Building a Realistic Desert City in Cities Skylines 2 | Downtown, Industry, Farming, Utilities

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hello everyone and welcome back to City Skyland 2 where today we'll try something a little different as we'll be attempting to build a realistic North American New Mexico inspired desert city complete with its own thriving Little loaden City downtown Circle irrigation farming industrial sites and beautiful nature now there are of course a ton of custom maps for C Skyland 2 already but honestly I find that the way pass map in the vanilla game uh pretty much fits the kind of theme I want to go for here at least the geographical features so we're going to select this map ensure that we have North American selected I'm going to unlock everything and play with unlimited money to just run uh free with my creativity here uh and we'll also be doing some extensive modifications to the map so having all those tiles available it's a good start and then we're just going to hit start okay so obviously upon loading this map we are pretty far away from New Mexico although the cliffs and mountains really does seill it quite well the first thing we're going to have to do is just change the textures completely so we're going to utilize the map texture replacer mod and select the desert map theme and voila as you can see that makes a massive difference and it's already a much better fit because all of it is now super arid and desery looking going to do a little extra change while we're at map textures and the thing I'm going to do is I'm going to grab this far tiling slider and then I'm going to go down to about 20 to create some more rough uh Cliff edges here some more rough textures and I think this looks a lot better now we've got more changes to do but before we continue we're just going to creatively name our city Heisenberg with this super creative New Mexico theme name in place uh we're going to start changing up some of the landscape surrounding the river that flows through the area here so we're just going to go ahead and buy all the map tiles that are adjacent to the rivers of this map and we've got a small one here as well yank uh and then I'm going to use the tree controller mod to add uh forests alongside the river and just make the area surrounding the river a bit more Lush than it currently is so I'm going to utilize the tree controller mod and then I'm I'm going to select the brush tool and then what I'd like to do is create a custom brush so that I can easily place the type of trees I want now I done a I've done a tiny bit of research on this and there's a specific type of pine uh that grows pretty frequently throughout New Mexico and then there's at least in the suburbs this Oak looking is uh tree uh for La of a better description so I think I want these two at least so something that's pretty cool is that using the tree controller mod if I hold down control and select the oak then I've got both trees selected now and then I can also select some bushes as I want plenty of stops to grow throughout and now that I've got these four selected if I hover over the five or one of these custom sets and I hold down control and click then I've now got a set that I can continue switching back and forth between so with this set in place the first thing I'm just going to do is going to disable Anarchy and then I'm just going to add a layer of this brush throughout the um like the the river edges here so that's that's the very first step and whenever I'm at a a Terrain like this where we've got Cliffs then I'm going to go really uh spar with it so I don't want the actual Cliff texture or Cliff side to be to be um what's it called populated by these trees and bushes I just want the the Shoreline down here and then whenever we've got a bit of a more uh you know uh less steep terrain I'm going to actually just add them like this so I'm just going to go through and do [Music] this I'll also be removing some of the existing forests here on the map at least here on the open Plains where I imagine it's quite Aid and quite hot and then instead we are going to add a more dense layer of forest as we move up the mountains here because I just imagine that there's going to be a bit more rain up here there's going to be a bit more cloudy uh so we'll be creating some forests that kind of creep up the cliff sides here don't know exactly how realistic this is but uh we always will willing to bend realism to just kind of be creative and create the look we want and I'm pretty happy with how this is looking now for the next modification I want to make some of the uh river banks here a little more unique to kind of showcase that there are places where due to the elevation and occurrence of the water and there are soil is a little more uh rich on nutrients so for instance we've got a Bend here where we don't have any Cliff side we've got a pretty smooth Shor line here uh what I'd like to do is try and kind of mimic that it's more nutrient Rich so I'm going to select the let's see I think I'm going to go for the forestry surface and then I'm going to paint out this area here with this texture texture as such so that's the start and it looks kind of rough now so what we're going to do is I'm going to select my brush number or five if you remember and then we're just going to go a bit heavy on it and then I've got another Trigg up my sleeve