Jump to content
  •   Announcement

Welcome to Fairview

  • Entries
    23
  • Comments
    111
  • Views
    4,022

solarpunk Dawnville (part 1)

Terring

891 Views

@mitsos, @Raymond7cn, @Dgmc2013, @Tonraq, @Dead_End, @ByeByeBayou and @tomz16: Thank you very much for your comments, your likes and your follows. I hope you enjoy the rest of the CJ as well *:)

---

Alright, let's go back to Fairview. As you can understand from the previous entry, not all of the map's tiles will be build and developed, so I planted trees and made entire forests in those areas to mark them as no man's land, were no sights of civilization will be there. This reduces even more our available land for construction, and even this land has already its own limitations by water bodies, hills, cliffs and other natural features. Of course we're not going to colonize the entire map and build an epic metropolis anywise, so that's not such a big deal for us.

Fairview-1588447041.jpg.f795fbf42ce2e217c7fcf3641ff2aa34.jpg

Our first city will be build in the easternmost empty piece of land which is close to the small lake at the east.

Fairview-1588447070.jpg.c6c2d46ab652e78c1c4ed8684dcde96a.jpg

This is our land. I choose it because it has enough building space, is close enough to a water source, and can be connected to the rest of SimNation by road and railroad so it can get supplies and not being isolated in the middle of the region. Since it's the dawn of a new age and area, let's name our first town Dawnville. This is from where our solarpunk eco-futuristic wackiness will begin.

5eb27f9c6a40e_Dawnville-Jun.3001588672595.jpg.53d23fd1ae4d6e574447c65e6a8800d4.jpg

First, let's give Dawnville its shape by building the backbone of it. Roads are flexible enough to be build in many ways and provide a fast access to most of the town's areas, making them useful for marking the edge of Dawnville as well. No avenues here, they're too big and noisy, and just unnecessary for our project.

5eb27fa0cb6a6_Dawnville-Jun.3001588672750.jpg.46c6d7ea2e6da564d2c3b347caedb1f3.jpg

Now we can connect Dawnville with the rest of SimNation in order to be supplied by people, food, products, energy etc, as well as with the rest of the map to pave the road for our next towns. It's also a good moment to build our holistic transportation system. The street layout follows the shape and the size of the town by mixing the American grid style with the European organic one, providing to our town both enough building space and enough road access for everybody. If necessary, extra streets with dead ends can be build in some of those building blocks.

5eb27fa90d4ba_Dawnville-Jun.3001588674428.jpg.5b07c7056f4ed10211ac4c85d627c941.jpg

We want to give a faster way for our Sims to commute in the region but we also want to encourage mass transit instead of car using to reduce our environmental footprint. Highways are big, ugly, noisy, consume too much space, and cause a lot of air pollution. With such a heavy environmental cost, highways are out of question. Railroads, on the other hand, are faster, quieter, cleaner, doesn't use too much space, and can transport plenty of Sims in no time. My first thought was using heavy railroads because are beneficial for both commuting and the transportation of industrial goods. But how about using magnetic monorails instead? Magnetic trains uses magnetic fields instead of wheels, making them even faster and less noisy than the standard ones. They're also not very popular in most of the CJ I've seen. So, let's give them a chance. And let's build some magnetic train stations that can also serve buses and subway trains.

5eb27facc0699_Dawnville-Jun.3001588674538.jpg.6321f4bf0562d402a72392d91183f165.jpg

The transportation system is ready, so let's building and zoning. Right? Not so fast! If we start building and zoning now, we'll eventually get an ugly and funny mess of bumpy roads, lot and building foundations, and retaining walls. Of course we can level the entire area to make our town absolutely flat, but this is an example of excessive terraforming we want to avoid. So in order to have a pretty and stable town while respecting the landscape, instead of one big plateau, our town will be made by plenty of smaller plateaus, giving Dawnville a stair-like look.

5eb27fafe1e81_Dawnville-Jun.3001588675881.jpg.679156fcc8aa424834a12ed3295b2ed3.jpg

To make the small flat areas, I use the railroad tool instead of the road one. Railroads are more restricted that the roads, making our terraforming process more limited and challenging, but it also gives us a result much closer to what we want to do. This is very important because we want to adapt the landscape just enough to cover our needs, without utterly messing with it and destroying it. This gives enough space to both the natural landscape and our town to breath, without conflicting each other.

