Our community city journals
Hey, first update!
The first update will cover tile B3. Here's an overview of the city:
The city tile itself can be described as the southern side of Medang, most of it, actually, since a small chunk is present in tile A3. It's an experiment by myself to see if an area could be built around an industrial district in lieu of the usual central business district and yes, you really do can. Industries need flat area so that's where they are, with the houses surrounding said industrial area. That's the theory. But does it actually work? Let's see...
The industrial hub of the city, anchored by a freight yard and the city's power plant.
Residential districts around the industrial hub
Notice that there are huge swathes of un-built land surrounding the industrial areas? Well, the pollution was much higher than I thought. And I thought the barrier of greenery between residential and industrial was enough....boy was I wrong! The low residential demand only compounds the issue further so that the undeveloped, remain undeveloped. My city though, or at least this part, turned out to have maxed out demands for both I-D and I-M. So the plan now, from now on, would be to prioritise my city building, and probably the whole region, around industry, wherever there is flat land I might try it. Also, notice the lack of parks? I might have to try building some, maybe it can drive residential demand, who knows? After making some evaluation (there is always room for evaluation and improvement in urban planning circles), I have come to these conclusions for future city planning:
- Double the buffer distance between industrial and residential areas.
- Have parks and sporting facilities from the start, build parks and sporting facilities where possible in already built tile(s). The forest isn't a suitable place for kids to play football or simply run/sit around.
- Increase percentage of industrial zoning, zone new industrial where possible in already built tile(s).
- Enact the Clean Air Act.
However, some of my ideas have gone swimmingly:
- Zoning commercial along the main throughfares have been quite successful.
- Due to how I've developed and kept the forests in the hills, the city has more than enough publicly owned green area( >20%, Indonesian Ministry of Public Works Decree no. 5, 2008 ) than the Indonesian law specifies. Even though this part of the city has a pollution problem, the trees somewhat reduce the impact even if it isn't really that big of an impact.
- The circular city plan works very well traffic wise at least, commuters are using both lanes instead of having traffic jams on one lane while the other lane is empty. Also makes a future plan for trams somewhat viable, even though South Medang is highly unlikely to ever have tram service.
Regional population: 28712
Percentage of population target: 0.28%
Now that we've covered the planning part of the (south part of) city, we can now go on a tour of it!
Kampung in the hills, this is the most Indonesian you could go to really, due to a lack of quintessentially "Indonesian" content for SC4. Made by 976, as used in his city journal Republic of Karasem, a great CJ everyone should read through. However, rising incomes might potentially make them nonexistent with the newly rich buying up kampung land where they can build their homes away from the pollution down in the valley.
More of the same, just not as dense.
The de facto "center" despite being located in the southeast corner of the city tile. Administrative offices are located here, so is the city market. So is the (ridiculously big) hospital, which is out of shot but nearby.
Development in the southern part of the city. The vast expanse of empty land means it's possible for R$$ to develop without demolishing previous structures. Also present is the area's only church, built for the 800 strong population of minority Protestant Christians who live in the area.
Plans have been put forth to demolish this small, illegal kampung near the industrial district and develop a park there. It's not without opposition though...
That's all guys! Like it? Leave a comment below, I'd really appreciate that. If that's taking too long, I'd like to give a big thanks for those who rate my entries 5 star! Replies to previous entry are in the comment section below!
Here's some pictures showing Kroonburg's north west downtown area. At the corner where Kallbrand street crosses Pad road lays some downtown industries which gives this old workingclass block a nice feelin to it.
And this pic shows the new trainhalt North east Klapper station. With an incoming commuter train. The building of this station is a part of the great extension of the mainline which will make it more accessible for more citizens.
A shot of my next city Portsburg, about 2 thirds complete. I will make a video tuturial on how to make easy and realistic express/ collector lanes and their benefits.
However... can anyone help me with linking imgur images to a journal entry? I cant get the insert other media button to work so I just left a link above of another image.
- Read more...
- 0 comments
I'm back after two weeks. Had to fly home suddenly, but now our tour of York County shall continue!
