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Steam Workshop::Extra Landscaping Tools
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This article has been verified for the current version 1. The Landscaping tab contains several tools that allow for changes in the terrain, which can help to change the physical design of the town.

Soil is a resource which is accumulated by reducing the height of land, and is used elsewhere to increase land height.

This enables the construction of new coastlines or mountain ranges or perhaps the removal of an inconvenient mountain. It can sometimes be helpful to level terrain so buildings look better, and even be necessary for larger buildings like airports. The brush intensity the speed at which soil is added or removed control may be set to one of three levels, shown looking like a bar graph with three bars.

The size area of the brush may be set to one of three sizes, shown by circles. When adding or removing soil from the landscape, it will come from or go to the "Soil Availability Meter" a sort of temporary soil storage.

When empty, no soil can be placed without first removing it from somewhere else. When full, no more soil can be removed without first emptying at least partially soil from the meter by placing the excess soil somewhere on the map. Soil can be dredged from under water, but beware this can sometimes cause flooding.

The game has a built-in mod Unlimited Soil - Landscaping without limits [1]. The cost Landscaping Layout Tool Free 4k of moving soil is still in effect, but the soil available will not fill or deplete, which enables the player to add or remove as much soil as desired with the landscaping tools.

Note that activating this built-in mod will disable Achievements , unless they are re-enabled by a mod from the workshop. Pedestrian paths are narrow single-cell tracks which citizens will use in combination with roadside pavements and crosswalks to reach destinations on foot. Upkeep for paths are a part of the "Parks, Plazas and Landscaping" budget , however they offer no entertainment value by themselves and are, practically, part of the transportation infrastructure.

Paths are placed like roads , and can be straight or curved. Some paths can be elevated with much steeper gradients than permitted for roads , allowing players to construct footbridges over major roads as well as other, more elaborate pedestrian systems. The pavement path and bike paths can tunnel. Citizens are prepared to walk surprisingly long distances to their destinations, and an investment in footpath infrastructure can relieve a considerable burden from a city's roads.

Citizens will also walk parts of journeys that also involve other transport methods. If a road dead-ends, and there is another road nearby, it can be helpful to link the dead-end to the other road with a pedestrian path to allow citizens on foot an easy way out.

There are several types of paths in the game, but apart from the differences detailed below, they are functionally identical. Paths can be connected to the sidewalks beside roads. Walls and Fences are placed using the same tools as roads, but cannot change elevation, only conform to terrain. They can be used alongside a road to remove the zonable areas. This can be useful if two roads run parallel closely enough for the zonable area to overlap, and you only want zoned area on one of the roads.

Maps come pre-loaded with areas of natural woodland. Trees have no upkeep cost. Player-placed trees will support the forestry industry as much as naturally occurring woodland. Trees will reduce noise pollution , but must be used in large numbers to see a significant effect.

Different trees are available in different map themes. Additionally, these trees are available in the theme s they're listed beside:. Player-placed trees will support forestry industry as much as naturally occurring woodland. Placing extra trees to increase forest density before building a forestry extraction building over it can increase the output of the extractor.

Place rocks to give the landscape some character. Rock types include small rocks, boulders, buttes and mesas. Larger formations may include caves and trees. Quays provide a nice finish along the edges where water meets land. The "MoveIt! Patch 1. Quays can now be edited in the Asset Editor to allow pedestrian paths on top of them.

This makes quays work like pedestrian paths. Canals can create water based routes in your city. All canals automatically create pathways that ferries can use. Ferry Depots and some ferry stops may be placed alongside canals.

In the Disasters tab of the Landscaping and Disasters menu there are 9 buttons for manually triggering natural disasters within the city. The player may activate one or more disasters of the same or differing types.

There is a brief cool-down period for each disaster before it can be activated again. Some disasters start almost immediately, while others have a short delay before happening.

The intensity of all disasters except "Collapse" can be controlled with a slider, with values from 1 - 10, with 10 being the most severe.

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This page was last edited on 13 July , at Content is available under Attribution-ShareAlike 3. Social Media. Can be elevated. Cannot tunnel. Street lights illuminate at night. Only bicycles may use it. Can be made into a tunnel. Use quays to give waterfront a nice finish.

Quays are concrete walls built on the shore to even out terrain differences and allow for zoning near the water. If your canals have spots that are prone to flooding, you can use flood walls to control the water. Shallow canals accept only a small amount of water. They can also be used to regulate water flow into deeper canals, by placing a stretch of shallow canal segments at the start of a longer canal. Canals automatically create Pathways that Ferries can use.

Medium canals can be used in areas where shallow canals are not deep enough to get water. Use a stretch of medium canal segments at the start of a longer canal to allow less water to get in. Deep canals are the deepest canal option and can handle large amounts of water. If your deep canal is prone to flooding, upgrade part of the canal at the start and end to medium or shallow canal to keep the amount of water lower.

A shallow wide type canal. Use shallow canals to adjust how much water flows into a canal. A medium depth wide type canal. Use different canal depths to adjust how much water flows into a canal. A deep wide type canal.


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