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Everything posted by JcCali1214
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English: After 50 long years since the town's founding, the citizens of Bellflower City have done what the first settlers dreamed about doing since Ríoside Beach was created: crossing the Río Colón. Español: Después de 50 largos años desde la fundación del pueblo, los habitantes de Bellflower City han hecho lo que soñaron los primeros pobladores desde que se creó Playa Ríoside: cruzar el Río Colón. English: Ríoside was the neighborhood that attracted the most growth, as a variety of apartment buildings, industries, and businesses, but also seaside promenades, roundabout sculptures, and a lighthouse helped add to the mixed-use, eclectic character of the district. While the freeway was the most obvious catalyst (which many car-free citizens cite as an eyesore), the Citizens' Council ensured that the bus, monorail, and train networks were expanded proportionality. Español: Ríoside fue el barrio que atrajo el mayor crecimiento, ya que una variedad de apartamentos, industrias, y negocios, pero también los paseos marítimos, las esculturas rotondas, y un faro contribuyeron al carácter ecléctico y uso mixto del distrito. Si bien la autopista fue el catalizador más obvio (que muchos ciudadanos sin automóviles citan como una monstruosidad), el Consejo de Ciudadanos se aseguró de que las redes de autobuses, monocarriles, y trenes se expandieran proporcionalmente. English: San Juan, the newest riverside neighborhood, quickly sprouted up due to the permissive zoning laws (the first high-density zoning in town) but also the deliberate design of waterfront amenities, containing the City's first marina, La Playa de San Juan, ferry terminals, and even a kinetic wave energy power plant (continuing the renewable energy profile of Bellflower City), designed by the SM2 Civil Engineering Firm, complete with the first bridge of the region, entitled the California Colón Bridge. Español: San Juan, el vecindario ribereño más nuevo, surgió rápidamente debido a las leyes de zonificación permisivas (la primera zonificación de alta densidad en la ciudad) pero también al diseño deliberado de servicios frente al mar, que contiene la primera marina de la ciudad, La Playa de San Juan, terminales de ferry, e incluso una planta de energía de onda cinética (continuando el perfil de energía renovable de Bellflower City), completa con el primer puente de la región, titulado el Puente California Colón. English: A significant cornerstone of the new San Juan waterfront, was La Biblioteca del Borinquen, an award-winning design by Paeng Architecture. The citizens of San Juan soon voted to site their Luz Eneida Colón elementary school, named to benefit from their proximity, which was made possible by a donation by the Frosch Family. Español: Un rincón importante del nuevo frente marítimo de San Juan fue La Biblioteca del Borinquen, un diseño galardonado de Paeng Architecture. Los ciudadanos de San Juan pronto votaron para ubicar su escuela primaria Luz Eneida Colón, nombrada para beneficiarse de su proximidad, que fue posible gracias a una donación de la Familia Frosch. English: Anchoring the Ríoside flank of the California Colón Bridge was four landmarks in a row. From the left to right, was the Ríoside Terminus Rail Station and the first college in the region, Bellflower City College, both designed by the increasingly appreciated Mattb325 Design Firm. The final two landmarks were installed to celebrate the Californian heritage of the population, dubbed the Bellflower Capitol Records and Bellflower California Plaza. Español: Anclando el flanco Ríoside del Puente California Colón había cuatro punto prominentes seguidos. De izquierda a derecha, estaba la estación de tren Ríoside Terminus y la primera universidad de la región, Bellflower City College, ambas diseñadas por la cada vez más apreciada empresa de diseño Mattb325. Los dos últimos punto prominentes se instalaron para celebrar la herencia Californiana de la población, denominados Bellflower Capitol Records y Bellflower California Plaza. English: Moving inland, the densification of Lakewood was capped off with a new neighborhood train station, La Estación Catania de Lakewood, that also celebrated the large Hispanic population in the City, including the Portuguese diaspora, who clamored for - and facilitated the construction of - Igreja de São Joao. Español: Moviéndose tierra adentro, la densificación de Lakewood culminó con una nueva estación de trenes en el vecindario, La Estación Catania de Lakewood, que también celebró la gran población hispana en la ciudad, incluida la diáspora portuguesa, que clamó por, y facilitó la construcción de, Igreja de São Joao. English: Back in old town, the new City Hall was christened after the City population blasted past 15,000 people. The retired Mayor Swizzy was present for the ceremony that his son, the newly elected Mayor Swizzy Rafael, presided over. Español: De vuelta en Viejo Belfllower, el nuevo ayuntamiento fue bautizado después de que la población de la ciudad superara las 15.000 personas. El recién elegido Alcalde jubilado Swizzy estuvo presente en la ceremonia que presidió su hijo, el Alcalde Swizzy Rafael. English: Moving the furthest inland, a new rural community was established and named Aguada. Though small, the new neighborhood featured a new entry point into the city and, with the garbage piling up in the streets, the new and necessary waste transfer station, also designed by the SM2 Civil Engineering Firm. The solution to the garbage problem did fit in nicely with one of Emeritus Mayor Swizzy's favorite sayings: "Why solve the issue, when you can remove it?" Español: Moviéndose más hacia el interior, se estableció una nueva comunidad rural y se llamó Aguada. Aunque pequeño, el nuevo barrio presentaba un nuevo punto de entrada a la ciudad y, con la basura amontonada en las calles, la nueva y necesaria estación de transferencia de residuos, también diseñada por la Ingeniería Civil SM2. La solución al problema de la basura encajaba muy bien con uno de los dichos favoritos del alcalde emérito Swizzy: "¿Por qué resolver el problema, cuando puedes eliminarlo?"
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Slow Yet Steady & Studied Growth - 25 Years In
JcCali1214 commented on JcCali1214's City Journal Entry in Belflower City Redux
Mi placer! And that mod said, "You want your favorite color in the game?" and I said, "YES"- 2 Comments
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Slow Yet Steady & Studied Growth - 25 Years In
JcCali1214 posted a City Journal entry in Belflower City Redux
English: After 25 years since the city's founding Bellflower City has grown to nearly 8,500 citizens, complete with expanding, distinct neighborhoods connected through ever-diversifying multi-modal transit options. Further attracting residents to the region was the climatic shift that happened to welcome more tropical weather, and with it, the foilage and fauna that come with it. Español: Después de 25 años desde la fundación de la ciudad, Bellflower City ha crecido a casi 8,500 habitantes, con vecindarios distintosque están conectados a través de opciones de transporte multimodal más diversas. Lo que atrajo aún más a los residentes a la región fue el cambio climático que dio la bienvenida a un clima más tropical y, con esta, el follaje y la fauna que lo acompañan. En: To improve the city's budget, Mayor Swizzy convinced the Bellflower Citizens' Council to bet the farm and legalize gambling; the Mattb325 Design Firm continued its ascendancy in the Ríoside neighborhood by swiftly constructing the Bellflower Galaxy Casino. The city coffers quickly rejuvenated - as the popularity of the new skyscraper in town easily depleted citizens' wallets. Es: Para mejorar el fondo de la ciudad, el Alcalde Swizzy convenció al Consejo de Ciudadanos de Bellflower a legalizar los juegos de apostando; la firma de diseño Mattb325 siguió construyendo su reputación en el barrio de Ríoside al construir rápidamente el Bellflower Galaxy Casino. Las arcas de la ciudad se rejuvenecieron rápidamente - ya que la popularidad del nuevo rascacielos en la ciudad vaciada fácilmente las billeteras de los ciudadanos. En: With the city's budget on an upward trajectory, Mayor Swizzy buttressed the multi-modal culture of the City by allocating funding to add a new transit option offered to citizens: trams! The Cogeo, Khoianh and Z1 design firms were awarded the winning bids to design and construct the inaugural stations. Es: Con el fondo de la ciudad en una trayectoria ascendente, el Alcalde Swizzy reforzó la cultura multimodal de la ciudad asignando dinereo para agregar una nueva opción de transporte que se ofrece a los ciudadanos: ¡los tranvías! Las firmas de diseño Cogeo, Khoianh y Z1 ganó las ofertas para diseñar y construir las estaciones inaugurales. En: The careful planning by the mayor & his team paid off! Citizen surveys show that a majority of the populace is using the readily available transit options at their disposal. Es: La cuidadosa planificación del alcalde y su equipo valió la pena! Las encuestas de ciudadanos muestran que la mayoría de la población está utilizando las opciones de transporte disponibles. En: In fact, historical data demonstrate that the city's urban design favors walkability, with the population reaching a watershed moment having a majority ditched vehicular travel as the primary method of travel years ago. Es: De hecho, los datos históricos demuestran que el diseño urbano de la ciudad favorece la caminabilidad, con la población llegando a un momento decisivo en el que la mayoría abandonó a viajar de vehiculo como el método principe de viaje hace años. En: Though growing slowly, the citizens are proud of their developing neighborhoods - so much so they petitioned to retexturize their local streets to give their neighborhoods even more character. Es: Aunque crece lentamente, los ciudadanos están orgullosos de sus vecindarios en desarrollo, tanto que solicitaron retexturizar sus calles locales para darles a sus vecindarios aún más carácter.- 2 Comments
