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andreharv

Additional Public Transit

Public Transit Addendum   198 members have voted

  1. 1. Which expansions to rail based public transit would you like me to work on?

    • Single Rail Tracks/Stations
      59
    • Rendered Rail Tunnels
      42
    • High Speed Rail (new network type)
      69
    • Above Ground Subways/Metro (pretty much new network type)
      101

Please sign in or register to vote in this poll.

1,069 posts in this topic

1 hour ago, Igorp133 said:

@andreharv @Tim The Terrible, I hope you haven't abandoned work at future MOM updates and soon we will build MOM tracks with catenaries. Here is the photo for some inspiration. It is Bilbao metro aqueduct with catenaries support.

 

Etxebarrirako_metro.jpg

A related project is in progress with the Los Angeles light rail vehicles. Refer back to previous pages for further details.

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Hi guys.  I just released a couple updates for Network Extensions 2 and I will now be jumping back on MOM (uhhhhh).  First I'm going to tackle some issues regarding placing some of the modded stations (this has driven many people crazy lately).  From there we go onto single rail.  Did you guys use the dual oneway track on One-Way Train Tracks mod?  Not sure whether to implement them but I will find out soon.  Once that is done, it will be easier to implement caternaries for one and two track pieces.  Stay tuned and like always, thanks for your patience.

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@andreharv - I definitely use the two track one way rail, though not a tremendous amount. For metro though, I feel like I'd use it a lot more to create a Local/Express system across four tracks (provided the stations can handle it). If you were to include a 4 track MOM variant, I could probably go without two track one-way, but it'd be ideal to have both, if at all possible.

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3 hours ago, andreharv said:

Hi guys.  I just released a couple updates for Network Extensions 2 and I will now be jumping back on MOM (uhhhhh).  First I'm going to tackle some issues regarding placing some of the modded stations (this has driven many people crazy lately).  From there we go onto single rail.  Did you guys use the dual oneway track on One-Way Train Tracks mod?  Not sure whether to implement them but I will find out soon.  Once that is done, it will be easier to implement caternaries for one and two track pieces.  Stay tuned and like always, thanks for your patience.

Yes, I definitely use the two-track one way rails, although the applications are a bit niche. I've had a few station setups that used them to ease transfers.

2 hours ago, bsquiklehausen said:

@andreharv - I definitely use the two track one way rail, though not a tremendous amount. For metro though, I feel like I'd use it a lot more to create a Local/Express system across four tracks (provided the stations can handle it). If you were to include a 4 track MOM variant, I could probably go without two track one-way, but it'd be ideal to have both, if at all possible.

I don't think a four-track two-way could work very well. Mostly because intersections would quickly get ugly as hell, since all tracks that are capable of connecting will connect, without letting the player choose.

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On 22/02/2017 at 6:04 AM, andreharv said:

Hi guys.  I just released a couple updates for Network Extensions 2 and I will now be jumping back on MOM (uhhhhh).  First I'm going to tackle some issues regarding placing some of the modded stations (this has driven many people crazy lately).  From there we go onto single rail.  Did you guys use the dual oneway track on One-Way Train Tracks mod?  Not sure whether to implement them but I will find out soon.  Once that is done, it will be easier to implement caternaries for one and two track pieces.  Stay tuned and like always, thanks for your patience.

Would be useful in through transit station concepts. Wouldn't serve any purpose in end stations since both tracks can be used. Other than that, I don't personally use one way tracks 

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Even then, the same can be accomplished by two one-track one-ways and a non-station two-track two-way in between. In addition, this only takes up three tiles.

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I think 4 track MOM is a good idea. It worked in CiM2, and would make express lines much easier. Although this may be niche, is there any chance of a 3-track steel elevated track, with the center bidirectional? With APT you can set up peak period expresses.

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hey @andreharv and @BloodyPenguin

I've been looking into the feasibility of having a train station track with a centre platform and I think it actually works in game. 
I played around with the m.lanetypes within Train Station Track. you can edit the m.lanes to change there position. below is the exact reverse of what is in game. the 2 m.vehicleType = pedestrain lanes that make up the platform have values of 2 and -2 (instead of 6 and -6) and the 2 m.vehicleType = train lanes have values of 6 and -6 (instead of 2 and -2). you can see how wide apart the trains split to observe the platforms in between (ignore the vanilla track texture/mesh)

