theory it can reach to the base of the mountain where his prison is. Realistically telecommunications would be networked from that server farm to fiber optical cable and then distributed to sections of the city based on subscribers and data throughput. The statistics for the server farm are unreal because it can cover any direction up to 40 miles on fiber optic cable. So future gameplay I wish could replicate this to destruct the antenna, set up the server farm to handle data from 3+ outskirt locations connected from the highway rather than placing antennas in every city that gets built but I myself haven't gotten that far into the game to require that much data coverage so I'm not sure what the distance is for server farms.
I really hate how upkeep is in amount per month but income is shown in amount per hour. Now add the fact that you are never told that a month is 24 hours and trying to figure out how much new upkeep you can actually afford is a real chore.
I really hope they add options to allow you to choose how it is shown. I'd also love to have more than just an arrow shown by default, like was shown in the early access period.
A bit of a workaround is to use the loans screen before building anything, it shows the amount of surplus in your monthly budget which is really handy for figuring out if you can afford to build something. You can see it at 41:31
Agreed, though if you hover the time it does tell you that it’s 24 hours. Although that doesn’t apply to speeding it up. I think the real reason it’s not flashed out there is because it can actually changed based on the simulation speed your comp can handle. But the income timeframe being different bugs me like crazy.
The pace/tempo of this video along with the obviously planned out growth and direction along with explanations/reasoning was perfect! This reminded me so much of what made Verde Beach so good. Thanks Phil!❤
Thanks so much, Cyrus! For sure attempting to really focus in this one and hone in on every decision. I'm probably overthinking things, but I'm having fun! Hopefully it is useful, too!
NGL, I like the story in magnolia county and will keep watching, but I love the structure in the guide videos. Just going through each stage of development of the city and focusing on what where you need to look at
This series is so good. Even for someone who plays the game a lot, this is like the gold standard for how to do things, and your explanation of all the game mechanics is really detailed and helpful.
30:25 Speaking as a Norwegian, shoving it up in the mountains somewhere feels very realistic. You basically want it as far away from where people have to see and interact with it as possible while still providing good service.
@@ryane3703 Not really, we tend to put everything people have to interact with (Such as homes) down near the coast. Mountain tops are hiking destinations and places to put things we don't want near our homes.
Hi Phil! Recommend you add a burm by the highway to help in hiding the prison from the highway. Could be earth moved from the building site to help elevate those trees so the prison is basically completely hidden from folk on the highway 😊
Can’t wait for the next instalment. As a newbie to this game I like how these videos guide you through the building, layout etc. it can be quite daunting.
This is your best series yet - even better than Magnolia County. Please please please keep this one going, I love this map and I'm building along with you
You could instruct the land fill the empty into the recycling centre. Once emptied turn it off and it can be used as back capacity in future if needed. or simply redevelop the site in future.
Loved this episode! The explanation of the interaction between job types, education and unemployment will be really helpful for expanding my current city. Cheers!
I'm glad to see that my comment to your open spaces around the prison from last time made it all the way to this episode. I will gladly take great pride in my value and influence to your success. Gonna make my own merch now.😂
Hey Phil! Thanks for the videos you are making. Looking forward to seeing the next UBG. I don't think I'll have the time to play the game myself, but watching your videos compensate this a lot. Thank you for providing the entertainment by making joyful content.
I love the way you explain everything you do so clearly. Keep up the good work. I wish there was a german RUclipsr who could convey it as unbelievably perfectly as you do!
Was on my third city, with 20k residents, bit with meh liking and only about 15k/hr profit. This took me around 8hrs. After watching this guide i upgraded the city without making it bigger to a 140k/hr and 50k residents within 4 hrs. It's an amazing guide.
