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The harbour city in all its glory. You may have seen my Sydney recreation before in my CJ True Earth here, but you've never seen it before like this. I felt like a panorama was the best way to truly capture this amazing city for this final challenge. This panorama showcases the entire center of the city from Hyde Park on the far left to North Sydney on the right, just past the iconic Harbour Bridge. To top things off, I decided to showcase the city in a sunset setting - while Sydney is amazing at all times of the day, I felt like there was just something truly magical about seeing Sydney in the sunset.
This scene features countless buildings imported into the game - real, ingame assets, just like any other BAT you would download and use in the game yourself. The bridge and highway system can are completely modular, a picture illustrating this can be seen here. This scene as a whole also required extensive custom content creation. A majority of the buildings had to be custom lotted in addition to making 40-50 custom made Sydney road textures, complete with authentic bus and bike lanes.
Since i have two steam accounts i decided to start working on a realistic European city with stark contrasts to Kendrick (my US inspired series). I will of course cover many of the differences between US and EU cities as far as urban planning, infrastructure etc etc. But also follow a different narrative this time around; one of success, wealth, constant demand & development.
In our first episode we start out small, building a central train station, the surrounding neighbourhood, and some basic initial infrastructure by rail and highway to get the city going.
Hope you enjoy!
An early megacity due to Imperar. The original blurb:
"Greetings, everyone. Allow me to introduce to you all, the city of Hedrapolidon, the third "megacity" in line that I have built, and the first to be uploaded to this site. What I call a 'megacity' in SC3K, is a term that I refer to as any city that has surpassed a population of 4 million sims, without the use of cheats. Built in October 2006, it took no more than 2 weeks to create.
With such a large population, the city (with the exception of fire departments) boasts a vast educational system, contains plenty of hospitals, parks, and opportunities, whilst maintaining low pollution, crime, and unemployment. It even has room for a large, green, open space in the geometric center of the city. This is where 4 million sims can proudly gather together during its festivity seasons and celebrations . There also lays my mansion where I, and other sims can view the encircling skyscrapers from a good observable distance.
Being an experimental city, Hedrapolidon has been specifically designed to test out a new zone grid layout alongside a new construction method that I had developed in my SC3K notebook (yes, I truly am a fanatic). However, even though the city as a whole, appears to be of great achievement, the grid design was a disappointment, as it had failed in maximizing all its zones to its desired density, to which it was designed. Nevertheless, the city itself proved to become a worthwhile learning experience where I had discovered several key aspects that need to be considered when constructing an ideal megacity.
Here are a few lessons I learned from building this city:
4x4 buildings do not always develop successfully in roadless cities no matter how much you try, so it is better to design a grid that avoids them 6x6 spaced-subway stops, is therefore, a more reliable distance for optimum zone growth Pollution can be reduced in dense residential and commercial zones with high land values, by avoiding 1x1 filler tiles Water pipes can be effective laid diagonally Never underestimate the importance of micromanagement, and the "make historical" option Low-value dense buildings occupy more sims than high-value ones Build in the center for equalised development of the map, not the corners Slice the map into equal sectors to make them appear faster and easier to complete Designing "grid modules" (clumps of grids) accelerate development Planning a preliminary zone layout test city first, would really help Never neglect the artistic side of designing a megacity! Hope this serves as another example to those planning to build their own megacities as well.
Thanks for your time,
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