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yayaya1

Organization methods

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I use grids a lot when creating a functional city for income and growth. However, I use many different intersections and NAM tools when making aesthetic cities. Every time I try to combine the two, it never seemed to work out and I would end up use random space. What is your organization for cities? I would like to see some ideas to inspire new ones. Also, is there any advice when creating these types of cities?


Person #1: I WOULD LIKE TO ORDER .......... A COMMERCIAL BREAK! Person #2: NO, YOU GET A BAD SITCOM! Person #1: I WOULD LIKE TO ORDER .......... A BAD SITCOM! Person #2: NO, YOU GET A COMMERCIAL BREAK! The narrator: you never get what you want.

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The game is grid bound and you don't have much choice except with NAMs FAR pieces.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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"We have met the enemy, and he is us" - Walt Kelly

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  • Original Poster
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    So are you saying that creating grid-cities is "un-avoidable"? I see many cities with twists and turns, or is that not supposed to be functional?


    Person #1: I WOULD LIKE TO ORDER .......... A COMMERCIAL BREAK! Person #2: NO, YOU GET A BAD SITCOM! Person #1: I WOULD LIKE TO ORDER .......... A BAD SITCOM! Person #2: NO, YOU GET A COMMERCIAL BREAK! The narrator: you never get what you want.

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    Twists and turns are doable, but not without some sort of grid-like area that allows the growth and combination of RCI that is needed.

    It is also worth noting that ALOT of those fantastic buildings and areas in massive skyscraper cities are plopped. 


    It's getting kind of hard to believe things are going to get better. I've been drowning to long to believe that the tides going to turn.

     

    Success simply consists of getting up one more time than you fall.

     

     

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  • Original Poster
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    So I guess I will continue with grids, thanks guys!


    Person #1: I WOULD LIKE TO ORDER .......... A COMMERCIAL BREAK! Person #2: NO, YOU GET A BAD SITCOM! Person #1: I WOULD LIKE TO ORDER .......... A BAD SITCOM! Person #2: NO, YOU GET A COMMERCIAL BREAK! The narrator: you never get what you want.

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    What you could do (and what I am trying myself right now) is have on a large city tile one area in a grid pattern that fulfils a lot of the requirements of a city and in another area go all twisty, turny and crazy and see how that develops.

     

    Remember too that twisty/turny also reduces tile space. 


    It's getting kind of hard to believe things are going to get better. I've been drowning to long to believe that the tides going to turn.

     

    Success simply consists of getting up one more time than you fall.

     

     

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    Do whatever you can.  The curvy streets are pretty normal for many cities, especially away from recently developed places like north American cities.  Many streets start out as cattle or game trails.  A more modern example is St. John, Newfoundland where most of the streets of the city were originally designed for horse drawn waggons.


    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    What I usually do is start with a grid pattern for the aterial and main roads.  As I run into terrain features (hills, coastline, etc...) I will curve the road to match the terrain.  Residential areas I also tend to have a less 'griddy' pattern.  I find that this makes the most pleasing look to me.  And that last statement is key.  Do what looks good to you. If you don't like it...well that is what the bulldozer is for.

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    9a5bb342.png.0e1b17a8c9297b433bc28db6f3934b10.png "You run and run to catch up with the sun but it's sinking.  Racing around to come up behind you again.

    The sun is the same in a relative way, but you're older.  Shorter of breath, and one day closer to death."

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    I love to look at these awesome cities with winding streets in city journals, but most of the time, I cannot bring myself to do this. Diagonal streets only look good with diagonally oriented buildings, which means plopped landmarks most of the time. Which somehow collides with my own philosophy of having most that can grow actually grow. I'm always happy if a grown neighborhood ends up looking good.

     

    FARs have similar problems. Having normal, orthogonally oriented buildings on their sides is not quite as grating as on diagonals, but it still distracts from the overall feel. You have a natural-looking road network then, which is an awesome thing to view, but buildings on the sides tend to destroy that image. You can somehow work around that by having growth only occur on side streets. Which basically means that I avoid FAR in built-up areas, except for short stretches or as connectors between built-up areas. There may be some custom content for FAR available though (like c.p.'s).

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    i think I will be trying out the prophets idea, sounds really cool. Nonetheless very good advice from everyone


    Person #1: I WOULD LIKE TO ORDER .......... A COMMERCIAL BREAK! Person #2: NO, YOU GET A BAD SITCOM! Person #1: I WOULD LIKE TO ORDER .......... A BAD SITCOM! Person #2: NO, YOU GET A COMMERCIAL BREAK! The narrator: you never get what you want.

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