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Haussmann Reborn, Part 2 (Anno 2042)

Kim Sunwoo

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-------------------------------------------------------- [AUTHOR'S COMMENT] --------------------------------------------------------

Imagine that you're part of the City Council and this is the first project update that you receive. What would be your feedback? Anything you don't like, you think would not work, or just does not make sense? Feel free to shoot!

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---------------------------------------------- REPLIES ----------------------------------------------

Ln X: Thanks a lot for your support!

Kschmidt: I do not think there's a solution to prevent plopped residential from being dilapidated (other than no dilapidation mod). In any case I do not care about in-game population figures. I use my own housing formula to calculate how many people can be housed in each building in order to have realistic numbers (for instance, I believe each duplex has an in-game maximum ocupancy of 24 people; in my CJ the number is 3,1). Thanks for commenting.

takemethere: Thank you for your feedback and kind words. Feel free as well to criticize what you don't like. One of the ideas of the Urban Planning chapters is that you guys can be the City Council and have the power to alter the proposal.

Toothless Stitch: Would be fun to have this kind of challenges! :-)

TekindusT: Gracias!

GoKingsGo: Thanks for your comment. As zoom levels weren't enough I added another dimension with the 3D renders :P

 

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Nice new way to aproach the more regulated created rivers; canals doesn´t allways offer the grandeur of a real river, maxis tools are too ruged for this kind of way, any special hole digger required ? Nicely done !

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You clearly put some thought into the construction pics and there are things here which I have never seen before. Nice one!

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Your stuff always looks good!

There actually is a way to plop residential without dilapidation (though it has the same drawback as plopped industrial: no automata)

You first need to zone residential the same size (or greater) of the thing you intend to plop. The orientation of said residential does not matter. For example, if you wanted to plop a 6x6 R building, you could make a square city block and do 4 3x3 zones pointing at whatever road. Then you need to let the residential grow and fill up all of the space of your intended plop. After that, open buggis cheats and plop the building over the grown residential. This will cause the building to not abandon. Of course, since SC4 R is picky, make sure its demands can be satisfied. Also, once you plop the building, if you needed to use extra roads (if the building was large) so the zones could all grow, you can of course bulldoze the extraneous roads after plopping the desired structure.

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Love the approach!  The 3D rendered images are excellent.  I can already visualize the grand boulevards fully developed, I know with your attention to detail they will be amazing.  Everything makes sense, I can't wait to see more

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2 hours ago, MushyMushy said:

Your stuff always looks good!

There actually is a way to plop residential without dilapidation (though it has the same drawback as plopped industrial: no automata)

You first need to zone residential the same size (or greater) of the thing you intend to plop. The orientation of said residential does not matter. For example, if you wanted to plop a 6x6 R building, you could make a square city block and do 4 3x3 zones pointing at whatever road. Then you need to let the residential grow and fill up all of the space of your intended plop. After that, open buggis cheats and plop the building over the grown residential. This will cause the building to not abandon. Of course, since SC4 R is picky, make sure its demands can be satisfied. Also, once you plop the building, if you needed to use extra roads (if the building was large) so the zones could all grow, you can of course bulldoze the extraneous roads after plopping the desired structure.

I always wondered about that with using the plop mod for residential buildings. For some reason I could plop in an entire row of housing without it becoming abandoned, in other times the first building would become abandoned. Thanks for that comment, it will greatly help me when plopping in areas which have a certain building theme.

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You've got a nice way to present stuff. The bridge-in-progress shot looks particularly good. :thumb:

You ask what I'd answer if I were in the city council... I'd argue that the avenue would be extended further, and not turn into a freeway immediately after the bridge (as I take it it will now). As far as I know, there seldom are expressways so close to the city centre in France, but they appear roughly where the old buildings end, i.e. dans les banlieues. (And Hausmann of course built no freeways! ;) )

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Great work! I like the way you planned everything before constructing the city: the maps and the 3D image.

Since you asked for it, I would just say that I'm not really fan of the canal. The idea is great but small canals like this doesn't fit really great in the game I think. It would maybe look better if you could just make it two or three time larger, and your bridge would look better as well.

Nevertheless, I can't wait to see more :thumb:

 

@MushyMushy I have to try this right now :D

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As a city council member, I guess I would have to ask you about the roundabout you are planning, because 5 major avenues from one roundabout will bring all kinds of trouble. Without a reliever avenue somewhere, (let's call it Circumferential Road 2) traffic will be forced to that roundabout.

as a viewer, however, great job! :)

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@kschmidt - Glad you liked the canal. I'm using the regular hole digger that comes with the NAM; in this case the 16m one.

@BLANKBLANK - I remember you with a different username ^^ Thanks for your comment. A lot more construction stuff to come in the next entry.

@MushyMushy - Thanks for your comment and for the trick to plop residential!

@MilitantRadical - Thank you! Two more entries to complete the Haussmann project.

@GoKingsGo - Thanks a lot. I actually spent most of the time for this entry in Google Sketchup to create the 3D renders that you mentioned. For this Urban Planning entries I really want to focus on the process; from the briefing, to the proposal, to the construction, and finally to the result.

@Themistokles - Thanks for commenting and for participating in our city council. The expected population when the project is finished will be of about 30.000 people, half of them children. Cars and traffic are now far from being a problem and the freeway is sort of a temporary thing while there's nothing between Grand Galerie and the starting settlement. I will however remember your suggestion when the city grows ;-)

@NielsC007 - Thank you!

@feyss - I tell you the same than to GoKingsGo; I put a lot of time in the 3D renders, so I'm very happy that you liked them. I understand your point about the canal, but I still like it this size. I've been using canals all the time in Leningrad's CJ and always liked what they add to the looks of the city. Thanks for your comment ;-)

@Tonraq - Thanks for commenting. This roundabout is inspired in Charles de Gaulle Square (12 avenues converging!). For the current and short-term expected population of the city I consider this road network to be an overkill. No doubt in a much larger city this rondabout could be a hot point, but bear in mind that Alexadria is still nothing but a small town trying to bring back some of the glory that the World has lost :-)

A new entry is about to be finished. Hope to see you all for the return of this City Journal!

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