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Dragonxander last won the day on
July 17

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About Dragonxander

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    Foot Soldier

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  • Interests
    Civil engineering, Puerto Rico history, world history, nature, politics, urban planning, architecture, furry fandom
  • City-building game(s)
    SimCity 4

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  1. Real City Recreations

    Do you use real world maps at full scale? There's plenty of those here and in SimCity 4 Devotion. In some cases, there are cities with grid street networks in the city center area and there's maps that are tilted to match the city's grid with the game's construction grid. The most popular such instance is that of New York. Also make sure to get water, terrain and flora mods to match the climate of the real world city's location, that can add a lot of character beyond the building and landmark choice.
  2. NAM: Requests - 2nd Edition

    Are there any plans to expand the Monorail/High Speed Rail/Bullet Train network? I'm thinking of these features: * Fractional angle (pieces or draggable) * L1 height * Flex curves with surface road networks (street, road, one-way, avenue) * Enabling diagonal bridges I've finally started using both the High Speed Rail and the Bullet Train mods and soon found out that it currently has lower versatility relative to the more developed elevated rail and conventional rail systems.
  3. Other places can have what's called an exurban area. Normally, residential settlement is sparse, with land lots much bigger than those found in suburban areas, the additional gaps between these small buildings are filled with a mix of forest, pasture or agriculture. Other layouts include dispersed housing where the soil and water conditions allowed for farmers to work independently. Other places might have clustering of population into small villages, usually around water sources, rural road intersections or in pockets of non flooding land. In exurban or rural/urban fringe areas with low agriculture, the development follows a pattern called "ribbon development": buildings are always placed fronting a local road or otherwise a short distance from it (maybe a few blocks at most), exemplifying an example of induced demand in which added road infrastructure stimulates urban development where it's not necessarily intended. Here are some examples from Puerto Rico: Lajas valley, a semiarid area in which agriculture happens thanks to an irrigation canal system. Houses concentrate in village-like communities near road intersections. https://www.google.com/maps/@18.00558,-67.06862,4448m/data=!3m1!1e3 Outskirts of Aguadilla, Moca and Isabela, northwestern Puerto Rico. Here there's a mix of dispersed houses, pastures, cropland, isolated industrial facilities and quarries. https://www.google.com/maps?ll=18.45793,-67.05651&z=14&t=h Garrochales, an exurban village between the municipalities of Arecibo and Barceloneta. Here the local roads and the less favorable terrain (wetland to the north and limestone hills to the south) have promoted a ribbon development pattern along highway PR-682. https://www.google.com/maps?ll=18.45793,-67.05651&z=14&t=h Buena Vista ward in Bayamón. This hilly area in the outskirts of the San Juan metropolitan area has a mixture of dispersed settlement intermixed with forests. Some notable land uses in the vicinity include the La Plata reservoir, the Forest Park and the encroachment of big box retail and fancy suburbs chasing cheap land. https://www.google.com/maps/@18.33324,-66.19218,4439m/data=!3m1!1e3
  4. Show Us Your Interchanges - The Sequel

    Seems there's a little fad that's going on!! Is this one more of a windmill or a whirlpool/turbine/typhoon/hurricane interchange? Prototype, discarded: First successful attemp!! Almost perfectly symmetric, too! Zoom-in of the successful attempt's central portion. Zoom-in to an L1 outer ramp. Zoom-in to an L2 outer ramp.
  5. Show us your most scenic highways

    Time to get the dust off this one! Bringing today some scenic road views along Sinnoh! Route 203 at the Oreburgh Gate, with parallel railway and freeway! Waterfalls along Route 206, little treasures hidden away from the cyclists along the main path. Marina at Pastoria Bay, a nice scenic loop around the marina: Route 214 along Sendoff Spring! Spring Path and Sendoff Spring proper! Route 222 coastal drive, on the way to Sunyshore (still in progress)! Vista Lighthouse! The shining beacon that guides sailing in and out of Sunyshore! Route 225 Scenic Viewpoint, between the Fight Area and Survival Area! Treacherous canyon named Iron Gorge, towards the south of the Lucario Kingdom!
  6. Show Us Your Interchanges - The Sequel

