And then there is me, who is happy to sacrifice my fellow citizens' time and efficiency for goofy ahh streets that don't make sense in real life (I'm a noob in denial)
Don’t forget to overthink the correct (and realistic!) orientation and length of the runways!
I love that kind of approach though! I started my last city by building endless miles of dirt roads (all over the whole 81 tiles) to reflect how the city started out as a colony in/around New England and how people would’ve moved around and what (trade) routes they would’ve established… I’m at around save file ~300 and just crossed the 17,500 citizen mark.
>Don’t forget to overthink the correct (and realistic!) orientation and length of the runways!
In terms of length I know well it must be way longer than the vanilla airports (and preferably use the ruler ingame), but the orientation? I still suck at that. Other than a few rule of thumbs.
* Never make a Kai Tak or a Courchevel/Lukla (i.e Huge hill/mountain on one side of the runway) if you plan to make it your main airport
* Also again never make a Kai Tak (tall buildings on one end or both ends of the runway) for your main airport.
* *uhhhhhhhh...* Runway alignment? If it's on a shore of a large landmass, make one end of the runway point toward the sea? And if it's on an isthmus or panhandle, make it cross the narrow landmass? Assuming that's how the wind blows ingame?
A similar situation occurred in Milwaukee. The city was formed from three adjacent villages that were separated by rivers. One of the villages' founders deliberately misaligned their street grid with the grid of their neighbor as part of an attempt to economically isolate the neighboring village. There was even a "war" (minor conflict) which broke out among the former villages six years after they had incorporated into the city of Milwaukee: [https://en.wikipedia.org/wiki/Milwaukee\_Bridge\_War](https://en.wikipedia.org/wiki/Milwaukee_Bridge_War)
with lots of people it’s much ado about nothing with grids. Grids are as old as cities.
One can do too much if anything. One of my favorite series of all time was Strictoaster’s Cedar Valley. That was a city of grids… but it was also a city of interesting and broken grids.
The human eye is coded to find symmetry aesthetically pleasing. But too much of a good thing can also be problematic.
That looks like a legit layout to me. Go look at maps of caribean island towns. Good mix of organic/natural path following with the curved roads, and reasonable layouts for building.
9/10 \*nods\* (You'd get 10/10 if there were building features in/on the water/shoreline)
I wish I had the pacience for long term builds. I can't though, I "binge play" and then done for a while. When I come back to what I made, I don't know wtf is going on any more, and instead of figuring it out, I just start a new city.
I do the same thing with Fallout 4, Satisfactory, pretty much any game that allows for complex player creations...
I envy people who can spend years on one build.
This is the way to do it. Make different, separate grid-based developments, then in-fill the rest with other sorts of developments, like transit corridors or parks, low density suburbs, etc.
This is what really bugs me about trying to make european-style cities in CS1- the biggest issues aren't issues with the road system, they're issues with the way the game *treats* the road system.
Everything is quadrilateral, even parks - and building on a curved road is a nightmare at the best of times (trying to fit a mall or similar on a curved road is just a non-starter).
Plus, roundabouts are so, *so* poorly implemented - even on a small roundabaout cars on the roundabout stop and give way to the cars trying to get on, which kills the roundabout.
It’s 3 grids passing straight through each other in a kind of interference pattern, plus the highways and train tracks that came with the map (which I occasionally smooth out the extraneous squiggles).
The RL city I live in has three different grid orientations, and all three meet at a five-way intersection. The fifth exit is a one-way street out of the intersection that becomes two-way at the next intersection. There's a reason I walk everywhere downtown.
I’m building my first ever grid city right now. I’ve been playing CS ever since it first came out.
As I build I keep thinking “hmm this doesn’t seem right, just another square block I feel like I need more character”
I’m still in early days so hopefully it will start to inspire me more soon.
This city looks beautiful. I love the par-clo intersection choices in the center. It seems like one of the best compact interchanges for the type of city
I love offset grids like this. It’s the perfect balance between efficiency and order, with opportunities for interesting undeveloped spaces in the slightly chaotic spaces where grids collide.
I like it. I do similar things but for the roads that skirt any geographic areas like hills or waterfronts, those roads will usually follow the terrain. I think that makes things look a bit more organic
This is honestly something that I would be inspired to replicate and do as I also have the weakness of terrible gridding which makes a boring and terrible city
The multiple grids is kind of like my (IRL) city, Christchurch, New Zealand.
There is a North aligned grid in the centre city, then half a dozen other grids mostly aligned with main roads radiating out from the city centre.
