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Jade Bight 25: Nuenburg 01

Dreadnought

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The Jade Bight 25
Nuenburg 01
The North Shore

Not to overstate "the obvious" -- but -- I'M BACK !!

My "hiatus" (about 3 weeks) turns out to have been brief.  

When I first started this CJ, I was able to crank out a medium-sized city tile in about a week.  As I have absorbed ideas and feedback from all of you, the amount of "searching", "testing",  "perfecting", and landscaping rose dramatically until it simply became impossible to create a reasonably good city in that short amount of time.  Why -- just getting the right building mix in your downtown could take weeks!  I knew my "standards" were slipping and needed correcting.  I may only have "limited talent" -- but I would never wish to display anything less than my best work.  

Consequently, I will now finish a city tile to my satisfaction and turn my attention to creating the several CJ entries.  Once all the entries for a given city have been posted, I will return to "hiatus" mode to create the next city.  I am very pleased with this new city and I'm convinced it has turned out so well because I was able to focus my full attention on the "creative process of building".

NUENBURG OVERVIEW
# 01

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At first glance, Nuenburg appears to sprawl out and cover the entire map tile.  In the sense that it accommodates some 205k people, that is true.  But it also conforms, in some degree, to many basic guidelines I use.  

This city was built, specifically, to help correct the imbalance in the Regional RCI Demand that was left over after mistakes that were made in the city of Emden.  Wholesale "plopping" of custom industry to create the seaport destroyed the demand and left the rest of the region unable to support industrial growth.  Custom content plopped to create a better looking commercial district created a similar, but much less drastic problem for the commercial RCI demand.  Emden also suffered from the physical sprawl of the seaport.  Emden's seaport was quite realistic -- and I enjoyed working on it -- but it took up fully half of the map.  This left no room for the commercial zones and especially for the residential growth that could have helped to soften the RCI crunch somewhat.  So --- Nuenburg has been built in such a manner as to increase the population -- which will, in turn -- bring the RCI back into balance.
I could ramble on and on about "the plan" -- but I'll cut it short and simply list the "goals", "guidelines", or "objectives" that shaped the city.

1.  --  Increased population to balance RCI Demands.  Absolute Prime Directive!
2.  --  Try to avoid W2W zoning -- allow for "green spaces".
3.  --  Install and use "slope Mod".
4.  --  Incorporate some "raised terrain areas" on the map.  Use "Mas'71" walls with "Nob" textures as retaining walls.
5.  --  Perfect terrain landscape style.  Devise some sort of new scheme for the tree mix.  Work on variety of terrain features.  
6.  --  Incorporate "open" areas of terrain -- fields, etc.  Decrease tree coverage and use pastures and open fields.
7.  --  Use Paeng Cemetery system instead of Maxis.
8.  --  Perfect "zoning" for high wealth neighborhood.
9.  --  Include "zoning" for apartment block neighborhoods.
10.--  Fully utilize passenger rail system.
11.--  Search out and introduce more new "custom content" to commercial zones.
12.--  Introduce "Office Parks".
13.--  Maintain "low" to "medium rise" heights.
14.--  Return to basic road planning -- as per "Odainsaker" and his feedback on the "visual axes".  (SPECIAL thanx to Odainsaker!)

I know -- that's a butt-ton of stuff to have on your mind when your trying to decide where to plop that next road !!
Having said all that -- I'm not going to bore you further.  I will comment only when absolutely necessary.

Now -- !!  Let's look at some pictures and you guys can make with the comments and questions.

NORTH SHORE NEIGHBORHOOD
# 02

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This is the area we will be touring in this installment.  The following pictures were taken at a "close detail" level because that's where the fun is !!

SEMI-DETACHED NEIGHBORHOOD
# 03

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# 04
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# 05
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THE INLET
# 06

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MOBY PAYS A VISIT
# 07

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You guys remember my "Best Bud" -- right ??  I try to take Moby everywhere.

THE SHEEP IN THE FIELD
# 08

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# 09
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Two areas that needed some sort of "natural" landscape -- other than a tree.  For those of you that have seen "Zorro - The Gay Blade" -- I need say no more. (lol-lol- Rofl - Rofl -- !!)