    In the USA these tend to be called right-in, right-out interchanges, useful to provide access to parallel roads in urban and suburban areas when there are nearby options for u-turns at existing major interchanges. Now, what I like best if your current set-up is the use of sound walls and a wide clear zone lined with trees (the trees alone would provide an excellent level of noise abatement, actually). In the meantime... More Sinnoh Region interchanges!! Two partial cloverleafs in western Veilstone, with both making selective use of roundabouts to reduce the amount of intersections in downtown. The one on the right has its shape due to the competition for space with the railway. Three-way stack interchange (or directional Y interchange) between Routes 213, 214 and 222, linking Pastoria, Veilstone and Sunyshore. Detailed view below: Partial cloverleaf in Route 211, this one could use some auxiliary lanes for improved looks and functionality. Roundabout diamond interchange in Route 214, made to look neat with wide radius curves. The predominance of agricultural and natural lands in this part of the region prompted highway engineers to design the freeway as a rural expressway (not quite a super-two, that one needs a median).
  7. Dragonxander's Earthworks Tutorials

    Second entry now available! Decided to change it to a video slideshow format because my image hosting website was not cooperating. Let me know if you guys like this way of showing content better!
  8. Welcome everyone! Today I want to present the second entry of my earthworks tutorial series! Today we're covering the basics of building a main, two-lane road into a town across rolling/undulating terrain! I would appreciate if forum members could give me some feedback on the tutorial entry's format. This time I'm posting a slideshow video, as it was easier to make than wrestling image hosting sites with a huge upload that was gonna have about 70 screenshots. For general discussions and polls on this tutorial series, visit: Mods featured: * Network Addon Mod 36: * BRF Tunnel and Slope Mod: * CPT Meadowshire Terrain Mod: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=58 * CPT Meadowshire Coast Tree Mod: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=60 * B98 Beach Extend Mod: * RVT Coast Mod 2009:
  9. City Building Preferences

    Normally I work a region with diverse geography and thus diverse cities. Some areas are predominantly agricultural, others are suburbs, historic towns, medium cities, large cities, archaeological sites, natural landscapes and so on. I aim for an aesthetically pleasing and mostly realistic type of landscape, heavily influenced by locations I've visited and/or lived at. Normally, however, my emphasis tends to be on the infrastructure.
  10. Dragonxander's Earthworks Tutorials