I haven't changes the m.lanes' widths so they're all still 4m wide which means the width of the overall netpath is still the same (16m) it just LOOKS wider because the trains show the outermost lanes more than cims usually do standing on the outside.
58b6747c280ff_-2and-6.thumb.jpg.1d8ea0bb9c9867323a86f1a01d7c16a5.jpg

 

Below I edited the values to make the netpath's width virtually narrower by changing the m.vehicleType = Pedestrian lanes to -1 and 1. and the m.vehicleType = train Lanes to -5 and 5. that resulted in this slightly less gap:

58b67476e66ed_-1and-5.thumb.jpg.68e80391ca52d3664099dba1553d5d37.jpg

you can also see that the props also move correctly with the lanes:

props.thumb.jpg.d11683da0bb5de89b56571476e1c94e0.jpg

 

the things you'd have to change would be the overhead wire's position, the mesh for the catenary poles (make it wider) and change the mesh of the netpath. I don't think you'd have to change the node texture or anything.. BloodyPenguin might this be a good addition to ETST? we could finally have train stations that have middle platforms and don't need to have a weird connection the two separate netpaths like would happen if we made the same station using the one way station tracks.

 

You can see the cims still use the stations with the edited values:
58b678c9e0cc7_Screenshot8.thumb.png.e64ea88fb97b22024fbfd2dc62a0f4ce.png

the cims are on the centre platform - you can see from my old brick station mesh where the vanilla platforms usually are.

and trains still cross over the tracks correctly:

58b67abdc402c_Screenshot9.thumb.png.b387f4717a26e826e52c59591cab14fc.png

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50 minutes ago, Bad Peanut said:

hey @andreharv and @BloodyPenguin

I've been looking into the feasibility of having a train station track with a centre platform and I think it actually works in game. 
I played around with the m.lanetypes within Train Station Track. you can edit the m.lanes to change there position. below is the exact reverse of what is in game. the 2 m.vehicleType = pedestrain lanes that make up the platform have values of 2 and -2 (instead of 6 and -6) and the 2 m.vehicleType = train lanes have values of 6 and -6 (instead of 2 and -2). you can see how wide apart the trains split to observe the platforms in between (ignore the vanilla track texture/mesh)

I haven't changes the m.lanes' widths so they're all still 4m wide which means the width of the overall netpath is still the same (16m) it just LOOKS wider because the trains show the outermost lanes more than cims usually do standing on the outside.
Below I edited the values to make the netpath's width virtually narrower by changing the m.vehicleType = Pedestrian lanes to -1 and 1. and the m.vehicleType = train Lanes to -5 and 5. that resulted in this slightly less gap:

you can also see that the props also move correctly with the lanes:

the things you'd have to change would be the overhead wire's position, the mesh for the catenary poles (make it wider) and change the mesh of the netpath. I don't think you'd have to change the node texture or anything.. BloodyPenguin might this be a good addition to ETST? we could finally have train stations that have middle platforms and don't need to have a weird connection the two separate netpaths like would happen if we made the same station using the one way station tracks.

You can see the cims still use the stations with the edited values:
the cims are on the centre platform - you can see from my old brick station mesh where the vanilla platforms usually are.

and trains still cross over the tracks correctly:

Is this better than two one-way station tracks?

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27 minutes ago, boformer said:

Is this better than two one-way station tracks?

it would mean connecting the station to the normal train network would mean you could connect straight to normal train tracks, not fluffing around with the one-way tracks. It would also remove the hassle of setting the spawn points of the two separate one-way station tracks, it would also mean less segments created overall. I think it would be simpler than using the two one-way station tracks

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1 hour ago, Bad Peanut said:

it would mean connecting the station to the normal train network would mean you could connect straight to normal train tracks, not fluffing around with the one-way tracks. It would also remove the hassle of setting the spawn points of the two separate one-way station tracks, it would also mean less segments created overall. I think it would be simpler than using the two one-way station tracks

It would also remove the problem of confused AI on one way tracks. Currently game AI doesn't behave properly on one way tracks, it usually enters the platform when there's already another train, causing the blockades on the network. (assuming there's a mid segment between station track and one way). In other case, trains still enter one lane (two way) tracks despite the presence of other trains. 

Idea: Would be possible to create a mode which allows to set the width of tracks, instead of setting them fixed ? People would have more flexibility if it's the case, we could create stations independently from fixed width, we could set the width according to the platform model instead. 

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1 hour ago, R3V0 said:

Idea: Would be possible to create a mode which allows to set the width of tracks, instead of setting them fixed ? People would have more flexibility if it's the case, we could create stations independently from fixed width, we could set the width according to the platform model instead. 