I love this style so much had made me appreciate the game in a whole new way and i used to get kinda annoyed at the game cos i always had traffic issues and felt like i constantly had to be expanding to meet the demand. But these show me it's good to slow it down a bit and maybe actually think about what to do rather then just trying to minmax the space for the most people to fit in
Watching and loosely building along with this series has so helped our enjoyment of this game. My partner and I have been playing city builders together since Simcity 4, so being able to play a functional city together has been huge! Translation: The game shouldn't be more dysfunctional than local government.
Hey Phil! Would you be able to touch on Policies in an upcoming episode? Im sure it's planned but I thought I'd mention it. Thanks for this series. It's helped me finally have some success in economy 2.0
@@josephp9141 Well mods are now at least offical and this is very low level must have mods. I'd say you are missing out by not having them and CPP doesn't want to torture us and himself with easily fixable issues.
Love this series, please keep it up! I'm building along. Only one thing to add, it feels like we are jumping through a 100 hoops to deal with rent etc. and the both most realistic and easiest way to fix probably is to extend residential area, but I assume that is what we are preparing for for next episode? Maybe even another town?
Most prisons would have a few rows of additional fencing surrounding the building to make it easier to monitor. Inside layers are usually made of gravel as well as it makes a lot of noise when walked on.
One thing that screwed over my city was my healthcare system collapsed due to lack of educated workers. Without a highschool your clinics will operate at 30% while costing the full 100.... and cripple your budget
Hey Phil! Watched a lot of you a couple years ago, and recently got back in with binge-watching Magnolia County! Seeing you design your own cities based on storylines is super interesting, and it made me think - would you be willing to do a small series or even just a single video analyzing the planning of real-world cities and towns of varying sizes (perhaps including my hometown of Toronto, Ontario)?
I saw you say on one of your live videos that you aren't making these videos very fast because they don't get as many views. I totally get that. However I don't think it's as bad as you think. These videos could slowly but consistently keep gaining views as more and more new players enjoy the game. Also for myself, I know I'm enjoying this series less consistently then I do your normal videos because I'm actually following along and that takes time.
Oh, that's not what I meant. The main reason I'm not making them as fast is that I'm focusing on the quality. This is actually a much more difficult series to record for because I keep checking my work and experimenting to make sure that I'm understanding the game correctly. The videos I was talking about were Transport Fever 2 videos. I'll come back to it at some point, but the tutorial series wasn't working.
@@CityPlannerPlays For me I love these videos, and I plan on watching them more than once. Once the next patch is out I will probably re-watch the series. Even as a somewhat experienced player I get a lot of value from these videos.
I like how you addressed the prison system in this Guide. So many small communities exist for the sole reason of supporting a prison. For example in California, you have Corcoran ( a small town of about 20k), or Pleasant Valley (near Coalinga with a pop of about 10k), or everyone's favorite Pelican Bay (near Crescent City with a pop of 7k). Prison's are BIG business in the US and it would be neat to be able to bootstrap a small town build with a massive low education job generator like State Prisons. I know, I know the Dev's are from the EU so we are lucky to have prison's in the game at all. Just to be clear I hate prison and how over used they are here in the US but the fact remains, Prison's are the lifeblood for small uneducated towns across the US.
Well, we do have prisons over here, too. In Norway they are a bit odd, really nice places apparently (haven't seen any from the inside, luckily). The town where I live we have a prison/forensic as part of a hospital complex, arms length of the remaining buildings, a few meters from residential buildings, secured by a (quite high, but single) fence. Normal prisons are often close to town centers, or in close proximity to major towns to make sure they can be accessed easily.
30:20 but putting the telecom tower on an inland hill IS realistic. I have difficulty believing everyone's okay with an ugly structure with restricted public access being on the closest hill to the city and the shore, even if it is undeveloped . Plus, if placed at the foothills, then half the area of effect uselessly covering the ocean.
@@theorixlux Game mechanics aside, such towers aren't "internet towers" - they're more general purpose radio towers, and their use for talking to ships long pre-dates the use of satellites and the internet. It's decommissioned and a historic building now, but I used to live near such a site, up on a headland overlooking the harbour... originally built in the 1930s to provide communications for coastal shipping and for remote islands.
