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About kim026

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  1. Do you have a City Journal to show the growth? I'd like to see that
  2. Building the canal from the Aqueduct to inside the city walls...
  3. I don't quite understand what you mean here
  4. They all look appetizing but the dependency list ..... ouch! Not looking forward to that... Even though I can't wait to build highways and skyscrapers, I think I am going to enjoy the simplicity of Medieval times and age of sail for a bit longer in my city Branny ehhehe Thank you! I noted the plugins for future use. Especially the rail signs.
  5. I feel your pain @MisterBlueStar4 when such things happen it's very frustrating. But compliments on your spirit of getting back on the horse. I am sure you will do a much more caring job and that you will BACKUP YOUR SAVE in a safe place. Which reminds me I have to upload my last backup on Google Drive. I'll do it right now before I forget and before my PC suddenly explodes in hundred pieces for no particular reason. Good luck with the new project!
  6. WOW The level of detail is impressive. In the fourth image, in the top right, is that rail track side signaling? Is that a lot? or MMPs? So many questions, wouldnt know where to start... But anyway it's all very detailed and everything is in the right place. I look forward to see more.
  7. I am building a metropolis too. 8x8 large tiles. Only I am using GIGS of mods and a natural growth historical approach, so mine isnt really a "Fast and furious" way to reach over 1,000,000, but i'm planning on definetely more than that. Also the mods I use are mostly realism oriented, buildings, fixes, NAM, CAM, MMPs... My advice to Stellaris and everyone if I can contribute is, whatever playing style or goal, to ENJOY THE GAME. If you bought it and joined this forum maybe you like it a little bit, so why rush into building megalopolis with trillion people in it and a vast ocean of skyscrapers when you can enjoy taking your time to shape the scenario? I see SC4 as a train set model or a diorama or whatever you call them. People spend months working on single trees and grains of sands to make a little hill. It takes patience, yes, and after hours you look at it and it doesnt evoke anything other than frustration. But then you compare pictures a week later and your jaw drops and you feel fuzzy inside. I checked my own pictures of the first post of my journal and compared them with the ones i took the last few days and... oh my god! These couple of months have really been worth it. I can start to feel the city alive, breathing, talking, asking me. It's not about the numbers. It's about the feel. Stellaris88 you repeatedly said that SC4 cities look ugly and that you don't want to spoil your city with mods. Ok. To advice you I can say that you might try to avoid the "grid" and I mean trying to avoid to make neighbourhoods that look like a grid, like an infinite picture of suburb LA or Manhattan. On paper they look really boring, but of course in real life they have a variety of skyscrapers and monuments and the roads themselves have several different functions and styles, from alleys to massive avenues to expressways to urban interstates. Try first to adopt a non-flat map. Terrain is the NUMBER ONE factor in the uglyness department. My first metropolis project was a DIY flatmap and no matter how creative I was with NAM RHW and NWM avenues it just look stale. Browse the internet and find a good map that fits your taste, one with hills and woods, or maybe a bay. A mountain pass. A coastal map. Make your own (although more patience needed). My metropolis named Branny i took the map from the internet, it's the estuary of a big river in a bay. Really sparked my imagination. There are hills although not very pronounced and there is just a hint of a mountain range in the southwest. I adopted a mediterranean climate overhaul and downloaded lots of MMPs and refined my painter skills (ahahah). Even without laying a single road or building the map is already beautiful to look at. You can do this without mods. Just get a good map that doesnt look boring or ugly and spend some time giving it character BEFORE you lay roads. When you get to start building, dont just lay endless grids or RCI. Use a little bit of common sense and place things where they have a function. Use your imagination. Cities look good if they are realistic. A endless ocean of industry in a grid just looks like a copy and paste effort. Invent. Maybe over there has been opened a coal mine. Put a rail line close to it and connect it to an industry park somewhere else and build a coal power plant. Build also a warehouse and leave space for coal deposits so trains can unload and go back to the mine. You build a port? Then terraform the land around it to ease naval traffic and to build naval docks and shipyards. Connect everything with rail. Make a rail siding with several tracks and warehouses around it. These kind of things give life to the aestathics of the city, makes it look more believable. With or without mods. Obviously there are mods that add buldings, MMPs, puzzle pieces and kits, all sorts of things you can use to embellish or give character or to add functionality. But all of this can be done without mods. I used to. Just remember that the main factor in uglyness is the "grid". Hope it helps!
  8. I feel like I need to take a degree in engineering ahahaha
  9. So a sunken canal is below grade and a roman aqueduct is above grade, right?
  10. Since we re in topic... Could you explain to me this terminology? Below grade at grade ... being Italian and new to water ways business I really struggle to follow you all althought I'm curious and would like to catch all the nuances of the info being discussed.