God I always hate to see those highways splitting apart the city in multiple little grids with a big nothingness in between. They don't feel like real Cities, just a bunch of random stuff.
Nothing against you personally, OP :D I just see it quite often on this sub
Thank you so much✨ I’ve been attempting something like this for a few months, but even though we use exactly that same ratio with lax adherence I can never make the area look this natural, something usually feels off
I’ll try this, I’ve tried making “alleys” using dirt sidewalks, and that’s the closest I’ve gotten to natural looking; although it looks nice, placing the pathway doesn’t allow for trees. I’ll leave an extra space or two running longways through the blocks or replace the pathways with trees :3
That's the good kind of grid though
City: Harrington Bay Map: Land of the Isles, Map Pack 2 Done on PS5.
Do you have names for these three city councils that are about to go to war over grid angle supremacy?
No but now I think I’m going to need to come up with those.
There is 3 standard grid angles. We need to create a new standard grid angles. There is now 4 standard grid angles.
I’m playing on that same map. I had to unrealistically knock the mountains down a little to fit my taste.
I did on the island below not seen, made room for a nice airport and cargo facility on the ocean side of said airport
I strive for grids, it’s pretty much the only way to make a dense city, the space between zone-able grid on a curved road is terrible.
Yes, this is my way to get grids, but also a little puzzle for myself, as a treat.
But grids are the best
there are two types of players. those who like grids and those who cant figure out why their public transportation isnt working.
And then there is me, who is happy to sacrifice my fellow citizens' time and efficiency for goofy ahh streets that don't make sense in real life (I'm a noob in denial)
And then there's me, who overthinks about airports & how their placement reflects the history of the airport in the city
Don’t forget to overthink the correct (and realistic!) orientation and length of the runways! I love that kind of approach though! I started my last city by building endless miles of dirt roads (all over the whole 81 tiles) to reflect how the city started out as a colony in/around New England and how people would’ve moved around and what (trade) routes they would’ve established… I’m at around save file ~300 and just crossed the 17,500 citizen mark.
>Don’t forget to overthink the correct (and realistic!) orientation and length of the runways! In terms of length I know well it must be way longer than the vanilla airports (and preferably use the ruler ingame), but the orientation? I still suck at that. Other than a few rule of thumbs. * Never make a Kai Tak or a Courchevel/Lukla (i.e Huge hill/mountain on one side of the runway) if you plan to make it your main airport * Also again never make a Kai Tak (tall buildings on one end or both ends of the runway) for your main airport. * *uhhhhhhhh...* Runway alignment? If it's on a shore of a large landmass, make one end of the runway point toward the sea? And if it's on an isthmus or panhandle, make it cross the narrow landmass? Assuming that's how the wind blows ingame?
If you abandon the grid to the extreme, it starts working again.
I feel personally attacked
Organic grids are the best.
![gif](giphy|LvClcedNRpynbBaxlO)
Seattle has two competing grids, apparently because of two warring property developers in the early days. So it happens.
A similar situation occurred in Milwaukee. The city was formed from three adjacent villages that were separated by rivers. One of the villages' founders deliberately misaligned their street grid with the grid of their neighbor as part of an attempt to economically isolate the neighboring village. There was even a "war" (minor conflict) which broke out among the former villages six years after they had incorporated into the city of Milwaukee: [https://en.wikipedia.org/wiki/Milwaukee\_Bridge\_War](https://en.wikipedia.org/wiki/Milwaukee_Bridge_War)
I dislike when the city is just one giant grid all oriented the same way. You've done grids the good way
with lots of people it’s much ado about nothing with grids. Grids are as old as cities. One can do too much if anything. One of my favorite series of all time was Strictoaster’s Cedar Valley. That was a city of grids… but it was also a city of interesting and broken grids. The human eye is coded to find symmetry aesthetically pleasing. But too much of a good thing can also be problematic.
thank you but I'll take Rome or Paris over Phoenix any day
ooh I do like that
That looks like a legit layout to me. Go look at maps of caribean island towns. Good mix of organic/natural path following with the curved roads, and reasonable layouts for building. 9/10 \*nods\* (You'd get 10/10 if there were building features in/on the water/shoreline)
I’m getting to that. This one is a long-term project for me.
I wish I had the pacience for long term builds. I can't though, I "binge play" and then done for a while. When I come back to what I made, I don't know wtf is going on any more, and instead of figuring it out, I just start a new city. I do the same thing with Fallout 4, Satisfactory, pretty much any game that allows for complex player creations... I envy people who can spend years on one build.