Kschmidt: i) Sums up the area quite nicely, and the local government has considered the installation of noise reduction barriers, but they are not fond of parting with their governmental grants
ii) I'm glad you enjoy them, a nice french theme to the area.
Tariely: Thank you! I dislike the grid layouts in suburbia and townships, they only really suit commercial areas and CBD's in my opinion
Raynev1: Thank you! Stay tuned for more!
MissVanleider: Thank you! Again, I dislike grids in these areas.
BugeyedDragon: I think they are part of a cycle-path set. I'll see if I can find them for you.
takemethere: I do want to get rid of those horrible maxis buildings, if anyone knows of some good ones, please let me know!
Welcome to Washington in the Weippe District. Found east of Fairbank, it holds a similar resemblance to the other area but with some slight differences as its under a different local government.
As you can see, it has direct access from the local highway, and unfortunately people have ended up living right beside it as the influx of people in the area grew rapidly in the late 90s.
With it's tree lined streets, it was recently voted the best area for low litter, low vandalism and high healthcare. However, it does have a fairly high crime rate when it comes to burglary and theft from, and of, a motor vehicle.
With quick an easy access to the city, it has two subway connections: Fairbank and Washington subway station, and the GLR station at the end of the the line. This means trains only go southbound into Downtown.
The area also is home to many shared apartment buildings, interwoven between middle class housing.
Washington Park is what separates it from the Fairbank area, of which is was built on the site of an old warehouse. In 2001, at a local meeting it was decided that it was to be a park. Since then, public attitude, health and happiness has been on the increase as citizens can sit and relax after work and on the weekends.
Local transit map of the Washington Area:
And that's it. Stay tuned for more!
Pillen Dreher und Mehr !
Pillen Dreher, who or what are they ? Lot´s of new stuff added. Some updates from last CJ to conclude !
Europa ANNO for now is mostly germany with Frankfurt and Cologne soon we will widen our view to cities like Vienna, Prague and even some bigger metropolis will arrive soon. A France ANNO and Germany ANNO have been setup so spreading out my wings over other cities is a possibility !
Let´s answer the question I stated above ! Cologne Koeln area was so wide that with some discretion I could put some part of Leverkusen in it.
Famous town for only one big pharmasautical firm and it´s football team !
First a some view´s of Leverkusen !
Next what this town is all about !
Next the stadium of the famous footballclub the BAY Arena`!
Conclude with some more pictures of Leverkusen !
Rail infrastructure east of the Koln Deutz junction has changed, cosirable, long viaducts has been replaced with embankments and some goods lines and freight area´s developed !
Now we continue furthur south to the area of the Technische Fach Hochschule !
There´s allways some problem with water or employment !
That concludes this part of town for this CJ, now the updates and some nightviews !
Koelner Verkehrs Betrieb got a brand new tramdepot just of the Aachner Strasse !
Last time I showed you the Fernsehturm, here are the studio complex Mediapark !
Technisch Fach Schulle at Night !
Last to conclude innercity Koeln and the Messe turm !
That conclude this month CJ !
Hope you like it and see you back next time !
Welcome to Richardson!
Richardson is a small city tile holding exclusively commercial lots and some residential (the mayor's gotta live somewhere). Those leafy mansions in other parts of Metro? Tons of those yuppies commute here to work. Richardson is surrounded by medium lots with many residents. Those lots had their respective CBD's (like Middleton), however, space ran out when it came time to build new commercial lots. The space where Richardson is used to be large spacious lots belonging to wealthier residents. The government acquired the land in order to plan the much needed office blocks and the construction boom began in the 1980's. The transport is excellent and planned, mostly subway with a highway connection on the bottom right.
Richardson doesn't really have interesting transport features because I made it before installing NAM. Maybe I'll make some changes later down in the road. Perhaps I should add a green space as well.
One of the few residential spaces of the city. The mayor and many of the state employees live here.
Quaint corner in the big city
- Read more...
