-
Content Count
160 -
Joined
-
Last Visited
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Baro
-
That was exactly my feeling too. It would just come down to who had the most money to put into units, and if it's just about money, might as well just buy the land, and I don't want it to be just about money. So, we're just going to go with new land costing 100,000 (taken by the GM between turns) and used as the initial funds. As much as I hate arbitrary rules, would it be agreeable to limit expantion to a maximum of once every 2 turns? Other than the initial funds, let's just keep it polite. Check with your neighbours, make sure they don't mind. If no one minds, go for it. Don't expand too fast as I'd like to keep some land open for the first few turns for new players who wish to join. Cities not sent in by the deadline will be put up for auction as the citizens have voted for a new more active mayor. Your starting tile can never be auctioned off unless you quit. Neighbour deals: We're all(hopefully) mature people here. Feel free to make deals with your neighbour, but you must both agree to the deal, and both follow it for an entire turn without canceling or changing it. Obviously there is room for abuse here, like one player selling his excess power to another city without the other person buying it to make gobs of money out of thin air. Or another player doing the reverse and buying power out of thin air. Keep it fair, keep it realistic. Landmarks: We're going for realism here, so please avoid plopping the empire state building in the middle of a farm or sleepy downtown area. In fact I'd go so far as to recomend no landmark office buildings, as they are just expensive unrealistic eye-candy with no real function. Of course these are just recomendations in the name of realism. Neighbour Conections: If two players would like to exchange cities before the regional exchange to better coordinate a conection, or just because they want to update their demand/traffic sooner than once every 30 years, go for it. As long as everyone submits to me their city every 30 years a week it's fine to share between eachother sooner.
-
Unfortunately, Tokyo tower was built in St. Edgar as shown in my CJ. But if TJD is ok with it, I don't care someone else having it, it's a pretty generic looking tower.
-
UCS 2 - Neptune Bay - MultiPlayer Region
Baro replied to TheJerseyDevil73's topic in SC4 City Journals
With buckets of pride I'm super pleased to announce that Saint Edgar's Saint's Square project, my pride and joy from the start of my city, my primary goal, is now done. The square has EVERY SINGLE skyscraper in the game huddled around it. It even has most of the CO$$ ones too. The population has leveled off at about 460,000 and things are starting to crawl. There's really little more I can do with this city, I even deleted my airport to earn some extra space. Obviously there is always work to be done on a city, and I will always do work on Saint Edgar every turn, but as far as a city can be, Saint Edgar is DONE. I'm super happy to hear TJD saying some people are ready for new land! Perfect timing! -
What's the exact due date for our cities?
-
As the start date approaches I thought we should talk about some of the potentially unique rules in this region. Claiming Land: One important issue in any multiplayer game is who gets what land. At the start everyone simply picks a tile, first come first serve, but as the game progresses, how do people expand? Do they buy land? Does the game vote? Does the person running the game simply decide who gets what? Something else? What do you think the most fair way of handling this situation would be? I want to see a system that is fair, that allows people land when they want/need it, and allows land to be taken away from players who can't handle the expansion. As realism is one of the primary focuses of this multiplayer game, I had the idea to put rule making/land claiming and enforcement to the ultimate level of realism, allow players to raise their own city militia in order to claim land, settle disputes and such. BUT I also don't want this to be an adversarial military game, just a simple and realistic way of settling disputes when all diplomatic options are exhausted. Having a dirt simple military system would solve a lot of problems and add an interesting dynamic, but it would also create new problems. If military units only cost money, could a rich player simply use their money to hurt other players? Would a military system make people more likely to attempt to cheat? So, what does the community of The community think about this issue?
-
UCS 2 - Neptune Bay - MultiPlayer Region
Baro replied to TheJerseyDevil73's topic in SC4 City Journals
Awesome job getting yates realestate! I hope to see some more commerical towers from you guys soon! -
26 is it mallow, welcome aboard!
-
Ok guys, just thought I'd post an update. We are most probably starting on friday some time, but I'd like to get a couple more people in just to be safe, so feel free to invite your friends and such. Other than adding in a few more plugins that have been sugested and finishing up the land claiming/holding system, the game is good to go.
-
What's life on an airplane?? Some sort of sim-airline game?