Another great video! I was surprised by the move to building the prison at this early stage in the game. My city is around the 60K in population and still managing crime well without a prison - curious to know if there are other levers you could have used to achieve the same outcome. Also agreed with the other comments on the telecom tower placement :)
Construction city service. This service would start with 10 people and as you place more buildings and upgrade it more employees will be added. This allows city service buildings to be constructed quicker and have cooler/more efficient designs. You would be able to closely manage these people. For instance you start with 10 employees and it takes 2 in game weeks to build a basic medical clinic but as you progress and get say 50 employees it will only take 1 week to construct a modern efficient hospital. I get these times are not realistic to real life but I think it would add a interesting dynamic your game
I would love to see a granular approach to service budgets like we have for production and tax tabs. For example in education, perhaps we want to turn up budget for elementary only and keep college fixed.
Having the open space around the prison is good. How about adding a tall fence just inside the tree line and, maybe, a fire watch tower or two to act as guard towers?
I’m not sure if you’ve ever touched on this or even noticed - I’m playing the vanilla version of the game & decided to place a tile surface. I then placed a “tiny parking lot” on top of the surface & it retained the surface texture while still adding parking spaces. Not sure if that was an intentional feature, but it’s cool to see & use for added variations!
I would suggest some walking paths from the College down to the main road. It won't really do anything in-game, but students walking to/from campus is a really common thing. I also don't know if there's a bus stop nearby, that might help move students there and encourage graduation.
I'm one of those who put off buying CS2 until it had some reputation for playability, and I just ended up getting it for Christmas (thanks to my brother for that!). That means now I need to start learning it, and this series has been great. Obviously there are several episodes to go and I may be jumping the gun, but... 1. Are you ignoring the demand bars for the sake of the tutorials, or is that your normal modus operandi? 2. Somebody has probably done a decent job of this already, but I wouldn't mind seeing a video highlighting the differences in mechanics between the two versions (including things outside the actual gameplay, such as where to find mods -- I know it's Paradox Mods vs. Steam Mods, but what does that mean to the game player who has a real life and doesn't have 25 hours a day to learn everything by trial and error?). Update before even posting: I can see the answer to that last question right here on the screen in your pinned comment, but it still serves as an illustration of what I mean.
Also I think if you’re going to build a certain section of your city for industrial, you should have some sort of cargo rail depot near it so it’s easier to transport goods to and fro
You gotta move that telecom tower to the hillside, ain’t no way we leave it on the waterfront. That hill could be such a nice park and it serves the community better on the hills near the rural farms.
Love this series, very helpful, and for all the years I’ve followed you, the content has been very helpful. Question for you, with the latest update, what is the ideal graphics setting? I’m running a 4070, but the game still doesn’t look good. Can you do a graphics setting video?
Phil, please, for my sanity.. remove the "annoying screeching music" from your playlist.. I plead with you desperately. Please! Love your city work as always, keep it up!
I think I want some focus on smaller settlements. I guess it's in the name, but it feels like the game wants you to focus on bigger cities. Either that, or I want the industries sorting ha!
IME the only solution to "high rent" problems is to rezone those properties to a higher density. One of the weird things is that even if you zone some new "low rent" housing elsewhere, those citizens experiencing rent problems don't move, new citizens just take the new spaces.
Kinda feel like prison services could become like a industry you have to plan out and level up to max out capacity and lower the likelihood of recommitting offenders in your city. It would be expensive but would stimulate the economy due lowering crime rates
I really learn a lot from your fantastic videos! I have a question, a problem maybe you can solve? When I lay out my rail/train tracks across a road, the signals seemed to not correspond to each other, what I mean is, that one side of the road the signal is down blinking red, and the other side is up and traffic flows, and then it alternates the other way. I took out all my mods to check but it still does with no mods. Do you or have you come across that issue? Thanks for a reply in advance and keep up the great work! Edit - It seemed to started when I add Road Builder, but don't know cuz I took it out and signals still misfunction.
