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About this City Journal

My first CJ and just getting back into SimCity4 after a long absence, I hope to try a basically natural growth region. I have always been impressed by them. I am also attempting to learn...

Entries in this City Journal



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First let me respond to all the comments from the last entry .....
Okay, now that that is done! :)
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<span style="color: #0000FF"><span style="font-size: larger"><b>Entry 11 - Farming on the Coast</b></span></span>
Five of nine cities were located along the coastline, from the north they were Finger Bay's unnamed settlement, Laural Point, Williamsburg, Glenwood Village and Hersen Point.   The first two were on the north coast of the channel leading into the bay, the second two on the south coast, and Hersen point further along the southern coastline.
<span style="color: #800080"><h3> Unnamed Settlement on Finger Bay </h3></span>
In the years that have followed a great deal of development has happened in this area, but the decades have not brought resolution of the great question of what the name of the settlement would be. Factions were starting to form, then there had been a few bar brawls – which was interesting because there weren't really any bars yet! I guess they would have to be called moonshine brawls. 
<img src=" FingerBayoverview.jpg">
<i><b> Overview of the Unnamed Settlement on Finger Bay </b></i>
The natural division would be the East Bank versus the West Bank, yet this was not how the lines were being drawn.  Instead, some of the larger farm owners were all arguing for a name which reflected their farm, and their workers and customers were aligning with them. Finally, several groups from the small industrial areas and residential areas gained a voice and started pushing the idea that the mayor would decide the town name, that people would be given a chance to present their case to the mayor, the but that the mayor's decision would be final!
<img src=" FingerBaywestbank.jpg">
<i><b> West Bank of the Unnamed Settlement on Finger Bay </b></i>
Months passed, the argument continued, and finally this proposal is accepted in order to avoid civil war (well, at least a big civil brawl, hard to have a war without a name of the place you're fighting over).
<img src=" FingerBayeastbank.jpg">
<i><b> East Bank of the Unnamed Settlement on Finger Bay </b></i>
The only problem? No mayor.  Nobody had gotten around to appointing or electing one.
It's not that farmers arguing about the name didn't know there wasn't a mayor, in fact several of the farmers seized on the fact that the mayor had not yet been chosen when they agreed to the plan. Remember, these guys are egotistical enough to believe the settlement should be named after them, believing they should be elected the first mayor was not such a stretch ....
<span style="color: #800080"><h3> Laural Point</h3></span>
Located to the south and east of Finger Bay, Laural point sits right on the northern bank of the channel into the Greater Bay Area. As you may remember, Laural Point actually sits on an island when the channel between Laural Point and the mainland, although the channel is often just a muddy gulch. 
<img src=" LauralPointoverview.jpg">
<i><b>Overview of Laural Point </b></i>
Laural Point has seen one of the highest levels of growth of all the settlements in the area.  It still has some unique challenges, but is considered quite desirable as a location nonetheless.
<img src=" LauralPointcoast.jpg">
<i><b> Laural Point – Coastal Area </b></i>
The coastal area on the main channel entrance has the shoreline unsuitable for a peer, or at least unsuitable given the amount of effort it would take to create and the still somewhat limited population of the area. However, a second industrial area has formed and the residential population along this coast continues to grow. An additional road was created and additional farms to support the growing population.  Although a couple flower farms exist, most of the industry here supports the growth both here in Laural Point and in the Finger Bay settlements, the closest connected by land or boat. To a lesser extent the industry also supports the growth in the Williamsburg and Glenwood Village.
<img src=" LauralPointbridge.jpg">
<i><b> Laural Point – Bridge Area</b></i>
Part of the problem with supporting other settlements is transport, the only pier usable was up by the bridge. This means horse-drawn wagons must haul goods and building materials across Laural Point either to the peer or across the bridge and then up to Finger Bay.  Pictured here on the right is some new industrial growth on the northern side of the channel, along with increased residential area on both sides of the channel.
Laural Point has one unique feature amongst all of the coastal settlements, no real dramas or controversies! Aside from transport difficulties, particularly when the dirt roads become muddy quagmires Laural Point is starting to be a nice place to live.
<span style="color: #800080"><h3> Williamsburg & Glenwood Village </h3></span>
Sitting across the channel entrance from Laural Point are the settlements of Williamsburg and Glenwood Village. Taken together, this area also represents the largest population both in numbers and density in the Greater Bay area.
<img src=" WilliamsburgandGlenwood.jpg">
<i><b> Overview of Williamsburg and Glenwood Village </b></i>
Pictured here in the evening, we can see that the growth continues, and that the shores of the inlet separating Williamsburg and Glenwood Village is also becoming settled.
<img src=" Glenwoodoverview.jpg">
<i><b> Overview of Glenwood Village </b></i>
In Glenwood Village growth has been somewhat subdued. The count is largely dispirited after their landmark first water tower in the region became defaced. Although the graffiti has long since been cleaned off, the growth is been limited to the population area around the water tower and some growth along the path leading to the lighthouse. Some of the more outspoken dynamic citizens, the ones responsible for the water tower project, were particularly depressed. It is only recently, in the last year two, that the group started to show signs of life. The elder sons of the initial project members are supplying the group with the energy that the more defeated elders were lacking. The late-night meetings have once again begun, and perhaps a new projects to promote Glenwood Village and prevent it from simply being absorbed into the larger Williamsburg may be afoot!
<img src=" Williamsburgoverview.jpg">
<i><b> Overview of Williamsburg </b></i>
Williamsburg has shown more growth, although still a lower rate of growth than many of the surrounding settlements. Agriculture has seen a somewhat more significant increase. As you can see several fairly large flower fields have appeared, and the farms in the Southwest area, recently cleared, are rumored to also be switching to flower cultivation. As mentioned before, it is the creation of fragranced oils from whale blubber that is becoming a major export of the region, and thus more and more flowers are needed to help create the desired fragrances!
<img src=" Williamsburgbennysoils.jpg">
<i><b> Williamsburg – Benny's Oils </b></i>
