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9gruntsand1hammer

Show us your Overview of your City/Town

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Damn, that is big bummer @9gruntsand1hammer... Years of showcasing work that you are proud of now closed off from  the people to see and marvel. I wish you a speedy, painless resolve to this setback, as I always have looked towards your work for ideas and inspiration for my own work. 

Good luck! 


Come see my City Journal here: *:)

Mistral Isle
 

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Yup, same here. Maybe a temporary hiccup?


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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I noticed yesterday that everyone whom uses photobucket had "issues", seems it was a hiccup at their site


I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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Well, it does seem photobucket had it sorted out now, thank goodness! 


Come see my City Journal here: *:)

Mistral Isle
 

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    It works now, weird. At least there won't be all these broken links clogging up the threads now.

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    Nice work on that town! It has a good mixture of everything, from diagonal to straight development, farms to woodland, and the town center and highway completes it! 


    Come see my City Journal here: *:)

    Mistral Isle
     

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    This is the City of Goulais River. We saw the eastern portion of the city last time but these are the main areas. It's home to 293,000 people. This city is mainly a suburban commuting city. The city has a height limit of ten floors for commercial buildings except in the downtown area. There is only low density residential zoning allowed in the city except for the downtown area and around transit stations were the height limit is 16 floors.
     

    An overview of the southern area of Goulais River.
    Goulais%20River-Aug.%2012%20601460168586

    Goulais%20River-Aug.%2012%20601460168644

    An overview of the northern (central) area of Goulais River.
    Goulais%20River-Aug.%2012%20601461801875

    Goulais%20River-Aug.%2012%20601461802125

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    Here are six of the small tiles from different parts of my Region of Mountain North

    Lion's Lighthouse

    WFS7PR8.jpg

    Haidy's Hill

    oPJZ3NU.jpg

    Ol'Vera Rail Fields

    2VhPytF.jpg

    East Bend Falls

    8PBkZhm.jpg

    Owl Bend

    RqiDpoe.jpg

    Sun's Mouth

    yOJMNNS.jpg

    • Like 8

    I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

     

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    Ok, so, uhm... this isn't at all sophisticated like y'all are posting. *:blush:

     

    But, anyhow, I've started again with what I've learned since I created this map as Cori Land 2 a couple weeks ago. (I edited the region.ini to change it to the current CL3 and put it and the config.bmp in a new folder.)

    5964179e4f0fe_01_02CL3RTrans.jpg.214b134429ae399c8b66bd9bbc588fca.jpg

    Previously I had been trying to plan my over all City (which is the whole region) while playing each individual tile and my region overview kinda sucked.

    In this redux I started in my main tile (Coriopolis) and built the interstate (ground highway). The square Avenue box represents the platted town borders of this future city center. Everything outside the town will be zoned for agricultural with the minimal amount of low density residential and commercial to support that while having a realistic design feel to the region overview map. Time line is like the 1750's or such for now. (I pretend the larger roads and interstates are cut stone until I develop enough infrastructure to say they've advanced to the early 1900s.)

    My story line is that all the visible brown mountains in the region view are replete with Coal. While there is a small mining operation right before the Red Road turns west in Coriopolis, most of it will be in the upper left tiles. (Concerned citizens really don't want a large, dirty town to form so close to the city center.)

    Portville will be the main industrial extension. Erudite is self explanatory. Beyond the Mystic Mountain the terrain is so rugged the road crew elected to build an avenue only route to the future coal mine. There are plans for the far future to straighten out that large kink in Mountain Side and eventually extend the interstate to the coal mines.

    Heading north and then east from Coriopolis is the connection to the larger world of SimNation. Minimal traffic is expected for a long time so the interstate merges into the existing avenue in Quad City.

    I have to go to work now. My next project will be to run the avenue from Rocky Shores thru the Lonely Mountain tile and on to the coal mountains.

     

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    So, I finished the avenue to the Coal Mine and built a small town (pop 59) there.

    Back in the Coriopolis tile here's the overview of the baby city now:

    596417c08f320_02_02CLy32-p2133.jpg.0b2511f06fb8667d83b6cfc1857cdc75.jpg

    Zooming in, here's the future commercial district:

    596417c16fb65_03_03CLFutureCom.jpg.51a258297a5f1424ec304197db7afd70.jpg

    In this view I zoomed out one notch and turned the map so we are looking east:

    596417c24bf25_04_04CLzEast.jpg.1a095007457bd03221c999453fba21e1.jpg

    Those 4x4 farms in the city center will later be rezoned. The tiny towns to the west (bottom of map in above pic) will transform into the high value residential suburbs.