No. The network system of the game uses static prefabs.

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I see there is one public transportation type missing (not in poll), and which I want to have in my cities - trolleybuses.

IMO, it can be done modifying tram network, removing the tracks. But there comes the problem - trams ride in dedicated lane only, while trolleybuses can change lanes freely if and until trolley poles are connected to overhead wires.

Here derives another problem for lane changing - if road models and trolleybus model are going to be static, there won't be permanent and fluent connection of trolley poles -> wires. So these should be animated and rotate according to movement of the vehicle.

 

I would like to add, that there is a huge demand for this system from Russian community. From time to time I check CSL VKontakte page. A lot of people were a little disappointed that Mass Transit DLC is not going to feature trolleybuses.

Trolleybuses can be found widely in the world, but are most popular in Eastern Europe  and Russia.

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27 minutes ago, pauliaxz said:

I see there is one public transportation type missing (not in poll), and which I want to have in my cities - trolleybuses.

IMO, it can be done modifying tram network, removing the tracks. But there comes the problem - trams ride in dedicated lane only, while trolleybuses can change lanes freely if and until trolley poles are connected to overhead wires.

Here derives another problem for lane changing - if road models and trolleybus model are going to be static, there won't be permanent and fluent connection of trolley poles -> wires. So these should be animated and rotate according to movement of the vehicle.

 

I would like to add, that there is a huge demand for this system from Russian community. From time to time I check CSL VKontakte page. A lot of people were a little disappointed that Mass Transit DLC is not going to feature trolleybuses.

Trolleybuses can be found widely in the world, but are most popular in Eastern Europe  and Russia.

The solution could be create tram avenues which tram lines are going to be on the bus lanes. Not a good solution but better than nothing i guess. 

They are also popular here in switzerland basically every city runs on trolleys. 

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Yes, it still better than nothing, but far from perfect. It will only look OK when trolleybus will ride at idle speed and at the same lane.

But once it turns to the stop, or changes the lane it will look bad because trolley poles would be static. It would be a hard work for our modders to make them dynamic (actually rotating left and right would be enough) I made an example of a situation when trolleybus is driving on 3 lane street or on 2 lane street with bus (trolley) stop. (Both buses and trolleys should use same stops).

 

trolley network.png

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7 hours ago, boformer said:

Is this better than two one-way station tracks?

Very much yes. Currently two One Way Station Track must be placed more than 8m apart to avoid the 'Path Not Found' error. Santa Barbara Station has this problem at the moment. I could fix it but making the island platform 8m wide would not make it true to the original, and 8m is quite wide for an island platform in most cases.

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I can easily make an island platform station track.  The problem is that I will be forced to choose the distance between the tracks and someone somewhere won't like what I come up with.  So let's discuss.  What would you guys like?

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7 minutes ago, andreharv said:

I can easily make an island platform station track.  The problem is that I will be forced to choose the distance between the tracks and someone somewhere won't like what I come up with.  So let's discuss.  What would you guys like?

The minimal distance is 8m, so i would go with factors of 3;

9m - 12m

and less used 15m would be ok. 

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@R3V0 Multiple versions of platform width sounds like a novel idea.

@boformer and @Tim The Terrible I would tend to agree with boformer.  The Santa Barbara station center platform is characteristically narrow.  If I developed a platform station this narrow, it would be merely for the sake of making this one station.  Most stations I have seen look like they have platforms that are at least 6m wide.  This looks like it is barely 2.  Do people use it IRL?

 Image result for santa barbara station

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5 hours ago, andreharv said:

@R3V0 Multiple versions of platform width sounds like a novel idea.

@boformer and @Tim The Terrible I would tend to agree with boformer.  The Santa Barbara station center platform is characteristically narrow.  If I developed a platform station this narrow, it would be merely for the sake of making this one station.  Most stations I have seen look like they have platforms that are at least 6m wide.  This looks like it is barely 2.  Do people use it IRL?

 Image result for santa barbara station

I think 6 is great.  At most 8. Remember you should try and keep within the 16m width of the original track. The first picture i used shows an 8m platform (the trains widest apart) the rest of the images show a 6m platform. I think that it should actually be 8m platform because you have to remember that modelling on a 6m platform does not allow that much space for escalators/stairs. If i modeled an up and down escalator that would take up a good 2/2.5m space in the middle which would leave another 2 or so for cims to get around them on either side. Visually i think the 6m platform looks good but practically i think it shpuld be 8. It's the exact opposite of the normal station track. It maintains the same width. And it'll give more room for placing pedestrian paths to access the station.

