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Jade Bight 4: Schillig Roads

Dreadnought

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The Jade Bight 04
Schilling Roads

Welcome to another offering of the Jade Bight Saga!
I know I said I was going to take a few days off -- and I did take one day off.  But I told myself I'd just work on installment 4 a little at a time.  You know -- an hour here, an hour there.  And that theory was working well, until I realized I had taken so many pictures!!!  At that point I knew it would take a couple of days just to write up the text.
Plus -- over the weekend, I have been watching -- with much concern -- the events unfolding in France.  The people of "La Belle Paris" have my deepest sympathies.  I am an old soldier, and the majority of my life has been shaped by the lessons I brought away from the Army.  I have seen war -- things most people will never comprehend.  But I say here and now, that this act of such brutal slaughter upon innocent and helpless civilians can only be perpetrated by people that are less than human and certainly beneath the contempt of their fellow men.  Just thinking about it makes my blood boil!  But I will say no more.  I do not wish to offend, nor do I wish to be reprimanded.

So...we begin --
After my complete failure on Wangerooge Island, I made every effort to plan this city with more care.  I learned to be wary of "Industrial sprawl" -- which looks realistic -- but can eat up even a medium map if not guarded against.  So, instead of just plopping stuff willy-nilly, I took the time to do a bit of planning on paper, like we did in City Planning Class back in the olden days.  Schillig Roads would also be my first effort at introducing highways and rail lines to my new "realism" experience.  As I said earlier -- in previous games I simply ignored them because they did not make a significant difference to the all-important population growth  And there would be many more "firsts" with Schillig Roads because it was my first work on a Medium map space and I was determined to make the most of it.  I will, however, let you be the judge of the results.

Before we move on -- I wish to publicly post a sort of disclaimer.  We are about to look at pictures of cities containing a bunch of custom lots from a variety of authors.  Some lots I have made myself, with Editor and the associated "prop locker".  Some lots I have downloaded from an exchange, and then modified for my own purposes.  Normally, I would not even think of a disclaimer, but I have seen some discussions on the site with members accusing other members of plagiarism and theft.  I would not "steal" someone's artistic property.  We all "share" these downloads out of the kindness of the author's heart and it would be a grave injustice to them to deny their authorship.  I will, at all times, try to mention the origin of the lot, but may fail to do so out of forgetfulness, or a bad memory.  I cannot claim authorship of any lot or prop because I cannot make a "Bat" to save my life!!  If I claim any credit at all -- it would be my skill in taking other people's art and arranging it on a lot to better advantage.  I do have a skill for the "layout" of a single lot or for a modular system.  And I may well have a talent in adding props for a more realistic feel.  Beyond that -- I claim NO credit -- and will attempt to give credit where credit is due.  And I sincerely thank all those "Batters" out there that have provided me with so many hours of pleasure !!!

 

Just one more thing.... I should point out, that Schillig Roads is "a work in progress".  You will note a good deal of empty space on the map.  Some of them will eventually wind up covered in trees if I don't use them, while others have already been targeted for future development.  But things did not always look this promising.

When the lost and lonely turned up to build on the shores of The Jade Bight, their only neighbor was the poor little community on Wangerooge Island.  Consequently, the city fathers found it difficult to get any sort of economy started -- no one to trade with!  And without economic stimulus, the city did not attract new occupants (Follow the money -- right?).  So, after much deliberation (and a couple belts of Schnaps!), Schillig Roads' Mayor recruited some gutsy adventurers and set off into the North German Wilds to found more cities.  He reasoned that more cities would mean more trade and social exchange.  More trade meant more money.  And more money meant more of EVERYTHING for everyone!  The other option was to sit around for years waiting for very small neighborhoods to grow into not so VERY small neighborhoods.  But that would have been like watching paint dry, wouldn't it?  So now that the Mayor has founded all these other cities, and the region has begun to thrive, he returns to Schillig Roads from time to time to impart wisdom and progress to his first-born city.  (Hence all those statues of the guy!) 

 

TWO VIEWS OF SCHILLIG ROADS:
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Schillig Roads is a medium-sized seaport of (currently) 37,391 souls.  The weather is, sometimes, clear and sunny -- but more often than not -- it is grey, overcast, and prone to gales that blow up suddenly from the English Channel.  The citizens are a hard-working lot; approximately half of them are the low earners, while the 5,000 at the top are the rich S.O.B.'s !!  Most Schillig Herren und Dammen have just about maxed-out their educational opportunities and enjoy a youthful existence somewhere in the "20 - 30 something" range.  The average income is around 65k -- so those rich SOB's must REALLY be livin' LARGE!  Grampa, on the other hand, can only expect to reach age 70 before they plant him!  The City Budget is in great shape -- even though the mayor lives in a big mansion in the uptown district and tends to throw a lot of wild parties.  Go figure!  But -- traffic is not a problem, and the trains do run on time!!

SPEAKING OF THE RICH --
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This is a small up-scale suburb just on the northern edge of the high-rent district.  The marina belongs to the country club set, but the resort hotel is where they keep the bar (aged Scotch, I'm told).  Gossip in the hotel bar says the guy that owns the big, green, yacht makes his money in the Gentleman's Card Room -- Bacarat sometimes, mostly Poker games, though.
The Marina is one of the modular sets by NBVC and I find it very useful for small, neighborhood locations like this.  The large cabin cruiser and the three small sailing yachts are by Calligrafix and I re-lotted them.  They are attached to a "plop" lot on the shoreline covered by Girafe's Ashe trees.  The two trunk cabin cruisers and the ketch by the hotel are from PEG, and MGB very kindly turned them into a water "plop" lot.  The rich do enjoy their toys, don't they.

