-
Content Count
23 -
Joined
-
Last Visited
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Culinia
-
Autoprica From cimpedia, the “cost-loss” encyclopedia (Redirected from Autoprico) “Autoprica” may refer to: Fairview, Victoria Hills, CimNation, the city most commonly referred to as “autoprica” Fairview is often referred to as 'Autoprica' both because of its dependence on ore manufacturing for cars and more literally because Fairview was one of the first Tropical cities to adopt automobiles. Fairview is a large town, borough and unitary authority area of Victoria Hills, CimNation, 45 miles (72 km) south-west of CimCity. Fairview was formally designated on 11 March 2015 as a new town with the intention to become a "city" in scale. At designation its initial 14 sq. mi. (36km²) incorporated the area of Fairview (now East Fairview) Mulberry, Myrtle (now Mertel Green) and surrounding villages, farmlands and forests have now expanded over 60 sq. mi. (approx 100 km²) In the 2071 census the population of Fairview urban area was 187,191. Almost all the approx 103,000 population increase since 2045 has arisen in the wider urban area to the new urban development, New Fairview and the regeneration projects on brownfield former industrial estates. Redeveloped industrial district. The statue to the workers of industry has been kept as a historic monument to the former industrial district. History In the 2000s the Cimish government decided that a further generation of new towns was required to relieve housing crisis in the capital. In the 2010s the government identified Victoria Hills as a possible site for a large town. The name "Fairview" was taken from the planner and initial architect Dwight Walker as he stood by the lake finding a suitable place. Admiring the view he was thought have exclaimed to his colleagues "here would be a fair view for a city". The tree of life: This tree by the lake is where Dwight Walker was thought to decide the location of a new town. Transportation Fairview has an extensive and well developed road network, owing partly to its status as a new town. Since the 2060s, the city has seen considerable expansion and its various suburbs are linked by a system of parkways. Hemlock Docks to Wood Green Parkway Despite its large-scale growth, Fairview has the fastest peak and off-peak travel times for a city of its size in CimNation, mainly attributed to the construction of parkways. Palmovia Highway relief segment utilizes collector/distributer system. Palmovia Highway follows the path of the historic “Highway to the Sun” from CimCity, through Fairview (Junction 20) continuing west a further 60 miles (96km) Palmovia Highway glides off in the distance in the direction of “The Keys” J20 shown above. The new Fairview Industrial Estate is shown on the lower right, Downtown to the left and the Palmovia Highway in the centre. Top right is the Wood Green to New Fairview Parkway, a very controversial construction at the time. Fairview is situated 45 miles south west of the centre of CimCity, giving it excellent links with the city and other parts of the country via the extensive motorway network. Fairview is home to Fairview Airport one of the major feeder airports for Fairview and the south west. Fairview is also served by a large taxi network. As a Unitary Authority, Fairview Council is responsible for the local highways. Expansion In 2055 Deputy Minister Lawrence Bell announced the government’s plan to double the population of Fairview by 2070. He appointed architect John Baker head of the Fairview Development Corporation. Fairview Development Corporation planned the New Fairview major road layout according to street hierarchy principles, using a roundabout grid pattern rather than the more conventional block grid pattern. The grid can be seen clearly in this aerial photograph. Note the greenbelt land to the north of this picture, called ‘Evergreen Park’. Protest Campaign in Wood Green Posters such as the ones above were extensively used by protesters The Wood Green Parkway upgrade completion protest was an anti-road protest in Wood Green, Fairview, CimNation, in the early to mid-2080s opposed the upgrading of the grade separated“missing link” which was part of a road scheme to upgrade the route between Wood Green and New Fairview into an integrated city-wide, grade-separated Parkway network. By 2085, compulsory purchase orders of property along the route were undertaken. Contractors were pulled in to carry out demolition works and upgrade the existing road to motorway standard and integrate the route into the Parkway network. An historical image is shown above of the pre-upgraded Wood Green to New Fairview Parkway. Consequences of the Protest Campaign The Wood Green Parkway upgrade completion protest was unsuccessful in its aim to stop the upgrading of the parkway. Historical photograph of Wood Green: almost all of the forest has now been developed. However, aftermath ensued proposals for the upgrade completion for the Fairview (East Fairview) to Wood Green Parkway were cancelled in 2089 following a review of the Parkway road programme. It is widely thought the cost of the upgrade tripled due to the intervention of protesters. Centre, incomplete grade separated East Fairview to Wood Green Parkway. The Parkway ends abruptly in the historic centre of Fairview. Instead the district relies on one-way systems. West Fairview is shown closest to the reservoir, and East Fairview shown in the distance to the reservoir, lacks any meaningful Parkways largely due to the anti-road protests.
