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Agricola Avicula

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About Agricola Avicula

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  1. Medieval R

    Hi there, It's been a while, and I spent most time laying out more roads, railroads and canals. But I also have been downloading a lot of custom content that I would need when I would finally start building. Thanks go to all the BAT'ers for making their amazing pieces of art available! Now, with around 75% of the transportation networks done, I decided that it was time for some development in the city. Perhaps surprisingly, I selected a city tile that did not yet have the roads laid out as the place where the first constructions would arise. This is the town of Rápon, now a suburb of Jelnur, shown at the lower left of the map below: Because Rápon features a medieval castle, I was wondering what it would look like in the Middle Ages. Here's where my inspiration got me: Méronlinná Castle was built in the 12th century by the Lords of Méron, vassals to the Duke of Waarsat. A new day breaks at the castle. The Lord's servants, living in barracks near the castle, wake up early to start their jobs. The gardeners start working in the garden. Walking down the road that gives entrance to the castle (the only one that is paved in this area), the lord of Méron is impressed by the smartness of his people, having invented trucks and water sprinklers while he was sleeping. The lord is on his way to greet the farmers in the village..., and to claim half of their crop yield in exchange for his protection against the barbarians. One of the farmers just sold the blueprints of his newest invention, the tractor, to his neighbor for a bunch of young poplar trees. Happy to see that all is well, the lord of Méron goes home after another long day. He is so tired that he even forgets to switch off the electric lights. Good night!
  2. Still laying out roads...

    @eufl: yes, that will be a problem, and I know it does not look very nice aside from in transport view. My current goal is to get the transport network as accurate as possible, but by the time I will start zoning I will have to make some concessions to that for the sake of aesthetics. So that means straightening some nasty curves. I know this is not the fastest way to get to a nice city, but hey, where would the world be without perfectionists? @Schulmanator, @supercity124: thanks for your support! It really helps me to keep this project going in its dullest stage.
  3. Still laying out roads...

    I don't know whom I'm updating this for, but since I've got over half of the transportation network done, here's a picture of the current state of Jelnur: With city names: It's a lot of work, and I don't expect to finish the transportation network within the next few months. But maybe I will start building a bit sooner. Haven't quite figured out yet how to go about recreating the different parts of Jelnur, though. Should I start with the medieval city center or with a low wealth suburb? Should I do a lot of plopping, or work with some kind of building control? How can I make sure that all cities have access to utilities and civil services? So, lots of stuff to think about.
  4. A small (but large) update

    Especially for that one person that is interested in this CJ, here's a small update. I'm still laying out the transport network, so there is not a lot to show, but this is the progress I have made in the last 2 months. Now I've got about 1/3 of the roads, railroads and canals done. Transport view (still not figured out how to make the RHW visible): Some closeups: Intersection of the S26/N26 (East-West, from Jelnur East to Zoorá) and the S102 (North-South, from Heíjníc to Flatdal and Åmotsdal) Western ring road (N25) near Svartdal; Åmotsdal-Svartdal railway. Northern ring road (N25) and Svartdal-Heíjníc railway. On the right: the site where modern government buildings will arise. Qryniñsdáløn: Qryniñ street and canals.
  5. A recreation

    In this CJ, I will try to recreate Jelnur in SimCity as accurately as possible. I got my inspiration for this project from the astonishing recreations of Edmonton and New York, here on the board. As with these two, this will be a long-term project, probably taking several years. I've got a detailed city map drawn on paper that I will use as a guide. It looks like this (but coloured): I started some three months ago by determining a plausible scale. The scale of the map is 1:15,000, which means that a millimeter on the map will be 15 meters in real life. Since in SimCity every tile is about 15x15 meters, this would mean that every square millimeter on my map would be one tile in the game. However, after some playing around with the scale, I decided to diverge a little from the game's scaling, making every tile 1.2x1.2 mm on the map. As a next step, I scanned the whole map to my pc, and laid a grid over it with squares of 1.2x1.2 mm using Photoshop. I also made a larger grid of 64x64 squares, indicating the size of a small city tile in the game. Next, I printed the map with the grid in segments, so I had a tangible map in which every small square corresponded to a tile, and every large square to a small 64x64 city tile. This is a useful tool to determine what goes where when working on the city in the game. Then I made a greyscale map of the city, indicating the shore line and elevations in the terrain. I imported this greyscale map in SC4Terraformer to make some final refinements before uploading it to the game. Eventually I ended up with this region: Now I could start laying out the transport network. This is what I've been doing for the last two months. This is what I have so far: Transport view: As you can see, I used the RHW instead of Maxis highways, which does not show up in transport view. I tried to use the DrawPaths cheat from Buggi's Extra Cheats, but I cannot get it to work. Could anyone help me with that?
  6. Introduction

    Jelnur (Jelnyr in Surnichian spelling) is the capital of the Republic of Surnichia, one of the Scandinavian countries. It was founded in 1180, when a church was erected at the left bank of the river Spyyr in the honour of King Olav. In the 13th century, a Germanic people from northern Scandinavia settled around Jelnur and made the town into a flourishing trading city, with connections to the Hanseatic cities. However, it was not until 1836 that Jelnur became the official capital of Surnichia, and with that the political, economic and cultural center of the country. Today Jelnur has about 1.6 million inhabitants, and is one of the world's greenest cities, litterally because it has numerous parks and is surrounded by large forests, and because of its progressive environmental policies. Here is a city map of Jelnur:
  7. elegant diagonal rail underpass?