Benny, one of the local businessmen, recently converted to a new industry. He is reducing flowers to the essence and oils necessary. Prior to Benny's operation beginning boatloads of flowers would need to be transported from the coastal settlements up through the channel to Bayside where the whale blubber was rendered down and packaged for oceanic shipment back to the old country. While a number of oceangoing vessels do stop at this area, there was a more limited number of coastal vessels to transport, particularly considering the larger and larger amounts of flowers needed to be transported in the limited time span before the flowers wilted and became less useful. Benny capitalized on this by having the coastal settlements transport the flowers to him and then oils can be sent either overland or by vessel around through the channel.  Although Benny has only recently started processing flowers, only the last two seasons, the number of farmers setting aside fields for flower production has already increased and Benny is looking at the need to expand relatively soon to handle the busy season. His biggest problem is year-round crop production, or in diversifying so that the industry does not sit idle two months out of every three.
<img src=" Williamsburgchurch.jpg">
<i><b> Williamsburg – Church </b></i>
Benny's not the only one who is prospering. Against all odds the region's one religious cult, led by Jimmy McGreedy, has also finally gotten some new members and growth. Remember, one of the tenants of the religious cult that Jimmy has found it is that material wealth can lead to temptation and sin, thus new members must first sign over most worldly possessions to McGreedy.  He had a hard time getting new followers, until he came on the idea that certain influential, and fast talking, existing members could achieve the status of Deacon by bringing in more members themselves. Now with far more people than just McGreedy out seeking new members, new members were indeed found. You can see the regions first church was finally built from the proceeds, and the share of wealth given to a Deacon who had brought new recruits has allowed several new fancy houses to be built!  
Benny's new industry and McGreevey's new cult have driven a lot of the population growth so far, but like Glenwood Village, Williamsburg is starting to show signs of the spark and drive that the friendly competition between the two settlements encourages.
<span style="color: #800080"><h3> Hersen Point</h3></span>
Furthest South of all the coastal settlements, and the only one not actually on a branch of the Greater Bay or channel, Hersen Point is still trying to escape its lowly beginning.
<img src=" HersenPointoverview.jpg">
<i><b> Overview of Hersen Point </b></i>
Farming has grown significantly in this area. As you may remember, Hersen point was founded when a somewhat incompetent buccaneer, Hersen, and his gang of lowlifes crashed on the point here. Lacking the skills to rebuild their ship, and barely having the skills to shoot enough game to stay alive, they were in a precarious position when a group of farmers landed based on the bonfire they saw. A pecking order was quickly established, the farmers work the land, farmers grew the food, and Hersen's remaining bully boys collected and distributed the food! Despite this, the land here was good and more farmers arrived.
<img src=" HersenPointlighthouse.jpg">
<i><b> Hersen Point – Lighthouse </b></i>
One of the few jobs the bully boys and helped put their backs into was the early establishment of a lighthouse. This was in fact the first lighthouse in this area, and explained some of the continued growth. The lighthouse acted as a beacon, drawing ships who would resupply here and inevitably some of the travelers and settlers on those ships would stay. The lighthouse itself though started to fall into disrepute when several similar lighthouses were built based on this model and other settlements. One of them – in the Finger Bay area, was poorly constructed and moved to a slightly different location after the partial collapse of the first tower. Residents in that area say they still see the ghostly light circling at night despite the fact that all the parts of that White House had been scavenged and used for other buildings. In Hersen Point the ominous legend of the lighthouse only help the buccaneers attempt to keep order and dominance in the settlement. 
<img src=" HersenPointindustry.jpg">
<i><b> Hersen Point – Industry </b></i>
In some ways the very success of Person Point was the beginning of its undoing. Industry started the spring up here, and the number of settlers continued to grow. The remaining buccaneers were not enough to easily cow all the new settlers, particularly those working in the new industries. There was also a farmers market in the area. While a few of the farm supported the oil and fragrance trade, fewer in this area were dedicated to that and more of them towards general ship repair and resupply. Finally, after one too many attempts to collect taxes by the buccaneers, some of the settlers, both farmers and industry workers, send messages back to contacts they still had in the old country.
<img src=" HersenPointLordsstreet.jpg">
<i><b> Hersen Point – Lords Street </b></i>
Lord Aedan Douglas was a poor second son from a cadet branch of an influential nobel family, but was still a member of the nobility. Having heard about this area from the messages sent back to the old country, he gathered some of his retainers sold some of the few valuables left and arrived in Hersen Point with some very official looking documents declaring him to be the new Lord of Hersen point and the surrounding areas, as appointed by the King. It is doubtful the King even knew of Lord Douglas, much less authorizes appointment, but even cadet branches have powerful family members and the appointment was legitimate – as legitimate as appointing a Lord in the land not truly owned by any country can be.
Lord Douglas was aided by the fact that he was seen by many settlers and townsfolk as a savior form the buccaneers, and was shrewd enough to recruit some of those setters to be administrative help and some of the members of the buccaneers into the new guard – thus depriving the Buccaneers of men and gaining control of some of the few fighters in their settlement as well as securing the support of the townsfolk. He had a nice house built for him, as was his due. Several of his retainers as well as leaders from the settlements that were recognized by Lord Douglas also built nicer homes along the same road. The road became known as Lords Street, and ran from this inland area up to the same area as the lighthouse and pier. The road running parallel with the coastline was named Waterfront Street, and Hersen point accomplished another first for the region, with the first actual name streets. The process quickly started to spread amongst the other settlements. While minor roads were still usually not named, major tracks went from being random paths near the houses to actual streets by the simple addition of a name.
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We've started to see "civilization" in the form of services appearing in the Greater Bay Area. Lord Douglas's manner is simply the first Mayor's house with its attendant benefits. Several of the settlements now have water towers, although it is certainly no way universal coverage yet. I'm enjoying using the new and custom farms, and have included several custom farm rewards although I have not yet started to figure out how to work those into the storyline.
I discovered by accident of the lighthouse I chose tend to have the distressing habit of leaving the spinning light at night even after your remove the lighthouse! Unfortunately, removing these would mean going back to the very beginning and wiping out a great deal of work, so I think I'm stuck with them. I'm going to try very hard not to demolish any more, and certainly will not build any more of these here. The lighthouse I used is in my plugins foulder as 1x2 Mini Lighthouse but I can no longer find it on any of the download sites, so I don't know if it was taken down.
I hope you enjoyed reading this update, it was a bit more extensive. I still don't know that I have a good tone and balance to the storytelling in the Journal and showing the progress of the development of the settlements, so if there's any part of this you enjoyed please let me know so I know what to keep!