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After 10 years since the city's founding Bellflower City has grown to nearly 5,000 citizens., complete with distinct neighborhoods connected through multi-modal transit options. Viejo Bellflower has seen considerable change, with the city's first high school, Colegio de Viejo Bellflower, and new larger medical clinic and new park. A new neighborhood was founded, dubbed Cerritos. The area has the notable distinction of implementing the first roundabouts in the city. Cerritos soon welcomed a new primary school designed by the Zwabberaar family, the city's first cemetery, as well as the United Methodist Church and a Hakuto Shrine advocated for by the increasing Japanese population in town. The densification of Lakewood displayed Mayor Swizzy's newest initiatives: transit-oriented development (medium-density zoning around transit stops) and the newest multi-modal transit option in town: the fancy monorail. While the densification has allowed more eager Sims to move to the ever-increasing attractive Bellflower City, some of the Mayor's advisors, members of the town council, and fiscally conservative voters worry about the mayor's spending habits. The Ríoside neighborhood grew with the Mayor siting the Mayor's Mansion next to the beach, but perhaps moreso, with the new Ríoside Monocarril station. Mayor Swizzy has persuaded the Bellflower Citizens' Council to establish pedestrian-only promenades, complete with the shiny plaza canopies designed by the Mattb325 Design Firm, but citizens seem to be slow to embrace this traditional, walkable lifestyle.
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I just checked it out, and you're right, we do have a similar method. I am obsessed with color-coding, I even created a categorization rubric during the COVID-19 Pandemic. And Bellflower City won't be a rural town for much longer... 😏
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Mayor Swizzy led the diverse group of settlers to found Bellflower City in the Northeast portion of the city both for the land's fertility and to allow the denser parts of town better real estate. The mayor took the radical step of connecting the City to the rest of Sim Nation by rail access only and renewable energy only. With the construction of Estación Colón, the first settlers were able to move into their homes and open the first farms and businesses. The citizens of Bellflower City quickly demanded access to the beach, which was soon designed on the nearest part of Río Colón. As part of Mayor Swizzy's multi-modal bonafides, he ensured the citizens has a parking garage and nearby car & pedestrian ferry installed. Citizens were quick to move in and access this favored public amenity, though business owners were more reticent to construct their enterprises due to the lack of consistent traffic. With access to Playa del Río and the Mayor's founding principles, including the establishment of a primary school, public library, medical clinic, a playground and community garden, and bus stops. the neighborhood of Bellflower grew quickly yet deliberately. The growth of the City continued along Bellflower Boulevard with the new neighborhood of Lakewood, complete with a Lakewood Library Branch and baseball field, and nearby access to farms. Though initially resistant, as the sole city in the region and the growing unemployment rate, the mayor compromised to demand and permitted the zoning of a new industrial district with nearby freeway access. While he ensured that the district had its own fire station, community safety office, medical clinic, and outdoor workers' space, the area soon filled up with the dirtiest industries. The mayor held a public meeting plotting the steps to promote education and unionization to improve the types of industries citizens would work for in the future. As wealthy citizens started moving into Viejo Bellflower, as the founding neighborhood started to be lovingly called, they soon started leaving just as quickly, leaving their mansions to fall into decrepit conditions. The newly formed Bellflower Citizens' Council proposed a renovation of one of these mansions as a public meeting space, with the Mayor gladly endorsed! Bellflower City after a half a decade.