SITTING BY THE BEND IN THE RAILS --
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In the lower left of the picture, you will see my 2x2 custom lot -- The Rhinelander Platz.  The two fountains are also custom lots I made from the "prop locker".  I make a lot of custom lots like these.  Since I like the "Imperial Period" of Germany -- I like the impressive statuary that was erected at the time.  The "lot exchange" sites (STEX, LEX, etc) are just packed full of parks and flower gardens, but 1x1 "plop" statues are at a premium.  When I find something I can convert into a stand-alone statue -- I jump right on it.  It's my greatest regret that no one has yet seen fit to "bat" a "big" statue of Otto Von Bismarck.  We need more statues, people!!   Once again I have used Debusseyman's L'Assomption building as a library.  I love the neo-classical buildings from Berlin that he has given us.  He was a true "master" of "Imperial" architecture. (I presume he no longer "bats" since nothing new has come out in a very long time.  Great shame -- he was talented, indeed!)

DOWNTOWN BEAUTIFICATION:
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Here was this odd section of turf -- just begging for something unusual -- so I plopped down the Observatory of Athens and decorated it with some 1x1 gardens, the Lions Of Bertholdi, and the Sim Explorer monument.  Just down from it, I placed two Prussian Memorials and a small version of the Fountain of Minerva.  The Prussian Memorial was the first custom lot I ever created.  The centerpiece is "The Column of Heroes" lot.  Just across the street from it, is another 2x2 lot I made called "The Potsdamer Platz" with two more custom fountains from the "prop locker".

Part of my quest for "realism" includes making room in the city for fountains, statues, and plazas.  The overwhelming drive to reach higher and higher population figures discouraged any sort of city beautification that took up space.  Nothing but streets, subways, and pencil-towers.  No statues -- and you wouldn't be able to see them through the pencil-towers, anyhow!!  I've traveled to some of the most beautiful cities in the world -- and they all had parks, statues, neo-classical buildings, and tree-lined boulevards.

GOVERMENT BUILDINGS:
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The City Hall, the Courthouse, and the Mayor's Mansion.  Notice the mayor's house is on the left -- must be a Democrat! (lol-lol)  Must be nice to live in a posh neighborhood, one block from work, with limousine service -- and The People pay for it!!  (Having said all that -- he may well be a Republican!)

CITY CENTER:
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This kind of got away from me.  European cities especially, have city squares and sometimes a central one where most of the government buildings are located -- ministry of this and that -- Ministry of Silly Walks -- and art museums and the opera house.  I try to concentrate those sorts of buildings in a "city center".  Some people scatter them around the city in order to spread the area effected by their bonus qualities -- but I think the bonus effect and "cap buster" effects will work just fine this way.  I like something "monumental" and ornate for the city center.  Being a "Yank" I naturally favor the Washington Monument.  I like Oppie's Canals for ornate architecture areas -- I haven't, so far, used canal sets for anything else.  I may have to look into industrial canals -- but that's later.  I simply made the city center too big.  But it's difficult to work with the Washington Monument -- it's a 3x3 lot.  Avenues and highways are 2 squares wide -- and it is nearly impossible to "center" anything that is 3x3!!!  But it looks good at night ! (lol)
Down to the lower left you will see two of the Maxis Butts Condos.  I re-lotted those as some of my first "grow residentials".  The Riverside South Condos pop up from time to time and nearly wore out MGB's patience while he was teaching me! (lol)

FARMER's MARKET:
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I always found the Farmer's Market kind of bland, though useful.  In an effort to "spiff it up" for my new cities, I combined it with some IRM parking lots and the BSC modular park kit complete with the Cerulean Tower.  Looks pretty good now!

FREIGHT DEPOT:
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This one makes me laugh.  I plopped the depot down thinking I was gonna get some freight traffic moving.  Imagine my shock when I saw passenger trains running !!!  I think it's a "Nob" lot, and he doesn't label them for some reason.  All of his lots are left blank, so you either have to guess at them, or go in with Editor and fiddle with Japanese stuff, hoping you're getting it right.  But it looks good!
Notice the filler detail with freight, trucks, etc.  Each of the industrial buildings gets the same treatment.  A bland-looking Maxis building will take on an entirely new look with a few filler lots you can whip together in Editor right out of the "prop locker"!

INDUSTRIAL DETAIL:
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I am really quite tickled with detail work.  After trying it once, I was hooked!  MGB once pointed me in the right direction by showing me some of his industrial work.  Adding the filler lots really brings your industrial areas to life.  I make sure the filler lots have as many people as practical to provide a sense of movement, and I try to tie in the fillers to what ever type of industry it is -- i.e., cement bags at a cement plant.  I zone a large area and let it grow.  Then I come back and decide which factories I will keep -- and bulldoze the unlucky ones.  This method allows room for filler lots -- and trees.  I have not yet experimented with large industrial zones covered in concrete.  I'm saving those types for the inland cities.  The filler lots come from a lot of places -- some I've made in Editor -- others belong to T-Wrecks' IRM, and especially NBVC's Modular Container Port.  NBVC provided a very useful modular set with concrete, fences, and road textures -- and -- it blends perfectly with PEG's "seaport look"!  Anyone looking to make a massive and realistic-looking container port should have his set.  It also has the added advantage that of all the sets I looked at -- his actually had "active" links to dependencies!!!  Others proved to be useless because you could no longer track down the dependencies -- or you got into a situation where dependencies had their own dependencies -- "ad infinitum"!!!

