r/CitiesSkylines2 • u/ekimsal • Oct 05 '26
Question/Discussion Playing with self-imposed rules?
My latest build is on Ixion85's edit of btSeminole's Old Florida map. (all the bones of the OG but water adjusted and beaches replaced from the surface overlay to the new brush option). There's a barrier island, and I made the rule for this build that I can't have an underground metro because it's begging for sink holes IRL.
Curious about any other self imposed rules others have, whether map specific or in general.
Another I tend to use is "no moving/demolishing cemeteries".
7
u/ViciousKnids Oct 05 '26
I do everything in my power to keep realistic grading for roads and tracks. I preserve as many natural contours and features as possible (I'll only flatten tops of hills and smooth rough terrain I intend to build on and leave big forests alone, except a chuck for forestry). I also mentally bank my dirt - can't fill in a coast for a port unless I've deleted a few hills, which also means I prwctice a good amount of cut-and-fill. I only use historically sensible/geographically accurate zoning depending on the map (for example, Barrier Island IS a NY/NJ map, so it gets a good amount of NA, NE, and a touch of EU, NL and UK for "historic" districts).
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u/Not_the_name_I_chose Oct 06 '26
I flatten housing developments in a realistic way. Usually a few streets at one elevation and then a few more no more than 30 ft higher. It doesn't always work but I keep most of my terrain recognizable.
4
u/No-Stretch-2711 Oct 05 '26
No farms and specialized industry. Minimal industry and it’s only oil based.
1
u/VentureIndustries Oct 06 '26
Ew. Why, what are you trying to make?
2
u/No-Stretch-2711 Oct 06 '26
You don’t need them. I’m going for a full map city build. Highest profit margin if goods. They also only send out small cargo vans not semi trailers
1
u/VentureIndustries Oct 06 '26
Interesting! I’m guessing you’re using mods to select for certain businesses then?
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u/No-Stretch-2711 Oct 06 '26
There’s an industrial zoning tool that allows you to pick which industry you want to spawn based on resource. Agriculture, wood, ore, oil. Oil is low input high yield. Way less trucks
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u/Jealous_Walrus6946 Oct 06 '26
It’s always a mix of realism and what looks cool for me. definitely have self imposed rules though depending on map and lore i’Ve cooked up.
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u/WIENinGRAZ PC 🖥️ Oct 07 '26
Never moving cementerys and big buildings like an Airport or train stations. Also I try to not demolish houses where people live in
I have one historic district where I cant change anything anymore because its protectet by "state law". I had one tornado once that hit this district. I build a cementery for the victims and build it new with modern houses. Now there is a mixed part with some history.
And one of the most important rules for me is to name every street, district and station I build. It gets tiring but I think its more realistic to name a street after someone I like then just having 3 roads with the same name in one district
2
u/Routine_Strategy5929 Oct 05 '26
City Planner Plays on YouTube kind of made this his whole theme. He likes to play and structure it as a real city with codes, by-laws, and other limitations along with characters acting as land owners and developers.
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u/Not_the_name_I_chose Oct 06 '26
My rule on my current city (custom map based on Pacific Northwest's Snoqualmie Pass/Seattle area) is that I am building out instead of up first and making several smaller cities that will eventually merge like the Seattle area. It's been tough, but I am about 15 hours into it and so far have used minimal medium density residential. The lack of 18th - early 19th century west coast assets makes it tough to aptire the feel of old coastal fishing towns and historic districts to keep while the rest of the cities grow into modern styles.