Postman Pat, Postman Pat, Postman and #CitiesSkylines

Post service delivering that mail

With the Cities Skylines Industries DLC also came establishing a post service for the first time ever in your cities. That is build post shops to handle the local mail while the big central mail sorting centres do that sort the mail city-wide (including receiving/sending mail in/out of the City). 

Running the post service is the same as other non-transit city services in Cities Skylines: place down your local post offices followed by central depots/centres in strategic locations (usually next to rail terminals). Rather interestingly your post van will use bus lanes just as any other city service vehicle does (unless banned by the Transport Manager President Edition) but the post truck will not (treated as a freight vehicle). 

The Post Offices and Sorting Centre

As well as the standard post office and sorting centre I also got a Parisian version of a post office that fights into tight spaces better than the vanilla game version:

French Post Office

Of course here are the standard versions:

Post delivery run

Zeroing in on a post shop in Prospect District I decided to follow a post van around to watch its mail run. This is what we got:

Okay that did not go very far as the van dumped a pile of parcels at a retail store before returning to the post shop. Let’s try this again:

The van was delivering across Prospect District, Wiri East and Wiri (industrial complex) so good way of seeing the urban form. 

I need to place another sorting centre next to Papatoetoe to handle mail over in that part of the city. Otherwise here comes your deliveries by van, truck, rail, sea and air!

Manukau

Biffa Takes a Look at the #CitiesSkylines Industry DLC. Also TOLL ROADS

Lets deep dive this as the planners say

The latest DLC for Cities Skylines comes out on October 23 (October 24 for New Zealand and Australia – time zones) and it focuses on industry. It also focuses on toll roads too so what is this new DLC?

Let’s go to resident Cities Skylines player Biffa for a full breakdown of what the new DLC offers and how it will extend those Urban Geography skills:

 

I have currently paused San Solaria and San Layton cities as I wait for the DLC to come out and then for the respective mods to be updated. Given industry does play a large roll in my Cities Skylines cities it will be interesting to see how this new DLC will impact the existing cities and my Urban Geography skills with any new upcoming cities as well.

None-the-less getting excited over here!

#CitiesSkylines Next DLC: INDUSTRY

What I enjoy and urban designers avoid

With so much focus on Paradox’s other game Stellaris at the moment the announcement of a new DLC (expansion) for Cities Skylines came absolutely out of nowhere.

Not that I mind nor do I mind it is on the one thing I like tinkering with and the very thing urban designers like Ludo Campbell-Reid tend to avoid 😉 – INDUSTRY

From Paradox:

Mind your business! We’re thrilled to announce our next major expansion, Cities: Skylines – Industries

 

Okay you had me at toll roads (finally)! KIDDING, toll roads and more expansive industry no doubt will already keep me ticking along this time with freight (as well as passenger as normal)

Of course there will be run through of the new DLC before it released in just over a week

 

Looking forward to the new Industry DLC!

 

 

Some Random Happenings in #CitiesSkylines oh and CRUISE SHIPS

Finally the cruise boats arrive

 

I have been a bit busy on the Urban Geography in real life side of the ledger meaning not much time with Cities Skylines at the moment.

 

However, I have managed to squeeze a few hours in there and there and have continued to work on the Downtown District.

The two cruise ship terminals have also finally started attracting cruise ships into the City now meaning more tourists and more revenue.

I also had to replace all my substations after an asset swap in the STEAM Workshop caused the deletion of the old model that I was using. No matter all the substations are replaced and power is flowing back into the City from Nuclear City!

 

With Downtown established and maturing I will turn my attention to Sheffield Square as well as connecting the City Centre up to the International Airport with heavy rail (it already has a monorail line running through it.

In the meantime some pictures:

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Who Say’s I Don’t Do Green #CitiesSkylines

100% clean green power

 

There are several ways I like to keep my cities green in Cities Skylines:

  1. Power production will often come from low-carbon emitting sources including hydro or nuclear. I do use the Waste to Energy Incinerators that produce small amounts of air and ground pollution but they make up no more than 1% of total power production
  2. Recycling centres and recycling is a must
  3. EV cars are encouraged city-wide
  4. Mass deployment of mass transit
  5. Street Trees
  6. Urban Forests
  7. Green self-sustained residential buildings in some Districts

Okay that was a few more than several 😉

 

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The big two pollution emitters are power production and transport (followed by heavy industry). Heavy industry pollution is handled by urban forests and the Filter Waste policy meaning factories have to filter their sewerage before it heads out to the sewerage plants. This leaves power production and transport.

 

Power production

I follow what I preach when it comes to power production for a City. So if I say I believe in 100% (or near to it) Low Carbon Power Production then I follow through into Cities Skylines:

 

For San Layton City:

  1. 1,449MW of power is produced as electricity coming from:
    1. 1,254MW (or 86.6%) coming from two nuclear reactors
    2. 80MW from Geothermal
    3. 50MW from incinerators
    4. 65MW from on and offshore Wind turbines
  2. 400MW comes from Geothermal based bores sent through to the City as District Centralised Heating (steam or hot water)
  3. Using electricity map (and assuming the incinerators let off as much as a biomass plant) the carbon output is: 37g/CO2/Per KW or 98% low carbon – same as France as of writing this post

 

As you say when I say Green I do Green!

As for transit I invest in most modes depending on the Geography of the City. Patronage is about 50% of the population (using transit) with more using cycling. Given San Layton has two Cores connected by heavy rail and monorail with urban islands coming off of them (surrounded by pasture or forests) that are interconnected also by all forms of rail and bus it is quite easy to move around the city without the need of a car – even going to the industrial complexes.

And yes my transit system runs 24/7 on an integrated fare system. Quite interesting to see even the big 135 bendy busses straining to keep up with passenger demand at 3am in the morning of a Saturday or Sunday as the night owls like to party.