-
Autoprica may refer to: Fairview
Culinia replied to Culinia's topic in Cities: Skylines City Journals
I would just like to say thank you to all replies which have motivated me to do another update -- I have modified my first post which serves as an update. Also thank you to the other city journals out there which I have enjoyed reading and has been the inspiration for me to start my own to share with others - perhaps I should leave comments on other people to keep them going also! -
System Specs SC2K13 (connection speed)
Culinia replied to chimeran's topic in SimCity (2013) General Discussion
Bored so I doing some open calculations.. edit: maths fail ill do this again when i get home (working night shift lol) -
what is EA's standard number of people on a server before they close it, could this happen to simcity
Culinia replied to kwetzel345's topic in SimCity (2013) General Discussion
I remember when I had pre-installed BF3 on Origin...activation went fine and logging in went fine but it was very hard to find a game since there were simply too many players than servers. The first night (2am I think it opened UK time) I could not join a game, having waiting all night to play this was disappointed. The next day was hard even if I found a game after 20 mins of refreshing and waiting around after a few games you were either in luck - you could play non-stop for about 2 hours without it crashing - or out of luck as after a game ended you could not re-connect and had to refresh/wait to join another game/server. Massive pain but with SC'13 I will not be affected because firstly I will not pay anything more than £24.99 (standard price of a new game) or certainly more than £29.99 (in special cases i.e. games I want-to-play-now such as BF3). Bearing in mind current prices are £44.99/£64.99 pre-order. Although these days I find myself having more games to play so it does not make economic sense to buy now since I can wait for the sales (if I use steam I normally get a -75%/£3.74 bargain, last one I got Fallout 3:GOTY and retail I got Black Ops for £9.99, expensive but cheap for the CoD brand). Anyway, moaning aside my experience in conclusion when Battlefield 3 was released activating and logging in Origin was a positive one. However, multi-player was a nuisance In relation to SimCity for those that get it on the day it should be no problem to install and play at least the single-player element in the game theoretically. Although on the other hand one would assume that subscribers to Origin have increased since the release of BF3 and hopefully the infrastructure have expanded to the anticipated (well they must be expecting a big hit, charging stupid prices like that) to cope with the demand... obviously needless to say YMMV. -
Pre-set unalterable highways?
Culinia replied to Screwballl's topic in SimCity (2013) General Discussion
To me it looks like it works like this. You select a place next to a highway, or more precisely a spur road and create your (medium-sized) city from there, as the video said "from the outside world". I don't know why they have done it like this, seems pretty basic to me. I think it would have been better to form a proper evolution of (at least most British) cities in the following way: the SC region starts with a single carriageway roads and cities will be able to form along it starting to form small communities (or villages) on the main road. In time as congestion increases and as demand arises for the need bypasses (roads going around the city avoiding the 'busy middle') usually at-grade interchanges (roundabouts) need to be built. This poses an interesting choice since now what? Does the player continue to build frontage properties along the bypass or does it intend to (at slower economic growth) 'reserve' the road for proper grade separated junctions in the future (i.e. a high quality dual carriageway). Obviously there would be more stages of the road needing to be upgraded to dual-carriageway standard (D2) before the grade-separation happens. Meanwhile, I don't like how what looks to be like medium density just happened on that gameplay demo in that SMALL windmill city. Then of course with more economic growth and higher density buildings 'upgrading' the need for a bigger road will be required...essentially a limited access road (motorway, highway etc.). This could form as 'regional projects' where funding have to come from 2 or more Mayors which have to agree to do it (thinking that SC wants to be Multiplayer now) depending on where demand needs it players could 'ghost' place/sketch the highway i.e. where they want it/placement like Maxis highway in SC4 but before it is there to be used it has to be approved/fund allocated by the parties involved i.e. when two Mayors agree to build and see each others plans by visiting their cities and agree on funding etc etc. The highways once agreed with are not allowed to be expanded WITHIN the city limits. ONLY "SPUR ROADS" like the existing set-up are allowed to be built. Then further allowing the player to build if they wish a 'mini highway network' AKA grade separated junctions (e.g. high quality dual carriageways - the ones without hard shoulders in UK and i.e. without roundabouts in between). In the event of the motorway expansion i.e. north or south for another mayor/city then yourself or the mayor who possess the motorway must make agreements with the city south who wants to extend the motorway from your town to his/her and further co-operation i.e. drafting/visiting/approving of proposed motorway will be required like when you first constructed it. -
Are the roads in 'Downtown' grade separated or at least partially along the main carriageway? I can't make it our clearly from the images.