- 0 comments
Wardruna / 2'307 habitants / Ended
Village of Wardruna
North of Manilha extends Wardruna village, a small village built between highway and river. This region is of great beauty with its large forests and river flowing through the meadows. Enjoy your visit!
Hello everyone ! Long time no see ! Working and studying together left me with almost zero free time.
However, I am working on Northern Valethorn Area and I have almost completed the Recycling Center, Car factory and Coal power plant.
Everything started from this motorway. I tried to recreate a British motorway. However, I was criticized for using non-British props so lets say that its a fantasy motorway !
I have to mention that everything was plopped piece by piece as the new mod for placing props didn't have uploaded back then.
My new fields and farms
From right to left
- Recycling center
- Power Plant
- Fields and Toll Station
- Car Factory
Tolls and surroundings
I hope you like this new entry ! Feel free to comment!
Vigata is a city that overlooks the Atlantic Ocean. Before the town there is a small fraction of Vigata called Montelusa.
Here is the small historic village
Descending from this small country that sits on a Hill you reach the highway linking Vigata with its airport and with the rest of the nation.
Here is the highway and its beautiful countryside with the farm
While we are approaching the city the Sun is going down and that's an old train station close in a modern industrial area
And here's a piece of the city during sunset.....
....and the beach
The night has fallen is the city is transformed into a lively centre. And one of the radio stations that are all the rage in Siculia is Nightride FM
Here is a piece of radio station...
...and the city at night with its shopping mall with a river
But now we move into downtown where there is a lot of movement of people bargain hotels and modern skyscrapers
The city at night: between lights and people making noise
The Platani River which crosses the city and historic bridges and some modern
High speed train station between old town and downtown
Finally the Church of San Gerlando in Agrigento by night
SICULIA' LL BE BACK
First of all those pics were being tested with various effects so thanks to your feedback.
michae95l: Thanks for the comment
BugeyedDragon: Thanks for the comment. The second image I actually essagerato in the second image
SimNation: Thanks for the comment is I hope this city journal you like. For when concerns the overhead contact line on HSR just put the file in the game folder NAM HSR catenaryand you will see
kschmidt: Thanks for the comment
1404: Thanks for your comment
Outer Bronzo- A place to live
Outer Marrow is a very slowed down quiet town compared to its bigger brother and is why its the most heavily rich part of the suburbs.
The very controversial White Rock Hill condo development was heavily protested for visual pollution and building over nature zones but I hear the penthouses have nice views of the city.
Near the development is a Californian feat of engineering,
The ADPA Building code still applies to the suburbs but is a little more lax and allowed a Bauhaus styled housing tract with a Streamline Deco shopping row back in 94'
One of the more interesting parts of the suburbs is the Muerto Woods. For some unproven reason the entire is unable to grow trees or any kind of flora besides grass only during the summer leaving it a very creepy area to walk around at night or without someone with you. Back the good old days when Spanish settlers lived here adjacent to the now Downtown area owned by the Italians at the time it was a local myth that the Devil lived there and would snatch kids up if they went snooping around the woods thus Muerto Woods; But since we don't live in villages anymore edgy teenagers take group pictures in it for cover art for their bad punk album.
Archipel Superzuel Docks, Coffrane, in the Groussregioun Olden Province
Center of Calpa Newt, Paskarla, in the Newt Province.
Dealan Major Chumhachd, Pashkarla, in the Newt Province.
Seann Kaptial, Piaseczno, in the Newt Province.
Apartments, Nove Nade, Piaseczno, in the Newt Province.
Ledu Park, Star Nade, Piaseczno, in the Newt Province.
See you next time!
