CITY TIPS: THIS build proves why YOUR city needs a Story!

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hello welcome back to city planner plays City tips where I review your cities and give you tips on how to improve them today's city is New York which was submitted by g-money who is a patron thank you so much for your support and it's built on the murky Coast map from the campus DLC this is a lightly modded build and they've stated that their skill level is intermediate this build has a very intricate storyline and I do not want to butcher it so I'm going to link it in the video description and give you the cliff notes right now basically this whole region has developed around its Industries which include a oil industry an ore industry a farming industry and a forestry industry and there are portions of the industries of each of them that are left behind and some of them are still functional some of them are not and there's a rationale for all of that and the core part of the community that you're seeing right now was actually a grant from the owner of the original farm with a specific master plan identified it's just a really great story and I really believe that this is how the best cities are developed with an understanding of why the city is the way it is so please open up the video description take a look it's a great story and G money keep up the good work now let's talk about what city tips is this is an opportunity for me to review your city and give you tips on how to improve it's also an opportunity for the community to share ideas rather than just look at my builds and for the community to comment on your builds and it's also an opportunity for you to get a city planner City score what this isn't is an opportunity for negativity or roasting remember I'm here to help you not poke fun at you or make you feel uncomfortable this should be a relaxing experience where you get constructive feedback that you can use to improve your city now let's take a look at how I review and score the cities we take a look at the map the City layout and roadway configuration land use planning Transit city services unique features Aesthetics and then we give an overall city planner City score and compare it to the previous builds this is the first time we've reviewed a city since February 26 2022 and if you're happy to see that this series is back hit the like button and if you prefer other series hit the like button for that too and either way let me know in the comments what you'd rather see and if you don't want to say anything why not just drop an emoji telling me how you feel about the series either way it's engagement it makes YouTube like the video more without any further Ado let's Jump Right In foreign let's talk about the map now this is built on the murky Coast map that came with the campus DLC and this is a really interesting map you get two rivers here that start on the edge of the map and they meet in the middle and then dump out into this Bay right here which I think is super cool this is an interesting map where you could focus on expanding towards this Hillside over here and build around the rivers or you could decide you know what I don't want to build this way I'd actually love to have a coastal city and you could expand out this way it's really your call and that flexibility is super super cool the starting tile is right here and with that starting tile you have access to fertile grounds and that's kind of about it some forestry as well there are other industry spots available which you can see right here so or all over the place the oil the fertile grounds so lots of industrial opportunities here so it makes sense that g money decided to build on this map there's one unique thing about this map that I really wanted to point out on the starting tile you have access us to this interstate right here but there's this other highway right over here and it's not connected to this one so if you're going to build on this map I want you to really pay attention to one thing you're gonna need to make sure that before you connect to both of these you have some sort of arterial connection be that a highway or an arterial Road and what you see that g money has done is they've monetized this so they are absolutely taking advantage of this by collecting some Revenue which is totally fine personally I might have just made a highway connection right here and use that to kind of add an interchange into this area but this is a perfectly reasonable solution as well this is a great map anytime you choose a vanilla map I'm gonna probably just give you five out of five because they're built to be balanced and built to have a number of play Styles they're great Maps 5 out of 5. next up let's talk about the City layout and overall roadway configuration and we're going to spend some time here both the good and the bad and we'll start out with a good generally I like the layout of this city and the main reason I like it is that it's organic and natural this city has developed around its Industries and some of those Industries are still present you see that from the farm industry right here the forestry industry they are still present within the community and the railway Network developed around it in some of the smaller communities you see the same thing the industry is leading the way and that is generally really really good to see and speaking of these small towns on the outskirt I just love this the idea that rather than making this a pretty beachfront town it's an industrial waterfront that's very reasonable that happens so instead of turning this into a nice Pleasant Beach there's a key wall and a cargo terminal right here and some shipbuilding operations that happens that happens so much and you start to see some of the more pretty parts of the community a little bit further Inland which can feel uncomfortable if that is what you're building in a game like this but it happens all the time in reality because it's such valuable land from a transportation standpoint the main part of this city is master planned and I absolutely love the idea of this so the idea was that the owner of this farm right here when they passed away gave this land to the city with some deed restrictions so that it could be master planned in the way that they saw fit and an architect and developer came through and actually built this area out so things that were specified were the location of the park location of the University and the zoo so just a super cool