    And here's the region overview with the aforementioned growth:

    596417c32181b_05_05CLRegp2472.jpg.03f637dd2f1dfe715943da108d79730d.jpg

     

    *:)

     

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    Some overviews of the city of Goulais Bay.
    Southwest Goulais Bay.
    Goulais%20Bay-Aug.%2012%20081459042978_z

    Continuing north we get to South Goulais Bay.
    Goulais%20Bay-Aug.%2012%20501462849030_z

    Goulais%20Bay-Aug.%2012%20501462848888_z

    Goulais%20Bay-Aug.%2012%20501462849048_z

    From the top of the last pic going west we get to the Goulais Bay Islands.
    Goulais%20Bay-Aug.%2012%20001463000820_z

    Going north from the first island we get to the second and third islands.
    Goulais%20Bay-Aug.%2012%20021463012107_z

    Next area will be the downtown area, seaport, and nuclear power plant.

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    So, taking into account what @T Wrecks said here I made a new map from this:

    5962864e7ba5f_24_518-12c-30g.jpg.fa454a6fb977a4e971974bea1f5e99a3.jpg

     

    Then I made a new config.bmp for it by carving out some portions to later play around with adding them back in and now I have this:

    596418c135f78_07_01StartRV.jpg.e7fc734c7442f818a42129a9c96afca9.jpg

     

    Dirty industry and low class peeps went in first to provide the necessary income:

    596418c229b3e_08_04LowClass.jpg.78b0793821917b180c7ae0d9019b619f.jpg

    (I'm playing this particular tile with no cheats at all. Not even you don't deserve it.)

     

    Their freight goes to the Sea Port. I plopped it where it would go without altering terrain:

    596418c332302_09_03SeaFreight.jpg.ab5bb9da4d9eff7368737ecdc43edece.jpg

     

    The initial agricultural sent their freight to the Sea Port too via the first winding road thru the mountains. This was prior to that avenue I just made. As the farms got further away and freight trips became long I built the freight station and rail line:

    596162b1c6161_04_05FTrains.jpg.46aec97b8bb5ff36823df220bcd42c60.jpg

    (I've laid out their transportation network grid fashion for later when the farmers sell out to the growing city.)

     

    On the other side of the mountain we have the main residential, education, commercial, and high tech industry:

    596418f1b6cb6_10_08MainEV.jpg.2dae3c90e5b707c9ea695fa3db2600f6.jpg

     

    Here's where the rich peeps live:

    596418f2aad81_11_06Rich.jpg.6110aefca4a44b103d8716858011fea3.jpg

     

    Here's the traffic thru the tunnels:

    596418f38f911_12_07TTraffic.jpg.bed73f8ec17ec45d259f33e104b92ca5.jpg

     

    The number of middle class peeps is catching up to the riff-raff population:

    596418f47ea19_13_09PopGraph.jpg.e7f5a99357633e4ad92ed4139542dba9.jpg

     

    *:)

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    Am I seeing right that there are houses on little islands? Looks like a funny map!

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    On 5/26/2016 at 5:01 PM, Mandarin(a) said:

    Am I seeing right that there are houses on little islands? Looks like a funny map!

    They were sorta homes cause I use the Gazebo and pretend they are ancient huts. (Relics from a bygone civilization. Like in another region we found a 5000 year old, all stone electric pyramid.) Camille wanted the huts zoned as Protected Wilderness Land, but Jonas argued successfully that they could only stay as Parks until the land was needed for the city's utilities. In this case, water.

    5964191de7202_14_Isles1.jpg.f95728c177dee65bbf915e857ce77d2a.jpg

     

    There's one hut left and then over to the right is the delightful, but failed attempt at expansion for a Tourist Park. The Skateboard Park was built mostly based on Neil's proposal (with Bettina's reluctant endorsement). Camille adamantly rebuked the idea but was out voted since (at the time) there were 6 locations left with existing huts. All but one has now been overtaken by the growing city's needs. (Population is around 43k.)

    Here's a zoomered in view:

    5964191ecdb06_15_Isles2.jpg.16c77ece2b1473441b21558ff07690ea.jpg

    After the park was built, Jamil declared it unreachable without disturbing the surrounding wetlands. Monique then cut the funding. Ofc, Jamil's ability has come into question before.

    More than once as @Jolteon can attest to in the post above my linked reply.

    *:lol:

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    Oh no, but I am dying right here :rofl: This story is just hilarious! I've seen the electric pyramid before, but ... I have never seen water pumps on islands before! :thumb: I would give you a medal for originality (if I had one, of course) :ohyes:

    Some day I have to try to build that ...

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    So, while working on my overall region design I've been experimenting with how a RL small town might evolve. (Ones that'll be auxiliary to other tiles.) This one had a brilliant city planner inasmuch as there was forethought anticipating major crossroads running smack dab thru the Center of town. Collectively the residents and farmers of Small Town own all the land. There is currently no industry nor commercial.