WATER PUMPING STATION:
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Here you see the water pumping station for Schillig Roads.  It's funny -- in the "vanilla" version of the game, everyone ignored the water supply to the point of forgetting it was there.  It was common to find a spot far away from pollution sources and simply squirrel them away -- out of sight, out of mind.  When you suddenly ran out of water, you had to pull up the map just to find them again!
I have taken the opposite approach.  The water pumping station where you live is not tucked behind a tall building to hide it.  Usually, it's a fair-sized installation with emplyees, etc.  I've used T-Wrecks' parking and his gate, along with my custom security fence kit, to include parking for the gate guards.  One cannot be too careful in these troubled times....

BREAK-BULK SEAPORT COMPLEX:
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This is an overview of the break-bulk seaport complex.  Schillig Roads is not a large seaport, as such, but it represents part of the "seaport sprawl" that spills out of the massive complex in Wilhelmshaven, to the south.  You see a PEG break-bulk seaport on the left, and PEG's Vandy Shipping on the right.  The break-bulk is road and rail enabled for freight handling, and the Vandy provides jobs.  The cargo docks are supported by a small freight enabled rail depot, and a small rail yard.  The whole of it is enclosed by a security fence and is surrounded by a forested buffer area to keep the noise and activity from annoying the locals.

BREAK-BULK CARGO DETAIL:
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First -- let me say that I NEVER use the Maxis Seaports.  They look like children's toys compared to PEG's work -- and you never know which way the ship will sail -- or even IF it will sail.  A failed effort at automata if I ever saw one.  I've always considered the PEG seaports to be "top drawer" art work and reasonably functional.  Obviously, the multitude of activity in any real-world seaport had to be condensed into as small a space as possible for game purposes.  But I think they missed an opportunity.  I have filled a reasonably small space across the street from the docks with a cargo handling area.  Goods coming from the rail depot are stored here while awaiting shippment -- and goods coming ashore are stored awaiting rail or truck transport.  It only seemed logical to include that step.

FREIGHT TERMINAL & RAIL SIDING:
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The major freight distribution from the seaport is by rail.  The freight depot is by SimGoober -- he has two included in the download, and I picked the one with the least containers since this is a break-bulk seaport.  Once again, I have used the CDK3 basic docks as visual fillers for loading platforms, etc, and the jobs.  The freight car rail sidings are by SFBT.  I have interspersed the entire yard with filler lots -- some of my own, some by T-Wrecks, and a variety of other 1x1 "ploppables".  Note the "decaying", blackened water tower at lower right.  BSC provides several good rail filler-type lots -- 1x1, 2x1, and 2x2 -- parking, signal boxes, etc.  But they almost all require road access, so you have to be careful where you place them.  I have since fixed the issue.

STEAM RAIL SIDING:
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Awwww -- !  Now THIS is my "Baby".  I was fascinated with steam locomotives as a child and was fortunate enough, later in life, to spend a good deal of time in Germany when they still ran steam engines.  Every morning, on my way to the kaserne, I would stop along the rail line and watch the morning "steamer" go by.  The engineer got used to seeing me and he would play merry H*** with his whistle.  Wonderful man!  (It just goes to show -- no matter how old you are -- the inner child remains!)
I think the engine props are part of a PEG Resource pack (maybe).  I borrowed a small rail siding from NBVC's Tank Car Filling Terminal, stripped off the props, and plopped the engines down.  I used the "effect" smoke from the Advanced Research Center to simulate the steam you used to see billowing from an engine at rest.  The NBVC track is enabled at both ends, while the SFBT sidings are only enabled at one end.  I do not possess the experise to enable traffic on any lot, so I have to get creative when I want something badly!! (lol)  You will see those engines a lot!!

TUGS & PORT CONTROL:
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Every good seaport HAS to have tugboats.  I'm not at all sure how members manage to squeeze all those ships into all those tightly packed seaport cities WITHOUT tugs -- but you hardly ever see them.  The tugs are by Somy and the large, modern structure next to them is the JRJ Transit Control Tower.  Since there were two major industries (cargo & LNG) sharing the roadsted, I felt it necessary to build a control tower to keep the maritime traffic coordinated.  JRJ did a wonderful job and I could not ask for a better control tower!!  And THANK YOU Somy, for providing for "the obvious" with your usual talent.
However, I do have a beef with the "batters" out there.  Let me first say that I know nothing about "batting" excpet that it looks massively complicated, and horrendously time-consuming (read - tedious).  BUT -- why has no one excpet Somy bothered with tugboats???  The New York Port Authority has some of the most unique looking tugboats you'll ever want to see.  And the Europeans have those big, fabulous looking seagoing tugs.  A dock with some tugs tied up -- mix both the US and the European tugs --  and then make a couple of lots we can randomly plop out in the water.  AND ESPECIALLY -- at least one water lot on the DIAGONAL.  Ships are absolutely beautiful out in the water.  Men of the sea going about their business from the Flagsted Light to Sydney Harbor.  The whole thing fairly evokes the "romance of the sea".  And then you blow the whole visual thing because the boat only goes right or left, or up and down!!!   JEEEEZ!

SCHILLIG ROADS LIGHT:
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Every good port also needs a lighthouse!!  I always place the Maxis Lighthouse near the ports because of the "boost" it gives them.  But I think you need a BIG lighthouse to mark your city.  (For all those "square" ships out there! lol)  I took Franku's Dutch Lighthouse and reduced the lot size to a 1x3 so it would fit just about anywhere without taking up too much space or requiring you to add large amounts of land to place it.  You can, if you so desire, make simple filler lots for a house or storage shed and place them as modular addons.  I HAD to use Franku's lot because he had the "light" in the lighthouse.  I know that sound's like a joke, but I don't know how to get the light effect UP in the top of the lighthouse!!!  I also replaced his lighthouse with a NEXIS Lighthouse prop.  I'm about ready to do another one using black stripes to provide more variety.  The base was covered with NBVC rock and I threw in some T-Wrecks parking to compliment the necessary road access.  I have since learned how to disable road access and will do that on the new lighthouse.