idea and I absolutely love that and I think it really comes together well it feels master planned because of how well integrated the university is into the fabric of the city's grid how disruptive this is without being in obtrusive and if that makes any sense and it just all feels like it was thought out I also really love the amount of bridging through here now I don't love every bridge like this one I don't love but I do love the number of bridges so I've I've shown you my builds even where I just I go Bridge crazy that's not reality bridges are expensive they're difficult to build and they're pinch points these are places where you've got to get creative with your traffic because everything's going to funnel to these couple of locations so g-money excellent job with that and then I want to talk about pedestrian connectivity because that is one of the really good things that's happened here as well so there are lots of little paths through here where you can as a pedestrian have a shorter trip than a driver things like this because there's an acknowledgment that it is harder to get around as a pedestrian than as a motor vehicle driver so as a result having these little cut throughs makes your trip a lot shorter g-money excellent job thinking about that because they're super important but not everything is good and I think we have to talk about some of the bad things and the very first bad thing I want to talk about is all over the place respect the topography there is a lack of respect and the topography in this map all over there are things like this and not everything needs to be totally flat it honestly really irks me when I see builds that are just like a bunch of flat pads and you know we have one Flat Pad here and another right here there are slopes in reality but this is a little too much and it honestly makes me think that maybe some of these things are just inappropriately placed let's take an example these factories right here is this really where we want to place this in the side of a clip probably not we might want to look around because there are some excellent places to build this here's an excellent spot for that warehouse potentially and over here we could level some of this and this could be a good spot for the factory and it's not as if grading is not occurring it's happening here for this cargo airport so that's that's something that I think is a little bit of a problem the next major concern for me is roadway hierarchy so in some cases it has been respected right here we've got this arterial the highway connecting up to a collector which is Winston Avenue and then this happens I don't know what this is if it was a way to try to control traffic through here but it's not working and it's a problem or maybe it is working but it's a problem so this should just be a collector all the way through in a vanilla game it's a collector because of its capacity and the speed so what I mean is if you look at your medium roads which are collectors the speed is 50 here the local roads the speed is 40 and I think that's kilometers large Road same thing here 60. so that has a couple of consequences you have a shorter trip because it's faster generally these roads are more direct and as a result The Sims will flock to these roads and use them over local cut throughs when you look through here that's not what's happening so that is a concern of mine then there are areas like this where this clearly needs to be an arterial there needs to be an arterial somewhere here to focus this traffic and we don't have it so as a result we see kind of a crushing amount of traffic through here and I understand that if we take a look at our traffic flow it says 86 percent it's a little bit misleading if we're being completely honest one of the reasons it says that is we've got a really thin roadway Network in some areas so right here for instance we're looking at blocks that are four units wide five units wide compounded stacked up right next to each other so the consequence of that is when you're averaging out the traffic flow you end up with a really high traffic flow so this is also happening because I removed tmpe from this build so G money had tmpe in the build and one of the things that they mentioned is that the traffic flow would eventually just tank and I experienced the exact same thing in fact I had the traffic flow get as low as the upper 60 and the reason for that is that their hierarchy is just not present and as a result vehicles are all over they're backing up they back up here this backs up this road this road backs up this road and it just Cascades out it was sub 70 with the spawning on which I think is is really telling so some of these things just need to be fixed things like this that just need to be fixed so there are some other concerns so even with this there is a problem with something in the runway Network so some of these roads for whatever reason aren't drawing that much traffic so this right here we're seeing one vehicle I'm gonna upgrade this just to see if we formalize this and we say you know what this is the priority road we get traffic on here or not so I'll come through priority Road the consequence of this is that if we see this and we try to add signals now we've got stop signs all up and down here signal where we have a collector collector connection are we going to see the traffic gravitate towards this let's see speed this up for a minute and we will see let's click right here and look where all the traffic's going the traffic's coming in here dipping down to this local Road and then coming around this area something is broken here and there are a couple of places along this collector where you see it here's another one I tried my best playing with this build trying to fix this area and the only way I was able to fix it is to rebuild it without Anarchy on so I think that there are some no disconnection issues and I couldn't figure out exactly where they were but there's something going on here so this is kind of where mods can get you into trouble where you might wonder what's wrong with my traffic flow what's wrong with it it is that nodes aren't connected because you use the mod this needs to be rebuilt if you rebuild this everything will spring back to life and be good as new but until then you're gonna see traffic back here the other reason that that's happening is you've got this highway right here that's connected up to this highway apply this arterial right here and there are some local roads linking