This is my first city journal. I will give an introduction about my play style and why I make Noord-Kustland (North Coastland).
I have been playing Cities Skylines since 2017. First on PC, and when my laptop had a burnout I settled for PS4. I play through phone- that is Remote Play in combination with an old Sony Experia. At first I had to get used to the touch screen controls, but I got used to it. Nothing beats playing games while lying in bed next to my wife, lol.
The idea for this playthrough came after I tried building an elementary-education-only town. I had to resort to Low Density level 1 zoned areas, with minimal services and lots of garbage disposals. At around 8000 pop I stopped and looked at what I had made: it looked very much like a cluster of German or Dutch villages, and I wanted to extend that idea.
I own the DLCs and content creator packs, but I'll mostly make use of Industries and European Suburbia content for this province. I have enabled the "unlock all milestones" cheat, which is a first time for me. This is because a lot of small Dutch villages have a church or chapel in the centre, so I need the cemetery. I also need district styles, greenhouses, and transportation options for industry: If I decide to extend the town, it can extend around the station/harbour that would have been there since the establishment of the village. I have disabled disasters because I just want to see how things will work, not how things will be destroyed (because I do some detailing).
I am playing on Green Peaks map, because I wanted a map with low elevation and lots of water. Rivers are already present, and making new canals remains an option.
This is the first village, Koggerbrug. Its industry is based on Animal Products, and some generic industry near the riverside. Along the stream is some light commercial zoning. The waterway is not connected to a shipping route so I think this village won't grow much more. It counts little over 1000 pop.
Seen from the provincial highway, the exit to Koggerbrug. The waste disposal facility also takes care of garbage from a village further up north.
A closer look at the rural low density residences of Koggerbrug. Enough space for extended backyards. Even gravel roads which are actually uncommon in public space in the Netherlands.
The central access road with a small amount of shops, a police station and a church. No schools, nor medical facilities!
Next is St. Anna, based around Crops and Flour industry:
St. Anna is not yet connected to the provincial highway. For now it is only accessible through the same road that gives access to Koggerbrug. It counts nearly 1000 pop. Near the bottom you can see the Crops and Flour industry, with its own few generic industrial buildings to alleviate heavy traffic from Koggerbrug to St. Anna.
St. Anna's agricultural industry. The turbines were necessary because the Kogger coal power plant didn't produce enough to supply both villages. Now it looks even more Dutch!
I just realised a bicycle lane is missing, parallel to the connector road! Problem is, the road in bottom right direction still runs to nowhere. Coming soon.
St. Anna wouldn't be "Saint" without the chapel. The post office to the left side supplies mail service to Koggerbrug as well. Still no clinic, and still no school!
The next settlement will feature a cargo station and a bakery, based on some bigger industrial towns that can be seen in real life somewhere between Amsterdam and Haarlem.
I started with 580.000 c to spend, and now I have 80.000 c left. I need to plan the next village more carefully. Luckily I am making some profit by now, although not much.
Until next time!
I have been playing Cities Skylines since 2017. First on PC, and when my laptop had a burnout I settled for PS4. I play through phone- that is Remote Play in combination with an old Sony Experia. At first I had to get used to the touch screen controls, but I got used to it. Nothing beats playing games while lying in bed next to my wife, lol.
The idea for this playthrough came after I tried building an elementary-education-only town. I had to resort to Low Density level 1 zoned areas, with minimal services and lots of garbage disposals. At around 8000 pop I stopped and looked at what I had made: it looked very much like a cluster of German or Dutch villages, and I wanted to extend that idea.
I own the DLCs and content creator packs, but I'll mostly make use of Industries and European Suburbia content for this province. I have enabled the "unlock all milestones" cheat, which is a first time for me. This is because a lot of small Dutch villages have a church or chapel in the centre, so I need the cemetery. I also need district styles, greenhouses, and transportation options for industry: If I decide to extend the town, it can extend around the station/harbour that would have been there since the establishment of the village. I have disabled disasters because I just want to see how things will work, not how things will be destroyed (because I do some detailing).
I am playing on Green Peaks map, because I wanted a map with low elevation and lots of water. Rivers are already present, and making new canals remains an option.
This is the first village, Koggerbrug. Its industry is based on Animal Products, and some generic industry near the riverside. Along the stream is some light commercial zoning. The waterway is not connected to a shipping route so I think this village won't grow much more. It counts little over 1000 pop.
Seen from the provincial highway, the exit to Koggerbrug. The waste disposal facility also takes care of garbage from a village further up north.
A closer look at the rural low density residences of Koggerbrug. Enough space for extended backyards. Even gravel roads which are actually uncommon in public space in the Netherlands.
The central access road with a small amount of shops, a police station and a church. No schools, nor medical facilities!
Next is St. Anna, based around Crops and Flour industry:
St. Anna is not yet connected to the provincial highway. For now it is only accessible through the same road that gives access to Koggerbrug. It counts nearly 1000 pop. Near the bottom you can see the Crops and Flour industry, with its own few generic industrial buildings to alleviate heavy traffic from Koggerbrug to St. Anna.
I just realised a bicycle lane is missing, parallel to the connector road! Problem is, the road in bottom right direction still runs to nowhere. Coming soon.
St. Anna wouldn't be "Saint" without the chapel. The post office to the left side supplies mail service to Koggerbrug as well. Still no clinic, and still no school!
The next settlement will feature a cargo station and a bakery, based on some bigger industrial towns that can be seen in real life somewhere between Amsterdam and Haarlem.
I started with 580.000 c to spend, and now I have 80.000 c left. I need to plan the next village more carefully. Luckily I am making some profit by now, although not much.
Until next time!