  11. Thank you all for the support. Much more than hoped, which is appreciated. I will move right down to business as I have a city to push towards the future... Here are some more insights into the area as requested. Western Fadalipe Walls - where Bita Canal should enter You might be able to spot an existing canal set inside the walls. That one is currently cut off and during Bita Canal construction is just being used as a dump, basically. Such a waste I hear you moan. But it is not permanent. Soon it will be cleaned up and restored. You can also see the cleared area in the center. Initially developers wanted to bring the sunken canal straight in but then they stopped and decided to run the citizen poll to avoid Council sanctions. You know this, right? But the buildings were demolished already, so, we might as well take advantage of the opportunity. For the technical part: the city elevation inside the walls is between 38 and 42 metres above sea level. Vidupe Aqueduct brings water at Branny Bay Reservoir at 34 metres above sea level. It appears engineers have made some mistakes with elevation. That is because Branny Bay Reservoir was set to be the main water source for Fadalipe, but it is clear now the inefficiency of this plan. The Aqueduct brings elevated water to the reservoir which has been built below the level of the city. Council has decided to have the Aqueduct feed Fadalipe directly, so a new branch will be built off from Vidupe Aqueduct, possibly near or in the area the above picture illustrates. The new branch will end in another reservoir at the level of the city walls and the much requested canals will become a reality, as in Poll results A. Thank you all for your participation. On a side note, I would like to thank you guys for the replies and the links and info. They have all been noted and content downloaded for future use. It's been fun discussing this topic.
  12. Hello simtropolians. I would like help from an engineering point of view, applied to SC4 obviously. I am working on a very big project that involves some radical thinking... I make full use of SC4 and Mods, lots of mods, to create the largest city of a country set in the fictional world of a book I'm writing. Thing is... Because I fell in love with natural growth style of play, I started the city as a tribal settlement... some 800 years before the nowadays milestone. I faced many challenges and many more awaits me. But one in particular I can't get my head around not even searching the internet. Can you help? Here's the question: How can (if at all) I raise the level of a big canal from sunken to say a 8-10 metre elevation so that it's not sunken anymore? Here's the picture: Bita Canal starts from Branny Bay Reservoir, less than a km South, where the Vidupe Aqueduct finally ends and brings its water supply. The Reservoir water level is carefully controlled so that water flows nicely to various locations in the area, with the use of a canal system which is still under development. The water level of the Reservoir can be raised as water supply is still abundant and the first portion of the canal system is sunken (an engineering decision also to deal with flooding). Local developers need Bita Canal to proceed North to Fadalipe Citadel to bring water to the masses, but excavating a sunken canal right inside a densely populated area is advised against. Another proposal is the development of a network of sewers, but public opinion votes for an open canal to stream fresh water, and we can build that sewage for the waste water. Frankly, the Council agress with public opinion and we would much rather prefer a nice tight canal with fresh water that streams right past people's homes so that in future they can take that pleasing stroll by the canal and socialize. So. If possible, how can developers elevate Bita sunken canal? If you have the straight answer to this engineering question then please post a reply. I would definetely appreciate the help and participation. In case you don't but you have some other idea, please post a reply too. I like ideas. If I can't use them straight away I put them in a labeled drawer for later use. For now, Fadalipe developers will push for a simple sunken canal that ends in a reservoir close to the city, so people can have access to new fresh water, as supply was running low. There is also a poll for you to vote for, if you fancy. (I saw some CJers use it and I thought it would be fun to try) I will consider the result and find the best possible engineering solution to accommodate it. Thank you in advance Let me know if this is the wrong section to post this. If needed I can post it somewhere else. (You can find the City Journal here:) The Peace and Recovery post does contain some photos of the aqueducts and their projects. Maybe it can help ignite ideas. Thank you!
  13. ehehehe and when i'm actually listening to something...
  14. After 12 years of bloody war, both the West – Carte – and the East – Ula – had ran out of resources and people. They had to sign a peace treaty but business was unfinished, so tensions remained. However, with the war over, time and effort could be put into reconstruction and technologies of war like ships and guns could be put to use for trade and policing. Some major new projects in Branny include two aqueducts: Project 10 - Vidupe aqueduct Project 11 - Sama-Branny Aqueduct But also the extension of existing ports to accommodate the new bigger ocean-fairing ships... Tearu before year 15S extension project Tearu after the project Constructing the Sama-Branny aqueduct... This was also the start of King Norada Utama, also known as Utama the first, long and prosperous kingdom, marked by ocean exploration, diplomacy with other cultures, and as you can see, architectural projects and expansion. Trading also became a big part of daily life, a real business, with the birth of the first associations, making use of ships as the main means of transport. In the end, war didn't just bring death and destruction, but also advancement and prosperity. The paradoxes of life... But, as I said earlier, Ula was not satisfied with the peace treaty. There would be a second war in the foreseeable future. In the next episode...
  15. aaah, thanks. Yeah, as city builders we do need creativity.