-
First major city 'recreation' help, hints, tips, check through
Culinia posted a topic in SimCity 4 General Discussion
Introduction I have been playing Simcity on & off these past years (mostly off, unfortunately) however with Cities XL and the highways mod has renewed my interest in playing Simcity simply because there is the potential to build bigger and longer highways! However there are some questions I have which I want to find out information to make my experience better e.g. by avoiding mistakes. Aim My goal is to recreate the city of Milton Keynes (Buckinghamshire, United Kingdom) and surrounding areas (Olney, Lavendon, Northampton suburbs amongst others) by as close as possible. However, as a former commuter to Milton Keynes and aspired resident of MK, I feel it is necessary for some highway improvements which I wish to implement in-game!! Once MK has developed to it's modern day size, I intend to document it (CJ) and possibly sometime probably in the distant future to extend it. This is more of a test-case scenario or practice run because my dream or long-term goal would be to recreate the whole of London (one day maybe!). Confirmation - Scaling I want to confirm some detals regarding scaling of Simcity since this will make map work much easier to decipher. Please correct me if I am wrong: 1 tile or square = 16 x 16 metres 1 small city = 64 x 64 tiles or 64 x 16 = 1,024 square metres medium city = 128 x 128 tiles (128 x 16 = 2,048 square metres) large city = 256 x 256 (256 x 16 = 4,096 sqm) Transportation Mods - NAM, SAM, RHW - any thing else? Apart from the essential road network mods (NAM, SAM, RHW), is there any other mods you guys can recommend for me to consider? Milton Keynes does have a railway (although not sophisticated since it is one line) which I intend to create, so is there any (overground) railway mod to consider? Other mod recommendations/packs Does any one have any recommendations for - UK/European-style roads - Suburban housing Difficulty Level Which difficulty level do you think I should start at? What difficulty level do you guys start at for recreations? Any other hints/tips? Thanks!! -
First major city 'recreation' help, hints, tips, check through
Culinia replied to Culinia's topic in SimCity 4 General Discussion
Hi yes I have already changed the files/edited the registry to make it LHD. That is why I was wondering if I did anything wrong to cause all these commute time;long and unemployed houses... Perhaps tomorrow when I have more time I will install the disc version which I also have (but I bought it on Steam because of the no disc oh well) and hopefully will solve my problems to have it LHD. -
First major city 'recreation' help, hints, tips, check through
Culinia replied to Culinia's topic in SimCity 4 General Discussion
Hmm... in that case I have been still trying to work out what is wrong with my installation. Having massive umemployment rates even though there are more jobs than residents. Do you guys think it's because I have the Steam version conflicting with the NAM/other addons? -
First major city 'recreation' help, hints, tips, check through
Culinia replied to Culinia's topic in SimCity 4 General Discussion
Thanks for the replies guys. As far as I know I have selected the correct LHD set-up files (for driving on the left hand side) for the plugins I have installed. However, having said that on one of the junctions on the traffic query tool it doesn't seem right. Namely when I query the westbound carriage it shows the eastbound traffic going the other way... I therefore am including some screenshots to see if you experts can see whether or not I have done the junctions incorrectly. Here is the junction: As you can see I have selected the eastbound carriageway however the westbound traffic shows up? This is querying the eastbound traffic...seems correct as far as I can tell: General test city overview As you can see my attempts of alleviating unemployment in the residential areas by the inclusion of a spur road to the west of the city and one way roads but there are many houses unemployed. Junction in question: -
First major city 'recreation' help, hints, tips, check through
Culinia replied to Culinia's topic in SimCity 4 General Discussion
My test city is having massive problems - people are abandoning their houses due to 'commute times' of 0.4 (according to the chart, whatever the hell that means) despite the traffic map showing green lines everywhere. Do not understand, maybe I have installed the NAM wrong or something? -
UK Pre-order Offer on Origin!