that I hope will complete this look so this is a good start but still a bit of a rough transition so what I'm going to do is I'm going to select the Oak and the pine and just have that as a brush I'm going to reduce the size a bit so it's more condensed but what I'm uh about 60 and then I'm going to enable Anarchy so that the trees are going to be very very close together and then I'm going to do my best to cover up this line This Very uh this very direct transition between desert and the forest IND uh area which I mean in this case it's it's meant to resemble mud or like wet soil at least so we're going to try and do this and just going to range in here AIT bit as well something like that and then we'll grab the uh brush here with some bushes and then I'm just going to go heavy here right near the edge of the sh line and then let's have a look pretty happy with how this has turned out so I'm going to do this uh a few more times throughout just to just to make it all look a little more interesting and [Music] better [Music] and this is the final look uh so we have added these patches throughout as well as alongside the entire length of this small stream that originates up here in the mountains and I am happy this is a pretty good start and we're about ready to actually begin building the city now now the default starting area on this map is around this intersection here but I'd actually like to build the city uh over here so moving across the river uh first so we're just going to start doing that and I'm going to downgrade this to a two-lane Highway and then we're just just going to enable contour lines and then we're just going to go straight all the way over here and I'm actually just going to go uh go above the river here but then I'm going to delad some uh sections so that we can make this a rber a proper Bridge we'll just remove these sections which is probably fine then we'll grab so the terrain is a bit higher over here so we're going to grab uh maybe this level and then I'm just going to go out and then over here I'm going to make the same thing so sort of a a plateau I'll just delete this stretch of road here and then we're going to grab the slope terrain tool going to reduce the size here a bit it right click and then drag from all the way over here so that we've got like an embankment the road is built on going to right click over here as well and yeah we'll actually just delete that that didn't really make all that much sense I guess let's go ahead and grab the the cool Bridge we've got available here get the alignment correct and just go above the River and that looks really nice just make sure to connect this all up that looks fine not too Steep and we'll do the very same over here and I think we're just going to go straight this is America so straight roads are up there with football games and barbecue and we'll have a at grade crossing here which I think is fine and this is a pretty good start let's just have a look at the bridge it's time to move in and do some softening of the terrain terraforming here soften up the coastline just a bit and make this rais dament stand out a bit more let's have a look I am pretty happy with that and we're just going to continue this highway uh leading it to Nowhere really for now just due to the like visual aspect of not just having it in and abruptly outside of town so it's just going to follow the stream here moving North so for our initial Road layout I am going to upgrade this to a maybe a Fall Lane Road actually so that we've got our main street here where we'll have the majority of our commercial establishments something like this and then I'm going to grab a two-lane road and map out the I guess it's sort of a ring road but it's kind of the outskirts of the actual town and we are going to have some curves here because otherwise it would probably look a bit odd going to go underneath the rail Ray Bridge here and just create something like this let's just make sure we've got the proper angle Le here there you go and we are of course going to go in this direction as well with a long segment oh bit of a weird curve I added there I think this is fine and then we'll have a a Road near the rail line here that's also just going to go out and then this is going to transition into a highway segment our National Road whatever you want to call it as well and we're just going to go straight for a long time then make a bit of a curve and just go straight as well and we're going to connect this to the all the way out here make a new connection to an uh a neighboring City moving back downtown down we'll be upgrading this road probably upgrade this as well to just a two laner as we move across the train tracks here so this is really our main segment and I want this road to make a sharp turn about 100 let's see 130 and then just connect straight into this one and that's all marks the outline of the of the town's area uh as of right now at least and then we can easily Branch off with some more Suburban development as we see fit so let's uh create a bit of an additional Road layout so that we can actually start uh mapping in some zoning when we're about ready for that and a bit I mean we're going to use a pretty conventional uh us style grid here but we are going to change a few Road types just to mix it up a bit uh make it a little more interesting sprinkle in the these small alleys as well they always just