(im hyped about coffrane, i love the dock)
After a brief absence, our journey picks back up on Chile's Easter Island in the South Pacific. After getting off our cruise ship, we make our way across the island to Anakena Beach. Anakena is one of two beaches that Easter Island has to offer - the rest of the island is quite rocky and barren, making it a popular tourist destination. We're surrounded by wild horses, endless palm trees, and the sound of crashing waves once we get to the beach, and Moai statues face inwards towards the island to greet us once we get there. The Rapa Nui people purposely placed the Moai facing inland while they were being constructed some 600-800 years ago - to show that they were protecting and honoring the people of Easter Island. The mysterious Moai statues offer more questions than answers: how were they built, how were they set up, and how did the Rapa Nui people move the statues across the island? No one really knows for certain, so we just sit back and admire their greatness. After checking out the Moai, we spend the rest of our day lounging around in our inner tubes, taking in the natural beauty of the island.
We board the cruise ship once again and after few days and 1,300 miles later, we reach Pitcairn Island. Pitcairn's history goes back to 1789, where Fletcher Christian staged a mutiny against the William Bligh, captain of the British navy ship HMS Bounty. Christian and a small number of other mutineers settled on Pitcairn - making Adamstown their main settlement. To this day, nearly all of the 56 inhabitants of Adamstown are descendants of the original mutineers, and a number of them will be greeting us when our cruise ship reaches the island, which is traditionary when a ship reaches the small port. After a small dinner in the square, we take a look around the island - not much seems to have changed since 1789. Not a single car or vehicle can be found on the entire island, making Adamstown seem very much stuck in time. Despite fighting flying cockroaches and spiders for the majority of our stay in our one bedroom shack, we take a liking to Adamstown's charm, with it's unique assortment of pines and palms along with the pounding waves that never cease to stop.
Special thanks to @flunight for recently releasing his reworked tropical flora pack, which helped to make this update possible.
Don't forget to comment, like, and follow True Earth if you haven't already! Thanks
Good Morning Everyone!
Welcome to the latest entry to "Southern Cities!" This entry introduces my very loose, fictional recreation of The Citadel: Military College of South Carolina, a senior military college in Charleston. My version is still a work in progress, as there are still a few things to add. The last few pictures showcase the North Charleston Botanical Park and Pond, which features numerous trees found throughout South Carolina's Low Country.
Without further adieu, here is The Citadel:
Here is the parade ground surrounded by barracks housing the college's cadets, as well as academic buildings, library, and the field house. The parade ground itself is surrounded by numerous Live Oaks.
Here is the view of the Ashley River, with decorative cannons facing the river, over the marshes.
The northern corner of The Citadel, surrounded by homes and businesses. Separated from the outside world by a decorative fence. Entry is restricted to two, guarded gate-houses to keep the cadets inside :
The stadium where The Citadel Bulldog's play football, soccer, and lacrosse games:
Eastern portion of the campus, abutting more marshland (still a WIP):
Here is the North Charleston Botanical Park and Pond during autumn:
Gravel parking lot at the Park, across the street from some very nice, historic houses:
The park has several dirt paths to ride your bike, or go for a jog. There are also some ball-courts for soccer/rugby/lacrosse, and tennis:
Hope you enjoyed this entry, stay tuned for additional entries!
Welcome back to Sunnyville! It's been a bit since the last post. Seems I ended up all the way down river and missed the van pick up point and then it got dark and I didn't want to sit on the shore waiting for a bear so I let the river take at it's pace till I saw a more populated area near the river. Ok really I was super busy with Real Life and didn't have the time it takes to make these journal entries, for those that don't know it really takes quite a while. Though a lot of the areas are already created in game some lack touching up and some lack pictures plus the time to convert the image then post to share site then this site etc etc.. ramble ramble...
Anyway Let's start with a quick look at the District Pic as always
Up top in the opening pic we have the Sunnyville Kayak Club from a different angle than the previous post.
02 - The Boat Sheds closeup, seems there is a visitor in the reeds that flew in
03 - The South Side of the town
04 - The Highway Curve and Exit, dangerous? no no can't be? right? no no its fine lol
05 - The Highway Tunnel
06 - Exiting Speed
07 - Road Tunnel
08 - Corner Industry
09 - The Tunnel is newer than the industry
10 - College Circle
11 - Fairview Community Circle
12 - College Exit
13 - In the South East Corner of the woods there is a Logging School and normal the road is not a busy one but people like to go for a drive on Sundays
14 - Logging School closeup
15 & 16 - Someone on this site once asked how to make detailed images, in the next two pictures you will see the before and after of the area of the Logging school. Note that the road was shifted a couple of tiles to the left and some rerouting of the other road curves, a street is now in the two tiles and a SAM PEG Dirt Road starter piece was placed so the base end is next to the lot so it stops flat without a culdesac end. Some MMP changes and now the images details have changed to the better I believe without the streetlight, it's not a busy enough road to merit a light.