up this with our city so this is a problem too so if we click on this we can see that wow look at that traffic that's going through here and then look at how there are some things happening here we don't have a full movement right here so as a result the local roads are being utilized to get to this arterial up here you see it's happening here too rather than coming down and using this road they're just deciding that this is a better path for them a couple of reasons for that first of all we don't continue our collector down we stop and now it's a local Road and the game is determined that this is a faster route for these Sims I would just really give some thought to roadway hierarchy and how it works just making sure that generally you can get from one neighborhood to the next on a high capacity Road and that will solve a lot of the traffic problems in this city there's an expressway over here I love the idea of that I just think it doesn't make sense right here here so we have this local bridge right here then this Expressway up here the expressway connects across but then over here it provides access to a slaughterhouse and nothing else really this should probably connect right here since this is the major through road so it's a little bit of confusion over what the principal movement through here is and that's kind of replicated throughout the entire map so that is something that I would look to remedy as well but then the biggest issue Beyond hierarchy is this right here we've got a lot of cheater roads and spaghetti and that leads to some traffic concerns and backup and confusion and if we eliminate some of this spaghetti we're going to be in a better spot overall where it gets the most challenging I think is over here so you see that we've got this interchange right here then we've got these other roads these kind of random roads that are popping up through here so we've got this local Road let's see what this is actually doing oh it's actually an interchange but only a partial interchange but there's already an interchange right here so I added measure it to the build because I think this is really important to see so like this it will say that this is the center of this interchange that is less than a quarter mile the Federal Highway Administration in the US says that a half mile is the very minimum spacing for two interchanges this one's okay ish because the city hasn't developed all that much over here but this will back up in the future over here where the city has developed we already see it this is a little over half mile so that's great but we already see backups and that's because we've got these other cheater ramps here providing additional service and again I said half mile is the minimum half mile or 800 meters what they would really like to see is one mile two miles or four miles or 1.5 kilometers three kilometers or 6.5 kilometers that that is a better spacing so we don't see anything like that here so this as the crow flies is a little bit over a mile or a little bit over 1.5 kilometers so this is good as the crow flies it's even longer in reality that might mean that this interchange right here shouldn't exist or perhaps to keep this one and to get rid of this one because these are also appropriately spaced apart a little under a mile a little under 1.5 kilometers so we are good there not more of a minor quibble you there are a number of locations to the city where you see this and this is just too many Junctions on a major Corridor that is really focused on mobility and not access I think that you could have half as many Junctions here if you want traffic to flow appropriately I would look at this and say maybe we just go like this so what I've done here is make these block lengths longer we've cul-de-sac these out it definitely stinks it does happen I would expect Ballers and not just like a weird cul-de-sac but this is the only way to not have extreme backups in an area like this is to make sure that you're you don't have too many Junctions through here remember this road the purpose of a collector is to prioritize travel over longer distances and not access to a specific building and when you're adding all of that access and you're slowing down that Regional Mobility that you'd expect to see on a road like this and that is a huge issue I want to talk about the rail network I hate to pick on this because I know that this is a big part of the story of this build the problem is that rather than the city developing around the rail it appears that the other way around has occurred it's very obvious to see that that's happened because we have a tunnel underneath here rather than the roadway Network going up and over this or just terminating and saying we can't cross the rail that's what happens in reality so you have this all over the place and the result is pretty unrealistic looking rail networks I would go in and I'd use the arrange at line mode just really rethought the whole train Network through here that is the path that the train should have followed it should have cut right through starkton and all these roads should have either been conflict points or cul-de-sacs and that would have to me made the rail network feel a ton better now I'm not sure if g-money was using this mod but get it if you if you if you aren't you get the network multi-tool and and this is the sort of thing that would make your rail network make a ton more sense and then it would potentially help you get rid of some of this stuff too the other thing is I would definitely go through and slope a bunch of these because these slopes are just way extreme 19.7 percent is not good for rail even this 4.4 might not be great maybe this is a little bit better we're getting to three that is kind of what rail needs to not derail and then I kind of want to leave to leave on some general tips I think that there are a few things that are kind of unreasonable that are easy fixes I would get rid of some of these cargo airports I know it's Again part of the story but to me it kind of takes away there's one right here there's one right here and then there's another one over here that's just a lot of cargo airports so you're creating a lot of traffic problems and it's just more than most communities of this size would have you'd expect maybe one next with some of your industries I would give some of your warehouses some thought so I know Stark drilling area is you know part of this over here as well I have no problem with it being split I actually