NORDSEE LNG; Schillig Roads Division:
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THIS is the "piece de resistance" of Schillig Roads.  I am very proud of this and DO hope you like it. 

Nordsee LNG is the "anchor" industry for the city.  My personal system requires each map to have some sort of focal point.  It could be the thing you most enjoyed building, or perhaps the thing you most want to show-off to other people.  All of my medium and large maps will be based on that theory.  In ideal situations, they will always have an anchor industry, and may well have some other feature of significance.  The land mass beneath Nordsee LNG is based, loosely, on LNG terminals found in Scotland and Louisiana.
A bit about the process of construction...
You've heard me complain about the 6x6 oil refinery??  Well, here is my answer to that.
My first step in planning a major industry build is Wikipedia, where I obtain a world-wide list of LNG facilities.  With Google Maps, I search them out, looking for a unique layout, or pieces of different layouts that I can combine.  Next step is back to Wikipedia to find out exactly how raw product flows through the actual facility.  LNG comes ashore from the gas wells out in the North Sea and has to be processed -- knowing the different "stages" helps in building a logical plant.  Wiki helps me figure out what parts of the "physical plant" I will need for my Terminal.  I draw up a product flow chart that helps decide the actual placement of various parts of the refinery.  Wouldn't make sense to place a storage tank on the other side of a refinery from the raw material to be stored -- right?  Now I go to Google Images to find pictures of what kind of equipment can be found in an LNG plant.  I can't realistically "model" the plant apparatus if I don't know what it looks like.  Once the layout has been determined, the physical plant needs are ascertained, and I have pictures of the facilities -- I go looking in my drop-down menus.  There are tons and tons of stuff on exchanges that can be used to build or "represent" almost any industry.  It may have been lotted as a refinery cracking tower, but it looks pretty much like an LNG condensation tower -- so use it!!  If I can't find it in the drop-downs, or as a download, I go into the "prop locker" and make a custom lot that looks something like it.  To repeat MGB -- "Go for the essence of the thing".  Always connect your individual "units" with pipes or pipelines (above or below ground) and add roads, etc, that interfere with the equipment as little as possible.  I am firmly convinced that this process will yield you THE most "realistic" LNG plant (or any other type of factory) you will ever hope to see.  Sorry I went on and on about my methodical process -- but I HATE 6x6 refineries (and mountains).
I will do my best to point out and name all of the various lots for you -- but don't hold your breath! (lol)

TERMINAL CLOSE-UP:
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The off-load terminals are frequently placed on a peninsula that has been extended from land out into the bay where water may be a bit deeper to accommodate large vessels.  What you see here are two, matching, discharge points.  Each one consists of the tanker, a pier with tanks, a discharge control office, a vapor condensing tower, and three spherical vapor tanks -- all connected in logical sequence with pipelines.
The tanker, pier with attached tanks, and green tanks are all "Somy" (Saints preserve him).  The tower is a "Chapapotex Aerial Distiller".  The discharge control office to the right of the pier is a custom lot from the "prop locker" to simulate the "master control" for that particular pier.  The white multi-pipe lines are from NBVC's Oil Port, and the "steel-looking" pipelines are from the ISAT Pipeline Set.
The most difficult part of the whole thing is laying out the units so that they can connect with pipelines.  Note the pipeline crossing the road from the shore terminal, and the pipelines crossing the road at the top of the picture on their way to the rest of the plant.  Everything is linked together in the logical product flow sequence -- and that took a bit of doing.  BTW -- the night lighting on these lots is absolutely stunning!!  Somy even put lights on the tankers!!  Genius -- PURE GENIUS!!  If I missed anything -- drop me a question in the comments section.

"Nob" PIER DETAIL:
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I started out planning on the "Nob" pier at the end of the peninsula, because none of the lots in the LNG complex provide jobs.  All of this eye-candy is absolutely magnificent, but it provides no employment or tax money for your city.  The Nob pier provides 625 jobs and represents the cargo handling facility that you would find at a processing complex of this size.  The peculiar shape of the peninsula dictated the need for fire and police protection, so I used the PEG piers in order to avoid cluttering up the LNG plant.  The only police or fire boats that I could find belong to the PEG Boardwalk system.  I would have preferred something more industrial and I find working with the PEG Boardwalks difficult.  Even after you use their leveler tool on the shoreline, the lot placement can be tedious.  The corner lots are especially difficult and, as you can see, they don't blend in well with adjacent stuff.  I guess you can't have everything.  I used PEG RCI docks to extend Nob's pier on either side.  And you will note the fenced parking areas, cargo and trucks, and other filler lots dotted here and there for effect.  Some of them are mine, and others belong to T-Wrecks.  You will also see the use of Girafe's MMP Ashe trees filling in blank areas here and there.  The seawalls are, of course, NBVC's Ripp-Rapp Rock.  Once again -- beware the steamboats on the Nob Pier Lots.

SOMY LNG PIER:
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I threw this picture in because Somy's stuff deserves a close-up! (lol)  Note the "discharge Control building" just behind the parked trucks.  I whipped that up by jamming two props together to make a small office.  Somy's art is absolutely amazing.  His attention to detail is only rivaled by Debussey man.  Maybe not exceeded -- but certainly rivaled!

VAPOR FLAIR TOWERS:
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This is the upper end of the peninsula, and I will not go into too much detail here.  The 4-tank sets are by SFBT and the flair towers are by Somy.  You will note the storage, parking, and equipment filler lots scattered about.  Again, I think the detail added by filler lots makes all the difference in the realistic appearance.  You may notice that just below the SFBT tanks on the left, the road rises up a gentle incline to the top of a plateau.  I placed the main processing plant on top of the hill and used the NAM32 "riser" lots to build a perfectly smooth slope for the road.  Something I just recently learned how to do.  If you look just above the road, you will see a retaining wall in the shade.  Those are the brick JS v.3 seawalls used on land.  I saw that in another picture sent to me by MGB.  Very useful.


LNG PROCESSING PLANT:
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This is an overview of the main part of the processing plant on top of a wooded hill.  I tried very hard to keep it compact, following a logical flow, with no unnecessary sprawl on top of the hill.  The two large tanks, two small tank processors, and the tower are all Somy's stuff.  The two smaller tower lots kind of in the back corner of the hill are mine.  I used several different buildings and props to make them in order to fulfill a product processing need.  I took great pains in landscaping the sides of the hill.  I had never done a hill with the Meadowshire Terrain Mod and was wary of messing it up.

FILLER LOT DETAILING:
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Here's another shot of the tank storage area showing the extensive use of filler lots to add detail.  Note the heavy use of pipelines and how they all flow in a logical sequence.  Everything is connected -- from ship to distribution.

MULTI-USE DOCKS:
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This is the lower end of the main processing plant.  The silvery-looking unit is a "Chapapotex Vacuum Distiller".  I have scattered filler lots throughout, and since the processing plant provides no jobs -- extensive use has been made of the CDK3 docks where appropriate.

TRUCK DISTRIBUTION:
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Here we have the truck distribution point.  I was forced to use regular tanker trucks as vehicles since there does not appear to be any tanker trucks "batted" for LNG hauling.  Lamentable -- but we must make do as best we can.  The white pipes and tanks are NBVC's oil port, and the surrounding docks are, of course, CDK3.  The small rail siding is by SFBT and provides an entry point for incoming freight to maintain the operation of the facility.  Once again, you see my steam engine lot !!  I had to improvise a "filling" procedure for the trucks by using one side of NBVC's pipe bridge as an overhead hose transfer.  Couldn't find anything in the "prop locker" that looked like a tanker truck filling station!  But I thought it turned out well, nonetheless.

RAIL DISTRIBUTION:
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You know -- sometimes I wonder what I would do without NBVC's work!  His stuff is invariably high quality, well thought out, and useful in a multitude of situations.  And his stuff always comes with a separate lot file!  This is his "Tank Car Filling Terminal" rail yard -- and industry would be in big trouble without it!!  Again, there does not appear to be any particular rail cars devoted to the transport of LNG, and I wonder why?  LNG is a huge source of energy, and provides a huge chunk of Europe with an economy!  Some enterprising "batter" out there could get a few pictures off Google and whip up a couple props to stick in some railroad prop resource pack.  At any rate, NBVC has also provided me with a coal yard rail facility (but that's another city).  You simply open this lot in Editor and go to work.  It makes an excellent base lot to work with.  Most of the other stuff in the picture you, doubtless, recognize from previous shots.

METERING FACILITY:
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This is the Metering Facility.  It sets at ground level with the Meadowshire Terrain Controller giving us a very attractive rock face backdrop.  Just a little terrain dressing with trees and bushes and it looks pretty good.  This facility measures the volume of gas flowing out to a local distributor or to pipelines connected to outlaying cities.  Once that is done, the Administrative building next door sends out a huge bill for the purchase!!  The small 2x2 lot next to the LNG tanks is a custom job I whipped up to represent the actual metering building.  The admin offices are another custom lot using a Maxis building as prop.  Access to the entire facility is closely monitored with guarded gates and security fences and the area is surrounded with a forested buffer zone.  Look carefully and you will notice that even the Admin building has a public access separate from its access to the plant.  This prevents persistent job applicants from wandering around the plant! (lol)  "If we need ya', we'll call ya!"

CITY NIGHT SHOT:
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I noticed some of the other journals include night shots with their presentations, so here's a wide shot of the city.

LNG PLANT NIGHT SHOT:
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And here's a closer night shot of the LNG Terminal.  If you guys like these night shots -- let me know and I'll do them more often.

RANDOM SHOTS:
The following are just some random shots, mostly very close-up, to give some of you folks some ideas for filler lots.  You may ALL have this stuff already -- or maybe not.  But I hope it will encourage some of you to make a few.  Don't forget what they say -- "The Devil is in the details".  And the more detail you add the better.  Industry, in particular, was short-changed in the original release version of Sc4.  Not enough props or textures -- and certainly not enough variety.  Variety and detail -- IMHO -- makes all the difference!
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RANDOM MULTI-USE (docks) SHOTS:
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NEW NEIGHBORHOOD:
This just popped-up before publication of this installment.  Note the use of The BSC Azaelea Garden and the Niagara Square obilisk.  Makes a nice park.
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SMALL INDUSTRIAL ZONE:
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Here's a shot of a small industrial zone that just "filled in".  It's quite a mix of industry.  At the top is one of my custom grow lots: Ares Defense Group (IHT) and to the right is the (white) Nokia Building (IHT) by Matt325.  The rest is dirty industry.

GUNDSTROM COPPER:
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You're all familiar with Maxis Gundstrom Copper, and that's a burning unit and cooling unit that grew right next to it.  The game has a bad habit of jamming stuff together, but it looked good -- so I kept them.  I believe that's Bipin's Crawler Crane over in the corner -- out of the "prop locker" on a 1x1.  You have to trick Editor to get it on a 1x1 -- but you can.  Just start with a 3x2 and cut it down to a 1x1 before saving.  The crane will overhang other objects, so be careful where you place it. Notice other filler lots to give the place better effect.

SMALL BURNING UNIT:
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This is nothing more than a Maxis Small Burning Unit -- but look what you can do with filler lots!  I think those are BSC parking lots made for the rail yards.  And --  BSC parking over at Nokia.

BROQUARD CEMENT:
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Here's good ol' Broquard Cement -- but it's been tricked-out with custom filler lots, T-Wreck's IRM filler lots, and some NBVC Container Port lots used for their concrete, fences, and textured roadways.  Remember, NBVC's Modular Container Port is VERY multi-use.  Matter of fact, I use it as the base lot for most of my industrial and ALL of my seaport custom lots.  It's a KEEPER!

OKAY --
This has been a monumental effort -- probably TOO monumental -- several days in the making.  But I hope you find it to your liking. 
Now I'm REALLY gonna take a few days off and simply play the game.
But I look forward to your comments -- as always.

The Jade Bight 5:  Harlesiel --
Coming soon!

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   Since it looks like I maybe the first commenter . This is a gorgeous CJ entry , a lot of detail and explanation of used items . I must say "Bravo" and "give this man a medal" he's earned one . You have achieved great status in my book . I envy the work you have done with this entry . You will undoubtedly be nominated for some Trixie Awards I assure you . Keep up the good work . Less than 5 Stars , I don't think so . 

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   Since it looks like I maybe the first commenter . This is a gorgeous CJ entry , a lot of detail and explanation of used items . I must say "Bravo" and "give this man a medal" he's earned one . You have achieved great status in my book . I envy the work you have done with this entry . You will undoubtedly be nominated for some Trixie Awards I assure you . Keep up the good work . Less than 5 Stars , I don't think so . 

Welcome back, raynev -- always nice to hear from you!  Especially with such praise!!

You humble me greatly, Sir.

My cities bring me great pleasure as I put them together a piece at a time, and I confess it is a labor of love.  All of us share the pleasures of creating something complex, or realistic, or beautiful.  Some of us do it as a massive, complicated puzzle full of problems to be solved -- or possibly as an homage to the many stunning landmarks we have seen, or wish to see.

Having gotten up the nerve to share my work with the community, I can only say that the approbation of my fellow city-builders does me great honor.

I am no longer a "lurker" !!

Thank you --

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Looking good, although there are 2 things that could do with improving.

Firrstly, in the "Speaking of the rich" image, there are two instances where the rail goes over avenue. This, in my opinion should be modified so that the avenue goes underneath the rail, while the rail stays flat  

Secondly, with the image entitled "City Centre" there are 2 blocks of empty space with nothing in them bar a metro station. It would be nice to have some large office tower, or whatever your going for, bar a park, since you have at huge one near. 

Hope this feedback helps, keep up great work. :) 

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Looking good, although there are 2 things that could do with improving.

Firrstly, in the "Speaking of the rich" image, there are two instances where the rail goes over avenue. This, in my opinion should be modified so that the avenue goes underneath the rail, while the rail stays flat  

Secondly, with the image entitled "City Centre" there are 2 blocks of empty space with nothing in them bar a metro station. It would be nice to have some large office tower, or whatever your going for, bar a park, since you have at huge one near. 

Hope this feedback helps, keep up great work. :) 

Yo, michae951 --

Welcome back -- nice to know you're keeping in touch. ;)

The rail issue was pointed out weeks ago by MGB, but I chose to "roll with it" for the time being, because Schillig Roads was so far along already. 

I experimented with Nam32 road tunnels under the rail briefly -- but found that too much mucking about with Nam resulted in a CTD. 

Another problem with going under something is that my land mass is so close to sea level (due to seaports, mainly) that digging holes usually results in a lake!  BUT -- it may be possible to make a slight increase in the overall ground level in future cities and give myself just enough room to use the "digger" lots to sort of hand-craft an underpass.  Thanx for the advice, and I will definitely look into that -- it seems to be an issue with several of the members.

 

City Center:  I suppose I should have mentioned in the opening that Schillig Roads is still a "work in progress" -- hence the open spaces.  This is a new region, with Wangerooge Island as the only other city at the time of building.  Work stopped on Schillig when it became apparent the growth rate was extremely slow.  Two other cities were started to improve the demographics of the region as a whole, and I've been back to Schillig twice -- but it is still on-going.  There were plans for a very nice, mid-rise office block to go exactly where you suggested. :]

Thanx, again -- ALL comments welcomed!

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Wangerooge Island wasn´t a failure ! If the Hole digger was used and a more natural slope would have been created the rail would have got quit a bit beyond this rich neighbour, no question about tunnels, bridges or open cut construction; elevated rail pieces are nice in cramp situation; here you have all room ! Neighbourhood conncecting rail can allways be adjusted. CJ are a personal vision, use of modified bats for own use fine, publshing these modified bats with or without persmisiton of the original creator will allways be controversial, some credit making to the original creator seems to be the least to do, craving for glory; lot editor wasn´t made for just anyone !

Nicely, created tile, well done !

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Very nice pics and an extraordinary level of detail in the commentary.  Your industrial areas are the best I have seen in a very long time.  The attention to detail is stunning.

Michae95l caught the unrealistic rail overpasses.  I would add that you need to find a way to make your railyards grittier looking.  I found myself looking for Smurfs amid the trackside greenery and flowers.  Just a couple of off notes in a superb update.

 

David

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Wangerooge Island wasn´t a failure ! If the Hole digger was used and a more natural slope would have been created the rail would have got quit a bit beyond this rich neighbour, no question about tunnels, bridges or open cut construction; elevated rail pieces are nice in cramp situation; here you have all room ! Neighbourhood conncecting rail can allways be adjusted. CJ are a personal vision, use of modified bats for own use fine, publshing these modified bats with or without persmisiton of the original creator will allways be controversial, some credit making to the original creator seems to be the least to do, craving for glory; lot editor wasn´t made for just anyone !