Ok How about we take a drive up the highway to the town in the tile north of Sunnyville - Northern Pass, which is the northern pass in the mountains that the highway is able to cross.
17 - Zoning and Building and growing some Industry in the corner for the neighbors
18 - Add some Trees
19 - Full Tile Pre-Growth
20 - Full Tile Post Growth some touches need
21 - Final Full Tile View
22 - Just the Town
23 - The main road runs from the highway south into town
24 - Then travels south into a wooded area
25 - Past the Industry and into Sunnyville
26 - On the other side of the highway is a private school that specializes in the environment so it is located both near some industry it can test as well as a vast natural area including waterfalls to it's east that the students can explore.(area can be seen in district pic)
27 - The residential area
28 - Some folks have found themselves a home in the natural corner under the cliff the highway rides up
No big ending today sorry. For some of the newer people this is a CJ for the whole region that I am building across, some entries will just lack a major attraction like kayak clubs and and marinas, sometimes land is just used to live and work on, and other than cropping in game pics there is no photo editing everything was downloaded plopped or grown. As always Questions Comments and Likes are appreciated.
Note: I might get a chance to post another entry soon before the 1st but if not it will be a couple of weeks into July as I will be away on vacation
Two views of the G2 line along the Northern Peripheral Freeway, first passing under the Crescent Lake exit bridge, then departing West Crescent Station towards Fawn Park and East Portal, with the CBD in the background.
- Read more...
- 0 comments
thank you! And I hope, that I can answer your question with this update.
thank you too!
Although I had something different in mind, I come with another bunch of pitures made during a pedestrian walk. After my last update nRVOUS asked me, what kind of building set I use. And I hope, I can explain my way of planning and "growing" a city.
I think, it´s obvious, that you will need the themes mod and the one to fix the level of your buildings (don´t know the name right now). And I have to admit, that I started it this way, cause I simply wasn´t able to load downloaded themes...
Most important: the whole town has an empty theme - no buildings, no chance to grow. This prevents a quarter from growing anything from alone.
Then I started making themes for the different types of quarters. I use the search list with the pictures to look for matching buildings for a theme. In my case there is a "US-rowhouses" Set, that includes all residentials, commercials, and industrials, that match this theme. Another one only holds modern commercials, one is made for rural areas, two others hold different kinds of suburb houses, and so on.
As soon as a house is grown, I fix the wanted level of the building. Sometimes I forget one, but this may bring in some more diversity. If a building is grown too often, I delete it from the theme. For example I have a 2x2 commercial corner, that don´t like to grow at corners. So I stopped the growing and copy the building using the eyedropper tool to the places I want to see it. The grown ones then can be deleted. This level fixing also prevents houses from becoming destroyed if you change a theme by mistake.
At least I´ve made a what I call "breeding station". That one is only to grow buildings, that won´t grow inside a theme. Here I use an empty theme, where I fill in only the wanted building. Then I make a small temporary quarter inside an existing one, and put in this breeding theme. For example:
Feindbild´s 3x3 lvl 5 residential corner. There is no matching lower level building, no corner. So I´ve searched for lvl 4, 3x3 in the themse mod, looked for the one, that would be able to grow the Feindbuild house, and so on until I´ve reached lvl 1. This may sound like a lot of work but it´s faster done than written. And after you did this a few times, you´ll know your buildings better, that´s for sure. To grow such buildings you can often use buildings with bigger lotsizes. So I grow my 2x4 commercials with 4x4 ones. Only important is: can a particular building level up into the wanted one. Once grown and copied to a matching place, the one in the breeding stationcan be deleted, and the breeding quarter can became part of it´s old quarter again.