think it's really charming and neat my bigger problem is that we're trying to rely on the rail network right here but we've also got warehouses right here and the warehouses have some finished goods from this industry maybe we just have extractors over here and we do all of our processing over here and then we can concentrate our warehouses down here and rather than having the warehouses here and having some of these vehicles go over here we just have them driving directly over to our cargo train terminal I think this confuses things and adds a bunch of traffic to this area and I think what you're seeing is actually something you didn't mean to have happen which is that to fill up this terminal right here this Warehouse you're getting some of the traffic coming from here but when I've looked at this you also have some traffic coming from over here to fill up the warehouse so as a result if you kind of take a step back and you think we're only going to do extraction over here we're only going to have our processing over here you can have extracting over here as well that's fine I think that you end up with a much better solution for traffic over here it gets rid of a lot of the traffic that you see over here and then finally I noticed that there's a lack of local connectivity between some of these areas so either or company which gonna say that's an awesome name there is no local connection between either or and the Stark drilling area now that might not seem on its face like an issue problem is we actually have a shipyard over here and we have this car factory and look at this actually the car factory is missing Metals so that local connection between either or could be really valuable so because we're missing they got their medals now they have to take the highway so we'll click on this we see that a lot of this industrial traffic is hopping onto the Phillips Street I love the name not the two else though so they're hopping on this road and they're going down the interstate to get over here yeah you see it it they are actually coming over here this Peters out but I'm guessing that he just got back from the shipyard dropping off materials so that is why it's so important to have that local connectivity and you can still have a highway don't get me wrong so maybe instead of doing all of that connection over here you end up with this local connection across this is super ugly it's bridge where it shouldn't be there it's lumpy and bumpy but imagine this connection here so we'll speed this up and I'm just curious as to how many vehicles are going to use this I'm gonna guess this is gonna get some traffic there we go I'm let this letting this go and as the longer it's here the more of those little arrows you start to see through here it's public transit port and cargo which is kind of interesting and then just general industrial sorts of traffic so I think that that is a huge huge benefit over here you're taking this industry that is meant to stay local and forcing it to stay local and serve these areas and you see the trip that it's making they're actually going out to these areas that need service and overall what this will mean is that your industry gets the materials that it needs much much much quicker so for City laid out and roadway configuration I think the bones are here to have something special you just gotta cut down on some of the cheese and really focus on thinking about the why in some of these some of these areas especially with the rail network and really coming around to to making that a more more prominent feature of the build and really making some of those local connections so for City layout we're going to go a little bit lower with the two out of five but this is totally fixable it's a lot of the stuff on the outside that I don't like a lot of the stuff in the core city is great next I want to talk about the land use planning and now this is something that I think that g money has really excelled at we've got a mix of uses we've got residential next office next to commercial next to some of our Special Districts we don't have uses that conflict next to one another and when we do have uses that conflict they are modestly placed so right here for instance we've got this little commercial area some coffee shops and stores these residents could go and and take advantage of but we're not overly concentrating these that the commercial has a negative impact right here on our residential and what you see is that this pattern exists throughout the entire map regardless of whether you're out in the old town the lower density area or you're out in one of the company towns you see that there's a mix of uses and some logic and thought behind all of this a couple of really special things I want to point out there are some things like this where you've got a little bit of Industry mixed in with this financial district which is part the story of the map and I absolutely adore that the same thing is happening over here with our old forestry industry this is actually paused and that's because they went bankrupt and it's worked into this area Atlanta uses even though they might not seem compatible are working together and that is just super super cool now the only concern that I have is that some of the heights just don't make sense so there's no gradation of the heights so rather than building up you just have Towers popping up out of the middle of nowhere I would definitely think about applying a height restriction globally and then going through in each of these little districts like the green district and saying here's where we want it and then filling in some of these gaps with some lower density uses be that some industrial like you have right here or residential kind of backing out into this area I think would make a lot of sense because it feels very abrupt right now but this is a really minor quibble because they've done such a great job of mixing their uses throughout the entire map creating small towns to support the industrial industry areas which makes a ton of sense we are going to give them a score of 4 out of five for the land use planning excellent excellent excellent work next up I want to talk Transit and this is going to be an interesting one because I think the problem in this city is that there's just way too much of it now looking at the build I'm pretty sure that they don't have snowfall Sunset Harbor natural disasters now there's a variety of reasons for that but Transit is one of the things that gave me