    I already used the hole digger lots, but I agree the terrain could be done better. I tried to find the diagonal on-slope pieces, but they're not there. The home/end keys only give the orthogonal pieces.
  8. I've got this: Any suggestions on how to make it look better (i.e. less bumpy)?
  9. Phantom Funding Sliders Bug question

    As I said, bulldozing the University of Shmails and removing the plugin does not work, because there will still remain a funding slider called Error: No Name, which directs to the place where the university once stood. Putting the University of Shmails back in afterwards results in the appearance of two different University of Shmails sliders that both direct to the same building.
  10. Phantom Funding Sliders Bug question

    Yes, it is an adaptation of the Maxis university, but it is smaller and it acts as a police station. So in the fundings menu it affects the sliders of all other police stations. But I don't think it directly affects the lots, only the fundings, right? Or should I remove all police stations in the city?
  11. Hi, I think I'm experiencing the Phantom Funding Sliders Bug. I have read the solution given by RippleJet in one of the threads here on the forum, but it doesn't work for me. Quote RippleJet: The only way to remedy the bug is to first bulldoze all civic buildings with modded funding you may have built after you installed the mod. Note! Do not bulldoze any civic building you have built before installing the mod. That would only make it more impossible to correct the situation. Then save and exit and physically remove (from your plugins folder) the mod that changes the funding for those civic buildings. After this you should be able to restart your game with stable fundings. If that is the case, Congratulations! If not, oh dear... Here's what happened, probably: I downloaded the University of Shmails, changed some of its properties with LEProp, but apparently forgot to bulldoze the building in the game (though I can't remember). After having experienced those funding sliders going crazy, I bulldozed the lot and removed the file from my plugins folder. But when I got back to the game, a slider called Error: No Name was still there, and it kept on affecting other buildings' funding. Have I screwed up, or is there still something I can do?
  12. after installing NAM update+latest RHW update

    Thanks! I hadn't seen the new NAM update yet. I'm going to check it out.
  13. after installing NAM update+latest RHW update

    I have the exact same problem. Anyone figured out already what is going on?
  14. R$$$ and C$$$ problem

    Thanks for your comments, xxbydesign and bluemoose. Things are going a bit better now, although I didn't change much. So maybe I am just a little impatient Still, I'm not completely satisfied. For example, I have one temporal R$ area and two temporal C/I areas to provide enough jobs. But together they take up more than twice the surface of the actual city! And they're still complaining about lack of offices. And in the city itself, it's very hard to get the commercial buildings I want. But first I think you need to know something about what I'm trying to make. I've got this street map of a fictional city drawn on sheets of paper, and I'm trying to implement this in simcity. So almost everything is fixed, I only need to copy it into the game. It's a historic European city, slightly inspired by Prague and I reserved a whole region for it. I am now working on the first city tile, which is almost entirely going to be taken up by the (historic) city center. Because of this, chances are high that I'm not going to want ANY R$ or C$, nor any industries in this city tile. They will arise mostly at the outer parts of the city. I wonder if this is going to work in the game. And now a screenshot, as you requested: As you can see, I wanted to make a block of Dutch style housing, but those tiny low wealth homes (red circles) kept popping up. In the end I managed to get rid of them, but it took me about 50 sim years. In the green circle is a C$$ building that I find very ugly, but which keeps on bothering me. Finally, here is the demands overview as it was this morning: EDIT: If you need more pics, just ask!
  15. R$$$ and C$$$ problem

    Hi, I might need some help with the wealthier residential and commercial buildings in my city. The problem is that it takes a very long time for these constructions to grow, if they grow at all, although I think all requirements have been met. Land values are high and landmarks, parks, trees are all present. I have more than enough health care and education facilities with good covering. There is almost no pollution and desirability rates are high. I assume my high tech industry areas provide enough jobs for the better educated sim. Nevertheless, when I zone a residential or commercial area for the rich, low and medium wealth houses, stores and appartments keep growing in these areas. Only when I'm lucky a wealthier building may pop up once in a while. But after some time a lot of the residential buildings get a no job zot and are abandoned. This also happens to some high-wealth commercial buildings, caused by 'lack of demand'. Another thing is that in some areas of the city health is bad (red in the overview map), although individual building's query menus report high health care. This occurs primarily in the younger aged population, no matter how many hospitals and clinics I build and how high health funds are. Can somebody help me out? I already tried playing with the taxes, but as I said, demands seem okay. I also built a big (temporal) residential area for the poor near the industrial area, but that doesn't seem to help either. Thanks!
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