I hope, this explains what I do. It is very useful to have a lot of themes made in this way, so you can switch or mix and match them temporarily like needed. Small but many quarters will help also.
But now pictures:
1-Tourist quarter at the harbor:
5 - not often - a wrecked car at a corner:
6 - a creepy hospital:
8 - love the lights:
22 crazy picture...:
26 the fortunately grown essemble...:
27 - ...looks realistic:
I hope you like it, cheers, Carl
The Capitol at night.
Downtown from the Imperius estates.
I decided it was time to add a golf course to the city, so i built the Imperius Estates Golf Club.
My cities first football game in the new stadium, fortunately it was a win!
Thats all for today, thanks for viewing, please rate or comment.
- Read more...
- 0 comments
After realizing that the Santa Rio Metropolitan Area was now 90% complete, I decided to take a tour of some of the cities and I realized that the region was not very unique, especially when compared to all of my cj's. A game like Simcity 4 can only go so far, so I decided tor recreated an old city journal of mine: the Kellan Metropolitan Area. Although this is my personal favorite, the funny thing is that in a poll I conducted in a previous entry of The Forgotten it wasn't even close to the top choice. However, I decided to bring it back after finally installing a terrain mod and a Pacific Northwest tree controller, as well as a slightly different building style. I'm also not sure if I'm going to keep it in The Forgotten or give it it's own city journal, but if I do it will probably spell the end of The Forgotten.
Also, I now realize it is spelled Arlington and not Airlington. I spelled it like that because I sounded it out but apparently where I come from people pronounce it wrong.
Note: I would suggest viewing the two regional images in full size.
Old Kellan. Note that the region is kind of small and, if you zoom in, you will spot lots of plopped residential buildings.
New Kellan, currently a BIG work in progress. There are some really big differences, such as:
- A slightly bigger region (bigger by about an extra large city tile in both length and width)
- The Columbus Terrain Mod
- A new tree controller (not sure if it is the Pacific Northwest Tree Controller or Cascadia Tree Controller, they are nearly identical)
- More "Tourist Spots"
- 4 new cities: Berkley, West Chandler, Cedar Hills, Valdale
- Slightly different terrain
I wish I had more pictures to show of the progress, but for now here are three teasers.
Replies will be in the next update...
Recent EntriesLatest Entry
michae95l: Yeah I'm using the Berner Oberland terrain. I think it is one of the prettiest but it's the most unforgiving for placing MMPs, whereas the more earthier Appalachian terrain and darker green Sudden Valley terrain are much more generous in what you can get away with placing down MMPs.
Leszczyk: By adding MMPs inbetween God-mode trees I can thicken the look of the vegetation. This is a very time-consuming process though, which is why it is taken so long to finish Erinsberg.
raynev1: I'm not sure if I will be venturing into CS, I need to work out the mods first of all and check my computer performance.
tariely: With the prop line mod and prop anarchy anything is possible with CS. Also there are colour correction mods which really improve the textures and give them SC4's earthy sheen. As for the story it was never about selling a million copies of a book, pure luck will decide that...
kschmidt: Thank you! When it is all pieced together the MMPs will look even better. As for the stories you do have a point- disturbances are never good!
feyss: Thank you! This is just a selection of other features which I have created in the Erinsberg foothills.
metarvo: You have at least a dozen updates to look forward to, Erinsberg is a very detailed city. The inspiration for the MMPs was korver's SC4 CJ entries about Greece.
Simmer2: SC4- Illuminati confirmed? Allegedly Hotel California is all about secret groups and cults.
CT14: Thanks! With picture 13 it is probably the slopes and the shadows which did the trick.
Cuyahoga: A lot of the trees are from Girafe. Blunder's Cascadia tree controller. Matt325b's houses. Berner Oberland terrain to name a few.
Akallan: There still are quite a few SC4 pictures to be uploaded.
korver: It was your entries which made me go crazy with the MMPs, so I thank you.
