Finishing the Island – Building Benton Episode 6 – A Cities Skylines Series



Finishing the Island – Building Benton Episode 6 – A Cities Skylines Series

➤Welcome to Benton. A river city surrounded by highway. Many typical mods are tuned off in favor of a vanilla progression and milestones. Vanilla money, pipes, and powerlines are all active. It’s time for a good old fashioned zoned city.

➤Map: https://steamcommunity.com/sharedfiles/filedetails/?id=2789533031

➤Complete Mods Collection: https://steamcommunity.com/sharedfiles/filedetails/?id=2756516124
(Though many of these are deactivated)

0:00 Intro
1:09 Small Changes
4:00 Angular Road Layout
10:24 Zoned In
15:28 Pipes are a Lesser Part of the Game
20:56 One More Road Layout
27:24 Zoned Out
32:00 Traffic Overview

➤Patreon: https://www.patreon.com/yumbltv
➤Discord Server: https://discord.com/invite/CWeDfKm
➤Watch Yumbl Live: https://www.twitch.tv/yumbltv
➤Instagram: https://www.instagram.com/yumbltv/
➤Twitter: https://twitter.com/YUMBLtv
➤Steam Workshop Collections: https://tinyurl.com/y4u7lcnn

#citiesskylines #benton #yumbltv

Music by Chillhop:
Tesk – Glow https://chll.to/8f7150f7
King I Divine – Reflections https://chll.to/d568f474
Kissamilé – Timelapse https://chll.to/68da62a8
oddfish – Somber Sky https://chll.to/13a7c08c
Philanthrope, mommy – Illegal Caviar https://chll.to/eb5bface
Mama Aiuto, Dan Gregory – Safflower Field https://chll.to/2641442a
Smile High, Teddy Roxpin – Roominate https://chll.to/6caa3bdb
Smile High, Teddy Roxpin – Deja https://chll.to/ee3e32d5
Hanz – From Afar https://chll.to/83b29fbf
Sleepy Fish – Library Card https://chll.to/bef42749
Kreatev – Blue Coupe https://chll.to/ba4c4daf
Delayde, anybodyy – Where The Sun Goes https://chll.to/f75974fd
Smile High, Teddy Roxpin – Pathways https://chll.to/df8c25c0
Delayde – Bird In The Floorboards https://chll.to/976ac949

source

47 thoughts on “Finishing the Island – Building Benton Episode 6 – A Cities Skylines Series”

  1. I use Network Multitool extensively, but i still typically find it more convenient with Picker–to delete the middle, press T, select one road, draw, press T, select other road, draw. Typing it out felt longer, but I digress. I get less weird node issues that way.

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  2. I wouldn't start any new area but keep putting stuff on already unlocked ground. Finding our how you could structure the sprawl outside the highways….

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  3. I would like a train station in the middle of West-bank and build around that.
    If you want to inspiration for mixed low/ high density have a look were i live, Högdalen, south side of Stockholm. 4 and 10/14 stories buildings side by side

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  4. I reckon you can prevent grid broken by keep the length of the road a whole number. Whenever a triangle involved, there is a high chance that one of the sides becomes a irrational number, which leads to broken grid.

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  5. You're swimming in money and you hate building pipes. Each time you move into a new "region", just go head and cover the whole area in long pipes in a nice grid, and then you can just forget about it for like the next 3-5 episodes. You can afford to pay the tiny extra upkeep. Also stop leaving little gaps between pipes (and also give up on following the road grid), you're just shooting yourself in the foot.
    I really like to encircle a whole area and then just either spiral inward or go back and forth lengthwise. Like mowing a lawn.

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  6. I’d love to see you build something very industrial with cargo trains and/or ships and/or planes on the 1st area (left one). Loving the series (new sub since few weeks and I’m loving your content)

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  7. A nice design for a new disrict would be to have a canal in the middle, two one way roads on both sides and then add roads on 45 degrees. The roads around the canals should have trees to make it look nice. It looks very nice when it's done in real life.

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  8. 12:16
    Highrise? I'd personally wouldn't build anything on that corner near the highway. Leave the plot empty for some grass and floras, for water absorption if nothing else. Maybe build a service buildings like post office or clinic.

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  9. I think there is a slight lack in city services. As far as I understand the coverage (capacity vs. uneducated, etc.) may seem fine, but if the roads are not green then the civs are having problems getting to the service. smth to do with the distance thing I think

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  10. If you create a district and apply a highrise ban policy, you will not see the tall buildings in high density – only middle ones. it'll look really good in the south of the island

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  11. Has anyone found the road with hidden bike lanes (or lanes that are car & bikes)? I've looked at Yumble's collections and I can't see it. If anyone can point me in the right direction I would appreciate it.

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  12. Hey Mr Yumbl, how are you enjoying this city so far? 🙂 I love seeing your approach to city design. And I'm coming around to your water pipe placement, it's efficient and I do respect that haha

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  13. You were talking about a "mid rise" zoning option in the last video. You do have an option to set a district with a "high rise ban", then if you zone high density in that zone, it will be essentially "mid rise" development. You can also vary the high tech, self sufficient, and various other styles to get differing levels of height and coloring for a different look in an area. I use a mod called "District Policies Highlighting" from BloodyPenguin to easily see where I have enabled different policies and specialties.

    Reply

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