INLET CORNER
# 10

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Special effort on this one.  (BTW -- I have installed a "NO PALMS Mod" for my next city.)

NEIGHBORHOOD SHOPS & BISTRO
# 11

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SEASIDE PROMENADE
# 12

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# 13
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# 14
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Much better results zoning for wealth this time.  A promenade like this needs big spenders.  Note Matt325's excellent "McMansions" -- very nice.

BISMARCK PLATZ
# 15

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I love that statue !!

LANDSCAPED HILL
# 16

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EMBANKMENT STAIRS
# 17

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Several objectives in this one.  "Raised" plateau -- my new retaining walls  -- McMansions.

EMBANKMENT OVERVIEW
# 18

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"Slope Mod" in use for the entrance.

EMBANKMENT REAR VIEW
#19

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# 20
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Working on tree mix and naturalizing slopes.

SOUTH STAIRS & McMANSIONS
# 21

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CEMETERY
# 22

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# 23
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Paeng's modular cemetery -- will fill all your needs in one simple lot.  I couldn't help throwing in the "Graveyard Chopper" picture.  Must be hunting for those "Goth" kids that hang out there all the time. (lol)

SAINT VINCENT CHURCH
# 24

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HIGH HOLBORN STATION
# 25

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ST. PRIEBUS ACADEMY FOR THE GIFTED
# 26

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That means it's an academy for "the rich"  -- they're always "gifted" -- right ??

CONDO NEIGHBORHOOD
# 27

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LARGE ELEMENTARY & LIBRARY
# 28

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For the not so gifted.

APARTMENT EXPERIMENT
# 29

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# 30
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LUXURY CONDO BLOCKS
# 31

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# 32
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FARMER BROWN'S COWS
# 33

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MINOR LANDSCAPE SHOTS
# 34

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#35
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CONDO BLOCK
#36

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NIGHT SHOTS
# 37

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#38
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# 39
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# 40
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# 41
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Well --

That's a wrap for this week.  We will pick up where we left off next week -- "Good Lord willin' and the creeks don't rise".

ALL COMMENTS AND SUGGESTIONS ARE MOST WELCOME !!

 

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Nice work on that inlet corner. Good improvement since last I visited. You should use some kind of SAM texture on the streets. Think you should also put boats in the water to make it look more alive.

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Looking good!

My suggestion would be to use more wide radius curves (especially for the highways), as they can add some realism.

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the very first pict had me going oooh:-) Much, much improvement ; the MMPingi s getting better by leaps and bounds ( those seep near the highway ! And yes, the inlet is just perfect !) Nice use of more custom content, and good mix of trees. But... but... what do I see ? in Northern climates ? Palms ? PALMS, Paaalms, aaaargh.  I understand if you don't want to use the SayonaraMaxis Tree mod (it gets rid of palms on lots, among other trees, but you might want to keep the maxis ones),  but, please, use a good stree tree mod without the palm.dat, pleeeze !:-)))

Also, I find the park textures clashing with the Stanley Park Walls texture, when they are in direct contact (pict.12). Perhhaps you should try something with textures that match better with it (not easy, I know...)

in fact, I see a possible problem creeping in : the Jumbled Pavement Textures Problem (Maxis pinky.... sandstone... whatever else..). You might have to address that one at some point.)) 

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WOW , looking really good . Becoming a more seasoned CJ'er . Keep it up . :thumb: The pasture between the highway and rail , nice .

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Lagune and bay nice MMP´s and peang park set use; paeng graveyard only not workable for large one´s her alright. ! Art Deco fortunaly not overwelming; nice BAT schoice, Bismark memorial trademark of Jade Bright ? High Holborn nice station, retaiing walls as sunken boulevards not yet used at all much more looking for a natural or brick straight up one, well done !

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:thumb:  Great Job, looks really good!  I like the tree mix but the Palm trees are hurting me, there exists a couple of mods to replace them with other trees, I'll see if I can re-find them for you if you're interested. I think the SFBT Essentials 2015 over on SC4D has built into the installer a couple of options.

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