Nicely, created tile, well done !

Yo, kschmidt --

Thanks for dropping in again -- and for the kind words.

You are quite correct, a CJ and the cities described therein are a VERY personal vision.  I will have to keep that in mind when sifting through the comments.  You know what they say..."One man's trash, is another man's treasure"!

Thank you again for the encouragement!

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Very nice pics and an extraordinary level of detail in the commentary.  Your industrial areas are the best I have seen in a very long time.  The attention to detail is stunning.

Michae95l caught the unrealistic rail overpasses.  I would add that you need to find a way to make your railyards grittier looking.  I found myself looking for Smurfs amid the trackside greenery and flowers.  Just a couple of off notes in a superb update.

 

David

Yo, dedgren --

Welcome back to The Jade Bight -- and thank you so much for the kind words!!  The encouragement is good for the soul! :thumb:

I understand everyone seems to have a serious distaste for rail viaducts -- and I am taking their criticism seriously -- really I am!  But no one has yet bothered to explain what is wrong with them.  The only realistic objection I can see is that any incline hampers the speed of the train and increases fuel costs.  But I've been from one end of this country to the other, and I've seen plenty of them.  My own home town had one right down the middle of Main Street!  (They tore down the shops on either side to re-route Main Street around it.) 

I spent a good part of my day browsing the net (and other member pictures) trying to find an alternative to a rail overpass.  For a variety of reasons, tunnels don't work for me -- and I actually consider running an avenue beneath a rail line (or vice/versa) to be unrealistic.  "Fillups" are a bit too futuristic for me.  I spent several hours playing around with the Nam32 pieces trying to come up with something that didn't cause a CTD.  My only possible solution appears to be their road over rail puzzle piece.  I am going to try that in the city I'm working on now and see how it looks.  I won't be able to retro-fit them to other cities, though -- just not enough space.

Grittier ---

Yeah -- I think I understand what you mean.  The term "grunge" comes to mind.  And you're right -- my railyards simply look TOO pristine.  The problem looks to me like the base texture of the track and sidings is green -- and bare of any type of props.  Unfortunately, the SFBT siding lots I use are absolutely resistant to any sort of MMP.  I may look at the SFBT lots and see if I can modify the texture to something with dirt -- that might look better. 

Thanks again -- praise and comment is always welcome !  :ohyes:

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Nice work! I like it. Well done and good attention to detail :D

Yo, Schulmanator --

Welcome to The Jade Bight!! 

We are a hospitable little community and always enjoy visitors from "outside".

Thank you much for the kind words.  I am glad you enjoyed the tour.  I'm working on three other cities at the moment, and may get one sufficiently advanced to offer up another installment of the saga.  Just don't know how long it will take.

But drop by from time to time -- might get surprised.

Again -- thank you -- and welcome!

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Great work with all those seawalls and mmps on the waterfront.

Yo, Militant --

Welcome back to Jade Bight.  Glad you liked it and thank you much for the compliment.

Uki's breakwaters are a bit difficult to place, but they are well worth the effort in the end.  The beach MMP's are time consuming, but they too seem to deliver a realistic seashore.

Keep in touch -- more to come in the weeks ahead.  Working on 3 cities at the moment.  Hope to have one sufficiently advanced for presentation in a week or so.

Thank you, again!

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1120307.gif   You've really spent a lot of time on those lots (lol) and it really shows! 

To answer your question about the Japanese content: there really are in-game names and descriptions there - in Japanese. However, the game locale you have installed cannot read the characters so it just defaults to blanks. If you open the file using iLive's reader, you can easily change all of that stuff.

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1120307.gif   You've really spent a lot of time on those lots (lol) and it really shows! 

To answer your question about the Japanese content: there really are in-game names and descriptions there - in Japanese. However, the game locale you have installed cannot read the characters so it just defaults to blanks. If you open the file using iLive's reader, you can easily change all of that stuff.

Yeah --

I figured I might be able to change the lot names, but sometimes it's not so easy to see what needs changing.  I do think I'm going to work on it this weekend so I won't make more mistakes.

Thanks for dropping by -- nice to hear from you!!  And I'm duly gratified that you seem impressed, nos.17 !!  In my humble way, I merely try to imitate those that have gone before me!

Come back and see us again.  Three cities in the works -- hope to get one ready in a week or so.

Thanx, again --

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I'm enjoying the progress of your CJ and lurking around a little. As others have pointed out it's wonderfully resplendent with details and I look forward to seeing the continuing developments.

As for the rail line issue, yes trains do go up ramps, but it does rather depend on a number of factors. A fully laden train on industrial tracks is very unlikely to climb about much in the real world, whereas commuter and lighter trains often do, within certain tolerances. The problem with the original ramp pieces is that to keep them small, the gradients are far too high to be realistic in any way. Not to say you can't use them, but it does look nicer when you have gentle slopes everywhere. The NAM is not broken, but you do need to be aware of a lingering unsolved issue with SC4. When a puzzle piece is hovered over a Transit Enabled lot that's when the CTDs happen. Practise with the FLUPs and other pieces in empty tiles to get a feel for how they work. Always save before using puzzle pieces, and be very careful where you put the cursor when using them. Pressing Esc on the keyboard when you've placed them, not moving the mouse is also much safer. This problem is the only time I get CTDs, although very rarely these days, they are still annoying.

