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Jade Bight 10: The Island Of Juist

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Dreadnought

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Jade Bight 10:  The Island of Juist

Welcome, yet again, to a new installment of The Jade Bight.  I'm happy to see the installments continue to entertain our early visitors while drawing new faces to the table.  Our little region is quite hospitable and offers welcome to all, from near lands or far.

I should mention --
Juist is one of the maps that had been finished PRIOR to receiving any feedback from visiting members.  It is a small map, and therefore, is dedicated to either "service facilities" or simply "eye-candy".  Since there was actually very little room to work with, I decided against making any serious changes before publication.

ISLAND OF JUIST: Two views
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Juist is a rather small island in the East Frisian chain and one of only seven that is actually inhabited.  As you can see, the land mass is not at all large, and may be even smaller when exceptionally high tides roll in.  The curious shape is a result of wave and tidal action upon the easily shifted sands, with the exception of the neck of land along the northern shore.  Some time around the 1770's, this narrow strip was breached by a massive storm tide that is, to this day, referred to as St. Peter's Storm.  Over the years, the neck was repaired and reinforced against the fury of the sea and now forms an integral part of the tiny island.  The very northern most portion of the island carries the only road and rail connections with it's neighbor island of Sylt.

NORD POWER, LLC -- Juist Division
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Some 40 years ago, Nord Power LLC started buying up large parcels of land, mostly abandoned or in disuse, and then began the process of demolishing the old factory yards and cannery piers.  The days of a thriving fishing industry were long gone and most of the industry (the little there was) had proven unprofitable in the face of modern technologies.  Nord Power constructed a large nuclear power plant on the property and swept away the ruins of old Juist's glory days.  The only thing to survive the dynamite and bulldozers was the pier that now serves the complex.  The power plant has proved to be a boon to the locals.  The complex provides a steady source of jobs and local power at a cheap price, while charging neighboring Sylt a more than profitable fee for supplying their power.  Without the power station's employment, the little island would be reduced to few dollars brought in by the occasional tourist.

SALT MARSH:
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Adjacent to the power station on the east side of the island is the Wadden Salt Marsh.  The marsh has survived the tempests of the sea mainly due to its' location on the lee side of the island, thus escaping the erosion that moves the other beaches as much as five feet a year.  The brackish mix of salt water and soggy land provides a sanctuary for migrating birds as well as a nesting place along its' shore for Gray Plovers.  Boaters take advantage of the smooth water as a safe anchorage -- as long as they don't get too close inshore.

NORTH END:
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As mentioned earlier, the north tip of the island carries connections to the larger neighboring Island of Sylt.  Part of Juist's currently thriving economy is largely due to the trash removal contracts they have with Sylt.  

REMAINING INDUSTRY:
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At one time, most of what you see here was covered by factories -- a forest of chimneys and smokestacks (admittedly, a small forest).  But that was long ago.  Most of them have been pulled down, broken up, or sold off.  The few, die-hard, industries remaining have had to make room for more cost-effective high-tech corporations.  

MARINA:
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This marina looks somewhat out of place in such small and cramped spaces, but it provides a safe anchorage as well as fuel, and gives comfort to the seafaring types with easy access to the small shops and gasthauses in the town.  But it is far more important to the very existence of the island.  The foundation stones of the marina seawall are huge granite slaps laid there in the 18th Century to repair the storm damage and reunite the two halves of the island.

CARGO DOCKS:
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The docks were once much larger, and certainly a deal more busy than they are now.  But they remain necessary to bring in large pieces of machinery and equipment required by the power plant.

WILHELMSHOE LIGHT:  Three views
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Wilhelmshoe Light was built on the only high ground on the island, Wilhelmshoe Point, rising some 50 meters above sea level.  Built prior to The Great War, it is an imposing structure that can be seen from any spot on the island and for many miles out to sea.  By contrast, the passenger station below the headland is sparse and utilitarian in nature.  It is, after all, "the end of the line".

THE TOWN:
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Juist is not only the name of the island, but also the name of the tiny, somewhat isolated, municipality.  It is as modern as can be expected, with a small range of shops, offices, and even a well-stocked library.  And though it is small -- everyone knows everyone else on a first-name-basis -- it has several excellent gasthauses where a pint or two can be had as well as a fine Jagerschnitzel !!  Even this remote place has its' comforts.

OFFSHORE ANCHORAGE: Two views
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As is common to the region, there are many coves and small inlets that provide a secluded mooring for the mariner who dares "to go down to the sea in ships".  (Even though they be luxury yachts!).  Some of the inlets are a bit small, but snug on the lee side of the land and safe from all but the larger storms of winter.  Careful maneuvering with an auxillary engine will see you through.