-
UCS 2 - Neptune Bay - MultiPlayer Region
Baro replied to TheJerseyDevil73's topic in SC4 City Journals
Saint Edgar Celebrates 500,000 faithful citizens within its cramped yet pleasant borders and continues to attempt to solve the terrible mysteries of the region. After 100 years of attempting to break through the boundaries of our current borders we are no where close to a solution, although prophesy of a great series of events starting in the year 150 that will result in the freedom for the Builder's Children has given hope to the people of Saint Edgar. The newly built St. Tobias bridge was built to honour one of the Builder's greatest saints, and of course to celebrate our good relations with our neighbour to the west, despite their heathen status. Many fine products are built in the sprawling manufacturing complexes, hard work that does honour to The Builder. Although always a well structured and enjoyable location, the newly renovated harbour is an even more popular location in the city. Not content to honour The Builder on land, the faithful of St. Edgar have honoured his name on the sea, turning unproductive ocean into towering constructs of progress and industry. The grandest construction project, link island is much more than an anchor point for St. Tobias bridge, but as a city its self, a skyline grander than the heathen cities of the region. A triumphant sign to the world that we will always continue to build in his name, the single greatest skyline is no reason to not begin building a new one! Blessed with the ancient secrets of the atom, the city is powered by the very energy of The Builder's own holy creation. Even nature can be shaped to The Builder's will and serve an important purpose as a component in the great machine. As a great reward for driving out the last inefficient dirty industries from the city, St. Maximal blessed our great space project with success, becoming the first city-state in space in the year 45. Sadly the space programs goal, to traverse the heavens in an attempt to land on the parcel of land to our north did not meet with success, the evil forces of the Trickster are surely to blame, jealous of our progress. Saints Square! Words cannot describe the wonder that is the core of our great city. Although a hard day's work is its own reward, there is no doubt in the spirit raising effects of spending hard earned recreation time in the city's various recreation facilities. Many industrial workers traveling to the north use this tunnel to bypass much of the city's residential areas and efficiently travel to their jobs. A single educated worker is worth 10 uneducated ones, for the educated worker can both build in his name and educate those without skill or pride. So shalt the Master Builder keep and watch over us, so shalt his forge scorch the unrighteous and burn away all that which is impure and of the earth, so shalt his blessed servant Saint Edgar serve as the messenger to his power. Praise to thee Lord Builder and praise to thee Saint Edgar, thou who didst drink from the chalice and cleanse the land of unworthy in thy righteousness. -
UCS 2 - Neptune Bay - MultiPlayer Region
Baro replied to TheJerseyDevil73's topic in SC4 City Journals
St. Edgar has reached 500,000 ! Big update coming soon! -
UCS 2 - Neptune Bay - MultiPlayer Region
Baro replied to TheJerseyDevil73's topic in SC4 City Journals
Nice to see someone finally getting a stage 8 CO building Alabaster! -
We currently have far too many to easily list, and if you have any you'd really really like to have, let me know and maybe we can have it in on turn 1.
-
Urgent bug needs fixing! I totally forgot that UCS2 doesn't use the opera house fix available on this site. Essentially as many of you know, the opera house has a non-displayed capacity that is actually quite low, and once your city grows over a certain pop that uses it (mainly rich and med) it will become over-crowded and ALL your residents will report medium rather than high education standards because the opera house has such a global effect. There is a simple fix in this site for this bug/maxis short sightedness that simply adds a funding slider bar for the opera house just like any education building. I've had to delete my opera house after experiance a lot of people moving out due to it's over-capacity effects due to my high population so I hope we can use the opera house fix right away, or hopefully next turn at the latest. Here is the link to the file, it's a pretty straight up fix. https://www.simtropolis.com/modding/index.cfm?mode=details&show=339
-
UCS 2 - Neptune Bay - MultiPlayer Region
Baro replied to TheJerseyDevil73's topic in SC4 City Journals
We do use a special plugin folder just for the game, you might be surprised about the cool stuff in there, the game is even forward-thinking enough to use the NAM, although a slightly more radical version than I generally prefer. Instead of installing to a new drive (which is very hard with simcity due to the way it uses the mydocments folder) simply re-name your plugins folder to something like myplugins and then extract the UCS2 plugins to the same directory. Then when you want to switch between them, just re-name the one you don't need to something else and re-name the one you want to use to plugins. Works like a charm! -
UCS 2 - Neptune Bay - MultiPlayer Region
Baro replied to TheJerseyDevil73's topic in SC4 City Journals
Tokyo Tower has been built in St. Edgar! Looks like we're maxedout on landmarks now. -
Great guys, welcome aboard, I added a list of who is claiming what starting points. Almost forgot _I_ gotta pick one too!