A Whole New Look


When you're away from SimCity for a long time, one of the challenges is figuring out what has changed while you've been gone. In my case, something that is quite amazing is what is happening with the flora and fauna, particularly trees and seasonal trees. To a lesser extent seasonal farms and fields are also somewhat astounding (some of them existed back when I was less journaling, but there's a much greater variety now).  I spent quite a bit of time looking at and trying to understand the new tree controllers and mods, and I'm still not entirely satisfied with the choices I have made. I am using the Medowshire terrain mod by CPT and I went through the region using the Meadowshire coastal tree controller intending to replace the Maxis trees with the Meadowshire ones. I first thought you could plant seasonal trees in God mode, which I was going to do instead of using Meadowshire, but I found that is something that is either is not possible I did not see how it was possible.  
The difficulty with the Meadowshire tree controller, like a lot of the tree controllers that were options from CPT, is that they do not place trees on flat ground in God mode. My region has a great deal of flat ground, and I thought it made the tiles look to empty. What I ended up doing was leaving the Maxis trees but also adding trees using the tree controler, which I do think improved the look. I also liked several of the "replace Maxis trees with" mods, but those do not seem to play well with the tree controler. If I can find a way to make them play well together, I will probably add one of those mods as well as the Maxis trees do suffer a bit in comparison to the newer trees.
For water I am using one of the Mas71 colors,(.500).
A fair amount of this week was looking for ways to overcome the need to suspend disbelief when reading my own city Journal. I'm taking growth from a very small very early time, really around the 18th century or late 17th century as a starting point. There were not many cars back then, so I was looking to see if anybody had created an automata mod that replaced cars and trucks with horses and wagons - nobody has. This not entirely surprising, very few people are interested in much older city journals and mods, instead looking for the ultradense and ultramodern, or creating buildings currently in existence in the real world. The houses, buildings and industries themselves also don't look appropriate either, although there are a few replacements for those available to download. I did not find enough to replace my existing ones wholesale. Another problem is the nature of industries and houses, not to mention commercial lots, will change rapidly throughout the 18th and 19th centuries the amount of modeling work to first create and then replace these buildings throughout the city is beyond my current time and abilities. I do think I am going to start working on mods, it would be nice to have this available if I do another natural growth city Journal, but I'm more interested in the city Journal than creating a mod right now. So, for now, I suspend disbelief. I will try to add some of the content out there that is appropriate, particularly there is a fair amount of 19th century stuff that I want to add as soon as I feel the timeline gets there, but for now there won't be much.
So, suspending disbelief let's see where we are ....
Growth in the Greater Bay Area has been steady but slow. An overview of the area from a hot air balloon or airplane (neither of which have been invented yet) might look something like this:
While the area would later be known as a whaling port, there was a fair amount of farming development occurring during this time. More people were arriving, some say there were as many as 20,000 souls in the region now!  Whaling ships coming into the area often made a few other stops before heading back to England, and many of these were willing to take on food and provisions as well.
One of the great oddities was the growth of flower farming, the fields were often bright with tulips and other flowers. It turns out a couple of industries were starting to experiment with using perfume oils and unscented whale blubber was not the nicest thing the smell!  Scented lamp oils and perfumes became a niche market that helped keep this Greater Bay on the map in the world of whaling ships. Facilities for whaling ships were far more advanced in other areas, and there were larger ports to ship the resulting products from, so Greater Bay needed something different, and the scented products were it.
Whaling, however, was no longer the only industry of the Greater Bay region.  The area had become known, and settlers were starting to relocate and claim land around the communities that existed. Farming was becoming important so support the growing communities as well as the whaling market and providing provisions for the outgoing ships.  Civic services were still at a minimum throughout the region. Several communities were starting to erect small water towers, although without the graffiti of the region's first water tower.  There still were no services such as fire or police, and Twin River City was the first to feel the lack. In a three-month period fire twice threatened the city.
Neither Fred Davis's house, his adjacent store nor the corner store survived the fire. The city was only lucky that rain put the fire out before it continued to spread!  Fire claimed another house, and unfortunately a couple lives. Mr. and Mrs. Jeb Ebinite were relatively new to the city, although Jeb was already known as a drunkard.  The night before the fire Jeb was heard to comment "How hard can it be to make our own scented oil, all I need is a fire and some of that whale blubber ..." While Jeb's passing is relatively unmarked, the local ladies will miss Mrs. Ebinites stories of England. In the rubble of the house, oddly, her body was never found....
Coming Soon:  How the nine main cities in the region have continued to grow ....