5eb27fb37089b_Dawnville-Jun.3001588698141.jpg.e75b688217bc64c8521c77033dde8560.jpg

This picture might gives you a good example of why Dawnville and the rest of our towns in Fairview will have a stair-like looking. Why making our town absolutely flat when we can make it hugging the landscape? The small plateaus will be filled by homes, shops, parks, civic services, farms, industries, and anything else we'll need. When necessary, small extra streets will be build for even better access.

5eb27fb893c1f_Dawnville-Jun.3001588698363.jpg.481fa2f6856e5025cad75a5d20f012a5.jpg

By making smaller flat areas we get plenty of narrows gaps, so it's time to fill them by planting man's best friends (after dogs, computers and each other). Trees. Lot's of trees. We're building a solarpunk town of the future and we can't do it without plenty of trees.

5eb27fbd0fffc_Dawnville-Jun.3001588698798.jpg.089853679110c6199f2a4173925d375f.jpg

I'm using @Pegasus' plop-able trees, both the random woods and the pines, to have a nice variety of them. Seeing the same type of tree over and over again can be a little boring, right? The plop-able trees work as park, so by just having them we'll get a huge boost in our city without the need of building extra parks. But of course we'll build actual parks with playgrounds etc.

5eb27fc69dbcf_Dawnville-Jun.3001588699317.jpg.998028b9e462318f776b36bd2827cb32.jpg

Magnetic trains are more quiet that the standard ones, but of course they're not absolutely quiet. Those tall pines are perfect for absorbing the extra noise and reducing the visual pollution of the railroads.

5eb27fcb7c2f3_Dawnville-Jun.3001588699354.jpg.9f6b78af681a54197cb2b21691a1c836.jpg

Trees are just too useful to be ignored. They reduce air, visual and sound pollution, provide fresh oxygen, prevent floods by absorbing the executive water and by working as barriers, reduce the heat with their shadows, increase the psychological morale of the citizens, and provide privacy for the homes. Every city must have plenty of trees and green zones to give us this contact with the nature we need, especially nowadays. If your city has more buildings than trees, I'm not going to live there.

5eb27fd062e95_Dawnville-Jun.3001588699383.jpg.224d13fc49676354573f215c027aa588.jpg

Magnetic railroads are perfect for regional transportation, so how about the intercity one? Every corner and cross of Dawnville will now have bus stops. A bus can replace a large number of private cars, reducing traffic jams and road rages, as well as the air and sound pollution, so every Sim must have easy and fast access to an efficient enough public transportation system.

5eb27fd3f377b_Dawnville-Jun.3001588699685.jpg.edc595455db8e04028dfdc09cae9b9c2.jpg

Those bus stops can also work as mini parks that give our Sims a small bench to sit down, relax and enjoy the moment.

5eb27fd7d6d51_Dawnville-Jun.3001588701657.jpg.dc769e94ab6379a1dd7014e35c484390.jpg

My bus stops are actually a variation of @hugues aroux's mass transit stops I made for myself. My version has traffic signs and lights on a traffic island in the middle of the road. I did this to clean up a bit the sidewalk and to discourage my drivers from over-speeding. I like using those bus stops because they can be placed on top of cross and tee intersections, using even less building space and providing an even easier and faster access to public transportation.

5eb27fdc9ee28_Dawnville-Jun.3001588701693.jpg.2097fd32ff994468940c2c7424ab8a16.jpg

If we can't build our bus stops on the top of our intersections, we can at least build them next to them. We have plenty of bus stops in our streets, so why not in our main roads as well?

5eb27fe1133d4_Dawnville-Jun.3001588701790.jpg.17dc880708cac45315bc638c02885c29.jpg

5eb27fe500eec_Dawnville-Jun.3001588701824.jpg.bc5ee13adc61795b2dcf17eb0ac1a7e2.jpg

By the way, did you notice something different with our on-road bus stops? They are subway stations as well. One very common idea for public transportation system is the Personal Rapid Transit, which features small automated vehicles operating on a network of specially built railroads, kind of a mix between an automatic taxi and a small elevated tram.