Culinia replied to RyanMorgan95's topic in SimCity (2013) General Discussion
It's because they want you to use them on 5 separate transactions. With the already inflated price on origin the illusion that you will be saving £40 compared to retail outlets is atrocious, at least on new game prices. Fair enough for people are happy to purchase games on Origin _anyway_ i.e. regardless of this voucher then it is a good deal otherwise bad. Edit to illustrate my point further: Origin store: So £29.99 - 1 x £10 Origin voucher = £19.99 Amazon retail disc: As you can see, buying with Amazon will actually save you £0.85 compared to the vouchers. -
I have a suggestion if you want to play SC4 smoothly: do not upgrade (assuming you want to upgrade your graphics card) to either GTX600-series or any ATI radeon cards with "boost function" - this is because with older games like this the graphics processor does not operate at full capacity resulting in jerky gameplay when you move around the game when it demands it i.e. the game is slow until it gets up to (clock) speed, during that moment it is slow/jerky and then if you stop moving around the clockspeed goes down and then the same cycle continues. Don't know if this will be fixed at later date due to new drivers etc. but this is what happens on my GTX670 since I got it when it came out, not game-breaking but annoying.
-
First major city 'recreation' help, hints, tips, check through
Culinia replied to Culinia's topic in SimCity 4 General Discussion
Thanks for the tip. My whole one square region went to a standstil (wrong-way one-way roads for RHW) so goodness knows what would have happened if that was the real thing!!! Will upload some pictures later of my test first interchange - I made a standard flexible interchange (I think it's called) i.e. dual carriageway (avenue) underpass and I used RHM 5 on/off ramps connecting to the above roundabout for left/right turn. This is good because there are roundabouts at least every 1km in Milton Keynes but no fancy underpasses which are imo much needed especially for a west-east route (there are only two grade separated roads in MK, i.e. the A5 and the M1 but running north south lol). So I will be having fun 'correcting' the roads, hehe. I'm already having ideas for an improved traffic layout already and have been looking at some youtube video tutorials for inspiration (especially the iconic roundabout interchange)! Will keep this updated and start a CJ later when I finally start making it proper. -
Thanks for the explanation And Ganaram for the elevation 'caution/warning' In the UK, whilst on the surface it is asphalt, the base construction is actually made out of concrete. I don't know if this is standard practice everywhere, thought I would just mention it since when the Preston bypass (the first motorway in the UK) opened in 1958, they had to rebuild it after 6 weeks of it opening because the road turned to sludge due to poor drainage.
-
First major city 'recreation' help, hints, tips, check through
Culinia replied to Culinia's topic in SimCity 4 General Discussion
Just another quick update. I've been practicing creating some simple highways in an empty region just as a practice. Wow, it surely is complex for a novice like me! Still looking at the STEX meanwhile and just another message to say thanks for JimCityBuilder list which made searching the STEX easier and of course the other suggestions from everyone else Wish me luck, I'm going to need it, lol! -
Hi - what is MHW please? Thank you (I'm new here )
-
First major city 'recreation' help, hints, tips, check through
Culinia replied to Culinia's topic in SimCity 4 General Discussion
Just a quick message to say thanks a lot guys for replying with your suggestions! I will start to check them out now! Thanks again! -
I have a question: How do I make a map based on real geographic regions?
-
- 7 Comments
-
- map
- accurate scale map
-
(and 7 more)
Tagged with:
-
Organized log of Maxis's Reddit AMAA.
Culinia replied to Firebird's topic in SimCity (2013) General Discussion
Slightly disappointed with some of the questions asked, they did not answer whether or not you could create your own region or have it imported like in SC4. Would be reaffirming if you could have this done. Also not much was revealed about the transportation system (cars, buses, subways, trains etc). Early days yet. As for the server issue I would imagine they would go Call of Duty style - having local hosts act as the server. -
SimCity: Welcome to the Glassbox Simulation Engine
Culinia replied to waybig's topic in SimCity (2013) General Discussion
Yes this is truly fantastic. With this code released opens up multitude of possibilities, namely modding because it is not hidden and seems easy (although time consuming)to create your own variables so with intention, providing you had the correct sound files and BAT files for the buildings, it seems possible that you could create your own factories from the ground up and even create new consumer products and resources which would be amazing, at the extreme case. And yes not only meaningful economic simulations -- industry and commercial of consumer products -- but also logistical. Meaningful trips/transportation and traffic maps -- just like real life OMG. Code defining how much 'agents' a road can take (road capacity), could also be rerouted etc. and the mods could come out of this. The only thing I am worried about is disappearing cars edit: also, depends how detailed maxis wants to go apparently this is what mustard is made from: seeds, water, salt, lemon juice, mayonnaise so imagine having separate code for each of that and how that is made and the ingredients in that (like whatever makes mayonnaise, farming coding for seeds etc etc), lol. Possibilities are endless. -