    Screenshots for all the Earthworks Fundamentals tutorials are available. I expect to post the remaining three tutorials by Wednesday at latest!
  11. This is the finished look of the orthogonal-diagonal corner in cut slopes. After this step, I looked at the preliminary progress and didn't feel satisfied with it, the shape of the flattened terrain was still awkward to build comfortably, so I decided to flatten some more portions of the adjacent rolling terrain to get a more functional space: This includes undoing some later progress with the diagonal sloping. And of course also the completion of the canals, starting with a cut slope: And finishing with more flat area beyond this newly formed slope: As with any construction, once everything is inspected and certified as being built according to plans (or plans combined with change orders), we now de-mobilize! This means bulldozing our mess of road and street stubs. But now that we have this fancy little terrain, how do we reach it? Some might be okay with rowing upstream or downstream along the river, others would be adventurous enough to wander through the rugged terrain, but I think most of us would rather like an overland transportation facility that is safe and convenient. Fortunately for us, the neighboring city district decided that they wanted to reach this area, so they formed a neighbor connection, blessed with the Holiest of Yellow Arrows, to reach their new neighbors. But alas! That neighbor connection is located at 272.0 m above SimCity level! And our terrain stands at 260.8 m above SimCity level!! Which means you should all stay tuned for Part 2 of the Earthworks Fundamentals tutorial, building a Main Local road! And here's a sneak peek of what the second tutorial will result in:
  12. We now form a second trench, this time diagonally. We now go to the northwest side of the flattened terrain for the town. Here we define a flat base line with road squares along a diagonal stretch, followed with a series of diagonal roads dragged against the baseline of squares. After some additional work on the slopes, we just completed the fill portion of the town’s terrain levelling. On to the cut section!! At the cut section we start work on the uphill slopes. We first go for an area in which the slope is likely to be taller. Here we drag and form more road stubs until reaching a location at which the rising slope requires fill, rather than cut. Once again we summon our little hero, the Street tool. Any tiny bits that would not be addressed adequately by the road are taken care of with this one. If we want to use the Street stubs in the next stretch, we must first drag another road (or even a street) to intersect with them all. Otherwise the road will extend into the street and enforce a flatter slope. Then, of course, we also flatten this slope with the road, to keep consistent with the one established before. We now shift our attention to the first diagonal cut slope. We’ll apply similar methods to those used for the diagonal fill slopes. After dragging enough stubs to form the bulk of this slope, we direct our attention to the corner. Here we start off the rounding by adding a few more stubs offset just one square from the adjacent orthogonal slope. Then we erase these stubs to then level off the other side of the corner with a few more orthogonal stubs.
  13. Now we drag a street stub that starts in the horizontal area and ends on the first tile of the slope. The result is we added that single sloped square next to the corner. This completes the first inner corner rounding. With this street stub we just completed the rounding of this inner diagonal-orthogonal corner! We can now proceed with the next stretch of orthogonal slope. Continue sloping this corner until reaching the three road squares at the end of the trench. We then enlarge the trench so its bottom is five squares wide. This would be useful for those who might want to use ploppable water or terraform a small creek that was channelized just south of the historic city center. We do the same to enlarge the trench two tiles towards the high terrain. This is needed to finish off the headwaters end of the trench. Then bulldoze the roads built for this leveling. We're building another slope and demonstrate inner orthogonal-orthogonal corners. We now place more road squares, just beyond the area dug out for the trench. This will define the upper edge of the trench’s walls. We also build the slopes corresponding to the trench. Notice how the cornering of the road squares for the trench’s edge were extended to prepare the other longitudinal wall. We now erase a few tiles of the corner area as we prepare to round this orthogonal-orthogonal corner. We go back to the street building tool, dragging two stubs to finish rounding off this corner.
  14. We repeat the operation a few more times until we complete the diagonal edge. Now we do the next orthogonal edge like we did before. Here, we now place these stubs next to each other, fixing the slope into position before we round up the corner between the diagonal and orthogonal edges. Demolish only the road stub closest to the corner. Now we drag another diagonal road stub to finish the slope-forming of the diagonal edge. We then demolish that last stub and re-trace the stub from the orthogonal side of the corner. After this, we continue forming the slope of the orthogonal edge. It seems repetitive, but this ensures the proper edge shape without having unnecessary protruding or depressed bits at this outer corner. We extend the second orthogonal slope that we started until either reaching a corner or until terrain conditions get in the way of this slope. As you can notice, the terrain gains elevation towards this area, so we then dig a trench based on the elevation of the floodplain. We follow up by removing some of the road squares closest to the next slope portion to then form the next diagonal edge’s slope. Then we form the next diagonal slope with the corresponding outer orthogonal-diagonal corner rounding: But now we have an inner corner! Wait, we can do that one too! Then we move on to the next orthogonal edge, erasing some of the roads built to flatten the trench. Notice how I erased one of the road squares next to the corner. This will help us round out these tight nooks and crannies. For this next leveling, we won’t use the road construction tool, but rather the one for streets. With the BRF Tunnel and Slope mod, roads differ from all the other land transportation networks because they support vertical curves. Streets and all the other networks, at least in the original mod, do not, meaning these can be dragged to form a sharp edge between flat and sloping terrain.
  15. Dragonxander's Earthworks Tutorials

    First thread posted and linked in the index!