Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can mostly ignore the noise complaints. It mainly has to do with road hierarchy. The only people who really don't like road noise are the low density residential folks. Just don't zone them on anything larger than the simple 2 lane road.
That’s actually quite clever. I’m not the biggest fan of suburban sprawl and prefer more tightly fitted housing solutions that are becoming more commonplace. Plus I live in a city with brownstones and am a huge sucker for that aesthetic.
Nice!
By having a high overall city happiness, just putting down simple 2 way roads in an area not inundated with noise is enough to send your light residential demand skyrocketing. Having available jobs to boot just keeps it maxed out.
When zoning them, do not zone in the tiles touching the sides of your road grid until the other row houses have started building. Having tiles touching the side roads could cause the row housing to spawn attached the wrong road and facing the wrong way in your grid. Once the structures start building, you can then zone in that final 1 tile wide 6 tile deep strips at the side to finish it off.
This is how you get very aesthetically pleasing and realistic looking row home neighborhoods.
This city wasn't exploiting any ore/oil resource fields.
I was only exploiting forest and farmland. I did learn that the type of trees in the forest matter and not all trees grow wood at the same rates.
And specialized resource extractor zones will not go at max production just because you built it, they produce based on demand.
Very different to my city. This is what I love about this game, everyone plays it differently.
https://drive.google.com/drive/folders/106HlqSyxYuJZ6u82yer8A8Q6bUFJycnG?usp=sharing
This city is my first play through of CS2 so I'm still learning how everything works.
Thanks for the compliment! I'll take a look at yours.
Followed your recommendations, now with budget 1.5 mio having monthly profit of 1 mio. And education services profitable.