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Everything posted by Architechnid
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Ep. 11 Oil Industry & Elevated train
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
In this longer than normal episode I create my oil industry, create a small mountain neighborhood, and install elevated rail in my commercial district. Oh, and I crash the game! Video entry.-
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Ep. 10 Timelapse of progress
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
So this is a hail Mary: it's 4 episodes in 1 w/ a lot of time lapse to show you what all was done(I forgot to turn off MUTE!) That said, you'll see Agriculture, more residential expansion, Ore Industry(Industries DLC), and some bus route refinement. Also, DIVERGING DIAMOND and the lane connector tutorial! Video Entry.-
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Ep. 09 Bus lines & upgrading commercial
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
I set up leisure area, take steps to upgrade my residential and commercial districts, and implement a bus transportation system. I give some tips on how to upgrade and finish off with a Posh Mall. Video entry.-
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Ep. 08 Major Expansion
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
I do a major expansion of the city commercial, residential, and the first offices. Video entry.-
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Ep. 07 Traffic troubleshooting & City expansion
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
I plan for expanding my city, deal with some more traffic, and upgrade some more residential area. Video Entry. -
Ep. 12 Riverside Expansion
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
I develop the riverside and extend the city to it. This includes adding a train depot, quay along the river, and a park (which will be refined in a couple of episodes). Video entry.-
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Ep. 06 Upgrading zones and forestry industry
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
This episode has me talking to myself, fixing some issues (TRASH), upgrading residential to high density, and starting a forestry industry across the river (Industries DLC). Video Entry.-
- commercial zone
- zone upgrade
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Ep. 05 How NOT to get rid of trash & 1st City Park
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
I finish connecting a pedestrian / bike path up to industry, expand the residential area, and add a city park (Park Life DLC) before burying my citizens in trash Video Entry.-
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Ep. 04 Setting up a timed traffic light
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
I deal with some traffic issues, and set up a pedestrian / bike path on a mountain side. Video entry.-
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Ep. 03 Making a profit
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
I talk about how to make a profit with or without mods, I finish up setting up utilities, putting finer touches on the grid, zoning, and let the simulation run. I also install a nice Pedestrian / Bicycle path to get down from the hilltop. Video entry. -
Ep. 02 Road grid set-up
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
I begin setting up my road grid, talk about road grid hierarchy a bit, and show how I make more realistic interchanges using the Move It!, Fine Road Anarchy, and Fine Road Tool mods, among others. Video entry.-
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Ep. 01 City Start
Architechnid posted a City Journal entry in Let's Play Cities: Skylines Jackson Hole, WY
In this 1st episode I get oriented and start setting up the game, road layouts, and utilities. This series will see me building up my city in more of a simulation than game style, with extensive mod use, including Traffic Manager: President Edition, Move It!, Find It!, among several others. Video entry here.-
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Whelp. We'll be drinkin' a toast to ya tonight here in Texas. Hope they have Linux up there for ya.
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After Dark Expansion released for Cities: Skylines!
Architechnid commented on Cyclone Boom's article in News
Neat! Looking forward to getting some time to check it out.- 9 Comments
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Simpeg Productions - Farewell
Architechnid replied to Pegprod's topic in SimCity 4 General Discussion
There is a library in San Francisco that documents the internet. You may try to see if they can help to recover any unrecoverable pages...https://archive.org/ -
DotCity, a futuristic city builder, minimalist in style, massive in size.
Architechnid commented on nathan@dotcitythegame's article in News
I concur. I don't have issue with a lack of textures per se, but I would suggest that having something about the game that gives different character to different parts of the city should be considered. As a mathematician, it's all about the numbers, but for gamers, it is also about emotions. This should not be forgotten. I like to concept, and it's more like the matrix than a city builder. I'll be interested to follow this game's progress. Good luck!- 4 Comments
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Playing Kerbal Space Program. Really anticipating citybound. Just sold my second flip, too...
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Cities: Skyline is out to satisfy where SimCity couldn't
Architechnid commented on Dirktator's article in News
I wouldn't call a city of 230K "small". In dutch terms, cities above 100K are already called medium sized. Above 300K cities are large. Considering that the Netherlands is the densest populated country in Europe (excluding tiny city states like Monaco), that does put things into perspective. 6x6km may not be a whole lot, but it's at least nine times more than SC2013 has to offer and more than double SimCity 4 has to offer with its largest city tile... Yea, but consider the Houston, TX Metroplex. It stretches over 100 miles from Conroe to Galveston and Katy to Beaumont. It's more like 31,500 square miles. I'm not saying that you must make a game that large (though it be killer if you figured out how) I'm just sayin that 100 square miles seems pretty insignificant in comparison... -
Sold my first flip! One step closer to ruling the world. Mu ha ha aha hkough caugh kako kllaksjd;f
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Hello all. This was the best place I could find to post this. Let me know if it needs to go someplace else. I have started a company that, for the moment, flips houses like you see on American TV. The ultimate goal for this company, however is to develop new master planned communities on the scale of a village or town using principles you would find at Google's new campus, a university campus, or a co-housing group. The intention is to have the money raised and the land chosen and purchased to begin the first development by 2023, likely somewhere here in Texas. The concept came to me because my family, consisting of my wife, my toddler, and myself, found ourselves isolated from family, by a minimum of 520 miles. Because of this, we found it difficult to do everything that we wanted as well as we wanted in the time we had. Between her job, my job, keeping up with a house, and a toddler, there is little time for social life, alone time, or just making a healthy dinner for ourselves. I know that this is not a problem regulated to this city, state, or even continent. I came upon the concept of co-housing, and found it to be a beautifully effective potential solution to this lack of support. Add in my interest in becoming a designer of master planned developments, and I felt I really had something to add to the way development occurred, at least hear in Texas and much of the U.S. Ambitious to be sure, and scary as the leap included my quitting my perfectly wonderful job interning for an architect, destined to one day carry the title myself no longer. Co-Housing is where several people, perhaps as many as a few dozen, live in a sort of co-op where the duties of everyday life are shared, and therefore synergistically lightened. The concept, when explained to the type of person I typically encounter in West Texas, can conjure up negative connotations such as a cult or a hippie commune. While those can be a type of co-housing, I'd argue that it's analogous to how a square is a type of rectangle, but not all rectangles are squares. I for one wouldn't want to live in either of those. My idea is to create a development that revolves around about 6 of these types of co-houses, each with 20 people or less, and each with a common identity / worldview of the inhabitants. It could be that one was Christian, the next areligious, but focused on environmental sustainability, the third based on a common world view on how to raise children, and so on. While each Co-house could have a different identity from the next, there would need to be common values within the town regarding inclusiveness, an abundance mentality, and a focus on interdependence over independence, let alone dependence. Each family or individual could have their own plot of land and dwelling, but their would be a common building that housed places for cooking, eating, playing / relaxing, and if appropriate for the co-house, a chapel or temple for worship. These 6 or so co-house communities would all surround the town center, which would be the hub for the entire town (as the name makes obvious, lol). The town would also have more traditional type housing, though still different from the norm in Texas in that the entire town would revolve around pedestrian / cycling centered transportation. This would be another paradigm shift, specifically here in Texas. The idea would be that, if you so chose, you could literally eat, sleep, work, play, and interact without having to get into a personal car, either by proximity to the amenity, or a high quality public transport that would actually be preferable by even the wealthiest of residents. If you so chose, however, you could also hop in your car, and drive on to the next town or where-ever. The government of the town would oversee things like park maintenance and public transportation, however, not actually provide those services. Instead, non-profits and companies where appropriate would run those things, and be as loosely regulated as possible. The transport, in addition, should be freely available to residents, and cost effective for visitors, and therefore should rely on low infrastructure. Instead of trains, have something along the lines of Bus Rapid Transit, Personal Rapid Transit, or some other option similar to this. The general shape of the development would be roughly linear, though the spline could be curved or squiggly. This might look like an I, L, S, or U. An efficient transport system that would only need two lines, one in each direction could then service the entire town. One other key ingredient that I've yet to fully figure out how to implement is ensuring that a good cross-section of the region the town is in is represented within the town. Communities tend to thrive more when there is a good mix of income levels all within a single neighborhood. If low income residents can't afford to live there, the detriment would be both to that class, and the rest of the residents as well. So, that's my dream. It's not written in stone or fully though out, but the whole purpose of posting here is to get an idea of how well it would be received, and get ideas on how well it could work. I can't wait to get some great feedback.
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Ok, fair enough. What should those rules be? How should one come up with the rules, as I would anticipate each unit to have different rules based on the commonality that is shared? How large should it be? In the hyper individualistic society of western society, let alone the U.S., let alone Texas, how would one make it appropriately inviting. If it is dissolved so easily, what is to become of the buildings that the cohousing unit inhabited?
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Interesting discussion. I would tend to agree: this is but one of many potential solutions to the problem. The one thing I do see is that all in this forum see the problem for what it is. While clearly there is disagreement on whether you would partake in these groups, does anyone have an opinion of whether they should exist at all? If you were setting one up, how would you set it up?
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SimCity Developer Working on New AAA Game: “Critical” for Maxis’ Growth
Architechnid commented on Haljackey's article in News
Excited? No. Cautiously optimistic? Yes. There is new leadership at EA, and they have a good probablility of learning from past mistakes. It's just a matter of follow through. They have to hit this one out of the park, just to get back on many peoples' radar again. -
What's the difference between community desing and urban design? Um, not a whole lot. Urban design is a part of community design, where community design includes urban design plus things like where do resources come from, how do people deal with crime, time based tolls. In SimCity games, this is mostly dealt with with budgeting. Anywho, I was talking about both-and, vs. either-or.