help create a a bit of a better look I feel one here and we can run that through I think something like this and then we'll grab a bigger Road here and just run that straight through and let's see we can have an Alleyway in here as well and just going to add a road here just for randomness going to connect up to our main street here actually maybe we should just go all the way through down to about here and then we're going to add a bit of a bit of an off angle to this one going to come through here switch to our alley create a segment here and then maybe maybe just a bit of a weird segment here that I can't explain but there's probably a good story behind it and we'll grab an alley here as well run that across and that's a pretty good start and then we'll actually add an additional road that runs alongside the coastline here boost line Short Line and just branches off with a few Suburban streets maybe a c the Sagar to so we'll just emulate that with a few roundabouts here and there we'll add one here as well and I like that that added a bit of a bit of extra random NS as well it kind of breaks up the grid as well to just have something that kind of branches off in a bit of a different angle and then we are filling in the Triangle over here adding a roads and another one and just uh let's see symbol connection an Al down here and moving south on North or whatever I'm just saying things by this point trying to make an interesting Road layout here and provide a narrative at the same time anyways it's uh it's starting to look like a pretty good start for um for the next the next steps which will of course involve some zoning and placing a few service buildings but uh I also have to think about providing an industrial job base for the city so let's just check uh the wind direction uh this is perfect because I can create uh maybe an industrial area here uh or actually that's going to blow into some of the residential here so maybe we're just going to we're going to move across or alternatively we can create the industrial area out here even let's just see if I can going to try and align this with the current train line and then we're going to connect this up so that we've we can have some industry in here just going to add a CAC and it's going to be a little more interesting if we have some two-way train tracks that kind of Branch off maybe a bit of a rail yard here which we can add some details on to in just a second or actually we're going to wait with detailing that that's really not our priority right now but I do think it's pretty good to invest some time upfront in creating some industrial uh infrastructure it's going to make our city look more interesting uh and now we've definitely got a bit of a base out here where we can add some manufacturing industry anyways let's get our utilities sorted out so we've got an outside connection here uh for some electricity and and I wouldn't mind running some power lines into town as that's probably going to look pretty good so we're just going to utilize this outside connection I don't want to uh try and create uh some you know major uh coal power plant or anything like that at least not for now so we're just going to align the oh wait that's going to create yeah it's going to create this clipping thing into the ground super annoying hopefully that's is that not that's not we can't avoid that wow what if we lower it well actually that seems to work that's weird okay I guess I've learned that then so if we lower this to 8.5 then the weird uh the weird holes that are going to form underneath disappears so that's good to know and then we should be able to make sort of a symbol connection actually we can just drke this through that's going to look pretty nice isn't it as long as it's not on the as long as it's uh alongside the road here and I actually just went ahead and lowered these sections here that cross through the town of Heisenberg to 5 m in height instead because it looks a little more uh the correct scale we're not exactly going to have high rises in town so it shouldn't be an issue and next ones up is of course some water and sewage uh let's see the water tower is like the classic approach and it will probably be a pretty good fit in town let's see if we've got uh oh wait how do I yeah let's see if we've got some we actually do have groundwater out here so we might actually just make a groundwater installation out here um and going to spend a bit of extra time making this nice so let's see we'll go straight out 90 and then just add a random road here going to go ahead and grab our installation uh disable snapping so that I can move it a bit further away maybe place it here let's see do we have any we can't really expand with like an additional building unfortunately but I guess we could actually add the order treatment plant as well let's see if we at that here and I just dragged the road out for a bit further add this in r a roundabout recreate like a let's see create some Lanes [Music] here I think that's actually pretty cool we could add like a just adding a simple parking lot would probably just add uh a bit of additional detail to this whole area adding one here and maybe adding one over here that should be sufficient but I find that spending just a bit of extra time detailing uh these uh places here is uh it's a pretty good investment because the service buildings do tend to have a unique