5eb684ac97ca3_PRTSYSTEM.jpg.12be47e0d6e0391f520997c35b27f69c.jpg

We can't have PRT in SimCity 4, so we'll use the next best thing, which is subways. Plenty of subway stations for even faster transportation to connect even more areas of our town, and they can connect Dawnville with the rest of Fairview as well. It's like PRT, just underground.

5eb27ff38fdc6_Dawnville-Jun.3001588702226.jpg.2a75680bd0ecb6ab1b1676f2dba443ed.jpg

Let's add some nice details in our road system by building slip lines and wider turns for smoother and safer transportation.

5eb27febca01b_Dawnville-Jun.3001588701994.jpg.5373c345091e315cb4cdb043a72d1ce2.jpg

5eb27fefa88de_Dawnville-Jun.3001588702018.jpg.cf259e2a4ba8eae3056e29a66845b0bb.jpg

I think we've made some good work, so let's call it a day. In part 2 we'll be building the utilities and civic structures, add some extra details and start zoning. In part 3, we'll see the town fully developed and ready to be explored.

See you there :)

5eb27ff7610f3_Dawnville-Jun.3001588702289.jpg.362e53456f246daa80437abb9e44ae4a.jpg

  • Like 4
  • Thanks 1


6 Comments


Recommended Comments

You have quoted me a few days ago, but for a same reason, the update just be visible today, anyway.

I'm enjoying the development of the city and I'm also enjoying the way which you tell the story, good!

  • Like 2

Share this comment


Link to comment

Thanks, @Dgmc2013. I think this happened because this entry was originally made some days ago, but it was unfinished so I just saved it without publishing it back then. I did this because I was busy with a personal work of mine and I was too tired to finish the edit. The next entries will be saved and published at the same time, not after a couple of days.

  • Like 2

Share this comment


Link to comment

 which features small automated vehicles operating on a network of specially built railroads, kind of a mix between an automatic taxi and a small elevated tram.

PRT SYSTEM.jpg

Hiya Terring, Inspired by this picture, Today I made a similar model of this small automated vehicles with some random design, I believe I could make it to True3d automata, whereas I have no idea where it could be used. Do you have any idea about this?.:}

Sincerely,

-- Raymond

  • Like 2

Share this comment


Link to comment

Hi, @Raymond7cn. I'd love to see your new vehicles in action. Because of their unique design, those pods (this is how they're usually named) can have many uses in our cities. For instance, you can make then available as additional cars for your Sims, which can be driven in the My Sim mode. Or you can turn them into taxis, either additional ones to give some variety or as replacements for the Maxis ones. Or you can even make them car-train hybrid pods that replaces the green track checkers, so our railroads will have passenger trains, cargo trains, and these:

amtrak-p-trak-concept-train-by-tara-srir

If it's possible, give them many varied versions and let the players choose the ones they wish. Someone might wants them as taxis, another one might wants them as mini trains. Variety is the spice of life :)

  • Like 1

Share this comment


Link to comment
1 hour ago, Terring said:

Hi, @Raymond7cn. I'd love to see your new vehicles in action. Because of their unique design, those pods (this is how they're usually named) can have many uses in our cities. For instance, you can make then available as additional cars for your Sims, which can be driven in the My Sim mode. Or you can turn them into taxis, either additional ones to give some variety or as replacements for the Maxis ones. Or you can even make them car-train hybrid pods that replaces the green track checkers, so our railroads will have passenger trains, cargo trains, and these:

amtrak-p-trak-concept-train-by-tara-srir

If it's possible, give them many varied versions and let the players choose the ones they wish. Someone might wants them as taxis, another one might wants them as mini trains. Variety is the spice of life :)

Ah, I see Terring, Thank you for the tips of pod, *:D I will make 3 pods after I publish those bus stops, btw, My son and i watched a movie 'I Robot', You must had seen it, We all liked that vehicle of Will Smith, Then I modeled a similar one, I will show.you that after I bake the texture.:}

Sincerely,

-- Raymond

  • Like 1

Share this comment


Link to comment

That's quite the number of railway pieces in there :lol: \

Can't wait for the development to start appearing

  • Like 2

Share this comment


Link to comment

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections