Posted on Facebook before, but not yet here, on Paradox's own grounds.
A compilation of my cities built between 2020-2023
Completed (filled the whole map) 14 of 25-tile cities.
5400000 (5 million+) total population
93.57 averaged traffic flow
11 of 14 are 'vanilla with assets', using only graphic mods and district styles.
3 of 14 used Optimized Outside Connections to reduce cargo trains.
None uses TMPE or tampers with game balance.
And below are the self-ranking of my cities from rank #14 to rank #1
Ranked by aesthetics, originality, and difficulty.
----------------------------------------------------------------
14. Les Îles. 415000 population, 92 traffic flow.
This was my first archipelago city with no land connection.
I splitted my industries and commercial areas as a habit, but this didn't work here because relying on cargo ships to deliver was too slow.
Near the end of the build the factories and shops were being abandoned due to failed supply chain.
Nevertheless, I learned what I needed to do on my next archipelago city, and would perfect it in 'Mahimahi', the city on rank #8.
-------------------------------------------------------------------
13. Valley of Fire. 142000 pop, 93 traffic flow.
Built on the Canyonlands national park in Utah. It's given low rank because there was nothing challenging with the build.
The buildable area was small, and the resulting pop was only 142k.
Still it was my first time laying out hexagonal roads, an idea which I'd reuse later in rank #3 'Sebascodegan'
--------------------------------------------------------------
12. Bouvetoya. 244000 pop, 96 traffic flow.
Built on Bouvet Island, the most remote island on Earth.
It was my second city with no land connection, even if the city only comprise one gigantic island.
It was my first city with free-form roads. My hands were forced by the terrain, which contained absolutely NO flat area.
To get the grids to zone anything at all, the roads had to curve to follow the inclines.
The whole city only produces 2 types of goods: canned fish and IT goods.
-----------------------------------------------------------------------
11. Alpino. 675000 population, 91 traffic flow.
This was my first 'successful' (90+ traffic) land-based city.
It utilizes all public transit system available in game pre-Sunset Harbor, with the exception of ferries.
--------------------------------------------------------------
10. Hansestadt X. 730000 population, 92 traffic flow.
Built on the landscape inspired by the North Sea coast, and taking the ideas of Hanseatic cities.
It ended up too 'griddy' and rectangular to my liking, otherwise I might rank it higher.
------------------------------------------------------------------------------
9. Niflheim. 105000 population, 94 traffic flow.
The was my last completed city.
There was no contingent flat land on this map, only small buildable pockets of land in the valleys here and there,
so the city was more a collection of small towns than a single entity.
Overall it turned out well, but the challenge level is lower than the higher-rank cities.
-----------------------------------------------------------------------------------
8. Mahimahi. 138000 population, 96 traffic flow.
On Maupiti, Bora Bora (Pacific paradise island).
This was my final archipelago city, and where I perfected the archipelago supply chain.
Since cargo ships will never deliver goods on time, I put all the shops and factories on 1 single island.
The city only produces fresh seafood and canned fish.
-----------------------------------------------------------------------------
7. Amun Demi. 265000 population, 95 traffic flow.
The map was created to be the Nile river delta, so I used Arab and Lebanon district style and landmarks to create an (imagined)
conglomeration of Cairo, Alexandria, and Damietta, as exemplified in the landmarks and the abundant farming industry.
The city plan, however, was imagined entirely, with octogonal old town, and squiggly grid neighborhoods on the outer suburbs.
----------------------------------------------------------------------------------------------
6. Trollstigen. 223000 population, 94 traffic flow.
The difficulty level is rising sharply from this rank upwards. This city has 2 main challenges.
1st is that all the resources are on the hills, while the railway are below,
so I made factories on the hills with one-way truck highway for the supply chain,
instead of using trains like my other cities.
2nd challenge is the narrow river valley city like in Yanjin county in China.
All those inhabitants need to get to/from work and shops. They do so with ferries and metros.
This map is a map of Rauma in Norway so the city center is European.
-----------------------------------------------------------------------------------------------------
5. Salto Angel. 732000 population, 91 traffic flow.
This city is the epitome of cargo rail transport system. 91 traffic flow may be lower than my other cities,
but this city population is huge and they consume ginormous amount of goods.
And I decided to do a pre-WW1 city, with no IT office here. All the consumed goods need to be delivered physically by trains and trucks.
The total length of railway here may be >4 times my average cities combined.
You need this much railway for the amount of goods that need to be delivered, on vanilla (with the usual 5%-full trains) no less.
-----------------------------------------------------------------------------------
4. Twin Dams. 502000 population, 93 traffic flow.
This city epitomizes the phrase 'all roads lead to Rome', with all the metro and heavy rail lines converging at a single point.