One last thing, you mention cheating the crane into place on a lot. Just to warn you, if the crane is outside the boundaries of the lot, you may find it suffers from the "Immortal Lot Syndrome" problem. Much better, remove the prop from the lot and save (necessary to update it correctly). Open the Prop Exemplar (or if it's a building, the Buildings Exemplar) and find the "Occupant Size". Edit this to 1,1,1 (1m x 1m x 1m) and it will now fit on a 1x1 lot. Once you've saved the changes you can then add it back to the lot. The game thinks it's smaller than the lot now, so no immortal lot problems.

 

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I'm enjoying the progress of your CJ and lurking around a little. As others have pointed out it's wonderfully resplendent with details and I look forward to seeing the continuing developments.

As for the rail line issue.....

The NAM is not broken.....

Practise with the FLUPs.....

"Immortal Lot Syndrome".....

YO -- rsc204 !!

Welcome back to The Jade Bight !!  WELCOME !!  I hope you know, my door is ALWAYS open to you.

Yeah -- as I mentioned earlier -- I'm well aware of the real-world limitations of railroad building.  Much like my "Wikipedia" approach to industry, I researched my Ho Scale layout to the point of exhaustion.  But -- someone reminded me that your choice of lots is not "always" logical.  Sometimes it's just a personal quirk -- don't forget Bogey's trunk cabin cruiser.  You never see an ocean without one in my cities! (lol-lol)

Thanx for the tip on the "slight-of-hand" techinque for dropping puzzle pieces -- never would have stumbled on that one.

FLUPS -- !!  I just made my first successful FLUP yesterday afternoon!!  I think I will be using them, but -- it requires a lot of space on either side of the rail to place one of those things.

AND SPECIAL THANX for warning me about the "Immortal Lot"!!!  I had not heard of the issue before, so I will definitely be careful of that in future.  Meantime -- the crane filler lot looks GREAT!!

AND -- since it is entirely to your kindness, generosity, and ESPECIALLY your patience that I owe my humble skills -- I am overwhelmingly gratified with your kind words.  It is, indeed, "praise from the Master"!  I only hope that my efforts will continue to be worthy.  Thank you so very much.

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Love the inclusion of steam trains! Roseville has always had a huge train presence and is still used as a junction by Union Pacific. All of the locomotives are diesel engines with line after line of rail cars but the yellow and red engines dominate the scene! Steam trains are almost non-existent here aside from the rail museum in Sacramento. The only one left at the junction at all is SP #2252. You can see it from the street and it's now a public display but there's a wrought iron fence around it so you can't climb on it. Unfortunately I know of two other steamers that aren't so lucky in being left out to rust and get painted over by vandals.. and they're not even five minutes from the rail museum..

You're packing in a lot of detail, and I love the effort you put into the coastline! I really need to figure out how to get mine to do that. Just curious, have you considered using a replacement for the school bus? To me, it stands out. Simfanatik has an awesome flat nosed bus which I use!

Keep it up, your journal is developing well!

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Love the inclusion of steam trains! Roseville has always had a huge train presence and is still used as a junction by Union Pacific. All of the locomotives are diesel engines with line after line of rail cars but the yellow and red engines dominate the scene! Steam trains are almost non-existent here aside from the rail museum in Sacramento. The only one left at the junction at all is SP #2252. You can see it from the street and it's now a public display but there's a wrought iron fence around it so you can't climb on it. Unfortunately I know of two other steamers that aren't so lucky in being left out to rust and get painted over by vandals.. and they're not even five minutes from the rail museum..

You're packing in a lot of detail, and I love the effort you put into the coastline! I really need to figure out how to get mine to do that. Just curious, have you considered using a replacement for the school bus? To me, it stands out. Simfanatik has an awesome flat nosed bus which I use!

Keep it up, your journal is developing well!

Yo, airman --  Welcome back!!

It's nice to see I'm getting repeat visits from the membership -- let's me know I'm on the right track.

Yeah --!  I luuuuuv steam trains and visit them whenever I'm passing through a town that has an active steam operation.  The thing that just leaves me dumbfounded is the old "Big Boy" locos that Union Pacific used to run -- THEY WERE MONSTERS!!!  I can almost feel the ground tremble when I see old films of them.  I wish I could have gotten a ride in the cab of one of those!!  I think that's also, partly, the fascination I have for battleships.  When I was much younger, I was fortunate to be able to visit the USS New Jersey at the Long Beach Navy Yard when she was on her way to Asia.  (Used to live in Torrance, Ca.)  Visiting a "living" battleship is a much more powerful experience than seeing one as a museum ship -- but I strongly believe, as a historian, that they should be preserved.  Britain had the mightiest battle fleet in the world in 1918 -- but not a single dreadnought from The Grand Fleet survives.  Damned shame!!

Thanx for the praise of my shorelines -- everybody seems to like them.  I'm a bit surprised.  I put hours of effort into factories and such -- and people envy my coastal waters!  I'm appreciative of their compliments -- but would never have guessed.  I installed the "Brigantine" water controller when I started this region, and have had to learn very quickly.  I think part of the secret is terra-forming the ground below sea level.  With careful use of terraces and smoothing (in sea level mode) before you begin building, you can get several shades of transparency beneath the waves.

I think -- since everyone seems to like it -- I'll talk a little about my coastal technique in the next installment.

I have considered replacements for a lot of the stuff like the school buses -- but I've always backed-off.  I decided I didn't want to install too much stuff that replaces Maxis content.  True enough -- some of their content desperately needs replacing !! (lol)  But I hestitate to risk screwing-up something really badly.

But -- THANKS, again, for the kind words.  It's nice to know people like what you do!! :thumb:

 

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I really love the work you're doing on the Ports and Industry!

Thank you so much, Hetzel -- I do appreciate the kind words.

Now you know why I was hunting for so much stuff over on the "Can't Find It" thread.

Drop back from time to time -- more stuff to follow.


  Edited by Dreadnought  
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