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Tomato660

Coast level and seaport

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Hello I am trying to build a seaport, but he lowers the coast :( In some places it does not lower the coast, and everything's good. It is not clear by what principle this works. In russian community they don’t know what to do about it. How to build a seaport so that it does not lower the coast? Thank you.

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Hi Tomato660,

While I'm not yet personally experienced with terraforming techniques for coastlines and seaports, I know of an excellent tutorial @Lucario Boricua recently posted.

As follows: Lucario Boricua's Earthworks Tutorials C-1: Terraforming a Seaport

(Also it might be worth checking out his other Earthworks Tutorials too. They're really well written.)


For additional info about hole digging lots as used to lower terrain, there's a guide posted here with an overview. If you use the latest NAM and these are included as an option to be installed. Also as a detailed written explanation of techniques, for further info @cogeo posted a few links in their post here.

I hope these resources might help you for starters, and feel free to ask any further questions for the experts to answer on this subject. *:)

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@Cyclone Boom

 

I believe the question is another--Tomato660 is complaining about some types of seaport buildings which automatically sink the terrain, rather than leaving the terrain at the initial elevation. The solution to the particular problem depends on one very significant aspect: does the seaport have to be functional, or can it be eye candy / aesthetic only?

  •  If it's the former, that would require modding properties of the specific seaport building, that's beyond my level of skill as it requires modding more specific lot properties. One workaround I've found to be sometimes (not always) useful is to place a huge grid of road squares around the cells at which I intend to plop the seaport building. The limitation is that it usually only helps with standalone seaport buildings, but not when placing them directly together to one another.
     
  • If it's the latter, there's numerous cosmetic seaport components which can be placed without restriction.

 

Should you be interested in other seaport buildings which are of the eye candy type, here's a few recommendations:

  • To start with the basics, I'd recommend using those made by Japanese user NOB. Check pages from 6 to 9 (page links at the bottom) to find various Landmark style seaport components, they have no dependencies.
     
  • More advanced seaport components require different levels of dependencies. Some of these include the Heretic Seaport Project and the SimPEG Coastal Development Kit (with various packs, depending on what's to be built) 

 

 

https://community.simtropolis.com/files/category/34-cdk-coastal-development-kit/

 

  • Or, in case you're interested in doing something more traditional rather than modern, there's also a medieval seaport set.

 

Of course, the tutorial Cyclone Boom linked is useful if you want to get serious about creating a suitable harbor to fit your dream seaport.

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My one  tip is to bring up the elevation of the sea bottom -- ports that span part land and part water try to average the elevations under them, so deep water is a killer. However, don't make the water too shallow, or else it won't function for ports and ferries. You might want to experiment in an expendable sandbox region or city to develop your technique before going to work in a city you care about.

Important: Before you go downloading seaport mods, be sure you end up with only one seaport controller (e.g. it is very very tricky to mix PEG ports with BSC ports). If you screw this up, then a city can become impossible to open or fix (unless the very recent city-hacking knowledge can come to the rescue).

Also: If you're going into a mod-installation phase, then you should probably delete all existing ports from all existing cities before you start. If you install a mod that changes an existing port's parameters and then later delete it, you could ruin a city's industrial CAP (because you built it adding one value and deleted it subtracting a different value).

 

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