Dust and Debris

WOW, has it really been over two years? Two years since both work life and family life became chaotic? Judging by all the dust, I think so. Well, first to fix all the links.... [Lots of tinkering sounds] .... Okay, the links are now working.

Hello everyone, welcome back to the Greater Bay Area. With the announcement of the next SimCity, which I have some reservations about, I have been bitten once again by the SimCity bug and hope that life has settled down enough to make some progress on this journal. I was not great at journaling, this is my first attempt, and what little skill I had I'm sure has atrophied. Feedback welcome as I once again attempt to learn to Journal! I have updated my NAM mod, and I have the custom content from the plug-ins folder from when I was first working on this. However, I would have to do quite a bit of work to figure out what exactly I have. Anyone who has suggestions for other terrain or building mods that may fit well is welcome and encouraged to let me know.

I can see the last thing I was looking to do before the enforced hiatus was finish up with Leeside Harbor and Twin River City, so off we go.

Leeside Harbor

Almost of the Greater Bay Area is experiencing their first growth primarily due to farms and very limited commercial shops, Leaside Harbor was founded first and foremost to be a place for whalers to stop. There is industry already building up along the coast, several smokestacks, buildings to process the oil, and some warehouse capabilities.


The other feature of note is what looks like a small park, don't be fooled though, this area was not left alone due to environmental concerns. This is the neighborhood swimming hole! there are times where swimming out in the Bay is already somewhat nasty from the waste being poured into that area from the industry, so this was a place for the children, and some adults, to rinse off.


There's one other new feature, making its first appearance in Greater Bay here at Leeside Harbor - improved roads. little more than crushed rock and gravel over dirt these roads still can get bad during the rainy season. However, an attempt to improve some of the roads so that some of the larger wagons bringing goods to the industry didn't get stuck quite as often was a large focus of the majority of the towns youths, as well as the industry workers when they were waiting for their next ship to come in.

Twin Rivers City

The vision for Twin River City as a major transportation hub has not yet come to fruition, although there are some early signs that this may not be completely beyond the realm of possibility. What is already him happening as farmers are developing downriver on the strip of land between the two rivers.


On the bank across the East River from the city center we are starting to see the first indications of industry developing.


Whether Twin Rivers City will develop into a commercial or industrial of remains to be seen. However, the city does boast one first for the region...


Distressed housing. Despite the fact that Twin River City is being built later than some of the other cities, it seems like it was not built as well – at least not on this residential street.


My thoughts now were to continue to develop the starting towns, run the region another 10 years or so, and then do another set of updates. As all the growth in all the pictures were done with the initial set of downloads from 2009, if anyone has suggestions for upgraded lots, terrain mods, or tools that would help make the City Journal more enjoyable or more readable, please let me know!


Boats & Bridges

First of all, sorry about the hiatus, we had family Visiting that used the room the computers are in to sleep, and I usually do a lot of my recreational computer activities in the evening.  Between the visiting, the reduced computer access and problem with the one update I tried that did not post correctly (since deleted) there has been a bit of a gap.

There has been a great deal of growth in the communities on the north shore of the bay entrance.  Finger Bay is expanding, and Laurel Point has seen a growth in industry

<u><span style="font-size: x-large; ">Finger Bay</span></u>

Finger Bay remains one of the most populous communities in the area.  In addition to the expanded farming in the area, the communities on both sides of the bay continue to grow. There is fairly strong disagreement on which is the main community and what the name of that community is, but now more people are there to argue about it!

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Farm%20Sprawl/FingerBaysGrowth.jpg" />

As you can see there are more folks on the east side but more developed farming on the West leading toward Laurel point.

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Farm%20Sprawl/FingerBayFerry.jpg" />

As the road network became more developed and the communities larger not everyone had a watercraft. While the piers and docks were still important for all of these communities, much of the travel between communities was now by horse and wagon. Finger Bay is a popular enough place to live that there is a small but growing number of people who wish to live there but traveled often to work in other communities.  The ferry pictured above is one of the first regular ferry that runs mornings and evenings to accommodate these travelers.

<span style="font-size: x-large; "><u>Laurel Point</u></span>

Laurel Point's development was odd in that the road across the the island went straight to the middle rather than following the coast as would be usual, as explained earlier that was the track followed by dried stream beds and game trails.  It was also odd in that it had a narrow channel that basically filled during rain or high tides and was muddy the rest of the time making travel difficult for wheeled vehicles, although not for feet and horses.  

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Farm%20Sprawl/LaurelPointNewBridge.jpg" />

As the industry on the island grew along with farm output it became less and less convenient to not be able to cross the channel with loaded wheeled vehicles, and the region's first wooden bridge was built.  Those who live along both banks of the channel were quite pleased.