look in your town so just spending that bit of extra time is a worth worthwhile especially when we don't have more assets available than we do in game and then we're going to run these water pipes underneath the road where they belong and make sure we've got a connection to Heisenberg and I guess we could sprinkle in a bit of stuff from our custom set here just a bit of greenery as well and maybe even some paths trying to keep the detailing light don't want to go too heavy it's not exactly the most important area of the city and I wonder if the ground pollution of the treatment plant is actually going to mess with our groundw I guess we're going to find out and to just add the final touches to this area I think I'm actually going to move my Transformer station over here as well and we can once again just move it a bit further away from the road is this actually the it has to turn right like this right yes great okay we're just going to move it in here at a bit of distance and a bit of alignment yink and then of course we'll have to connect up these major ones and I don't know if you notice but I learned that if you actually Elevate oh wait let me just enable the large increments if you elevate by a lot you or by 10 you actually get a different type of um power line on Al together which I think is pretty cool I didn't know that at least yeah anyways back to connecting this all up there you go I think that looks pretty good and then let's see I'll probably need to add this connection here I assume so at least and just add a connection here there you go adding in the paths because why not we're keeping it simple there you go and then just the brush we used brush five without anchy and I think with all that done we are ready to start zoning so I'm just going to map out Heisenberg here create a district I I love the district tool in City Skylands 2o I really find that to be a pretty big Improvement oh it's pretty cessor so for now we're just going to frame in what we've got so far let's see [Music] isenberg and then we're going to start zoning and we'll rename Summit Street to Main Street due to my amazing creativity and then it intersects with Holly Street and we'll have the bulk of our commercial developments alongside Main Street and then maybe stretching uh a bit down Holly Street as well before we transition to some industrial side stuff over here not really sure how H I'm not going to do anything about that that's fine that's fine let's uh let's get some zoning going and I want to try and emphasize some pretty large zoning sizes uh so that we get these uh not quite big box stores but uh some pretty pretty large grocery stores gas stations and whatnot and I'm just going to go pretty liberal with the zoning here and we've got a large corner lot here we've got a bit of a smaller one here as well but I don't actually I'm not going to Z on this side I want like a maybe a small Recreational Park here or something going to go something like this and then have a bit more commercial out here and then I'm going to start sprinkling in some parking lots uh up front and I prefer to use this mediumsized one the small one is all right but it's fenced in uh which I feel makes it a little more tricky to use I am going to maybe add one here though uh but I prefer the medium one definitely and we can have this corner as well so plenty of parking but this is a low density us downtown so it would be weird to not have plenty of parking with that said though I am going to sprinkle in some European European European um low density commercial uh as well because I think that for the low density stuff the the look is generic enough that we can pretty much use both uh zoning uh zoning Styles and it's going to make uh it's going to create some more a bigger diversity basically and the type of assets we'll see growing so that's why I prefer to mix it up and I think we can add maybe just a few stars out here as well before we move on to some uh low density residential I'm going to add a small Plaza in here in the center of the city nothing fancy just a small one to raise land value a bit and create a bit of some recreational space as well now we are going to get a lot of grass textures underneath our our buildings and our houses but I've got a good idea uh for just removing that which I'm hopeful is going to look very sweet and make this build look really unique but I'm going to hold off on doing that for just a moment while I place down maybe a small Park as well um just want to raise the land value ever so slightly throughout uh small segments of the town because we are going to grow our most of our residential units they're going to be naturally grown so I want to make sure that they can actually level up so we get a bit of diversity in the type of buildings we'll be seeing adding in a dog pack out here and maybe a dog park here as well something like that that's going to help uh it's going to help with the desirability at least and we're going to place the Heisenberg elementary school and I think a spot like this would be fine once again I would really love for us to have um more different assets but yeah that's just not the case right now and let's see can I actually make it at a bit as a bit of an angle here just to make the fif a little more custom I'm going to try and then we're just going to tweak a road to kind of make this a little more snu snugly fit there go and