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@ punknower, as an architecture student, I completely agree! Arcologies are cool but they could be so much better! Plus, taking it to a larger extent, I think there should be more visible (and functional, simulationally speaking) sustainable and green buildings, infastracture, etc. I mean, who doesn't love a rooftop garden?
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Disasters in SimCity (2013)
JcCali1214 replied to The_City_Builder's topic in SimCity (2013) General Discussion
I think that it should actual be a DEFAULT option - yet, we should still have the option, for example, to have "US-Disasters" in a "European Tile Set" or a Godzilla to come through your town. I respect everyone's opinion to have "normal, realistic disasters" (thus, a default option) but, I err on the side of not stifling player choice and freedom. Sometimes I want a Godzilla through my town .... (and ya gotta remember, this is SIMCITY) -
From the interview especially, isn't anyone else worried/disparaged/dissapointed that they are going through with the elite ed.'s French/German/British tileset addons? Don't we think those, especially since they are baseline European, "ready from Day 1"? What hope do we have for Asian, So. American, Carribbean, or Colonial Tilesets? Don't you think we'll to pay for those to? One of the only things I'm REALLY dissapointed about ... next they'll tell me there is no Mixed-Use Zoning/Buildings ...
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SimCity: Multiplayer Discussion
JcCali1214 replied to Vahr's topic in SimCity (2013) General Discussion
Though I can understand why ALWAYS ON online connectivity is disconcerting ("I'm not connected to the 'net, now I can't play Simcity!! !), like ^^^ jacksunny is saying, patience = accurate information. Lack of patience = (hurtful) speculation. Though it sure is fun. Here's something I found via a link posted on another topic: http://www.dealspwn.com/simcity-interview-maxis-bret-berry-talks-glassbox-multiplayer-specialisation-99904 General Manager of the Series, Bret Berry: So there ya go - a full region to ourselves. Now there's no more reason to worry - we have Single Player! -
I think we should have the ability to tax anything we want! Lol. But really, I don't see why we can't have flat, or base, taxes for everything and if we want, we have the option to tax either or certain zoned area or business or class of people. I think it'd be a nice addition; but, tbh, I'm just for anything that gives more control, individuality, when playing the game.