Hey everyone! The save for this video can be found here: mods.paradoxplaza.com/mods/88689/Any
I still would like to see them add education as basically an industry where the college attracts lots of outsiders to go to school there and stimulates your economy that way
That would be nice. Could be an extra option in the sub building menu to add advertisement to other cities for an extra cost, like the tourism options in CS1.
Ehhh there should be a mechanic for sure where college age students go to a non full university via immigration and have strong preference for low rent housing near by (weigh cost and travel distance) and then every summer they move out
I vaguely remember before economy 2.0, one of my cities was having a financial crisis. After I build quite some of the schools and colleges, somehow I was earning money because so many people were coming. Not sure if they were going to the schools or just moving in because of higher attractiveness.
As someone that lives in a college town, I'd love that! Makes so much sense to me!
@@CityPlannerPlays I live in Norman, OK so I'm in the same boat!
Something to consider about the placement of the telecom tower, the company building it is most certainly wanting to min-max their coverage as much as possible, and would likely want to place it somewhere that it will get the best utilization for the present and future. Building on the coastline would be providing signal service to a very large nonpaying area (unless dolphins got their hands on a laptop to watch cityplannerplays).
Im sure in a waterfront city like this there would be numerous harrumphs for building a giant ugly tower along the coastline when it could be on the other side, which already has more industrial uses anyways.
City residents receive an odd email: So long, and thanks for all the fish!
Let me see if we can find a more appropriate place for it! I see a number of comments about the location and agree!
In northern germany there are a lot of coastal telecom towers as they service the islands off the coast as well as a huge amount of people on boats just off-shore (fishermen, ferries, tourists, etc.), so I don't think the placement is neccessarily all that unrealistic.
@@QemeH Yeah, coastal sites are actually very common for big radio towers, because they're able to communicate with ships and aircraft far out to sea.... like a modern lighthouse.
I work in telecommunications and the coast line makes the most sense as in theory it can reach to the base of the mountain where his prison is. Realistically telecommunications would be networked from that server farm to fiber optical cable and then distributed to sections of the city based on subscribers and data throughput. The statistics for the server farm are unreal because it can cover any direction up to 40 miles on fiber optic cable. So future gameplay I wish could replicate this to destruct the antenna, set up the server farm to handle data from 3+ outskirt locations connected from the highway rather than placing antennas in every city that gets built but I myself haven't gotten that far into the game to require that much data coverage so I'm not sure what the distance is for server farms.
I really hate how upkeep is in amount per month but income is shown in amount per hour. Now add the fact that you are never told that a month is 24 hours and trying to figure out how much new upkeep you can actually afford is a real chore.
I really hope they add options to allow you to choose how it is shown. I'd also love to have more than just an arrow shown by default, like was shown in the early access period.
A bit of a workaround is to use the loans screen before building anything, it shows the amount of surplus in your monthly budget which is really handy for figuring out if you can afford to build something. You can see it at 41:31
Agreed, though if you hover the time it does tell you that it’s 24 hours. Although that doesn’t apply to speeding it up. I think the real reason it’s not flashed out there is because it can actually changed based on the simulation speed your comp can handle. But the income timeframe being different bugs me like crazy.
@@torynwindcaller140 TBH I've never taken out a loan so I didn't know that was there. Thanks for the tip.
So true, but it adds a bit of realism to the game. This is how real cities also run into deficits ;-)
The pace/tempo of this video along with the obviously planned out growth and direction along with explanations/reasoning was perfect! This reminded me so much of what made Verde Beach so good. Thanks Phil!❤
Thanks so much, Cyrus! For sure attempting to really focus in this one and hone in on every decision. I'm probably overthinking things, but I'm having fun! Hopefully it is useful, too!
NGL, I like the story in magnolia county and will keep watching, but I love the structure in the guide videos. Just going through each stage of development of the city and focusing on what where you need to look at
This series is so good. Even for someone who plays the game a lot, this is like the gold standard for how to do things, and your explanation of all the game mechanics is really detailed and helpful.