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New Domain Name for Ben’s Cities

New name, more content coming

 

I have updated the domain name for Ben’s Cities from wordpress.com to Ben’s Cities.blog as well allowing for video content to be put to this blog. Of course the upgrade also means more space for lots more Cities Skylines photos as I have a wee back log of photos to upload and share on San Layton City.

 

Again thank for your support on all things Cities Skylines and as San Layton City (and others) continue to evolve.

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Walking Through the Urban Forest – #CitiesSkylines Goes Back to Nature

Park Life and the Detailer

The one thing about Cities Skylines Park Life is that it even makes the most macro-level urban designer like me come right down to the micro levels – when it comes to designing parks. There is a satirical take on it which I will have at the bottom of the post.

San Layton City Goes Green – with parks!

While Cities Skylines Green Cities allowed for Green Buildings and policies Park Life allows you to go really green with parks. Whether they City Parks, Amusement Parks, Zoos or Nature Reserves even the most compulsive micro detailer would be getting their fill from Park Life.

As San Layton City continues to expand the open space provisions of the City are never far from the front of mind. That is a mix of small pocket parks and large nature reserves and everything else in between!

San Layton City is blessed with large swathes of forests through the map – this makes the development of large Nature Reserves a very attractive idea and one the Cims and tourists love.

So then let’s take a look at San Layton Reserve.

The opening shots before the Reserve was developed:

 

Some initial area shots of the developed Reserve:

 

Leading to San Layton Reserve:

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And walking through the San Layton Nature Reserve:

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And of course some night shots:

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And yes you can even access the Reserve by transit whether it be heavy rail, subway, monorail or bus – now how Green is that:

 

Whether it be hunting, fishing, hiking, tents, cabins or self contained camp ground San Layton Reserve has it here for you. Some paths are lit while some are not (the park is oepn 24 hours) allowing for whatever experience you are looking for catered for!

 

All said San Layton Reserve is in the middle of a city so reminders of urban life are never that far away:

San Layton Reserve –  your Nature Reserve home away from home that is in the middle of your home – City!

 

As for being that Detailer?

#CitiesSkylines New Expansion Out Next Month: PARKS – Lots and Lots of PARKS

No not car parks

 

Paradox and Colossal Order have announced a new DLC coming out for their vaunted hit – Cities Skylines

 

From Paradox via STEAM:

We’re thrilled to announce Parklife, our next expansion for Cities: Skylines!

……

Source: https://steamcommunity.com/games/255710/announcements/detail/3339858483831123709

 

This will be great for my latest city San Layton City as I try new Urban Geography techniques including large park spaces and the use of those paths – that currently I can not build beside – yet!

I was also thinking last week that my City is missing a theme park like my flagship city had in Sim City 4 (it spanned half a map tile in the region).

 

As a result I will put my City on hold so I can make maximum use of the new DLC – when it comes out May 25 – the day after my Birthday

 

Thanks Paradox and Colossal Order!

 

 

Introducing San Layton City A #CitiesSkylines New Creation

Testing out new features

 

San Solaria recently reached its limits as the game as a vehicle agent limit of 15,000 to prevent the computer being overtaxed. This means your cities without a mod to break the limit mature out at around 300,000 to 500,000 as San Solaria did. I will keep going back to San Solaria to tweak it but in the meantime it is time to start a new city.

 

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San Layton City looking towards the ranges

 

Introducing San Layton City – A Green City

San Layton City will be the first city I have built from scratch since the Green Cities DLC came out in October last year. Rather than retrofitting back as I did with San Solaria, San Layton will be built with Green ideals and planning in mind.

Monorail will be used for the first time ever while heavy rail for commuting will be used again (not every City I build uses heavy rail for commuting) as I look at building satellite cities as well as a main core.

As always Green Power will be at the forefront with nuclear, geothermal and wind (no rivers for Hydro in this map) used as base power and the use of residential solar, and E-cars also to be City-wide policy.

 

So away we go with San Layton City – a Green City!

 

Redesigning the Transit Network #CitiesSkylines Style. Lessons for Auckland

Could Cities Skylines transit network redesign offer hints for Auckland’s poor accessibility to transit?

 

Yesterday a paper was released by MRCageny on accessibility to transit and basically how Auckland’s accessibility let alone equity to transit sucked.

The paper can be found in the Tweet below and I’ll write on this more extensively next month after the Summer Series concludes:

 

 

And yes Auckland pretty much sucks at accessibility:

 

 

I have also written on accessibility in the past over at Talking Southern Auckland when the Manukau South Link was a topical issue:

Manukau South Link catchment close up by Saeid Adli

 

Cities Skylines offers lessons

 

Having to redo your entire transit network becomes a must as your City matures and approaches larger sizes. Bus lines end up a mess as the City expands while trams don’t operate efficiently due to expanded roads and lack of priority measures. As much as you can forward plan it some days a reformat is required.

 

 

San Solaria’s bus and trams will need a reformat as they are not tying in well with the subway network and central bus stations throughout the City. Patronage use to exceed total vehicles on the road but recently it is struggling to match one-third of its previous peaks.

Route accessibility has become the problem with routes going everywhere BUT where people wanted and this has a double knock on effect. The first being less people on the transit network means more cars on the road. More cars on the road means roads and intersections are more jammed up blocking busses and trams. Given the tram and bus network was designed around San Solaria being a mono-core City but in reality it has matured into a two Core city accessibility fast becomes a problem. Also as industry expands into new complexes the population becomes more diverse in its travel patterns.

Sounds a lot like Auckland right?

 

 

 

So time to delete about 10 tram lines and 75 bus lines (some more recent ones will stay) and reformat the surface transit network!

Fun times ahead!