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Disasters in SimCity (2013)
JcCali1214 replied to The_City_Builder's topic in SimCity (2013) General Discussion
^^^ Unless I want it too. Lol, I do agree with you if we are talking natural, automatic disasters. But, if the player has the option to initiate disasters, I don't see why he shouldn't have the freedom to have a hurricane blow through his desert metropolis - or have a blizzard cripple his tropical paradise. I say the options should (seem) be limitless. -
Sim City 2013: Wealth Levels and Reason of Abandonment
JcCali1214 replied to alvinheriadi's topic in SimCity (2013) General Discussion
OcramSeattle, I agree with your 3rd point - we should have more wealth levels - I feel as if it's a natural evolution to the series, especially in regards to how the devs are talking about the simulation. I feel as if the 3 wealth levels - which have always worked and I am not, to this post, still not complaining about, - seemed to simple. Heck let's go six or seven from poverty level If-I-Don't-Get-My-Next-Paycheck-I'll-Be-On-The-Streets Sims to the "Keystone elite multibillionaires" as you very well put. And Mark Waybill, I hope we do have the expansion of power to build more governmental buildings, such as social welfare offices, unemployment offices, DMVs, etc. And ya, Abandonment should be more complex but easily available to the player and have alternative options to curb it - everything from easily done to ethically questionable - and everything in between. -
EA: Ads In Games Will Be A Success
JcCali1214 replied to jacksunny's topic in SimCity (2013) General Discussion
^^^ Yes Definitely! A mix of real world and in-game businesses' advertising please!!! ^^^ I as well am surprised at the generally larger positive response to in-game ads that this community has and tend to agree with it. Though, of course, it does make rational sense since this is a city-builder rather than a shooter with poor product placement. I am hopeful that these ads will be tasteful and intelligent, and we may be pleasantly surprised at where they may appear. Personally, I am hoping that we will be able to have some control over these ads (because, let's be real - the less control we have over in-game advertising, the larger the chance that we'll hate it) so I can create a hyper capitalist, neon glowing downtown area of a city - or whole city if I want. Think Times Square, or Tycoon City: New York (Not nearly perfect game but, quite underrated), and especially a cyberpunk society a la Simcity Societies (oh yes, much to the chagrin of the community, I actually enjoyed that game - though I clearly realized it was not a Simcity 5, I enjoyed the game for what it offered). Oh A Noony Moose, I continue to resonate with what you say. I can't believe no one has picked up what you said - yes, hopefully the ads will be able to updated automatically (once again, us choosing which ones for better control and satisfaction) but, the next sentence is so brilliant - upgradeable props. I don't think we realize how the implications presented here - this right here gives our little game so much propensity for a longer life. I hope someone on the dev team picks up on this ... And yeah, mb in game adv (can we just use IGA to shorten things?) is a good thing - giving us our online/multiplayer exp for free!! -
You bring up a good point A Noony Moose. I believe the simulation of SC4 did reshuffle the sims as such though, I don't think it was 'every day' - though, it could have technically been every 'game day'. I initially said no because: Their sims! But, once I heard them explain it, it made sense in terms of the simulation. I mean, it's no doubt unusual (especially when compared to real life). But, the only problems I have are in terms of actual class & social mobility, education, and family units. Class & Social Mobility - Like I said, in terms of the simulation, it's fine. But, the fact that a Sim is in a class FOR LIFE, just doesn't sit well. There should be opportunity for advancement up (and even down) the socioeconomic ladder, and different ways for a city to promote (or .. dispromote?) ways to do so, likeEducation - is a great way to change the world. But really, I just don't understand education if not for #1. Is it literally just to send the kids somewhere so there not sitting at home all day? What is the benefit to the city if the Sims are benefitting from it? I feel as if they've made any relevancy/function of education void by doing this.Family Units - So, going to a new job every day = (I guess) NBD. But, new house? (Terms of simulation = fine). But, doesn't that mean they are returning home to a new sim everyday? I mean, if it's a free love kinda society ... but really, doesn't the way they are handling the simulation mean there is no Sim family unit? Does that mean that everyone is just a single worker drone? A large part of society caters to the family and if there is none, many civic functions are no longer needed (like #2). For example, a mom and kid are playing in the park (though, due to the simulation, they're not even related) but, they go home to different homes. Makes perfect sense. I think a large part of this is due to the fact that we have placed so much emphasis (and love) on the individual Sim instead of the society as a whole, a move the devs seem to be taking. And, it makes sense but, it feels like they they easy way out. If they could explain these issues when it comes to the mobility of the Sims. I'm on board. If not - well, I'm still on board, who are we kidding. Just ... less on board as I'd like.