30:25 Speaking as a Norwegian, shoving it up in the mountains somewhere feels very realistic. You basically want it as far away from where people have to see and interact with it as possible while still providing good service.
Makes sense!
Well as a Norwegian surely you shove everything up in the mountains lol
@@ryane3703 Not really, we tend to put everything people have to interact with (Such as homes) down near the coast. Mountain tops are hiking destinations and places to put things we don't want near our homes.
@@MrHamof What like tourists?
@@jameshg1900 Well, yes.
What I really appreciate about this series is how you're connecting the dots between game elements and how they move different needles. Thank you!
Hi Phil! Recommend you add a burm by the highway to help in hiding the prison from the highway. Could be earth moved from the building site to help elevate those trees so the prison is basically completely hidden from folk on the highway 😊
Nah, show the visitors what happens when they litter in your beautiful city
The prisons in my city are all out in the open, there is no hiding the consequences of breaking the law from anyone!
He gave them prime real estate in the foothills of a mountain. North of the freeway must be simulated Californian logic
Can’t wait for the next instalment. As a newbie to this game I like how these videos guide you through the building, layout etc. it can be quite daunting.
This is your best series yet - even better than Magnolia County.
Please please please keep this one going, I love this map and I'm building along with you
Infra and CPP both posted today, lifes good
You could instruct the land fill the empty into the recycling centre. Once emptied turn it off and it can be used as back capacity in future if needed. or simply redevelop the site in future.
Loved this episode! The explanation of the interaction between job types, education and unemployment will be really helpful for expanding my current city. Cheers!
He always says he's going to go "fairly minimal" on the landscaping and detailing but then reworks the whole map.
This is one statement by Phil that I never believe.
"I don't need anymore coffee mugs!"
Sees the Mag County coffee mug.
I need another coffee mug.
From someone who's been watching for a long time, it's so good to see you growing! You deserve it.
I'm glad to see that my comment to your open spaces around the prison from last time made it all the way to this episode. I will gladly take great pride in my value and influence to your success. Gonna make my own merch now.😂
Jay, you make some merch, I'm gunna buy it, haha! Thanks for mentioning that! It did, indeed, stick with me!
I'm surprised they didn't add a smaller prison, the one we have in the game is absolutely massive.
40:01 "Redevelopment opportunity" he says, lol
I do wish the game would give you a heat map of where students are coming from and not just coverage. Would help with districting.
I hope you get some public transit going up that college to help people out more and to assuage some of those parking issues!
Hey Phil! Thanks for the videos you are making. Looking forward to seeing the next UBG. I don't think I'll have the time to play the game myself, but watching your videos compensate this a lot. Thank you for providing the entertainment by making joyful content.
Im sure other people have told you this before, but your voice is A+ for narration
This series is essential. Especially since I just purchased the game and I has all the questions.
I love the way you explain everything you do so clearly. Keep up the good work.
I wish there was a german RUclipsr who could convey it as unbelievably perfectly as you do!
Was on my third city, with 20k residents, bit with meh liking and only about 15k/hr profit. This took me around 8hrs. After watching this guide i upgraded the city without making it bigger to a 140k/hr and 50k residents within 4 hrs. It's an amazing guide.
Great video, appreciate the detailed reasoning you give for your decisions. Cheers
I didn't know you could double-click the menu to keep it up while you work on something. Those are the kinds of tips we need! Thanks, Phil!
I love this style so much had made me appreciate the game in a whole new way and i used to get kinda annoyed at the game cos i always had traffic issues and felt like i constantly had to be expanding to meet the demand. But these show me it's good to slow it down a bit and maybe actually think about what to do rather then just trying to minmax the space for the most people to fit in
Also the music is so good do you make it? Cos I see it's called planned which links to you
Watching and loosely building along with this series has so helped our enjoyment of this game. My partner and I have been playing city builders together since Simcity 4, so being able to play a functional city together has been huge! Translation: The game shouldn't be more dysfunctional than local government.