-
Wow! 1.1 million. Great job guys! And good job TJD for getting the turn wrapped up so fast! The only thing I could posibly sugest would be for each turn to only include the cities that were updated and NEW plugins to be added in. That way out od date things would just overwrite, and we'd save a lot of downloading time for the slow people. of course, doing a full delete and re-download is the most safe way to ensure everyone is on the same page (probably more important). Anyways, I'm just rambling, time to play!
-
Just to keep things simple at the start everyone is starting with just 1 city, but can quite easilly expand from there to as much as any player feels they can successfully control. I'll put you down on 31 since that was your first choice ok?
-
THey are indeed large and medium. I'm currently collecting the first 3-5 'charter members' to build the critical mass to start the game, can I put you down for 14 for if/when we start?
-
To answer some questions I was asked. What mods are we using? We have the latest NAM made slightly more ped and MT friendly A realistic services mod which scales the service radius, capacity, and costs up to levels coming closer to reasonable. A lovely tree mod and terrain/water mod that sends our region to a more temperate northern climate rather than southern california. A power plant mod that attempts to keep them all balanced and fair from a gameplay perspective, but adjusts their stats to be slightly more realistic. A mod that increases industrial jobs to above average compared to real life to be more in line with the above average compared with real life population of residential buildings, allowing more space and time to be spent on your lovely city rather than industry. And of course, each turn more plugins will be added at the player's requests.
-
UCS 2 - Neptune Bay - MultiPlayer Region
Baro replied to TheJerseyDevil73's topic in SC4 City Journals
Looks good TJD. That is quite the expensive looking highway system! Cool interchange. Although I'm not sure about all those empty entire city blocks in your 'downtown' shot. I assume you'll fill them up with parks or zoning later? How'd you like my green belt park surrounding my city? Sort of like Edmonton? -
UCS 2 - Neptune Bay - MultiPlayer Region
Baro replied to TheJerseyDevil73's topic in SC4 City Journals
Coming up fast on year 50 Saint Edgar has finished its green belt park surrounding the city and seperating it from its industrial areas. Although most of the park is hilly, a few flat areas were found suitable for a two lovely lakes connected by waterfall. Mainly filled with natural forest, many small playing fields, playground, and another park facilities are conected via a network of foot paths within the green belt. And of course what would be a St. Edgar update without more giant stage 8's? Hurt enterprises, I believe the largest commercial building in the game (although graphically, definately one of the smallest in floor space) has gone up!! Not to be forgotten, the lovely art foundation building has also gone up. -
UCS 2 - Neptune Bay - MultiPlayer Region
Baro replied to TheJerseyDevil73's topic in SC4 City Journals
Year 35 update Saint Edgar continues to grow grow grow! Terrible dirty industry covers the east, a pretty hi-tech park covers the north, and manufacturing covers the west. The city would love to replace the dirty with manufacturing or even hi-tech, as the levels of pollution absolutely terrible. Sadly, although almost maxed out on education, many still seem to work in the dirty industrial area and we fear too much for people's jobs to demolish them. Perhaps once we get in trade contact with our neighbours we will be able to totally replace those areas with more hi-tech parks, and let the people who need dirty jobs travel to less developed cities. The new port, airport, and harbour are lovely new additions to the city and required a lot of expensive land-filling. With the city now compleatly full all that is left to be done is to fill in the green belt with the most lovely park ever seen in Neptune Bay. We are also proud to now have TWO huge commercial buildings, the first AND second largest buildings in the entire region. Where to expand next? The city has its eye firmly north and is supported in this desire by its neighbours, yet evil unseen forces block all attempts at developing further. Our research lab is working around the clock on this issue as it's by far the most pressing issue in the minds of the faithful citizens of Saint Edgar. -
UCS 2 - Neptune Bay - MultiPlayer Region
Baro replied to TheJerseyDevil73's topic in SC4 City Journals
To appease some of the players sensitive to an over-use of godmode trees used to fill in parkling lots rather than just parks I re-started my city. Although I feel it lacks the charm of my old city, it's much more successful from a technical standpoint. I'm only on year 25, much more to go, but in a stroke of luck and good planning, I managed to get this fellow! Nues Baronia was a lovely town and I miss it, St. Edgar is an ugly metropolis, but as I'm only half way done my turn there's a lot of pretty-work to be done. Current pop is around 230,000, going to level it off around 300,000. Hopefully I can get some more of these huge 4x4 stage 8's to grow in my designated area.