    Some stats over the past 100 years after all the zoning was done and the population stabilized. (Basically, stable. Fluctuates between 2415 and 2424 sometimes staying at 2419 for multiple years.) Anyhow:

    • Crime: 1 (fighting all times)
    • Commute: 32 minutes
    • Education: 0
    • Life Expectancy: 86
    • Income: $17k
    • Tax Rate: 9.0% all except I just bumped Ag to 9.3% to balance the budget
    • Power Consumption when new: Under 67% threshold, like 59 or 60 (I forgot to check)

    Here's the overview showing budget and such:

    5964194164564_16_02FarmsDone.jpg.dc28d85f2e5dab272a853a054b491317.jpg

     

    And here's some data views:

    59641942a00a5_17_DataViews.jpg.3c783db1ecdfd9b8f0175d039ad08571.jpg

     

    The double street boundaries will become the incorporated city's limits:

    5964194383b42_18_12TownCenterOV.jpg.b0f2021f49f51cfc921a44aa97d8d425.jpg

     

    Here's a closer view of the Town Center:

    596419447509b_19_12TownCenter.jpg.36e57e06428e531b7f67f7f042417523.jpg

    ^ Notice the residential zones are clustered in town much like RL?

     

    Now lets fly east a wee bit:

    5964194570187_20_13Outskirts.jpg.71490e0f3cf26b6b35d6814e34fdbffa.jpg

    ^ You can still see the same medical clinic and one of the downtown residential neighborhoods.

     

    And furthest east we see:

    596419464e00e_21_14RuralCorner.jpg.537a250f15db8156f543ec5469dff6b6.jpg

    ^ Here I've got the start for controlling traffic with those unconnected dual streets. (Much like I posted about in the Traffic Thread.)

     

    Now, as time marches on several of the more savvy traders are considering setting up their own separate buildings to conduct business. aka Commercial. Here's how they see the town atm:

    59641947181ff_22_15Desire.jpg.54a6542f23a0c27fb4c6926856cad0ee.jpg

    ^ They would like to build near the Mayor's House to the northwest. But, ofc, she doesn't want them that close. (She prefers to manipulate things behind the scenes with more distance from their future offices.) They do seem to have an odd, mild interest in the very center of the red, negative area. Turns out they want to control the electricity generation and the sewage plant. They do, however, want the garbage dump moved. (So they say.)

    A town meeting was held. (This is a full democracy, btw. aka Tyranny by the Majority.) All of the residents who happen to live in that red zone voted in favor of moving the landfill to the empty spaces in three of the corners of the farmland. The farmers and few rural residents were simply out voted. So, each of those corners had 2¼ acres of ground commandeered by right of eminent domain. (That's a phrase that means we can do it cause we are more powerful than you.)

    59641947f163c_23_17NewGarb.jpg.1afcbff83a14df68984a41660f1e5b9f.jpg

     

    They redesigned the downtown a bit so no street or road touches the landfill. (Little do the residents know that it won't evaporate unless nothing at all touches it, but I digress.)

    596419490a719_24_20Parks.jpg.75373d097aa7e31ac321752ea7f153df.jpg

     

    Meanwhile investors have been scouting out land which they feel is much higher value:

    59641949d95d5_25_09LandValue.jpg.e1f050528a863c9ae97c6d69c752f1e2.jpg

     

    I pretend any of the farms that are just the plain dirt (matches unfilled landfill color) are for sale. This is where redevelopment can occur. Once those are all converted, then the next least crop filled plots go on the market.

    *:)

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    jPJ6u8I.jpg

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    I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

     

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    Hi, and welcome to Simtropolis! Not a bad start so far. Here are some suggestions:

    • Try and avoid having the UI displayed when you're taking pics. To avoid having it show up, press Ctrl-Shift-S to take the screenshot.
    • Having those power lines all over the place is unnecessary because power is transmitted over zones in this game. If you don't like the tacky look of the red-and-white power lines (which are really quite rare IRL) you can download this mod that changes their color to gray.
    • Also, do you really need that many freeways? I think not. Keep in mind that a small city tile, which you appear to be playing on, is only .63 miles square. (1 grid cell in SC4 is 16 meters, and 1609 meters=1 mile, so ~100.5 grid cells = 1 mile). I have rarely, if ever, seen freeways closer than 1/2 a mile in real life, even in dense cities. And those are rare, because there were many freeway revolts in cities worldwide during the mid-20th century that resulted in many planned freeways not being built.
    • Also, go into the display settings (click the icon that looks like a computer monitor) and change the city detail from low to high. This does not really affect the game's performance (at least, not as much as when you turn shadows on) and results in a lot better, more detailed images.

    Check out my roadgeek CJ, United States of Simerica! Last updated: March 5th, 2017

    NAM Associate

    Cofounder of the United SimNations

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    i did that so my city can grow.

     

    Also, i put some freeways because I just put highways first then roads/avenue.

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    @9gruntsand1hammer Looks wonderful . Great to see you're keeping this thread fresh , nobody posted since your last post at the end of May .


    Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

    When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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    Working on expanding suburbs/using FANs, since I've never used them before. They're very finicky.

    Not nearly as nice as some other people's cities, but it's a start

    vQ5Vqjo.png

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    "The only one who can beat me, is me."

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