CHANNEL LIGHT: Two views
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The pier at the end of Channel Point serves mostly the islanders while the lighthouse was built as a guide beacon to mark the entrance to the narrow harbor.

OVERALL DETAIL: Two views
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Here are two views that show a bit more detail while giving you an idea of how everything is tied together.

NIGHT SHOTS: Five views
Not much to show on such a small island -- but I know you guys like them.
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Once again we find our tour has come to an end.  I do hope you enjoyed it !!  And I do hope you will favor me with comments and suggestions.  I do rely on your feedback to help me improve my city-building skills

Our next journey will incorporate some improvements in technique as well as a few new items recently acquired. 

Look in on us -- I think you'll enjoy it!

Next time:
THE ISLAND OF SYLT

 

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Lovely Island again ! Except what a mentioned in earlier CJ my only remark might be the rail station area; there so much room either place the station behind the houses of the main street; so turn left or straighten it up and reduce the parking space in half make use for what ever you like; now it just looks a bit odd !

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Looks good Dreadnought.  Great detail and great MMP work.  I like how every houses' driveway reaches the street at a spot where it's solid sidewalk (no grass next to the curb) so there could actually be a driveway there.  The train station looks good too, it needs lots of parking for commuters and could double as parking for the businesses or the marina down the street.  Good work!

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Very nice coastline indeed. I just wonder what is delivered on the small pier (pict 4) : no warehouse or big trucks...:-) The obelisk looks out of place, though. As does the modern looking glass-sided building in pict.7 (remaining industry)... But the small marina is very pretty !

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I would lose the obelisk too, or write some compelling story for it.  The railyards continue, IMHO, to be a blot on otherwise amazing work in that the vanilla trackage and general un-grittiness just doesn't fit.  I began, many years ago around the time I was developing the STR, a project that would have created modular "puzzle piece" railyards.  I know PPs are no longer in the vogue, as it were, but I'll see if I can find them.  As your yards are essentially static displays, I might be able to convert some of that project into lots.  I'll get back to you on this.

 

David

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16 hours ago, GoKingsGo said:

Looks good Dreadnought.  Great detail and great MMP work.  I like how every houses' driveway reaches the street at a spot where it's solid sidewalk (no grass next to the curb) so there could actually be a driveway there.  The train station looks good too, it needs lots of parking for commuters and could double as parking for the businesses or the marina down the street.  Good work!

Yo, "Kings" -- welcome to The Jade Bight.  ALWAYS nice to see a fresh face in the crowd! :]

Thanks for the kind words.  I thought the passenger station was placed reasonably well for foot traffic, and it makes kind of a focal point for that end of town -- more or less what you would expect in a commuter situation.

"California Republic" , huh?  I was in Torrance back in the 60's.  :thumb:

Come by again --

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7 hours ago, dedgren said:

I would lose the obelisk too, or write some compelling story for it.  The railyards continue, IMHO, to be a blot on otherwise amazing work in that the vanilla trackage and general un-grittiness just doesn't fit.  I began, many years ago around the time I was developing the STR, a project that would have created modular "puzzle piece" railyards.  I know PPs are no longer in the vogue, as it were, but I'll see if I can find them.  As your yards are essentially static displays, I might be able to convert some of that project into lots.  I'll get back to you on this.

 

David

Welcome back, David --

Yeah -- I thought about the obelisk as well.  I considered the "compelling story" angle (mariner's lost at sea and all that).  And I decided it would be easier to simply use a much smaller "column monument" instead -- the smaller one would have been much less out of place.  But something distracted me at the time -- and I forgot.  I've been trying to give up cigarettes after a half-century -- EVERYTHING distracts me!

Every time I look at one of my rail sidings I keep hearing your comments about "vanilla tracks" and "general un-grittiness". 

I did go back into "Norden Part One" and replaced a "green" railyard with a concrete base texture because the green one looked so obviously out of place.  I put some junk-clutter on it as well to make it look a bit industrial.  But I, personally, don't think it looks very "gritty" -- even after the change.

The "vanilla trackage" is -- I think -- a function of a Mod I installed somewhere along the way.  I think it may have been NCD's work.  If there is something better looking for the cross-ground tracks, you might make a recommendation as to which Mod would serve.

 

I WOULD BE VERY INTERESTED IN WHATEVER you come up with as far as the railyards are concerned.  Yes -- my yards are largely non-functioning and mostly placed off on spur lines or bypass tracks to avoid impeding the flow of the game traffic. 

I am very interested,  indeed!!! :thumb: 

3 hours ago, tariely said:

(ahem)David, some of us would be glad to get them too...:-)))

"One for all -- and all for one !!"

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Good clear water makes every city look better. You've done a lot to make this port look great!

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