once again I am going to fix the textures up don't worry really need a police station this is America with tough on crime here and once again it's quite a bulky asset would have loved for uh some smaller variations but maybe there's a pretty good spot here is it too tight or just yeah it's a little too tight so let's just move it in here steal a bit of commiss racial zoning fire station now I can't imagine there be a fire hazard out here just kidding let's get a fire station in place as well uh this time around we'll once again align it alongside Main Street and we'll just move out here and I always advise to manually place your service buildings without snapping it's just going to help it make a little more uh distinct basically and while the service buildings are too big they also nice looking fortunately so that kind of helps uh Healthcare well we have to make some money so why not provide super expensive healthc care as well and we'll just need to find somewhere to place this could be alongside I no wait let's see that could be alongside Holly Street here there's actually plenty of space I'm going to place it at an angle though so let's just go for something like this yeah and maybe yeah that's fine it's a good start and now we've pretty much got everything in place to start uh growing the city we are of course going to need some low density housing rob a US style and for this uh I'm just going to try and just Zone completely normal here and not do any any manual Shenanigans and then hopefully it's going to turn out all right I've got a little texture trick I'm going to use with the houses here which is hopefully going to make this build look uh quite cool and unique uh so I think that's with with that said I'm just going to sew normally and then we'll see how it all it how it all turns out afterwards so let's just get this in place and I think that pretty much covers what I want to se for now residential Vice so we are going to hit play now and let let the city of Heisenberg start growing um I'm not going to manually Zone the industrial stuff though because I do not want a bunch of chimneys here I want the industry to be you know Warehouse based basically so I'm going to use developer mode here and I'm going to search for plop warehouse and then I am going to manually be pling these down because that is going to mean that I can avoid the chimneys I want to avoid and just focus on creating nice industrial areas [Music] instead and office or two as well just to round out this area uh low density of course it was just about to place a skyscraper which is probably not the fit I want uh but there you go much better looking than all the chimneys and like I've said before I wish there was like a district option that kind of just banned the all the buildings with chimneys it's a very small thing but I really think it would help us out now pretty much all the residential units have grown now so what I'm going to do is I'm going to find the places where the the terrain differences is a little too extreme and then I'm just going to narrow down the zoning of that just a bit to make it look uh a little more natural and not have these really sharp terrain edges because that just doesn't look all that great um so I'm just going to go through here and dzone some of this to create a bit of a better look um so for instance here I'm just going to Deone the last part here so that these houses are just going to be a little less uh deep on the actual lots and and we'll do the very same thing here and I don't want a house it's right beneath the train that's probably a bit too extreme and we're just going to move through and do the same something like that and then I'm just going to let that regrow because that's just going to look a little less extreme I think and then I'm going to try out this little terrain trick because the grassy fields of all the houses uh doesn't really fit in I know that you know if they really um use a ton of water each year then maybe you could keep a nice Green Lawn like this but I don't think it fits into our New Mexico theme so using the better bulldozer mod I'm going to Target uh surfaces and then I am going to pretty much move ahead and start oh that's wrong this one then I'm going to start the leading The Lawns of each and every single family house in Heisenberg so this is GNA take a little while but when I get back to you then hopefully it's also going to look pretty cool and fit the theme of the map a little [Music] better okay so that certainly took an ungodly amount of time but honestly I think it was all worth it I think the city fits in with its surroundings much much better now uh so really positive change and an additional surface painter uh change we can do is of course just to add some like very very simple segments to the commercial area to just fill in the area a bit more adding different types of of ash vault and and whatnot just going to make it feel a little more fit such as this uh we've got here as well and you can of course do this much more detailed and intricate that I'm doing it now um but it's just uh as a way of showcasing that you can can very quickly just add uh an improved look by pretty much just adding the most basic of surfaces oh yeah I need to let's see I need to remove uh these trees and Planters before I do anything here so let's just go for this yank same very much is the case for our industry out