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Bellingham Journal

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Urbanism: Traffic Oriented Development

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Hello, welcome to another entry from my CJ. Today I'm going to explain a little trick for adding some realism that I use in Bellingham, the Traffic Oriented Development, the SimCity 4 cousin of the Transit Oriented Development

- Why the names are different?

Because the concept is a little different. Mixed zone is the appropriate, not the mandatory to apply in this system; My system allow use of big avenues if they're the commanding way of the neighborhood, TOD means sharp roads; For TOD, Public Transport Traffic is good and Road Traffic is bad; In my system, traffic is just traffic and the hibrid use is oriented, and you can have things like this:

f2U8ZQx.jpg

A walkable historic city center that can be accessed by avenues and transit stations. There's two stations in this image, can you spot it?

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Neighborhood walking to a Traffic Oriented Development; The Subway station will complete the process

- Why use this type of development?

* The scale in SC4 is monumental. So sometimes we will not repair in the pedestrian props, or they will even exist at all. So a Vibrant city can be done by cars and people in the same environment, using car for long distances and walking the short ones.

*Flowing: it's a challenge and a compromise. There's flowing for cars passing thru, with the expressway. There's organized flowing for people and the cars of the neighborhood, with aligned viaducts, what permits that the desired flowing pass thru without difficult over and under the expressway. There's flowing with the buildings, the major part of the image keeps the same average size.
eWrG9R0.png

 

-Traffic Oriented?

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Real life example; The Tallest buildings faces the biggest avenues. Where the roads are sharper, the buildings are smaller.

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Open That image: You will see the same phenomenon!

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See? There's a backbone.

- But what about that Sears Tower and the super high buildings in that block?

They have a subway station, so no need for big avenues.

-OK, you have my attention, show me how to do this
 

You need to know few things to do this:

-Traffic Capacity and Urban Planning
Plan ahead and plan first. No, squarish-squaring-square is not a good plan. It lead you to side streets crossing major avenues and transit signals everywhere. This system leads also to traffic jams and transit collapse faster than any rational system. lay down a road system that leads to the follow: side streets>side roads>neighborhood arterial road>city arterial road(or Highway if it's the case)>Highway (optional if there's none)

Cdj4VDl.jpg

Networks capacities in different levels

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RHW capacity chart

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NWM capacity chart

This capacity chart and your previous plan will define what type of development you will have in that particular area. Take from example the green corridor in last image. It's two RHW-6S (50000) side to side with an avenue (8000); What give us a notion of what I've been waiting from that develop.

Spoiler

 

(Maybe not that accurate :( people aren't using both sides

WdxoJaD.png

 

But the important part of it is: The Capacity of the corridor is equal to the sum of the capacity of all it's members.

RnJtmch.png

28000 sims capacity corridor

Should I stay or should I go?

Spoiler

 

Your road will attend traffic that is going or they will stay in the way? This will define if there will be full controlled access (highways and expressways), semi-controlled access (Bigger avenues with few intersections and interchanges with other big avenues or highways) or no controlled access (roads, minor avenues and side streets). 

If they will attend both, you'll need bigger avenues, to attend both traffics (I Like OWR-4 Corridors in that cases)

QH9lGet.png

- Zoning and development

You'll need CAM for... WAIT, WAIT! I DON'T WANT GIGANTIC SKYSCRAPERS IN MY REGION, THAT'S A NO, NO!

C'mon man, we're in 2017, as @A Nonny Moose said, Read the Famous Manual. CAM is not a mod-pack to add buildings to the game.

If you need more information about Colossus Add-on Mod, read the text on @Tarkus blog

but the important part for us in that text is:


"The centerpiece of the mod is that it adds new growth stages for each type of zone.  The notion of a growth stage is roughly equivalent to the concept of density.  A Stage 2 residential will have more residents in it than a Stage 1 residential.  A Stage 4 commercial office will have fewer jobs than a Stage 5.  The default game settings include 8 growth stages for Residential and Commercial, and 3 growth stages for Industrial.  The CAM ups the number of Residential and Commercial growth stages to 15, and the number of Industrial growth stages to 10, excluding Agriculture, which has 7 growth stages with the CAM.  The reason for these new stages is to better distribute population and job density.  The default settings end up introducing a pretty wide variance at the upper stages (especially Stages 7 and 8).  The CAM smooths out this variance."

In a text that the central part is the relations between densities and road capacities, CAM has to be your first thought. and we will explore that variance smooth pretty much.

InlRICx.png

hOm3KgH.png

Can you see? all buildings has the same average size. this is a CO$$8 that I'm developing and will appear in the next entries of the CJ. It still has no name, and there will be some parks in it. Diagonal buildings are wanted. But I still miss some transit stations in that avenue, maybe a BRT Project would help

Real spoiler:

Spoiler

Maybe will be the background for the airport too with that hotels:ninja:

The use of the same stage growth buildings creates a sensation of flow and the different types of size creates the sensation of filling. The avenue don't seem clogged too, because there's a relation between the OWRs and the buildings. see the buildings making shadows in the other side of the OWRs. This is what I've been waiting for. I expect to have 40000 sims here per peak. the ones that I expect 60% will stay in that commercial center. the rest will follow to the intersection and to the city center.

The zoning also lead us the possibility of creating that flow, using the same type and average size of zoning.

rgx1MYr.png

(Even that Maxis Bigger school fits nicely in the zoning, wow)

This will create a ton of buildings related to each other, but nothing impede you that if you don't like that building (or doesn't fit in the style of the other buildings), click B in your keyboard and bulldoze it.

That's It for now. I hope that you enjoyed it.



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On 2017-5-13 at 11:55 AM, raynev1 said:

You now have a new follower with this CJ . I like it , I found it very interesting . *:thumb:

Thank you for your kind comment! I'm really happy that you find it interesting and happier to get a new follower. So Let's go to new content! 

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Fascinating, and right up my alley to boot. These constitute many of the techniques I use, though with a very fresh systematized perspective. You have another new follower in me.

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"Where are the things to learn?"   *:rofl:     I'm still trying to find Bellingham... 

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