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Farm%20Sprawl/LaurelPointIndustry.jpg" />

What was not anticipated was how quickly this would cause growth on the far side of Laurel Point. Now that it was relatively easy to transport finished goods a small industry based around providing farm implements and, ironically, boat parts grew around the initial foundry on the bay side of Laurel Point.  A number of additional homes were built in the last few years to accommodate the larger number of workers here. Because of offshore reefs and rocks, only the smallest canoes and boats can land on the shore, most of the larger vessels still land on the pier near the channel on the far side.

I hope you enjoyed the update! I'll try to post several more over the next few days or on the weekend.<br type="_moz" />


We are now coming back to the twin villages of Glenwood and Williamsburg.  This area continues to grow, and these two villages and some of the surrounding hamlets number almost 3000 people.

Growth, however, is not without its own challenges and growing pains.

<span style="font-size: x-large; "><u>Williamsburg


Williamsburg recently had a fairly large number of of settlers arrive; they basically formed their own little hamlet on the outskirts of Williamsburg.

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Farm%20Sprawl/WilliamsbergNewDevelopement.jpg" />

This was a group that moved together for religious freedom, and as you can see they were very busy beavers. They got right to work building their own little extension to Williamsburg.  You can see this sect leader's house going up near the center; it is of course the largest one!

You know you just never see religious leaders with small houses anymore....  They chose Williamsburg because it did not yet have a place of worship, and they saw an opportunity there. Two years later, there still would not be a church in Williamsburg, it seems like sect leader Jimmy McGreedy isn't getting any more converts to "well you start by signing over all of your worldly possessions..."

Meanwhile, on the other side of Williamsburg, several families wanted to extend the road leading around that edge of the bay to create more locations along the water for houses.  The only problem, there were houses in the right-of-way where the road would go!  One of the older homes, built in a sort of slapstick manner and already starting to fall down on its own, was chosen as the new location for the road.

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Farm%20Sprawl/WilliamsburgMakingRoom.jpg" />

There is no need to worry too much about the Januson's though, they ended up doing all right.  As compensation they got this nice new house.

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/Farm%20Sprawl/WilliamsburgNewRow.jpg" />

That is them in the middle, the one with the brown roof!  Williamsburg was the first town in the area known to have knocked down a house in order to build a dirt road. For the hodgepodge group of of settlers that showed up originally, most houses fell down before it was necessary to remove them.

<span style="font-size: x-large; "><u>Glenwood</u></span>

Glenwood had its own growth issues going. The feeling of the leaders of Glenwood is that eventually Williamsburg and Glenwood could merge, and as Williamsburg is the older settlement, Glenwood fears that it will lose its identity. They compensate, well overcompensate really, by trying to be better than the village of Williamsburg. Kind of their own version of keeping up with the Joneses, only no Joneses live there.

In this case a decision was made that instead of having their citizens walk all the way to the freshwater water springs or all the way down to the short to get the water, they would put up a water tower, the first in the region.  A lot of time was spent arguing about where to put the tower, and finally this corner spot was chosen.

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Farm%20Sprawl/GlenwoodWaterTowerSite.jpg" />

Many townsfolk pitched in, and in only a week and a half, the structure was complete. By early Friday evening the first water tower had been filled and rose majestically over the village.

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Farm%20Sprawl/GlenwoodWaterTower.jpg" />

By Saturday evening Glenwood had achieved another first!  This time, however, the town was not nearly as excited about their new achievement.

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Farm%20Sprawl/GlenwoodWaterTowerGraf.jpg" />

Townsfolk were completely baffled! This was the town pride, who could do such a thing?  Sure, having the region's first known instance of graffiti was another first, but really, would you want to tell your children about it?

If only there were a Police Department with a trained policeman in this town, they might think of asking the general store if anyone besides Billy Januson of Williamsburg had bought blue paint in the last several days...

<br type="_moz" />


A Few Good Rocks

 I would like to take you to another little town in the area, the only town not initially founded along the water or at a road crossing or juncture during the early settlement.

<u><span style="font-size: x-large; ">Boomtown</span></u>

Boomtowns history, and its name, were somewhat of a joke. A few scam artists trying desperately to raise a stake and head back to England came up with the idea of going off and finding a somewhat mountainous area, hunting around until they found something that they could pass off as valuable rocks, and coming back and "selling" the location.

It worked.

The new owners, finding themselves suddenly out quite a bit of money, decided that the initial plan was a good one and sold it again.

Fourteen times a badly drawn map, an X that was marked Boomtown, and a bag full of semi precious stones and fools gold were sold, with the seller moaning their bad luck at required to return to England because of family reasons before they could exploit their strike.

Finally the map was sold to John Newman, who recognize that he was only seeing Fool's Gold and that the semi-precious gems were not worth much. However, he believed that several of the rocks bore traces of coal, and thought that a successful coal mine could be built on the site of the strike.  

He was right!

Here is the initial coal mine and village of Boomtown as seen from the West.

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/BoomtownwithBorder.jpg" />

With steamships becoming more common, Neuman believed a successful business could be built out of mining and selling coal.  In only a year, a town and the mine's output grew.  Here is the town as seen from the south.

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/BoomtownGrows.jpg" />

The Newman family still feels that this was a grand joke, and have been laughing all the way to the bank for years now!


Elsewhere the region continues to grow, and is over 10,000 souls. Many of the last thousand or so are scattered in the small communities that are beginning to appear along waterways and roads.  Although these small towns are the areas that experienced the most growth, not all new souls to the area are located in the small towns. Aedans Landing, as one of the main communities linked to Boomtown found itself supplying Boomtown with much of its food.