At its peak the Metro Plaza Station saw 6200 passengers serviced per week,
and this was the time where vanilla metro only carried 150 passengers. No other metro model was available back then.
----------------------------------------------------------
3. Sebascodegan. 383000 population, 96 traffic flow.
This city is the head of the pack in water transport. 502 passenger ferries form the heart of the city's transportation.
The map is that of Sebascodegan Island in Maine.
Most buildings are European-style and there are 2 hexagonal neighborhoods that are also tourist attractions due to all the parks and balloon rides placed in the areas.
---------------------------------------------------------------------
2. Eagle Cliff. 625000 population, 92 traffic flow.
This city needs no description. It is the top of the top of challenging land-based map.
Setting up cable car routes was so fun here and they're the main transport of the city.
----------------------------------------------------
1. The Swamp. 228000 population, 95 traffic flow.
This city also needs no description. It is the most challenging water-based map on the workshop that I know.
There is no flat land, just waterlogged tiny islands that seem impossible to build on.
The main public transport are ferries and trams, with heavy trains running along the valley to serve as long-distance transportation.
This city also contain no IT office so all goods were produced and delivered to shops physically, on this seemingly impossible landscape.
My Graphics card is below the CS2 recommended specs, so I'm on the fence about getting CS2 right away.
Still, one day, I'll join the commune, see you in CS2!
A compilation of my cities built between 2020-2023
Completed (filled the whole map) 14 of 25-tile cities.
5400000 (5 million+) total population
93.57 averaged traffic flow
11 of 14 are 'vanilla with assets', using only graphic mods and district styles.
3 of 14 used Optimized Outside Connections to reduce cargo trains.
None uses TMPE or tampers with game balance.
And below are the self-ranking of my cities from rank #14 to rank #1
Ranked by aesthetics, originality, and difficulty.
----------------------------------------------------------------
14. Les Îles. 415000 population, 92 traffic flow.
![014_Ile.jpg 014_Ile.jpg](https://forumcontent.paradoxplaza.com/public/1019499/014_Ile.jpg)
This was my first archipelago city with no land connection.
I splitted my industries and commercial areas as a habit, but this didn't work here because relying on cargo ships to deliver was too slow.
Near the end of the build the factories and shops were being abandoned due to failed supply chain.
Nevertheless, I learned what I needed to do on my next archipelago city, and would perfect it in 'Mahimahi', the city on rank #8.
-------------------------------------------------------------------
13. Valley of Fire. 142000 pop, 93 traffic flow.
![013_Flame.jpg 013_Flame.jpg](https://forumcontent.paradoxplaza.com/public/1019500/013_Flame.jpg)
Built on the Canyonlands national park in Utah. It's given low rank because there was nothing challenging with the build.
The buildable area was small, and the resulting pop was only 142k.
Still it was my first time laying out hexagonal roads, an idea which I'd reuse later in rank #3 'Sebascodegan'
--------------------------------------------------------------
12. Bouvetoya. 244000 pop, 96 traffic flow.
![012_Bouvetoya.jpg 012_Bouvetoya.jpg](https://forumcontent.paradoxplaza.com/public/1019501/012_Bouvetoya.jpg)
Built on Bouvet Island, the most remote island on Earth.
It was my second city with no land connection, even if the city only comprise one gigantic island.
It was my first city with free-form roads. My hands were forced by the terrain, which contained absolutely NO flat area.
To get the grids to zone anything at all, the roads had to curve to follow the inclines.
The whole city only produces 2 types of goods: canned fish and IT goods.
-----------------------------------------------------------------------
11. Alpino. 675000 population, 91 traffic flow.
![011_Alpino.jpg 011_Alpino.jpg](https://forumcontent.paradoxplaza.com/public/1019502/011_Alpino.jpg)
This was my first 'successful' (90+ traffic) land-based city.
It utilizes all public transit system available in game pre-Sunset Harbor, with the exception of ferries.
--------------------------------------------------------------
10. Hansestadt X. 730000 population, 92 traffic flow.
![010_Hansestadt.jpg 010_Hansestadt.jpg](https://forumcontent.paradoxplaza.com/public/1019503/010_Hansestadt.jpg)
Built on the landscape inspired by the North Sea coast, and taking the ideas of Hanseatic cities.
It ended up too 'griddy' and rectangular to my liking, otherwise I might rank it higher.
------------------------------------------------------------------------------
9. Niflheim. 105000 population, 94 traffic flow.
![009_Niflheim.jpg 009_Niflheim.jpg](https://forumcontent.paradoxplaza.com/public/1019504/009_Niflheim.jpg)
The was my last completed city.
There was no contingent flat land on this map, only small buildable pockets of land in the valleys here and there,
so the city was more a collection of small towns than a single entity.