a clue to that because they've included almost every form of Transit except for cable cars trams and taxis those come with snowfall and with Sunset Harbor so I think they'd be in here if they had those DLCs everywhere throughout the map there is a Transit line and generally that's a good thing the problem is that some of these Transit lines are just so close to one another that they're cannibalizing each other so an example of this we have all of these lines that are paralleling in some locations we have this white line that is coming through here and it is more or less mirroring the subway line right here so that means that even though the subway line could do the trick Sims might hop on the bus line that's slower because it provides more direct access now that bus line is going to be harder to actually make it work well and it's going to disrupt your traffic flow whereas the Metro there's not any disruption there you could add a couple of vehicles there and be just fine another problem is that not all of the routes are necessarily logical so it seems like we've got a lot of coverage routes and these routes are trying to get back and forth between all of these bus terminals but we've got all of these hubs and Terminals and all of these routes pinging back and forth between these and the result is that there is lower utilization per vehicle and you start to see it when you look through these bus routes just doing some basic division right here eight Vehicles 88 passengers 11 passengers per vehicle that's not very efficient at all so I'd love to see those numbers go up where we start to see things like eight vehicles with 200 passengers that's a lot more reasonable the other thing is we've got these sorts of Transit that exist for the sake of existing so we have a trolley bus for instance and this trolley bus is really grabbing people from this train station they're walking down here getting to the trolley bus using this as a kind of the first and last mile to get around here I think it looks like a kind of a thought experiment and I think that's completely fine experiment and learn how to use it but if we're talking about efficient this is probably best handled by a bus you don't need a trolley bus here and if you're gonna have a trolley bus I think the best place to have the trolley bus is probably up here where instead we have a normal bus that bus would really struggle to scale this hill and that's certainly a consideration with the bus then we have some novelty Transportation so right here for instance we've got the space line which has this elevated Metro station with shops and it goes here so this there's really no reason for this to exist it just happens to this is very expensive think about the cost of this one of the things that g-money was really concerned about was their budget and their budget concerns come down to things like this this station costs 560 dollars per week to operate and you have two of them so that's a thousand if you look at the bus depot that's 720 per week for the bus depot and that's serving how many routes so if this is serving two very dense areas and it raises the tax value around there it makes a lot of sense if it's pinging back and forth as a novelty service it doesn't make a ton of sense I think the idea here was that you get people from this a sunken platform station up to here but I just kind of question why you would do that potentially a better solution here would have been rather than looping this back around considering you can already get from here to here using this purple line you could if you wanted to stick with heavier higher quality Transit take this and loop this back up and go up here that would be another way you could handle that now I don't know that in a million years you'd see a Subway dug up a mountain don't know how reasonable that is but that would be more reasonable in my estimation than what is currently happening and what I think this comes down to is again hierarchy so this right here is a collector trip and rather than using a lower tier version of Transit we're using what is really meant to be an arterial service a train is an arterial service a Metro is an arterial service you don't take those sorts of services for first and last mile connections that's what a bus does and speaking of that there are a lot of passenger trains around the region and you know I get why you might want these I think that they're a little bit overdone on this map and maybe the biggest concern I have is that there are inner city trains allowed at almost all of the passenger Rail stations throughout the map you've already got the multi-platform end station which is carrying an incredible amount of Passenger traffic weekly this is probably the best space to have your inner city trains because you can give them their own platform and Nazi backups so I would expect that Azure City grows and progresses with all of these passenger stations allowing inner city trains you're going to see problems there or you're going to see problems at the supporting services like right here so I think the dominant story with Transit here is that less is more take it down a notch and I think you'll see a better result and because of some of the confusion around Transit we're giving the score of two out of five next up we're going to talk about our city services and this is basically everything from schools to jails to the college right here so this is the main reason that this city has such a varying and fluctuating budget and not one that's in the green almost all the time so let's start out in our budget menu because there's something really alarming in here and that is the health care budget over a hundred thousand dollars per week spent on health care it's really because there's way too many available beds in the hospital so there's a couple of things like this right here where you've got clinics right next to one another not necessary the reason this is occurring is actually a zoning issue I don't know if this is meant to be here but we've got these two industrial spaces that are poisoning the residential spaces right here everyone's sick so you have to have these two clinics here to solve that and then you're causing a death care issue as well and if we look at that we see that there are a lot of dead people here for a city of less than a hundred thousand to see 800 deceased people and I've never seen it get lower than that in the city that is a concern so that comes down to sound and pollution and traffic