In a nut shell: minimum 6m maximum 8m. I'd prefer 8m

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8m (or above) is a pretty common platform width. But Anything above 8m can be done with two separate single Station Tracks. That's why I think 4m or 6m is nice for an island platform prefab. Of course I know Santa Barbara is insanely narrow, but I'd be happy to widen it to 4 or even 6m, but 8 is too much.

And yes, most platforms nowadays are a lot wider, but they didn't used to be. A lot, if not all stations, have sacrificed tracks to make the platforms wider for the amount of commuters we have in modern day. A 4 or 6m Island Platform prefab would be ideal to make these older, characteristic station. Those 11-13m German station can once again be done with two separate station tracks without getting the pathfinding issue.

5 hours ago, andreharv said:

This looks like it is barely 2.  Do people use it IRL?

Yes, if you want to catch the southbound train.

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2 hours ago, Tim The Terrible said:

8m (or above) is a pretty common platform width. But Anything above 8m can be done with two separate single Station Tracks. That's why I think 4m or 6m is nice for an island platform prefab. Of course I know Santa Barbara is insanely narrow, but I'd be happy to widen it to 4 or even 6m, but 8 is too much.

And yes, most platforms nowadays are a lot wider, but they didn't used to be. A lot, if not all stations, have sacrificed tracks to make the platforms wider for the amount of commuters we have in modern day. A 4 or 6m Island Platform prefab would be ideal to make these older, characteristic station. Those 11-13m German station can once again be done with two separate station tracks without getting the pathfinding issue.

Yes, if you want to catch the southbound train.

if you make it wider than 8m then you are making the overall prefab's width larger than the vanilla one - for continuity this shouldn't happen. Scaling in game has to remain the same

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I have a question about those fancy tracks with got on MoM tracks. Didn't someone convert them so normal rails also use them? Or did I dream that, because I cannot find it.

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Sad to say it was just a dream; albeit a good dream.  However, @Tim The Terrible and I have been flirting with the idea of a Rail Overhaul Mod which will use all new models and textures...so dream come true?  It will be a while out though.

@Tim The Terrible Re: Southbound traffic, Touche.  Didn't see the station from that angle.  

@BadPeanut: From a development standpoint, width doesn't really matter (think of how tram widths are variable based on the road.  However, each width would have to have a flag associated with it so I would rather not make a ton of them or it will just be another thing that breaks if CO starts making new tram roads or something. 

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      BSC Mega Props Jestarr Vol.05 - industrial fans will probably have this.
      BSC Mega Props Jestarr Vol.08 - industrial fans will probably have this.
      BSC Mega Props SimGoober Vol.01 - the #1 most downloaded prop pack!
      BSC Mega Props Gascooker Vol.01 - yet another old classic.
      BSC Mega Props DAE Vol.01 - yet another old classic.
      BSC Mega Props CP Vol.01 - Cycledogg's first pack, also a classic.

      TEXTURES
      BSC Mega Textures Vol.01 - the most widely spread texture pack of them all.
      BSC Mega Textures Vol.02 - not too exotic, eh?
      BSC Mega Textures Vol.03 - another rather common one.
      Rail Yard and Spur Textures Mega-Pak 1 Version 1.02 - ncd's superb textures - especially the rail nuts among you will have this.

      OPTIONAL
      I added lamps with custom light cones that will improve the lighting of the lots at night. The lots will look perfectly ok without these light cones, but if you want them, you will have to download this pack:
      PEG MTP Super Pack


      4 - FINAL WORDS

      I've been working on this mod and off with long breaks, motivation was a serious issue. Making a lot is nice. Making two lots is okay. Making 250 lots is a serious pain in lower body regions; it's not even funny. In total, it took me nearly two years to piece all this together, test it, write the documentation, make screenshots, and all that. For the most part, it was by far more boring and painful grunt work than a pleasant creative task. So much time has passed that by now I'm already dissatisfied with several of the lots. It's about time I released this so I have it off my plate. I'm exhausted, fed up with it, glad it's done with. I hope you guys will like it although it's far from perfect. At least I hope it will be an improvement over the Maxis lots.

      I have some more nearly finished stuff in store that will be released soon, most notably two IRM addon packs with another ~80 lots in total, plus some filler sets further down the road. These should enable you to take even more control over your industrial areas and make halfways realistic-looking facilities. So make sure you watch the STEX!

      The next logical step would be to re-lot some popular industrial BATs for seamless integration into this mod, but we'll see how that goes.