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Your Questions for Maxis (for March-April 2012)
JcCali1214 replied to Kevin's topic in SimCity (2013) General Discussion
^^^ Uh, totally stole my question! But yes, vote it up people! More mult-iuse buildings/multizoned zones! My question is: Since the devs are/have said (across various articles, discussions, answers, etc.) that your city CAN and HAS THE OPTION to take on different city styles/societies (by the way of accepting lobbyists' proposals apparently) is it possible for a city to take on multiple styles at once? I'm sure it can change as time goes on but, instead of forever changing the city from one style to another, is it possible to build multiple styles simultaneously? -
SimCity: Transit and Roading Networks
JcCali1214 replied to alvinheriadi's topic in SimCity (2013) General Discussion
I absolutely agree w/ you on every point Mr_Maison. What is metropolis w/o a smart, efficient mass transit network. As far as I know, there hasn't been any/much word from Maxis on the subject, and I could only assume they would say that the simulation could support it, which it c ould. And, all the mass transit options I am sure are wanted by the community but I am personally hoping for expanded Monorail support because contrary to most of the community, I used the exclusively in my cities. In fact, I am hoping for expanded elevated rail support (such as, structures and uses underneath the rail, different elevations, stations in buildings, etc.) and expanded rail maneuverability, optionallity, etc as well. What I am saying but, just expanded mass transit options . And thanks for finally making a definitive thread for this crucial city-building topic.. -
Concept: Building Upgrades
JcCali1214 replied to jacksunny's topic in SimCity (2013) General Discussion
I really like this topic because, 1. It seems the devs are already incorporating something along these lines concurrently and 2. It really adds a sense of control, individuality, and customization to the game. As far as it goes iinto whether we get to customize only civic, utility, etc. or every building in the game is up for debate. You give good points, however, it doesn't look very good to have a gigantic powerline going through the forest and then stopping at one building. How do real businesses advertise? TV, internet. A lot of this stuff wouldn't be visually there in SC13, however, one I thought of would be billboards. If a building has the promote upgrade on, ads for that building will appear on billboards in the city. What we've mentioned here though is of particular note (to me) in that billboards (flashing Times Square style to the lone country highway static billboard) really set a certain mood for the city = one that is typically capitalist, consumerist society driven. I think one thing the devs (and us all) could use as a point of reference is the way Tycoon City: New York used the upgrade feature; it gave us a host of options to choose from and could let us, by upgrading individual buildings, create our own mini-time squares or serene neighborhood walking parks, among other things. I for one hope they continue down this path of letting us upgrade buildings so we can really control how we shape our city and get a certain feel from it. Also, I believe Disraeli Blue said mentioned about repurposing buildings, which I totally agree with (once again, New York City as an example), and totally goes along with multi-zoning too (IMHO) ... -
SimCity: Wishlists
JcCali1214 replied to VeritaScientia's topic in SimCity (2013) General Discussion
I think you guys are on the right track with the communication topic (I like the central infrastructure being in the city's control ^^^^, but not micromanaging) but, I feel the guys are talking bout what I am rooting for: Heeey! That'd be a great idea!! Zoning for one then say Control-Click-Drag to zone commercial onto the same lots too, allowing for multi-use. Though it'd have to be restricted so that Residential-Industrial lots are only available for low-wealth sims if at all. I have already expressed my desire for mutli-purpose zoning/building across these forums (especially when buildings in SC4 and the modding/downloading community clearly had the look of it but were forced to choose either resi or comm) and really like the idea(s) proposed here! How genius! I really WhereisSC5 exemplifies how it would feel in the game and how PTPLauthor gives a technical example of it working in game. Heck, even the way Gillsman breaks down the zones (which, I really like the extra layer of complexity and control when shaping your city) can really illustrate how it could all come together. As far as it collaborating with the simulation, for example, you have a commercial shop, ground floor, w/ apts. above. The agents could send out the "come work today" signal to the apts. 1st, and then to the rest of the city. I mean, as a developer said in the Reddit answer session, the simulation DEFINETLY supports it - I just am praying they'll include it! I mean, realism, right?
