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City of Mannheim, Germany, is under shock. A Humboldt penguin, abducted from the central municipal park of Mannheim (Luisenpark) last saturday - was found yesterday morning decapitaded on a parking lot close to the park.
Department of public prosecution has taken up investigation, autopsy is running currently. A reward of 1.000 Euros was offered for the seizure of the penguin murder.
What are the -ve effects of high crime rate in a city? Does it reduces population growth rate? What are all the -ve effects?
First of all, yes I know about using nlight's ModTools to change m_placementMode to OnGround to get parks that do not have to be placed on roads. The problem I am having is that these parks still display the missing road connections warning (which is an eyesore) and also cannot get police coverage as shown in the screenshot below.
I haven't seen any building properties that allow you to disable this (although if anyone knows a simple way of doing so please let me know). As far as I can tell, crime rate in the game seems to be based on a counter tied to the number of visitors a building receives. When this reaches a certain number a police car is summoned. I believe health care and hearses also work similarly. The mod I am proposing would therefore do the following:
Not display the missing road connection icon for parks if (m_placementMode == OnGround) Automatically fix crime, health, or dead body problems for these parks. Allowing services to use pedestrian paths would be even better, but would probably require rewriting the service AI. (I know Traffic++ zonable pedestrian paths can do this but I hate using them). Add a button in the Park Asset Editor that lets you set the value of m_placementMode. This would just be for convenience and make this option more accessible to the casual player who doesn't want to mess around with the ModTools UI. I couldn't find any mods that currently offer this functionality, but if anyone knows of one let me know - it would save me a lot of work writing one myself. Looking at the modding API though, it doesn't look like any of what I am proposing would be too difficult. Although I haven't made any scripting mods for CS before, I am familiar with coding in C# and the Unity Engine. I figure this could be a good first project for me to start learning the modding API.
Schulmanator: Thanks a lot!
Blunder: Thanks! And a tropical tree controlled mod would be really a great mod to have, hope you finish it eventually!
MilitantRadical: Thanks and sorry to tell you, but the Mass Effect Kodiak ship is actually photoshopped in there. It'd be great if there was a model of it though...
ggamgus: Thanks a lot!
RepublicMaster: Truly is mysterious indeed, thanks
Hellken: I Appreciate the very "shocked" reaction, Thanks!
TekindusT: Thanks a lot Tekindus but your CJs are one my inspirations, so the pleasures all mine
Forthwall: Thanks, but won't be on break for long...
Fox: Thanks a lot Fox, and I'll be sure to revisit this place sometime later...
KonstantinII: Cool, thanks for the link, I'll be sure to try it out!
Modern City Lover 26: Jurassic Park? Lol, well thanks!
IL.: It's really awesome to see your enjoying it, thanks!
Kruness: All down to trial and error, it really is hard to get it right sometimes but you'll get it. Thanks btw!
felano: Thanks a lot! About the staircase, I kinda liked how it turned out, considering the ruins are several dozen thousand years old, I hardly think something would be able to stay in form for long considering that flora would probably obscure it in its future, but that's just me And the ME shuttle is just photoshopped in, while the temple prop is from the STEX. Just search "temple".
alerules: Lol, thanks
Follarch: Thanks a lot!
Note: Since this city journal was heavily inspired by playing through the "Mass Effect" series, I've wildly decided to take my planets and incorporate them into the Mass Effect universe, and adapt the story, ideas and plots into my own worlds. I've been really intrigued by the story lately and probably will make an update with Reapers destroying the worlds I've been showcasing, and the use of Mass Effect's own game plots will appear regularly in certain parts of this City Journal. Generally, all the planets that I use are of my creation, and simply take place in the Mass Effect universe.
Welcome back, oh and by the way, we're still on Kanaze. The very same Filthy and hazardous wasteland.
We're still on the same island of Ark'bor, which is just another part of the greater continental plain of Ilego-Ark'bor. We've travelled several hundred miles across the island to the very heart of Kanaze, considered the planet's capital. Ark'bor City. It's a relatively small metropolis, compacted on an island surrounded by two rivers. The East Glo'gahn River and its counterpart, the West Glo'gahn River. It's the scum capital of the swampy wasteland planet Kanaze, dominated by criminals, gangs, factions and off-world pirates. It's haven criminal haven in the lawless Terminus Systems, allowing its inhabitants to do almost anything on Kanaze. Therefore, with a mediocre excuse of a government, Ark'bor, as for the entire planet, remains a corrupt, hectic and totally uncontrolled society.
Crime in Ark'bor City is on a constant high, and ever present brothels, bars, nightclub as well as hideouts litter the edges of the city's civilian accessible districts. In the inner core of the city, off-world corporations base operations here, constructing an endless array of structures, factories, refineries and storage tanks across the inner metropolitan Ark'bor districts. No matter where you are in this city, you'll always find yourself in the worst of situations, but those many used to this form environment and ambience try, manage and succeed in enjoying themselves in a lawless city full of chaos and disorder.
At first glance, the city looks like any other. But underneath this is a bustling, never ending story of grief, criminality and an underworld hidden from the surface of the city. Its surrounding swamplands are often hiding bases, and obscure the city's position at times. The overgrowth of plants in this planet is often very radical, which causes for concern about the future of the city on many occassions. But with the amount of pollution it throws back into the environment like all other industrial colonies located on Kanaze; many that of which are unknown and unregistered on planetary maps, also causes for question as to how much Stagnum's floral and fauna population can take.
And of course, on another note, Cerberus seems to have found there way into the planet. Though what could possibly hold much value on this dying rock that Cerberus would want to retrieve?
As evening falls on Ark'bor, the hazy yellow atmosphere begins to soften into a dark, maroon air. Time doesn't halt operations on the planet, and so continues to spew out pollution into the planet's already fragile environment. Industrial factories like this cover almost 80% of the city's island area, which has been fully developed. Many of these factories and refineries run manufacturing operations which are of an unknown nature, never released, due to the fact that most companies which base manufacturing here operate anonymously on the planet with no given records.
In the midst of a dark night, wild holograms and bright seizure inducing lights appear out of nowhere; transforming the city's civilian outskirt districts into a vibrant city of color. Though a hard place to live, and difficult to access, many people off-world enjoy the social sites, Ark'bor's clubs, brothels and bars, with endless parties and continuous stream of music playing throughout the night. Ark'bor essentially becomes a nocturnal metropolis; A quiet sleeping city (but of course, still full of noise, gunshots and criminal activity) during the day, a vibrant and cool, yet dangerous social city during the night.
Though one can never avert, nor avoid the dangers this city contains. There's always something hectic, and life-threatening hiding on the far corner of the street that one walks through. Ark'bor will eternally be a city of danger, criminality, forever spiraling Kanaze into a chaotic world and destined to be lawless for its remaining future.
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