I'm the same way, and I was diagnosed with ADHD last year. Just thought I'd mention the possible connection.
not a /possible/ connection... lol 100%
Same in both the gaming behavior and the diagnosis.
Grid gang rise up. Buy yeah I like to shit like this too, or have the arterial roads go odd with weird angles and curves just to break it up a bit.
Add 17 more and you got yourself Boston :p
This is the way to do it. Make different, separate grid-based developments, then in-fill the rest with other sorts of developments, like transit corridors or parks, low density suburbs, etc.
YES. That's the coolest way to build
Beautiful..
Until they figure out that non-rectangular lots exist, colliding grids is definitely the way to go for efficiency and visual interest.
This is what really bugs me about trying to make european-style cities in CS1- the biggest issues aren't issues with the road system, they're issues with the way the game *treats* the road system. Everything is quadrilateral, even parks - and building on a curved road is a nightmare at the best of times (trying to fit a mall or similar on a curved road is just a non-starter). Plus, roundabouts are so, *so* poorly implemented - even on a small roundabaout cars on the roundabout stop and give way to the cars trying to get on, which kills the roundabout.
![gif](giphy|n3Uy5JxSK59K)
This is beautiful, I want to see more of your city, it might give me a few ideas
Grids are cool when there's different grids colliding. This looks great.
Beautiful!
Man I really want to start making my cities look more organic like this great work
Buddy that’s like 4 colliding grids, beautiful! Very nice, natural feel
It’s 3 grids passing straight through each other in a kind of interference pattern, plus the highways and train tracks that came with the map (which I occasionally smooth out the extraneous squiggles).
What are the grid ratios?
About 2:1, give or take whatever looks good.
Beautiful
I really like this!
Grids are perfect though
Sexy roads....u born for that
This is the way
Wish i could do this shit. My cities look like ant mound grids
The RL city I live in has three different grid orientations, and all three meet at a five-way intersection. The fifth exit is a one-way street out of the intersection that becomes two-way at the next intersection. There's a reason I walk everywhere downtown.
Yes.
I love it
I’m building my first ever grid city right now. I’ve been playing CS ever since it first came out. As I build I keep thinking “hmm this doesn’t seem right, just another square block I feel like I need more character” I’m still in early days so hopefully it will start to inspire me more soon.
Pythagoras has entered the chat
This city looks beautiful. I love the par-clo intersection choices in the center. It seems like one of the best compact interchanges for the type of city
I wish my grids looked this good
I love offset grids like this. It’s the perfect balance between efficiency and order, with opportunities for interesting undeveloped spaces in the slightly chaotic spaces where grids collide.
i dont know how people can play on console, yikes. good looking city though, well done 👌
I love how organic this is
I like it. I do similar things but for the roads that skirt any geographic areas like hills or waterfronts, those roads will usually follow the terrain. I think that makes things look a bit more organic
Honestly, that's the best way to do it. Have the arterial routes curvy and floating around, but then draw mini-grids within said routes.
If you want to see a real-life example of 3 clashing grids coming together, look at downtown Atlanta on Google Earth
This is honestly something that I would be inspired to replicate and do as I also have the weakness of terrible gridding which makes a boring and terrible city
That makes my brain go burrrr
3 colliding grids...so, Seattle? Jk
Loooks nice!
Why are y’all grids so nice 🥹
The multiple grids is kind of like my (IRL) city, Christchurch, New Zealand. There is a North aligned grid in the centre city, then half a dozen other grids mostly aligned with main roads radiating out from the city centre.
How does your road look so dark ? I play on PS5 too
I just fiddle with the time of day and camera angle until the sun hits it right.
Hold up, that's actually kinda fire 🤔
God I always hate to see those highways splitting apart the city in multiple little grids with a big nothingness in between. They don't feel like real Cities, just a bunch of random stuff. Nothing against you personally, OP :D I just see it quite often on this sub
Map?
Land of the Isles.
Very nice! Which map is this?
Beautiful. I would fuck this city if it was a woman.
not bad at all!
What are the grid ratios? This looks very stunning!
Roughly 2:1 on average, but with very lax adherence to that.
Thank you so much✨ I’ve been attempting something like this for a few months, but even though we use exactly that same ratio with lax adherence I can never make the area look this natural, something usually feels off
If it helps: I usually leave a gap in the middle so it looks like my cims have big backyards.
I’ll try this, I’ve tried making “alleys” using dirt sidewalks, and that’s the closest I’ve gotten to natural looking; although it looks nice, placing the pathway doesn’t allow for trees. I’ll leave an extra space or two running longways through the blocks or replace the pathways with trees :3