<span style="font-size: x-large; "><u>Aedans Landing - Revisited</u></span>

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/AedansLandingFarmingBoom.jpg" />

As you can see there's a great deal more farmland, so much so that no one was able to remain "unemployed." You may remember Bobby Samson, who was trying - as the new farms were being built - to continue to claim he was not suitable for farm work, manual labor, carrying things, or about anything else that involves him leaving his house.  Several of the various farmers' larger sons got together, and "convinced" Bobby he was actually quite good at moving rocks, specifically picking big rocks out of the new fields and carrying them out of the way of the plows.  Bobby, deciding to enjoy the company of his remaining teeth for a while longer, quickly became an expert rock picker.

Aedans Landing's newest neighborhood was considered to be quite a nice area to live.

<img alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/AedansLandingOakHeights.jpg" />

Oak Heights, was so named by the first couple homesteaders on the heights overlooking the bay for the beautiful oak trees that stood along the bluff. Ironically, the oak trees proved to be such good building wood that now that the original homesteaders have neighbors, they no longer have old oak trees!

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A Lusher Landscape

Many of the early artist pictures we have of the Greater Bay Area do not show a vibrant landscape, instead it appears dull.  New paints and techniques have allowed more realistic renditions of the region.  (In other words, I discovered terrain mods!!!!)

Almost Olympic in scope, below is a new painting of the Greater Bay Region, the population is now approaching 10K people! (i.e. using the Olympia mod for now, not sure if I like it, so this may change)

Greater Bay Area circa early 1700's

<img width="800" height="415" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/GreaterBayRegion3.jpg" />

And the Traffic Map

<img width="800" height="414" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/GreaterBayRegionTraffic3.jpg" />

 Most of the growth is in many small communities that are popping up at crossroads and wherever a small group of folks with shovels, axes and some crop seed can land along the waterways!   Below is the creatively named Riverside, which is along the inlet between Finger Bay and Twin River City.  (There are no schools as of yet, so no geography class, which shows as the founders should have called the village Inletside!)

<img width="600" height="480" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/RiversideBrotherlyLove.jpg" />

One of the 2 food shops here, across from the charcoal plant, is Brotherly Love Cheesesteaks, whose founders definitely got on the wrong boat!

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Neighbors on the Bay

The last area is the four settlements on or near Whalers Bay itself.  Largest among these would be Leeside Harbor, the second longest established settlements in the region.  Bruin Beach and Aedans Landing are the other two directly on the bay, while Twin River City is on the spur of land between two of the rivers that empty into the bay.

There are grid lines in several of these, I did figure out how to remove them, but not until after this set of photos! (sorry, will be fixed in the next update)

<u><strong><span style="font-size: x-large; ">Leeside Harbor</span></strong></u>

Leeside Harbor at Dusk!

<img width="750" height="600" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/LeesideHarborFerry.jpg" /><br type="_moz" />

Leeside Harbor is the second oldest settlement behind the Finger Bay Area, but has the oldest pier. The Finger Bay residents were primarily settlers that were seeking shelter from some of the fierce storms of the area and decided that Finger Bay was a safe and pleasant place to stay. However, Finger Bay is still close enough to the bay entrance to be subject to rougher weather.  When whalers started to use this area is a good place to stop, offload and process their catch, they needed a place to hole up.  The whalers wanted a place safer from storms, and thus looked for a location to the lee side of the bay interior, and Leeside Harbor was founded. The path connecting the Williamsville and Glenwood Village areas and Leeside is the oldest path that was traveled often enough to start to appear as a road instead of just a known track through the woods.

<img width="625" height="500" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/LeesideHarborFerryClose.jpg" />

The pontoon pier was added later, mostly because there were times where the initial pier had a whale boat sitting at it for over a month at a time!  The big controversy back at the time was what to do with the lot in the village center. The whalers that still use the place wanted a processing facility built there, the villagers who now live there year round were aghast at the idea!  At that moment in time, that controversy is unresolved...

<u><strong><span style="font-size: x-large; ">Aedans Landing</span></strong></u>

Aedans Landing, founded by, you guessed it, Aedan, is on the west bank of a stream feed inlet to the bay.

<img width="750" height="600" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/AedansLandingFerryOverhead.jpg" />

The entire settlement is on the West Bank, the inlet being just wide enough to make easy travel between the two banks difficult, and there not being enough population to justify the other bank. This bank was easier to settle, had more clearings for farms, and had weaker currents coming out of the inlet. The soil along here makes excellent farming, although the limited space on the inlet means that this great farmland would eventually be all converted to cityscape should the village grow enough.

<img width="600" height="480" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/AedansLanding-ferry.jpg" />

You can already see the concentrated cabins and houses along the beach road.this is one of the few developments where a dozen of the people live here and take the ferry somewhere else for work. Except of course, Bobby Samson, the only person in Aedans Landing that has managed to not hold a job!  He claims that he's not suitable for farm work, and afraid of boat travel, so it's not his fault there's nowhere else to work in town! Truth to be told, he would be a professional bum and panhandler if the population was large enough to support such, as it is he lives primarily off the charity of Stephen, his brother, who lives next door.

<u><strong><span style="font-size: x-large; ">Bruin Beach</span></strong></u>

Bruin Beach is the smallest settlement currently being followed along Whalers Bay.

<img width="800" height="640" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/BruinBeachFerry.jpg" />

The name comes from the large bear that was said to walk along the coast prior to the settlement being located there. The complete lack of bear tracks, bear den, or bear sightings since the residents set up shop does nothing to deter their pride in having the place where the bears used to come down to watch the waves.