here uh adding the most basic of stuff really does add a lot so if we just do like this for instance move all the way over here then that really just adds to the industrial Vibe we've got some polished concrete very interesting texture some withered asold some cracked asold and all kinds of good stuff good stuff that we can add to create some very very easy [Music] details and then adding in a parking lot or two is probably something I should have done initially for the IND area must admit I just kind of forgot it I guess uh but that's of course also going to bring in some of that extra detail that we want extra character at least and let's just add the symol of details so if we say container we can actually grab a pile a small one and that is one quick and easy way to just detailing up this area area adding in a few uh containers here and there and I think that's fine maybe we'll add to here as well and then let's see if we can we actually grab like some not garbage maybe trash instead trash pile random that is just what we want well no one really wants it right but um this is a bit of a a bit of a gr Miami industrial area so just adding a bit of trash frout is probably a good way to detail it don't have a million props at my disposal so we got to be creative and I think this is just just fine and then finishing off with maybe some truck trailers probably truck trailers even the golden combo just going to add a few of those uh throughout as well now be careful you need a proper bulldozer mod to actually be able to like remove these again so yeah um use at your own risk is what I'm trying to say but they do add a lot of detail and are pretty simple to place uh so I think that we can is this like a loading area uh I think it is so we can add let's just add one here as well there we go bit of detailing also before we move on I should say that I've moved the uh wish waterer treatment plants away from our groundwater resources because I did a little check up and as you can probably see uh the ground was starting to blute big surprise I guess some of you probably cringed at me when I placed it there but um should be fixed now so the next couple of things I want to do is first I want to add in a bit of a park here in downtown Heisenberg by expanding this Plaza then we're going to add in an additional low density residential area right about here and then we're going to start adding in some of the farming industries that kind of hog hug this small River here moving North uh where there's plenty of water resources uh so for the plaza first um the first thing I'm just going to do is Zone these two houses at least maybe even uh the three of these there you go and then we're just going to grab some of the uh symbol paths here and just add them and that's pretty much what we're going to call a park so something like this is pretty much what I want we might even add in we might even add in a small playground around while we're ated around here and then I am going to decorate this with some trees as well and we're going to go for our Oaks and our Pines and that's pretty much what we're going to call it today that's a park for the additional suburban area we're going to try and do sort of the same road loud I've been doing throughout so very few strict grids and instead going for some more interesting layouts Al together so I think if we go out here and then we just follow this one through if we can hello there you go like this and then we'll bran out from here connect it and we'll add in a c this EG out here and then maybe we can even just have a road that connects back to the highway as well there you go a super simple layout but one which should be relatively easy for us to Zone up and of course I am going to move through each and every house and uh remove their pretty green Lawns or G s because we don't want any of that here this is Baron arid [Music] County it's nothing more fun than removing these uh textures and the great part is that as soon as houses this upgrade I have to remove their lawns all over again anyways I've also removed some crosswalks from most intersections in the Suburban areas so we've only got cross rocks alongside uh the main street here and Holly Street next up is a big thing as we're going to build the farming area here alongside the river bit and I think I'm going to dowr uh this highway here to uh a two laner Instead This alleyway uh which is like a rural road basically because we don't really have an outside connection up here anyways so I don't think it should be a a decent capacity highway or National Road and then we're going to create some farming uh alongside this road here and in some places I'm going to go with the um like conventional farming so for instance here we can just create an entirely ordinary Farm maybe make it a big bigger bit bigger than it otherwise could be uh but pretty conventional nonetheless and then we can we can add in the textures on top actually if we want to make the farm a little more interesting so this is a very classical grain Farm uh but it doesn't have to be we can move in here and add a different type of texture on top of it uh for instance we've got the scattered leaves which we can actually add so if we just make sure to kind of go through the entire Farm here and say complete then it changes uh the look to uh something that is you know a bit crazy color-wise but um helps add in uh a bit of extra uh detail uh and I I don't really know what type of farming you would have in in uh in New Mexico so I am going to stir a bit away from realism here I I realized that anyways we might as well have a field here as well so I'm just going to downgrade this one as well and we'll add in another grain farm and the reason I'm using the grain is I don't want any buildings to spawn here and maybe we'll just uh just mix it up a bit by adding in a small dirt road and then adding the farm to that and then just filling it out and I think I'll just go to here and then we'll have something custom in between the two there you go and then in between these two we'll just add like a grassy field I [Music] think and of course we'll remove some of the trees here now of course just having a field like this is not going to generate any workplaces uh but one thing we can do to alleviate that is just Place some sort of industrial building here so if we say industry and we say we might even just say agriculture then we can find something we can place that looks interesting so it could be this one for instance so if I place that one and just make make sure to Zone underneath then that's of course going to add some workplaces as well and then something interesting I want to try is creating these Circle Farms that you can find many places in the US or mainly in the more arid places and I think the technical term is sensor pivot irrigation or something like that uh and they look so interesting especially from space so we're going to try creating some of these and so what I'm going to do is going to extend the road here should probably buy this tile instead of being a chass and cheating with Anarchy oh well uh and then we're going to create a few dirt roads and I don't want it to be completely strict grid and then I am going to let's see so these are actually pretty big so maybe I should just try and create them before I do anything else so what I'm just going to do is make sure I remove all of this then we're going to say Circle and we're going to grab a little Bush and then I'm going to create this circle something like this because that is going to allow me to use the surface textures and get a perfect circle in place so I'll create one here and it's going to have a sipling and then we're going to add in a dirt path to split those up maybe even add in a dirt path more so that we can have a few smaller versions which is probably not all that realistic because you want you want a large like big scale right but just trying to make it interesting look now and then we'll break this up with another dirt path and have a bit of Industry here maybe so I think this is a this is a pretty good start and now my idea is that I can use these bushes to align my textures so let's start with this type of uh really Lush grashy texture and this is going to take a while I don't know why I open myself up to this but here I am so I'll see you you guys in 5 [Music] [Applause] [Music] [Music] minutes well this looks pretty good added a bit of texture underneath as well um just to change the color of the soil a little bit and I wonder if we can actually make this functional so if we grab a grain farm and we just align it perfectly in between the two here andine just and expand on the district tooling this one here then I wonder if we can just we'll pretty much be able to maybe just make this whole thing functional then we can maybe make like small small paths out to the to the dirt roads as well let's just try this [Music] out I mean that's that's actually pretty good right maybe we can just uh remove the the on from this guy as we do with everything here now of course I'll need to remove these uh bushes here because they don't really make sense so I'm just going to have to remove them and I've added a few uh just next to these farms and I think that's fine so hopefully the fin that is now revealed from the farm isn't uh isn't too crazy looking but actually looks all [Music] right make sure to add in a few extra bushes and uh looks pretty good I think these houses though are a little too close to the agricultural place here so what I'm going to do is I'm just going to uh remove these rows here that are the closest just going to dezone it as well uh and then I think we're going to go for a pretty simple road to just cut through here and then we'll just turn it C in here and then we're just going to place some very random uh dirt roads here you know something like something like this pretty much and I find that I don't actually have to place anything here because this is detailing on its own just adding roads where you know there used to be something else or stuff like that so I think that's really interesting uh I think with that said we do have space for a another small crop circle here and I know that I'm making these like way too small uh for you know the size they would actually be in real life but this is City skyline so we are trying to work with a bit of a smaller scale actually this is too small so just scratch what I'm saying I think we're going to turn parts of this into an actual field instead uh but the actual crop circles I have made so far they are just they're way too small when you check Google Maps and look at the size of these some of them at least are absolutely massive uh so that's that's very interesting but let's just make a symbol field [Music] here like this and then I'll just remove this and we might even have space for like a an agricultural building maybe uh let's see a level five something something that isn't too big so we could go with something like this maybe plop that in here and these aren't pbl with the RICO mod so we do have to go in and Zone but that's fine does create a bit of jobs and looks quite good as well anyways it's time to continue uh some sprawling farmlands moving up the river here and I'm probably going to move um the road Network across this River somewhere up here uh and then continue a bit further up here but uh let's just get [Music] going [Music] he [Music] o [Music] [Music] [Music] you [Music] [Music] [Music] oh [Music] [Music] pretty happy with how this has turned out I know I said I wanted to cross the river and uh add in some more agriculture to this side but then this video is just going to spiral completely out of control it's probably going to be pretty long to start with and there's still a fun level piece of trivia I guess that I would like to add so for this we are going to go all the way out here alongside Cresent Highway and then we need to create a dirt path look at the hidden alley we've got up here very interesting it's a place where you could you could go in like an RV or a Campo van and do stuff I guess maybe you need to make money something things happened to your family and the way you're earning money currently through normal means just isn't going to cut it so what do you do not really sure but maybe you start cooking something now I don't have an RV but I do have a camper van I can add out here like here maybe and like a prop a truck that would carry it maybe a small smashed up car oh that didn't work oh yeah they're going to disappear that's right that's not going to work well I guess we'll just go with the RV for now can I place it on the road then no oh anyways we're going to go with the ri and it would be awesome if we had like a smoke effect we could actually add smoke from fire if I click does anything happen no this is probably for internal use of the MapIt editor or something like that but there we go we've got something happening out here at least I guess it's pretty rare you don't want your houses to upgrade but I'm getting pretty sick of this I'm going to add the final little stretch of residential and then it's going to be a wrap so very very simple we are moving out here we're turning we're going to hit the intersection we've got over here all right then we're adding a very simple Road here and going 90° just going to move it all the way in here yeah what yeah that's not going to work let's see if we can just get a normal connection going there we go that's probably a little better and why not a little CU theack to finish things off then we'll of course be zoning this up y like that we're going to hit play and let that grow and then we're going to do the same over here just adding in the final final bits and pieces to our residential area maybe even connects up this road here with the farming [Music] area overriding this road entirely or something like this and then we'll make sure we don't have any Crossings here cuz it's very rural and let's see do we have space for few extra Suburban roads R do get ourselves a nice C theack here at the very end one here and one here and then I'm going to add the very final bits of zoning and of course I'm going to move in and remove the green yards from all of them and then I'm going to put myself in a straight jacket because I've gone insane now with all this garden garden destroying so if I hit play again things are going to start upgrading once more and I just I can't take anymore so this is going to be a rep and this this build has been super challenging but it's also been very very fun trying out some uh some new to me at least techniques that I haven't used before in order to try and mimic make this um sort of New Mexico look I hope youve you guys have found it enjoyable as well and that you've enjoyed my not so subtle references to Breaking Bad as well um I think I'm going to leave you guys with some hopefully juicy cinematics and then uh in the comments I'll be very open to hear what you guys think I should build next I think I'm on a bit of a role when it comes to these uh thematic Standalone builds it's at least a lot of fun to try and challenge myself with the uh limited asset variability we have in City scallenge 2 uh so yeah in the comments I'd be very interested to hear you guys anyways going to shoot those cinematics and hope you've enjoyed it and I hope to see you all in the next one [Music] [Music] goodbye [Music] [Music] [Applause] [Music] [Music]
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Channel: Infrastructurist
Views: 53,060
Rating: undefined out of 5
Keywords: cities skylines, cities skylines industries, cities skylines mods, cities skylines gameplay, cities skylines realistic city, cities skylines australia, cities skylines canada, cities skylines downtown, cities skylines american, cities skylines public transport, cities skylines suburb, cities skylines suburbia, Cities skylines starting a new city, cities skylines new city, cities skylines detailed, cities skylines 2, cities skylines 2 gameplay, cities skylines 2 desert city
Id: hSKwkfAe1Bg
Channel Id: undefined
Length: 64min 47sec (3887 seconds)
Published: Mon Feb 26 2024
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