I feel like there's one city service missing from the list here...
Phil would never forget any particular service would he?
You mean the service that shall not be named? I would never for get that one...😅🔥
Another well-made and super helpful video, Phil. You do a great job at demystifying the game, thanks!
Hey Phil! Would you be able to touch on Policies in an upcoming episode? Im sure it's planned but I thought I'd mention it. Thanks for this series. It's helped me finally have some success in economy 2.0
Yes! Almost touched on one today, but decided not to so that I could hit them all at once!
Love the ultimate beginners guide can you post more frequently for the series?
Real. I wish he uploaded more non mod gameplays.
@@josephp9141 Well mods are now at least offical and this is very low level must have mods. I'd say you are missing out by not having them and CPP doesn't want to torture us and himself with easily fixable issues.
Love this series, please keep it up! I'm building along. Only one thing to add, it feels like we are jumping through a 100 hoops to deal with rent etc. and the both most realistic and easiest way to fix probably is to extend residential area, but I assume that is what we are preparing for for next episode? Maybe even another town?
Most prisons would have a few rows of additional fencing surrounding the building to make it easier to monitor. Inside layers are usually made of gravel as well as it makes a lot of noise when walked on.
just an idea for added detailing if you ever felt like it
so i think economy 2.0 has some great features, but for adequate planning i think the salaries should be visible before buying a building.
Please keep this series going, I love it so much
Keep going with that one please!! So helpful.
Cheers from New Zealand and Kia Kaha!
One thing that screwed over my city was my healthcare system collapsed due to lack of educated workers. Without a highschool your clinics will operate at 30% while costing the full 100.... and cripple your budget
Hey Phil! Watched a lot of you a couple years ago, and recently got back in with binge-watching Magnolia County! Seeing you design your own cities based on storylines is super interesting, and it made me think - would you be willing to do a small series or even just a single video analyzing the planning of real-world cities and towns of varying sizes (perhaps including my hometown of Toronto, Ontario)?
I love this series! It's helping me take San Tanjiro to the next level. 😎
I saw you say on one of your live videos that you aren't making these videos very fast because they don't get as many views. I totally get that. However I don't think it's as bad as you think. These videos could slowly but consistently keep gaining views as more and more new players enjoy the game. Also for myself, I know I'm enjoying this series less consistently then I do your normal videos because I'm actually following along and that takes time.
Oh, that's not what I meant. The main reason I'm not making them as fast is that I'm focusing on the quality. This is actually a much more difficult series to record for because I keep checking my work and experimenting to make sure that I'm understanding the game correctly.
The videos I was talking about were Transport Fever 2 videos. I'll come back to it at some point, but the tutorial series wasn't working.
@@CityPlannerPlays For me I love these videos, and I plan on watching them more than once. Once the next patch is out I will probably re-watch the series. Even as a somewhat experienced player I get a lot of value from these videos.
Thank you, a great episode, and made me think more carefully about how I put in my city services.
Left like number 69 for the Respect the Topography hoodie dance. Nice.
I think the parking lot next to the high school should have been put in behind the high schools. Seeing how that road is a drive-thru road
I had considered that, but ended up with this placement mostly due to asset availability. I agree though!
I like how you addressed the prison system in this Guide. So many small communities exist for the sole reason of supporting a prison. For example in California, you have Corcoran ( a small town of about 20k), or Pleasant Valley (near Coalinga with a pop of about 10k), or everyone's favorite Pelican Bay (near Crescent City with a pop of 7k). Prison's are BIG business in the US and it would be neat to be able to bootstrap a small town build with a massive low education job generator like State Prisons. I know, I know the Dev's are from the EU so we are lucky to have prison's in the game at all. Just to be clear I hate prison and how over used they are here in the US but the fact remains, Prison's are the lifeblood for small uneducated towns across the US.