SimCity: Welcome to the Glassbox Simulation Engine
Culinia replied to waybig's topic in SimCity (2013) General Discussion
Hi I hope I have answered your question. I edited this post to the line of a story... hope this helps, lolz. Bob, a Sim, wants to live in another city called SimCity. We can see that grass grows in this city: mapRule growGrass is the name of a rule which enables grass to develop. rate 200 rate could possibly mean the number of grass units or density/intensity of grass which is developed depending on some circumstances. map Soil atLeast 20 those circumstances depend on Soil – must contain enough -20 units map water in 10 in addition, it must contain 10 units of water map Nutrients in 1 in addition to Nutrients map Grass out 5 to which it will output 5 units of grass end – one must assume without these basic resources i.e. water grass will not grow – could we have droughts in the game, could we have deserts? Does nutrients refer/affect pollution? Bob wants to move into his new house. A bungalow in fact: zoneRule developHouses is the name of a rule which limits housing development. sample random –count 3 means in this case, a maximum city-wide restriction of 3 houses per day can be developed. test global Builders greater 5 However, this will only take place if there are enough people to build it. There must be at least 5 Builders (5 sims in employment?) test map Forest is 0 There seems to be no trees in the lot. This could affect time (for forest clearing) and cost (to clear the forest) plus environmental factors (pollution etc.). There will have to be separate code for this. createUnit –id Bungalows After a day or so, a development has taken place. A house has been built, a “Bungalow”. There would be possibly be more types. This code will possibly execute once for example low density residential areas have been zoned. Maybe the createUnit is assigned random so you will get various (not just bungalows) lots randomized. end end of this line of code. Bob, once in his new house has unfortunately run out of mustard! However, Bob does not know how to get it yet! He only knows how it’s made!: unitRule mustardFactory is the name of a rule which will produce Bottles Of Mustard rate 10 rate could possibly mean the affect of production global Simoleans in 1 is the amount it will cost, $1 to produce the end product (bottles of mustard) local YellowMustard in 6 In order to make a BottleOfMustard, we need to obtain YellowMustard from somewhere. Possibly a factory or a mill or-however-the-hell-mustard-is-made-lol. It will take 6 units of YellowMustard to be withdrawn from the YellowMustard bank (if you think of it like that) local EmptyBottle In order to make a BottleOfMustard, we also need in addition to YellowMustard we will need 1 EmptyBottle to put it in! We will withdraw one from the stockpile we have. Presumably we will need more code in order to make YellowMustard & EmptyBottles. map Pollution Since we are making things in a factory, we will pollute the air (presumably). This “value” will increase by “5” (think of the red levels of pollution in SC4) successEvent effect smokePuff In the event of the player (you) looking at the factory, smoke will be emitted from the chimney (presumably). successEvent audio chugAndSlurp Also, a sound will be played. So will we be able to zoom in like on XL to street level? Also asks interesting question like what if it doesn’t not succeed – unemployment at factory? Unprofitable – closures etc. onFail buyMoreMustard This seems odd – this refers to a Sim buying mustard presumably if it runs out according to the descriptions. Although this seems illogical. I would have thought it would be instructed to be: onFail buyMoreYellowMustard & onFail buyMoreEmptyBottles if you see what I mean – assuming this is a factory event. Now Bob, having learnt how his mustard might be made, works at a lumber mill. How does he get there: unitRule goToWork is the name of a rule which will send Bob to work! options –sendTo Work –via Car –using Road simply sets the parameters – i.e. to go to work, Bob will use his car and drive on a road! local People in 2 2 people i.e. sims go into the car to go to work (in Bobs case it would be 1) agent People out 2 agents ‘carry resources from one unit to another’ so 2 sims will go out of one resource (home) and be transferred to another (work). But what sort of job does Bob do? Why, he works at the lumber mill of course: rule harvestWood is the name of a rule which will produce Wood Money in 10 means that it will cost $10… Wood out 2 in order to extract 2 units of wood (2 logs) People in 1 it will cost $10 at the place as well as taking Bob, i.e. 1 employee to extract 2 units of wood. People out 1 Once the 2 wood units have been extracted, Bob returns home to work. -
Speculation on the veracity of various early announcements
Culinia replied to hamsterTK's topic in SimCity (2013) General Discussion
I hope this is true and not some hoax. http://www.incgamers.com/images/screenshots/32401blade.jpg That image (the one with the fire and the cars waiting) has got me excited. Hopefully the cars won't disappear or won't come to a stop (like on XL). I have desired a city building game so I can watch the traffic go by realistically or at least without disappearing since the first time I played SimCity 3000.