Themistokles: My MD needs another 200 replies before it goes into the classics, I don't think the next dozen entries will achieve this but it doesn't matter. As for CS, well I think it is competing with SC4 and it is becoming the defacto city simulator for many players.
Fasan: Thank you! I also borrowed from your MMP-heavy style.
Dreadnought: I believe they will be found somewhere in the Cascadia Tree Controller dependency list-
sunda: Obrigado! Gosto de caminhar em áreas rurais , então eu recriá-los em SC4!
Tonraq: Thank you very much!
Hellken: That's the magic of Berner Oberland in high altitudes!
Whte_rbt: There are three constants in the universe: death, taxes and Morn. Morn will be around lounging upon that bar stool.
Those were a lot of comments!
Update regarding Erinsberg
A lot of the green areas requiring MMPs are now complete, I am currently working on the north west part of Erinsberg and I reckon it will be finished a week this Wednesday. Then I will need a day, or two, to perform an inspection of the city, this is to pick up on empty tiles, erroneous buildings and other mistakes. So on Saturday the 25th of June I can at last start cranking out proper updates for Erinsberg. It's been a long wait and I never expected to take nearly three months to complete one large city tile, but it had to be done.
In the meantime here are twelve further pictures to ogle at.
More FAR roads.
Winding stone walls. Very reminiscent of the stone walls in the Pennines.
A lumber operation in process.
The Erinsberg foothills fall into the territory of a managed national park. There is a limited lumber industry and areas of mixed pasture/woodland to simultaneously graze lifestock and enhance biodiversity by creating such unnatural mixed areas. The rest is dense woodland with paths cutting their way through.
It's not just natural areas that I have been creating...
Part of the challenge has been creating primary industrial areas and to create the feel of a "working" landscape complete with low key industrial operations such as these.
Suburban diagonal utopia.
Rougher housing by the large industrial buildings.
A little FAR gem I built deep in the city.
Working class housing.
Medium density suburbs.
A diverse mix of commercial, housing, industry and green areas.
The next entry will be on the 25th of June, so all going well I will see you then.
p.s. My city's save file is 66MG and I still have not got prop pox! MMPs do stack on those MGs!
Well, thanks for all the feedback on the first entry of Wolfskreut. I have changed things up a bit since then, modifying my NAM controller, so more automata should appear. Since quite a lot of the city is plopped, not as much appears as I'd like, so I'm still tweaking settings; let me know what you think.
I also change the embankments in the centre, to make them more pedestrian friendly, and finally, this entry is in spring, rather than autumn! (green trees!)
Hope you all enjoy!
Replies for "Wolfskreut (Historic Centre)"Spoiler
Thanks @gviper. Do you mind pointing out the image number, so I can investigate and fix. Thanks!
Thanks for the comment @nos.17. I tried, this entry, to get a much higher automata level in the pictures, but my 500k population just didn't want it. How would you recommend increasing the level of automata?
@sunda, do you mind writing in English please, since this is an English site. But with the help of Google Translate, thanks for the comment!
Thanks very much for the comment @korver!
@tariely The pavement is custom. I designed it based on pavements in London and other European cities. I assume these are the buildings you are asking about:? RE the automata: I loaded up the Traffic Simulation Controller and modified the capacities and Mass Transit usage. I opened the game, and it was full of automata! Thanks for the pointer.
Thanks for the comment @kschmidt! And thank for the feedback.
@BugeyedDragon , thanks
Thanks for the comment @takemethere! I see that in no. 12, ops. The park is actually the front of the following buildings, but I'm sure it could be re-lotted to just contain the park. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3124.
The parking set is here, and yes, I do quite like it.
@vortext, I usually always play with the shadows on, so I assumed they were on this time, but clearly not! Thanks for pointing it out. I'll double check there on now. And thanks for the other comments.
Thanks for the comment @rockslag.
Hope you enjoyed! Please leave feedback in the comments, if you have any! Thaks for reading.
Recently Browsing 0 members
No registered users viewing this page.