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Rochester and Saint Anthony: The Beginnings
muessiggaenger posted a City Journal entry in Rochester Valley Metropolitan Area
Along the shores of the North Shore Lake, Ebeneser Rochester built a sawmill and a railroad. This industrialist layed the foundations on the city of Rochester in 1903. The cheap, newly accessible land drew hundreds of people and other primary industrial complexes. Within only two years, the hillside was dotted with little homes. At the time, it seemed as if Rochester was going to be the center of regional growth. However, in 1905, another town sprung up in the valley: Saint Anthony (Unofficially Minneapolis). This town was dependant on crude oil refining, though the town wasn't founded around the business but rather a group of immigrants drawn to the cheap land. Starting in 1911, a struggle had begun for dominance between the two cities after the completion of the High Bridge, a railway connecting the industries to the massive seaports in Rochester. That year, Rochester established itself as the capitol of the newly formed Northern Providence. In 1919, the population of Saint Anthony exploded. Also that year, the providence council relocated the capitol to Saint Anthony because of the open land, much to the protest of Rochester. Finally, in 1923, the new capitol building was completed and Saint Anthony was officially renamed Minneapolis. Aerial view ca. 1911 The original capitol building build by Mr. Rochester. Rochester- Downtown along Industrial Boulevard. This was a planned apartment project at the eastern end of the boulevard and development. Aerial view ca. 1923. The old town area, originally named Saint Anthony. The railroad leads to the High Bridge Bay. The treeless plains made it easy for settlers to build. Photo taken later. The forward building is the capitol building for the Northern Providence. The court in the back of the capitol houses different government offices outside of the providence government. This initially housed city hall. The avenue leading to the front of the capitol is Highway 55, which will eventually be rerouted in a future project. A series of radial streets in the south and east lead into the capitol flats. Image ca. 1923- Regional population reaches 100,000. Two areas are gridded and named, Maplewood and Washington Hill, though no development occurs in these areas for another 40 years. -
Hey, TV-VCR. That glitch that you just posted, how does that happen to you? I run SimCity on a couple computers, and on one of them, that glitch happens to me all the time. I can't figure out what causes graphics like that. Do you know?
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One thing I've experienced a lot with SC4 on a certain computer is a texture problem, one of which I've heard of before, but not like this. What happens is during the play of the game, the screen will do something such as turn black, and when the image reappears the textures are incredibly mixed up: trees are green, terrain is of windows, water is of brick, roads are transparent, props are black boxes, etc. I'd like to find out if anyone else has this problem, what operating system they have, and if they were able to find a solution already.
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Buildings Bases Messed Up
muessiggaenger replied to Metropolpitan's topic in SC4 Bugs & Technical Issues
It sounds like you have the city details turned to low. If you go to the graphics settings (4 icons right of the save icon), and for City Details, turn it onto high. Let it be known, it will cause the game to run slower if it is having trouble running now. I don't know about the mod with the ploppables. -
From what I've experienced, the perfect population is about 700 to 1,000 Sims for every city when you do your farmland. I'm not sure if you want to have a small unincorporated-like city within your farmland, but that's typically what I get the best development from. Too much from that, industrial demands go up.
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I have one trick to keep the massive R$$$ away from the middle-class plots. Since the R$$$ buildings do not build in small plots, I will zone 1x2 neighborhoods in R-1, and then go back and put 1x1 parks every 3 squares, just enough to leave no 3x3 or 3x4 plots of land. It won't keep the land between R$$ and R$ seperate, but it keeps the odd building of the large R$$$ in random places at a minimum.
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