      I would like to thank all the fine people who made the tools, the props, and the textures that I used, as well as the entire SC4 crowd for keeping this game alive, and for having me around.

      Should you want to share and/or modify this, be my guest - just try not to be a jerk and give credit where credit is due. In case of doubt, just drop me a line via PM here on Simtropolis.

      Finally, for those annoying people who keep saying things like "Duh, the Lot Editor simply won't cut it these days, you need to make your own BAT" in STEX comments, I have a little dedication, too.

      T Wrecks, December 2, 2012
    • By Martin892
      Hi all,
      Some new life on the sc3k forum reminds me of this question I have for years.
      Playing sc3k always made me end up building highrises on the map edges. Might there be an opportunity modding the game such that the maximum map size increases? Eg 4 fold or 9 fold. This would allow creating larger metropolises in sc3k.
    • By Silur
      The title says it all. My question is... How can I remove pedestrians and another stupid animation from the game. The option of low resolution in-game SC4 is not accepted.
      Must I block every position from original SC4 dat file. Maybe there is such MOD. Do You have any fresh ideas 
    • By pcwhiz24
      Welcome back! (WL is short for Woodland)
      Click on the images for full screen (most are in 1920x1080)
      Another beautiful morning! Ahh, lovin' those gravel roads...
      After much saving up, we finally build Woodland's first ever Fire Station!
      Although it's not a Maxis Station, it is $150/month (cheaper than the $250 from a large station!) and has three fire trucks, instead of two!
      Today is a special day for this town...
      It's time to finally PAVE the roads! After much traffic problems, I think it's time we......(I turn my head looking West)
      What the? You see the smoke out in the distance? It's coming from River town! (Just as I said that the phone rang)
      *Phone rings*
      *Picks up phone*
      Me: This is Mayor Whiz, how may I help you?
      Caller: It's Paul, (the chief of police in WL River Town) We're burnin' down!!!
      Me: What?
      Caller: Our town's about to go up in flames! We got a huge forest fire out there!
      Me: I'll help! I just built a fire station! *Phone connection lost*
      I drive over to the fire station in a panic..
      Me: Big fire at River City!!! Come on let's go!!!
      I hitch a ride on a fire truck and we head west to WL River City
      (Yes, we finally built an actual neighbor connection, no more 1 hour hikes!)
      We make it to WL River City and see smoke with large flames out in the distance:
      Mathew: You got firefighters?!?! Thank god! We're about to burn up, I got the town evacuated, they're at Pleasantville for now! Look at that massive wall of flames coming our way!
      On a hot summer afternoon, lies the arduous task of putting out a town-threatening fire. The fire apparently started from a lightning strike and due to wind direction suddenly shifting, it became a massive "wall" of flames that walked towards the town. It finally got as close as the rail road, which thankfully stopped the fire from spreading any further. However, the houses and train stations could go up in flames if any cinders hit them and turn the city that has given us electricity into a raging inferno!
      (The fire reaches the railroad as our town's entire firefighter caste fights to save Mathew's industrial town from a raging inferno. Mathew hasn't built a fire station yet.)
      The fire spreads westward north of the houses and consumes the houses outside the town:
      Luckily, the rest of the town will be spared. After hours of hose spraying, we actually manage to get control of the inferno. Only a few houses are burnt down...
      The firefighters return to WL Town, and I stay over at WL River City.
      The next morning...we get treated to a small riot:
      One police station later:
      The riot is calmed. Some very angry citizens as a result of the fire (they lost all their possessions in the fire)
      The beautiful forest that surrounds this town are now charred and dead...
      Mathew: It's going take years for all those woods to grow back!
      Me: Hey look at the bright side, at least you won't feel guilty cutting those trees down to expand the town anymore!
      Mathew: True, I was going to expand westward eventually, but I used to love taking long walks through the woods and so did a lot of my citizens. That's one of the biggest reasons they live here. And man thank you so much for saving my town! My town wouldn't be here right now if it wasn't for your firefighters!
      Me: Don't need to thank me, you saved my town from obliteration! (Chapter 2). For that I am eternally grateful.
      You save my city and I'll always save yours if you ever have trouble. That's what best friends are for!
      I return back to my town...
      ----------South Residential Expansion----------
      In order to meet the very high residential demands, a new residential sector will be created that extends south of the main town.
      Stats as of now before expansion:

      We have nearly $25,000 in the bank and we're a modest $400 a month. Residential demand is up the roof!
      The roads are drawn...
      (Note that these roads were drawn before the gravel roads)
      New growth:
      Found the pics of the gravel roads being added!
      Before:
      After:
      (Six new windmills were built in order to meet power demands. We're producing 1200MW and receiving 1000MW from WL River Town)
      Schools are finally having an effect!
      A new DSW shoe warehouse store:

      A new trail among the beautiful woods behind the store:
      Our population is now over 4000 sims, and we're making over $700 a month!
      New farms were built known as the North Farming Sector:
      Beautiful evening at Central Square
      Ghosts congregate at the cemetery, telling each other stories of the lives they lived and kids they scared
      The next day, we get hit by a thunderstorm...
      Storm season's been pretty quiet this year, although next year is predicted to be intense since there's an air current that comes down every couple years that allows severe storms. This is a weather pattern that results in tornadoes but only every 3-5 years.
      A downpour in an April afternoon:
      Some back yards are flooded but amid the rain the baseball and soccer teams still practice in the flooded fields!
      A few days later, the East Residential area gets an expansion:
      Even after the growth, residential demand is still very high. I finally decide to take the leap...
      I zone medium density residential and commercial around the central square area
      And up they go!
      This is a huge milestone, and the first sign of urbanization. They grow up so fast!
      ==========The First Apartments==========
      Medium density offices will soon be built here as well. The apartments line up around the Main Central Square area, which someday, will be the Down Town!
      Population is now over 5000 and we're making nearly $1000 a month!
      Now it's over 6000 and we're making over $1200 a month! We have $45,200 in the bank! That's the most we ever had!
      Let the good times continue!!!
      However...While the town may be booming now, all the new apartments have made traffic issues much worse:
      (Note the new mansion! Our first R-$$$ House, that's another milestone!)
      Mathew warned us about this.
      This brings us to the next major milestone:
      ==========The First Roads!==========
      The roads are paved along the Main Central Square and extend to North and South Industries (Where most people work)
      Much better! There's still some trouble spots but there's definitely improvement!
      Also take note that we tore down the six windmills that were around the cemetery. Mayor Mathew built a second coal power plant so now we're receiving 4000MW of power a month for only $243/month! That's much better than the $300/month for 1200MW of power from the windmills!
      In the mansion in the above image lives my friend Ben, the manager of one of the low density CO-$$$ business. Thanks to all the traffic, he was able to make huge profits and have a big mansion built right down the road so he only has to walk to work. He's done a lot of good things to this city!
      *Thunder*
      (Notices distant flashes of lightning in the night sky)
      Another powerful thunderstorm heads our way on this fine evening...
      On that note, let's end it here.
      To be continued...
      ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
      Stay tuned for Chapter 6!
      Story Summary (For those who are in a rush)
      A lot has happened in this chapter! First we saved the neighboring city (Woodland River Town) from a raging wall of fire by sending our firefighters from our town, to which Mayor Mathew highly appreciated. We got back, and expanded the east housing in our town, got hit by a few thunderstorms, built more farms, created a south residential area, first apartments, first mansion (R-$$$) and first paved roads ever. We also got our power deal increased from 1000MW/m to 4000MW/m, and we no longer need power plants. All the power we receive now comes from Mathew's town.
      Population has increased from 2000 to 6100 and profit from $400 to $1200 a month.
      --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
      Comment Replies from last Update (Chapter 4 Part 2)
      @Tonraq: I'm glad too! Loans ain't cheap!
      @Kim Sunwoo: Thank Mayor Mathew for that, if he didn't come in and stop the obliteration, this journal would really be a two-update short story!
      @dabadon5: Thank you!
      @Paulobergonci: Glad you like it! I want to play the game as fair but realistically as possible, and balance things out. I'll always make beautiful shots but also show normal in-game shots as this city grows. One day when it hits 1 million we can look back to this update and remember the memories!
      @anytownUSA: It is indeed. You'll later on see another town (in a future update) that learned the hard way about growth...
      @VonCheese: That's what makes the game fun, I enjoy a challenge! I want to show the beauty of this game and Photoshop as well without neglecting the core aspects of the game play! At heart, this CJ is about a town that goes from 0 to 1 million sims, and every obstacle it overcomes. It's the story that makes it interesting, and this is still only the beginning of this journey!
      @jolteon: Thank you! And I did by using Paint.Net, creating a 2nd layer, creating white blobs and blurring and distorting (use dents) them then repeating until they were realistic enough. (Hint: Multiple layers of different shades of white) Before that, I also took a pic of both cities and pasted them together (I'll post a tutorial later down the road)
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