Interestingly enough, old trapper Ben, known for his huge physical size and tendency to wear fur coats year-round, is one of the few residents who maintains that even in the early days when he was one of the only people who used to hunt and trap in this area, he never saw saw a bear. The village residents say this is easily explained because people who tend to keep off by themselves like trappers are always a bit strange and contrary.

<span class="Apple-style-span" style="font-size: x-large; text-decoration: underline;"><b>Twin River City


Twin River city is was one of the few places in Whalers Bay specifically planned after several other settlements have been established.

<img width="800" height="640" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/TwinRiversCityFerry.jpg" />

Although not the largest of the cities, Twin River City, is the fastest-growing settlement.  While every other location has one dock dedicated to small passenger travel (pontoon dock), Twin River City has four.  They have a dedicated skiff set up to take people across either river.

<img width="600" height="480" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/TwinRiversCityFerryClose.jpg" />

With an overland connection to Finger Bay and center on some relatively good land between two rivers, Twin Rivers City was founded by an Irishman named O'Daniel. He set up a tannery (seen here in the center just north of the pier), which was one of the first industries, and invited some others to set up farms in the small settlement. Many of the first for trappers in this area used his tannery, and then the overland or boat got the furs out to the old country.  O'Daniel correctly guessed that the this location could be an excellent location to set up a trading post. The fact that he named his small outpost Twin River City caused quite a lot of laughter in some quarters, but the recent growth suggests that the joke may not be on O'Daniel.

Ok, there is our tour of the starting cities. A number of other small settlements would soon be found in the region, but these nine are the ones that we will primarily follow. This is still during the part of the simulation were I'm trying to set up the region for what would be the "start point" for the Journal based on the fact that there are cars and and some of the housing styles. The time period that the developments were about the size would have been sometime in the 1700s, so clearly there would not be motor vehicles. I am going to continue to trace forward how the region developed, and I will let you know when we've caught up to the normal SimCity start time of about 1900.


Neighbors to the South

In this update we will look at the three communities that lie south of the bay inlet on or near the coast.  The southern side of the bay entrance is home to two villages, Williamsville and Glenwood Village.  A long inlet separates the two, although eventually they are likely to grow together. The third village, Hersen Point, is actually located south of the bay along the coast.  Below is a shot of Williamsville (North) and Glenwood Village (South) at dusk.

<img width="800" height="640" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/Williamsville-GlenwoodFerry.jpg" />

<span style="font-size: x-large; "><u><strong>Williamsville


Williamsville is a little bit older, and initially the farms were spread apart somewhat take advantage of natural clearings in that area of the forest. The seven farms themselves are some of the larger farms in terms of square feet in this part of the bay. As seen below with the facing of the pier, Williamsville never anticipated large vessels. 

<img width="600" height="480" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/WilliamsvilleFerry.jpg" />

William himself was one of the earliest settlers, and the pier was placed at such an odd position purely for his convenience. He built it himself at that location in order to have the quickest path from his farm (north of the pier) to the pier itself. His descendents still run the farm, and the small trading post that eventually became a set of convenience stores at the intersection near his farm.

<span style="font-size: x-large; "><u>Glenwood Village</u></span><u>


Glenwood Village is where the lighthouse marking the one channel on the southern side of the bay entrance is located, and initially was only the lighthouse and a couple houses near it. since that time, it has grown to rival Williamsville in size.

<img width="600" height="480" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/GlenwoodFerry.jpg" />

As with most of these villages, it is the access to water that tells the story of Glenwood Village, specifically the fact that its pier is much easier to get to than that of Williamsville. Unlike some of the other communities, this village has a definite central location centered on the pier, and the farms in those buildings out near the farms are peripheral. There is also some housing on the road leading to the lighthouse, and some by the farms, but both of these groups are considered by the villagers near the pier to be living near the village rather than in it.

Eventually a dirt street joined these two villages, and two dirt paths set off towards neighboring areas. The road south takes you to Herson Point, although it does not travel along the coast because of some marshy land and particularly vicious mosquitoes. The dirt path leading inland takes you across the promontory to Leaside Harbor, largest of the settlements on the bay itself.

<span style="font-size: x-large; ">

<u>Hersen Point


Hersen Point located along the coast at a very small inlet.  The point itself has a lighthouse on it, and the need for this lighthouse and later the existence of this lighthouse is responsible for the settlement here.

<img width="800" height="640" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/HersenPointFerry.jpg" /><br type="_moz" />

You might guess that Hersen Point was named after someone named Hersen, and you would be right. You might guess that Hersen was the one who found the point, or perhaps one of the early settlers or even a person of some prominence in the village, and you would be quite wrong.  Herson, not to put too fine a point on it, was a worthless, cowardly and conniving pirate.  The rocks that lie just off Hersen Point were a convenient place for Herson to run ships aground that he was chasing.  He would try to stay in sight, closing but never catching his prey, until they wrecked their own ships on the unmarked rocks here.  Some of the sailors on these ships survived, and eventually enough survived with rudimentary skill at building to found a crude settlement.

The lighthouse was the first permanent building constructed!  From the day the candles were first lit, Hersen the Pirate was not seen again.

<img width="600" height="480" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/HersenPointFerryClose.jpg" />

The lighthouse, the village behind it, and the three farms connected are the initial settlement.  In a weird twist for this area, the farms were insufficient for the most part to feed the locals.  Hunting and fishing kept the settlement fed more than farming up until very recently. The simple truth is sailors make poor farmers. The fact that there was actually good farmland here, and that the soils are capable supporting a rich harvest, was not discovered until a ship arrived in Herson Point by choice, bearing a load of families hoping to make the small settlement their new home, and all of these families quite skilled at farming!