all these things mixed together plus the spacing of some of these city services and I think that's where you're starting to see some issues as well so with death care for instance you start to see that some of these are very close to another mere blocks apart and located in places where it's maybe not the most efficient right here we're on the end of a cul-de-sac near an industry that shut down probably not the best place for this right here we've got a full cemetery so that one's not helping at all and then we've got this death care right here right here right here right here right here here they're all within blocks of one another so there this wouldn't be a problem if they were spread out but there are areas like this that have no coverage at all in a cemetery that is half full so event eventually we're going to see even more things like this happening so deathcare that's the problem there for healthcare is just too much of it here so this is a medical laboratory that's not a problem this again will function as a hospital keep that in mind because this is actually like a super Clinic and then we do have a high capacity hospital here look at this nobody treated last week no patience right now no ambulances in use four thousand dollars a week in upkeep this could be turned off and though everyone will be sad they are fine they are fine and I'll tell you why we've got a clinic right there we've got a hospital right here and no one used this everyone's using this clinic right here five patients per week four ambulances in use the game doesn't know how to handle all of these clinics in all of these hospitals so for whatever reason it seems like they're defaulting to these clinics the clinics have a lot of utilization and then the hospitals another high capacity Hospital four thousand a week absolutely zero use so think about how much you need all of these facilities another one to focus on is the sports halls and gymnasiums 2 400 per week and I've seen them all throughout the build so there's one right here and there's another one right here 2 400 per week so the two of these is more expensive than a high capacity hospital now here's what I want you to focus on so we gotta move this and look at the radius it covers so you see the little blue right there and it covers a fairly large radius which makes sense when you think of how expensive it is and then we've got our other one it's right here so if we move this we can see that the the radius for these buildings overlap some and we don't even have residential in between these we have a little bit so these residents right here are super healthy they're getting the benefit of this and this one but that's not helping our city budget so I think that going through and right sizing the city services is going to do a lot for the build so that is something that I would focus on right away and it's kind of like that generally with city services in this build if we take a look at our education what we're going to see is at elementary school we have way too much capacity way too much capacity for high schools over double for universities we have a crazy amount of capacity now I get it this build is built around this campus right here but there's just way way too much capacity here I think that's something that stood out to me is that at this University we only are at a claim level because we don't have enough students and look at the expense of this sixty thousand dollars per year now there are ways to fix this so I see that the academic staff are pumped up here we don't even need any more academic staff to reach our academic works so turning this down we are immediately going to take our expenses and make them a little more reasonable we could also go into our Varsity Sports since we focused on that so much here and turn on our sponsorship deals policy which will decrease the overall campus Varsity Sports upkeep by by eight percent you get a brand on the logo of the billboard not a big deal you don't zoom into that a lot so we're taking this all and we're lowering the price and then we have this advertisement campaign does this will draw more traffic to these areas and it'll cost more per week you're gonna get that ticket sales and that's important because right here the ticket sales are turned up to 40. so if you're gonna have expensive tickets you better have this advertisement campaign policy on now if your goal was to load up the university with with students Universal education needs to be on um that's a way to get more people to this campus and I know that industry 4.0 is enabled in this city so that would make a lot of sense to get that to get that going in here as well so those are the sorts of things that are problematic from a city services standpoint from a good standpoint we are looking at our crime rate it is very low I wouldn't say that we're dramatically over building our police stations there are some areas that lack coverage not a big deal though you could definitely spread some of these out for our financial coverage which is a new one covered pretty well my biggest concern here would be that our coverage for our International Trade building is really close to our Stock Exchange which kind of negates the whole benefit of this building right here so this is 2 000 per week the whole reason that this exists is to really extend the benefit from the stock exchange The increased tax radius and the benefit that you get with that so if you have these next to one another they're doing the same thing and they're costing approximately the same amount a little over 2 000 for the stock exchange in 2000 exactly for the International Trade building that is a problem granted you could just say it's a tourist building to me and it's fine but that is a concern for sure Parks coverage is absolutely outstanding now there is this is a little bit misleading because they have used a parking lot asset all over the place and those are showing up as Parks but still there are a lot of parks here every kid in the city could walk to a park no problem and I absolutely adore that they've given that thought to what it would be like to live here and I think that's really demonstrable by the number of parks that you have there because everyone wants to live by a park I don't care where you live in the world if you want if you live in a neighborhood one of the things you're gonna think about is how close am I to our outdoor recreation Nation how close am I to being able to grab a bite to eat how close am I to my work those are all considerations and they've really given a lot of thought to that here with their city services now for fire coverage they've gone full Verde Beach now it's not their fault it's not their fault I don't believe that they have natural disasters I didn't see any of the natural disasters buildings in here so if we take a look at this no coverage at all so I'm not gonna Dent them on the score for that necessarily but I would definitely recommend if you get natural disasters you're going to need to do some work to to ensure that coverage is good and you've seen a number of fires through here I actually had to turn off fire spreading because this whole build just burns to the ground without some of the natural disasters buildings in terms of Water and Power we've got water it's kind of just here it's fine the sanitary sewer there's a little bit of a plant right here I don't understand why there's a train station next to it nobody's using it and I don't know why anyone would you have this really high capacity train station serving what is basically a sleepy treatment plant it's just like that this doesn't make any sense and I would consider moving this closer to the water because that's kind of where it would be processed even though it's Inland doesn't mean that it should be far from water you probably want that close to water to dump the clean treated water back into the water system and then for power this is one of the things I have a concern with there are these wave power plants so I get the thought here the thought is there are lots of waves right here it's the river but I think these actually go in the deep sea so rather than being in a river these should actually be out here and that would make them a little bit more reasonable and plausible and then there are windmills wind turbines all over the place I think could get away with one or two on campus but I questioned some of these other ones that you see through here but good coverage of almost everything I'm only docking points in this because there's just way too much of everything and the net result is a bad budgetary standpoint so I think that if these were tweaked and things were put in line rather than seeing a budget that is it's slowly going up I think you'd see a budget that just Rockets through the roof maybe you could lower taxes or add more city services in another way parks and things of that nature or lower prices for things so I think that for City Services we've got to give a score of three out of five again very very fixable good job next up are unique features this is the buildings the parks the universities and things of that nature and the specialty buildings that are worked into the build and I think that this is absolutely one of the strongest parts of this build so when we look here they are working in assets that really go well together with some of the park life stuff right here so we have a science center right next to our Zoo we've also got right here another Science Center we've got a modern art museum and this Garden it all just works and it's Blended right into our University it feels so good we've got our Sports complexes next to our universities and then we've got a central business district it's very clear to see because of some of the buildings that have been added to this part of town so these are some of our unique buildings it just makes a ton of sense and then there is this gigantic campus so in the previous section I talked about how it is problematic because it overdoes it but here's the thing I actually love this campus I think this campus is well laid out well designed and it's clear that this is a campus town just look at this thing it is massive this feels like in my community how we have the University of Wisconsin-Madison this is how it feels it's massive now it's not g-money's fault that the game doesn't allow the importing of students that is something that I would honestly expect to see here and look at some of the details that we've got here absolutely beautiful work in the natural environment I could take a page out of their book because they're just so good at it and I just love all of the design that they've that they've done here they've worked this into the grid of the community they've used this to break up the grid and then there's my favorite part of the build entirely and it's right here so what we have is this Boardwalk area that granted there's some flickering and different things from that I'm going to overlook that because what I see is a really nice mashing of some of the park life assets with Seaside Resorts so what you see is we've got these Seaside Resorts buildings that are being used in kind of a kitschy way and I think it's awesome so we have a button Boardwalk here where you could go on a ferris wheel or go on some of these rides and then you could stay at one of these Resorts that is kind of an impersonating a feeling of what used to used to exist so here I think this is very Disney World and I think that in some builds you could take these very seriously and here I I feel like it's more of a we're trying to capture the feeling of a place that used to exist you got to see that when you see like the kitty cat cafe right here that's it's kind of funny to see these all right next to each other it just feels awesome four unique features uh if I'm gonna get super nitpicky I think that the one problem I have is that there are maybe too many of the flamboyant unique buildings so the flamboyant ones are like the Statue of Liberty we've got what is basically the Space Needle over here this Observer Invasion Tower and then we've got this Cathedral over here they are very in your face and I think that those kind of iconic buildings unless you're a massive City you only have one or two and if you are a massive City maybe have a bunch of these this is not a massive City this is a a moderate sized city and as a result I just think that there should maybe be a couple less but even with that that's a minor nitpick they're gonna get a score of 4.5 out of 5. this is the strong suit of the build it's absolutely awesome and finally is Aesthetics and this is something that again I have been talking about this in the previous part of the build I think that this Builder has really really excelled at you could tell that they love the detail and they are really going all out I could just imagine them sitting down and placing each tree thoughtfully through here thinking about how this feels when you're at this level how does it feel to be right here I'm gonna tell you how it feels it feels pretty darn good because they put a lot of detail and attention into this area it feels like a special place now granted gotta respect the topography a little bit more but that's okay I'm gonna give them a pass there especially for stuff like this goodness gracious this is amazing that absolutely you can't see the individual assets how cool is that and then you come over here and just the way that they've worked in some of these fields into the core of this city absolutely love it I talked about the density issues before this is potentially one of those but I just love to see this sort of thing in the build where you're coming together mashing these Styles these parks that bring everything together that tie these areas together and make it a special place I think that Aesthetics is one of the the places where this Builder really excels they've really spent a lot of time at a lot of trees really used a lot of these natural features that were in the build to their advantage the one place where it kind of Falls flat for me why we're going to take away some points is the transportation Network so again we've got the spaghetti train networks we've got some interchange issues huge recommendation I would highly recommend going to the if you don't want to use a lot of mods that's fine use some Transportation assets check out Max FX or yumbles workshops they have absolutely exceptional interchange designs and you could just plop them right in in here and really elevate your transportation Network game and I mean yumble's amazing he has videos that he can he'll show you how he's created them and how you can plop them into your build max FX just has everything you could ever think of so the two of them are absolutely fantastic you could get rid of stuff like this this is the original interchange that came with the build and really make your city feel special in that particular way and then one other tip I wanted to give there are so many bridges in here and it feels like this could be a city of bridges yet we've got some issues with our bridges so I just wanted to share this what I would do here so these the problem I have is that the spans are different lengths so it kind of looks unreasonable the first thing I would do is add in a node at the edge of the water so maybe right here add a node another one right here and then I'm gonna upgrade this or downgrade this depending on how you look at it we're gonna make this just a regular bridge segment here and here and then I want you to go in to move it we're going to select the nodes outside of the ends now so that is the two edges of our water and now we're gonna go through here and line up objects and what that does is make these completely the same length apart and cause a car tornado and now we're going to use our Network multi-tool and set the slope mode and we'll slope both sides of the bridge and look at that it's perfectly even on all of these it just looks a ton better now we'd have to fix the the fairy lines through here but if you do this on your Bridges it just just looks so much better and I'm gonna admit that I don't always do this but I'm going to from now on this is something I experimented with because some of the bridges through this build just kind of look a little wonky so that is one thing that I would absolutely do and then there are some other things that like this is such a pretty Bridge don't do that to it I would send this over uh there this isn't a one-way anyway so it's just kind of splitting for some some reason my guess is they wanted to keep it in the center feel free to just pick a side you don't need to do that kind of done it over here already anyway so uh besides that though just really great Aesthetics we're work on the transportation Network and you've got something really special here even things like this or industry just look absolutely outstanding so keep up the good work with Aesthetics you're doing a good job four point so we'll give them a score of four out of five and before we give them an overall city planner City score I think we need to take inventory of what they've done and have a brief City tour [Music] thank you [Music] foreign [Music] foreign [Music] I always love a good City tour now we finally get to the city planner City score so a quick drum roll please editor film and we have a 24.5 out of 35. so this a lot of these are on the edge and I could see this getting a much higher score with some little refinements I think the big ones are City layout just generally focusing on some of the spaghetti getting rid of that and then thinking about roadway hierarchy another big concern in this build and then just really generally getting those city services in Balance this is a great City I had a lot of fun playing with this I'm going to admit to you that I spent hours and hours and hours resolving a couple of the issues with runaway hierarchy and just playing around in this map I've never played in this map and the way that this Builder has designed the city just feels really good and it's it can be a lot of fun just to pick up someone else's map and pretend that you're the new planner coming in and doing a couple of things to make the city a little bit more efficient and effective and I just really had a good time so thank you g money for submitting this and thank all of you for joining me today this has been a lot of fun and I hope that you've enjoyed this if you did please hit the like button if you're not subscribed please consider doing so especially if you like content like this and I really cannot wait to see you in the next one thank you so much much for joining me today I will see you next time take care bye [Music] foreign [Music]
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Channel: City Planner Plays
Views: 120,955
Rating: undefined out of 5
Keywords: cities skylines, city builder, city planner plays cities skylines, city planner plays city builders, cities skylines tips, cities skylines city fix, cities skylines city tips, cities: skylines, cities skylines traffic, cities skylines transit tips, cities skylines zoning tips, city tips, tips city skylines, city skylines tips, cities skylines modded gameplay, cities skylines modded build, cities skylines modded maps, cities skylines downtown modded
Id: MqfkycTyg68
Channel Id: undefined
Length: 51min 39sec (3099 seconds)
Published: Sat Feb 11 2023
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