Overall it turned out well, but the challenge level is lower than the higher-rank cities.
-----------------------------------------------------------------------------------
8. Mahimahi. 138000 population, 96 traffic flow.
![008_Mahimahi.jpg 008_Mahimahi.jpg](https://forumcontent.paradoxplaza.com/public/1019505/008_Mahimahi.jpg)
On Maupiti, Bora Bora (Pacific paradise island).
This was my final archipelago city, and where I perfected the archipelago supply chain.
Since cargo ships will never deliver goods on time, I put all the shops and factories on 1 single island.
The city only produces fresh seafood and canned fish.
-----------------------------------------------------------------------------
7. Amun Demi. 265000 population, 95 traffic flow.
![007_Amun.jpg 007_Amun.jpg](https://forumcontent.paradoxplaza.com/public/1019506/007_Amun.jpg)
The map was created to be the Nile river delta, so I used Arab and Lebanon district style and landmarks to create an (imagined)
conglomeration of Cairo, Alexandria, and Damietta, as exemplified in the landmarks and the abundant farming industry.
The city plan, however, was imagined entirely, with octogonal old town, and squiggly grid neighborhoods on the outer suburbs.
----------------------------------------------------------------------------------------------
6. Trollstigen. 223000 population, 94 traffic flow.
![006_Rauma.jpg 006_Rauma.jpg](https://forumcontent.paradoxplaza.com/public/1019507/006_Rauma.jpg)
The difficulty level is rising sharply from this rank upwards. This city has 2 main challenges.
1st is that all the resources are on the hills, while the railway are below,
so I made factories on the hills with one-way truck highway for the supply chain,
instead of using trains like my other cities.
2nd challenge is the narrow river valley city like in Yanjin county in China.
All those inhabitants need to get to/from work and shops. They do so with ferries and metros.
This map is a map of Rauma in Norway so the city center is European.
-----------------------------------------------------------------------------------------------------
5. Salto Angel. 732000 population, 91 traffic flow.
![005_Salto Angel.jpg 005_Salto Angel.jpg](https://forumcontent.paradoxplaza.com/public/1019508/005_Salto Angel.jpg)
This city is the epitome of cargo rail transport system. 91 traffic flow may be lower than my other cities,
but this city population is huge and they consume ginormous amount of goods.
And I decided to do a pre-WW1 city, with no IT office here. All the consumed goods need to be delivered physically by trains and trucks.
The total length of railway here may be >4 times my average cities combined.
You need this much railway for the amount of goods that need to be delivered, on vanilla (with the usual 5%-full trains) no less.
-----------------------------------------------------------------------------------
4. Twin Dams. 502000 population, 93 traffic flow.
![004_Shuangbashi.jpg 004_Shuangbashi.jpg](https://forumcontent.paradoxplaza.com/public/1019509/004_Shuangbashi.jpg)
This city epitomizes the phrase 'all roads lead to Rome', with all the metro and heavy rail lines converging at a single point.
At its peak the Metro Plaza Station saw 6200 passengers serviced per week,
and this was the time where vanilla metro only carried 150 passengers. No other metro model was available back then.
----------------------------------------------------------
3. Sebascodegan. 383000 population, 96 traffic flow.
![003_Sebascodegan.jpg 003_Sebascodegan.jpg](https://forumcontent.paradoxplaza.com/public/1019510/003_Sebascodegan.jpg)
This city is the head of the pack in water transport. 502 passenger ferries form the heart of the city's transportation.
The map is that of Sebascodegan Island in Maine.
Most buildings are European-style and there are 2 hexagonal neighborhoods that are also tourist attractions due to all the parks and balloon rides placed in the areas.
---------------------------------------------------------------------
2. Eagle Cliff. 625000 population, 92 traffic flow.
![002_Pengfeixia.jpg 002_Pengfeixia.jpg](https://forumcontent.paradoxplaza.com/public/1019511/002_Pengfeixia.jpg)
This city needs no description. It is the top of the top of challenging land-based map.
Setting up cable car routes was so fun here and they're the main transport of the city.
----------------------------------------------------
1. The Swamp. 228000 population, 95 traffic flow.
![001_Sumpftal.jpg 001_Sumpftal.jpg](https://forumcontent.paradoxplaza.com/public/1019512/001_Sumpftal.jpg)
This city also needs no description. It is the most challenging water-based map on the workshop that I know.
There is no flat land, just waterlogged tiny islands that seem impossible to build on.
The main public transport are ferries and trams, with heavy trains running along the valley to serve as long-distance transportation.
This city also contain no IT office so all goods were produced and delivered to shops physically, on this seemingly impossible landscape.
My Graphics card is below the CS2 recommended specs, so I'm on the fence about getting CS2 right away.
Still, one day, I'll join the commune, see you in CS2!
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