In our next update we will examine the four settlements of the bay.

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Hi There Neighbor

The Greater Bay region has grown!  As usual, for those of you who like to see and explore the area, <a href="http://s839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/">this folder</a> on photo bucket contains the most recent set of pictures.

In my imagination this period is about 60 years after the first update, and this is still the preparation part of the region.

<img width="701" height="363" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/GreaterBayRegion2-1.jpg" />

The region population has increased significantly, it is up to just over 7000, and each of the nine starting villages now boasts a pontoon ferry. Again the pontoon ferry is the closest approximation of the early exchange by boat that would have gone on. I do believe that in one form or another there would continue to be boat travel. Also visible are the roads, actually streets except for the neighbor connection, connecting several villages.  These represent the initial dirt trails connecting those villages. The population increase was mostly concentrated in small residential housing filling in the gaps between the initial houses at the coastlines, coupled with a little more growth near farms or streets in each case.

The first neighbors that I would like to show you is the Finger Bay Village area and Laurel Point, the closest neighbors on the north side of the bay entrance.

<span style="font-size: x-large; "><u><strong>Finger Bay


Finger Bay is actually a misnomer, one that angers the local residents considerably. Specifically, Finger Bay is the name of the finger of the bay that stretches north from the main bay entrance.

<img width="800" height="640" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/FingerBayFerry.jpg" />

There is actually a small community on the west bank, a second small community on the east bank, and number of homesteads and farmsteads scattered around the bay. The main reasons others refer to this as the Finger Bay Area or Finger Bay Village is that depending on who you talk to on any given day the local name for the area changes.  John Smithson, for instance, says everyone refers to the area as Johnstown because he owns the only small industry in the area, old lady Cottonton claims of West Bay is known as Cotton Acres, as her family's farm was the first one there. The name of the little community is on the east and west bank changed based on who's acting as mayor that week, month or rarely year.

These folk are an independent sort you see!  Although less polite folks call them other things, stubborn, foolish, you get the picture. One thing is certain, the existence of Smithson metals as one of the only places you could originally get anything more complicated than nails or horseshoes did make this one of the most populated areas initially!  Here is the West Area of WhatEverTheNameMayBe with the docks.

<img height="480" width="600" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/FingerBayFerryCloseUp.jpg" />

Until and unless the local residents can get together and start telling outsiders the same name, the area will continue to be known as Finger Bay!

<span style="font-size: x-large; "><u><strong>Laurel Point


Laurel point is a pseudo-Island just off the main Bay. It is a pseudo-Island because during the driest times and the lowest tides, you can walk across the small channel to the mainland.

<img width="800" height="640" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/LauralPointFerry.jpg" />

Back when everyone traveled by horse or buggy, this was sufficient. This somewhat difficult to build streets in locations that often have 2 feet of water covering them, so for the most part initially this small self-contained community has very little trade with the Finger Bay area. There was a small low area that basically traveled across the center of the island. The initial settlers followed this across from one shore of the island near the channel to the outer shore, and this later developed the road which most of the farms were built along.  Laurel point has two separate community centers, the larger one is near the connection to the mainland (shown below), this is where the pontoon pier is built.

<img width="600" height="480" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Roads%20and%20Ferries/LauralPointFerryClose.jpg" />

A smaller cluster was built on the outer shore, originally founded by Mr. Brandon, who just really didn't like anybody else in the village. He was most disappointed when others thought his new location was a great place to put it in a small amount of industry.  Legend says he was last seen stomping off up the dirt path towards Finger Bay.  There are also a few souls who decided instead of waiting for the water to go down they would just build dwellings across the channel. At the moment, those people are still considered part of Laurel Point, but that may not last.

Next Update we will look at the three settlements on the south side of the bay entrance!<br type="_moz" />


People by the Bay

 Hey Everyone!

This is my first City Journal and is mostly an attempt to share my interest in getting back into SimCity4 and attempting a more natural growth style region, something that I admired since I first read the Digby Journal in my first visit to this site years ago.

I will probably come back and edit this post a few times, as I figure out what to say and what to add!

I used to Portsmouth map downloaded from the STEX. The mods I am currently using are the NAM my, set to the Z with the second level of capacity, the Brigantine water mod, and a number of growable residential and agricultural lots I've downloaded. The only ploppable lots I have downloaded so far are the lighthouse, small dock and the Nexus diesel powerplant that I'm using. I will update more on these later.

This is a <a href="http://s839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Starting%20towns/">link </a>to the photo bucket album that contains the images of all nine starting cities at their village stage!

Here's a map of the region: <img width="800" height="414" align="middle" alt="" src="http://i839.photobucket.com/albums/zz319/Ragnoff/SimCity%20Greater%20Bay/Starting%20towns/GreaterBayRegion-1.jpg" />

This is a sparsely populated region, only 2,300 or so people scattered amongst nine starting towns at this point. The villages of Herson Point, Laurel Point, Finger Bay and the twin villages of Williamsville and Glenwood all are either on the coast or at the mouth of the bay.  Twin Rivers City, Aedens Landing, Bruin Beach and Leeside Harbor are all located on the bays interior. 

These were the starting villages, it is assumed that most of them were reached by boat. There is not yet even roads connecting the villages to one another. I'm not certain if I should add pontoon boats (ferry service)as my guess is that is initially how goods would have traveled, or link these villages together with the first roads. Note, not all of the villages can be linked, there would be no bridges at this point!

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