Well, we do have prisons over here, too. In Norway they are a bit odd, really nice places apparently (haven't seen any from the inside, luckily). The town where I live we have a prison/forensic as part of a hospital complex, arms length of the remaining buildings, a few meters from residential buildings, secured by a (quite high, but single) fence. Normal prisons are often close to town centers, or in close proximity to major towns to make sure they can be accessed easily.
30:20 but putting the telecom tower on an inland hill IS realistic. I have difficulty believing everyone's okay with an ugly structure with restricted public access being on the closest hill to the city and the shore, even if it is undeveloped . Plus, if placed at the foothills, then half the area of effect uselessly covering the ocean.
By "uselessly covering the ocean", you mean broadcasting to ships and aircraft, right? Because coastal radio towers are very common for that reason...
@@simongeard4824 what do ships need internet towers for? Wouldn't it make more to use data uplink and satellites?
@@theorixlux Game mechanics aside, such towers aren't "internet towers" - they're more general purpose radio towers, and their use for talking to ships long pre-dates the use of satellites and the internet.
It's decommissioned and a historic building now, but I used to live near such a site, up on a headland overlooking the harbour... originally built in the 1930s to provide communications for coastal shipping and for remote islands.
@@simongeard4824 yeah, game mechanics aside that is pretty cool! Thanks man
Such engagement, very yes. Much DLC, very need.
Much agreed
I often struggle to know when to place certain structures, it'd be nice if there was a general guide to when a city should have certain services.
The game requires you to place services when you unlock them
@@KaitouKaiju not things like hospitals and whatnot, like airport, port, trains, etc. A town of 8,000 people probably shouldnt have an airport
@@memphissander3512depends lol. Where I am in Wisconsin the most random villages with 2k people have airports.
I’m pretty sure the prisoner numbers are bugged and linked to the homelessness bug. Once I used the bye bye homeless mod all my prisoners vanished
Good to see you addressing many of the ignored comments of how you were ignoring issues during your other streams.
Watching this now so I know what to do as soon as I get a computer that can run Cities:skylines 2 😅
Another great video! I was surprised by the move to building the prison at this early stage in the game. My city is around the 60K in population and still managing crime well without a prison - curious to know if there are other levers you could have used to achieve the same outcome. Also agreed with the other comments on the telecom tower placement :)
I think you should add a fence around the Telecom Tower, I have one close to my house and it would be a high voltage area.
Love this series. When will part 5 be streamed?
Construction city service. This service would start with 10 people and as you place more buildings and upgrade it more employees will be added. This allows city service buildings to be constructed quicker and have cooler/more efficient designs. You would be able to closely manage these people. For instance you start with 10 employees and it takes 2 in game weeks to build a basic medical clinic but as you progress and get say 50 employees it will only take 1 week to construct a modern efficient hospital. I get these times are not realistic to real life but I think it would add a interesting dynamic your game
Very useful video. Thank you.
I’d love to see the next episode focus on growth and a second city, then we can look at rail connections
Love the assumptions built into this game
I would love to see a granular approach to service budgets like we have for production and tax tabs. For example in education, perhaps we want to turn up budget for elementary only and keep college fixed.
Great video once again Phil love all Ur series
I appreciate that, David!
Having the open space around the prison is good. How about adding a tall fence just inside the tree line and, maybe, a fire watch tower or two to act as guard towers?
Thank you for all the help! these are great!
I’m not sure if you’ve ever touched on this or even noticed - I’m playing the vanilla version of the game & decided to place a tile surface. I then placed a “tiny parking lot” on top of the surface & it retained the surface texture while still adding parking spaces. Not sure if that was an intentional feature, but it’s cool to see & use for added variations!
I would suggest some walking paths from the College down to the main road. It won't really do anything in-game, but students walking to/from campus is a really common thing. I also don't know if there's a bus stop nearby, that might help move students there and encourage graduation.
I am in fact building along with you so thanks very much!
I'm one of those who put off buying CS2 until it had some reputation for playability, and I just ended up getting it for Christmas (thanks to my brother for that!). That means now I need to start learning it, and this series has been great. Obviously there are several episodes to go and I may be jumping the gun, but...
1. Are you ignoring the demand bars for the sake of the tutorials, or is that your normal modus operandi?
2. Somebody has probably done a decent job of this already, but I wouldn't mind seeing a video highlighting the differences in mechanics between the two versions (including things outside the actual gameplay, such as where to find mods -- I know it's Paradox Mods vs. Steam Mods, but what does that mean to the game player who has a real life and doesn't have 25 hours a day to learn everything by trial and error?). Update before even posting: I can see the answer to that last question right here on the screen in your pinned comment, but it still serves as an illustration of what I mean.
Hi Phil! Amazing video, great as always! I was wondering, do you think you would do a video / series on Memoriapolis?
Nice video as always! Loving this series, but I'm wondering, where's the next episode?
Also I think if you’re going to build a certain section of your city for industrial, you should have some sort of cargo rail depot near it so it’s easier to transport goods to and fro
You gotta move that telecom tower to the hillside, ain’t no way we leave it on the waterfront. That hill could be such a nice park and it serves the community better on the hills near the rural farms.
That's where they tend to be irl. You want as much line of sight to both the city and the ocean.
Your videos are great. Thank you.
the city grid is so beautiful
Keep up to gorgeous work! Can't wait get this on console 😭
Love this series, very helpful, and for all the years I’ve followed you, the content has been very helpful. Question for you, with the latest update, what is the ideal graphics setting? I’m running a 4070, but the game still doesn’t look good. Can you do a graphics setting video?
The Magnolia County Mug is great!
Waiting for next episode😀
Phil, please, for my sanity.. remove the "annoying screeching music" from your playlist.. I plead with you desperately. Please!
Love your city work as always, keep it up!
Where?
@@rellyrelishes usually during detailing parts.
The onscreen comment at 17:12 🤣🤣🤣
I am surprised that this video is not getting millions of views or even like 10,000 likes
Nice
Think about adding a downtown distric for high density as its harder to manage the traffic and all
I think I want some focus on smaller settlements. I guess it's in the name, but it feels like the game wants you to focus on bigger cities. Either that, or I want the industries sorting ha!
IME the only solution to "high rent" problems is to rezone those properties to a higher density. One of the weird things is that even if you zone some new "low rent" housing elsewhere, those citizens experiencing rent problems don't move, new citizens just take the new spaces.
Another great video! ENGAGEMENT!!!!
Amazing video's! This helps very much. Quick question, which settings are you playing on?
I wish they would add some Art Deco styles one day instead of the usual Modernist type 1 through tons.
14:34 This statement on healthcare feels so real lol!
So cool! Thanks
Kinda feel like prison services could become like a industry you have to plan out and level up to max out capacity and lower the likelihood of recommitting offenders in your city. It would be expensive but would stimulate the economy due lowering crime rates
Hide the prison from the highway? Aw, you should have gone Massachusetts style where we put our prison in between the two directions of the highway!
Amazing how different folks build on the same map... kinda why I really like CS2 I guess.
ty for the saved maps in mods.
would love to have a VBFD mug
Ok the verde beach metro map in your merch store. How did you make that? I would love to do the same with my city. Would look great on my wall.
Bro plz countinue the series 😊
I really learn a lot from your fantastic videos! I have a question, a problem maybe you can solve? When I lay out my rail/train tracks across a road, the signals seemed to not correspond to each other, what I mean is, that one side of the road the signal is down blinking red, and the other side is up and traffic flows, and then it alternates the other way. I took out all my mods to check but it still does with no mods. Do you or have you come across that issue? Thanks for a reply in advance and keep up the great work! Edit - It seemed to started when I add Road Builder, but don't know cuz I took it out and signals still misfunction.