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Everything posted by CT14
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With the Garden City concept, the big departure from SC4 tradition is the idea of more than one city on a tile. So each Garden City considered as a separate entity but sharing a tile with the neighbor, does not benefit from neighbor connections. For this reason, perhaps using small tiles would be best, one Garden City per tile. Balancing water and electric utilities to each Garden City is quite possible, but more time than it was worth for me - I connected all water/electric to one grid somewhere around the third city. The Howard idea of ring rail and metro rail, on the other hand, translates perfectly to SC4. Here's a couple of shots building a GLR connection between two cities...out the wrong side of one of them straight into the beach (was 90 degrees off).
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A fourth Garden City. This one's the smallest of the nine Vitruvius style designs, if 4-wide blocks are used. In keeping with Howard's ideas the industrial is a ring around the edge, and the center is parks and civics with some commercial. I actually like the mansions in this setting. The industrial areas are a bit sparse because I keep knocking down satellite dishes.
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Laying out another of the Vitruvius style maps: This one's a bit close to the next Garden City, but I doubt the neighbors will be complaining.
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Latest round of inspiration from Vitriuvius and Sir Ebenezer Howard (http://www.spur.org/publications/article/2012-11-09/grand-reductions-10-diagrams-changed-city-planning, Sir Howard's https://en.wikipedia.org/wiki/Garden_city_movement). The idea of the Garden City region is to build a new city at a suitable distance when the old one is full, not expand the old one. I found these ancient city diagrams to be a delightful model to expand upon as Garden Cities: Construction of two Vitrivius inspired street layouts as Garden Cities: The 4-wide blocks translate nicely to gaps for 4-long Brick Canal pieces. Finished first stage Garden Cities: A closeup of the SAM herringbone brick street texture matching the BSC parks paths. Sir Howard intended for Asylums of all kinds in and around these cities: More transit is needed to support higher populations.
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If I ever have the time I will make it my first lotting project... thanks for the kind words! And thanks T-Wrecks and Pegasus for the bits and pieces! IRM filler lots add a lot of realism.
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Sweet, I never knew about the bulldozing with track trick. I made the right of way a little wider for the unimproved maintenance road that usually comes with rural tracks around here.
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This highly secure urban farm recently launched operations in Watertown. Its corporate offices are visible across the avenue, to the left of the area view. Did I mention that Watertown is located in Washington State? Another, more compact operation has opened up across town:
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Building the North Bank rail line in the new city of Big Bend. The entire line was leveled with street squares (at a cost of $4,000) before building (at a cost of $10,000). The finished line, before spurs or yards. I'm using the Pacific NW Tree Controller on a NHP Seattle region map.
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How would I improve my commercial demand at this point?
CT14 replied to tsquared's topic in SimCity 4 General Discussion
Thanks Moose. Guess we'll need to wait for OP to confirm whether or not such a loop has been constructed, and the results of removing it, if any. -
Looking good 1131989. How did you get a pushcart onto the ped mall in #5?
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How would I improve my commercial demand at this point?
CT14 replied to tsquared's topic in SimCity 4 General Discussion
I see. I've been under the impression that the infinite commuter loop always presents itself where the road connections allow, though. Is this not the case? -
How would I improve my commercial demand at this point?
CT14 replied to tsquared's topic in SimCity 4 General Discussion
Are we sure this isn't a case of the infinite commuter loop? Condor City's addition was mentioned as coinciding with the sudden job loss in the main city. From the linked region view, it does appear Sims can go from Eagle City to Falcon City to Condor City (or from E to C to F) in an infinite loop. -
Freight in North America typically has right of way over even the longest distance passenger trains. Building tracks to service freight, then adding passenger stations in useful locations, is probably the best way to remain true to prototype for NA rail. There are a few exceptions such as the high speed Acela corridor in the Northeast megalopolis. That train moves at 120+mph and doesn't stop for anything except its stations! It also doesn't share trackage rights.
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These are awesome, care to talk about your prop sets?
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Lots of canals and continuous botanical barriers here in Watertown. Next task is to expand to the islands in the inlet.
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Wow, thanks for all the pictures and explanations! I really like your city. The attention to detail shows, especially in shots like the last few. The traffic maps are also interesting. Pedestrian congestion is occuring at many points. Which traffic plugin are you using? I have been using NAM default for years. Which parks? What is your average commute time? As you probably already found, it's possible to get it ridiculously low using a combination of pedestrian paths, subways and high density commercial/industry.
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Thanks for the input 1124. I definitely have noticed the same effect with R-$$$ downgrading to R-$$ and dilapidating, in my last roadless city. Will car blockers allow fire trucks through? Looking forward to pictures of your testing city!
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Great canals Sir Nuttingham.
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Bumping for one of the most fun concepts I ever built to. Any new roadless city developments? I see that there are now some new ways to do residential without streets: like using transit-enabled parking lot ploppables as residential frontage.
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That sounds exactly like the directions for troubleshooting extension conflicts in Classic MacOS... good call.
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The Mob keeps petty crime in check.
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This is a great map, I have already done a lot of modelling on it in the past and all the issues were SC4 engine related. The map is more accurate than the scale of SC4 in all the trickiest parts I could find. I am going to launch a new model on this map using the latest NAM. My last effort was pre-NAM 31. Major issues in my last modelling of the real city on this map 3 years ago (none related to the map itself): -- The Willamette River bridges aren't all perfectly straight in real life. There is a way to do diagonal bridges now with NWM, as I understand it, so bridges like Burnside (which moves 1 or 2 tiles from side to side in map scale) should be possible. -- The downtown grid is a real son of a gun. The new FAR functionality in NAM 31+ should help a great deal in theory, but the realism won't be there without a lot more custom BATs for W2W FAR that fills 4x4 FAR blocks with medium and high-density commercial and residential structures of appropriate time periods.
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Is there a way to get a Tram-on-Ave to make a 90 degree turn into a Tram-on-Road on a road which is intersecting the tram's avenue? I can't seem to find such a puzzle piece in either the Road or Ave groups. Edit: Found it on my fourth or fifth trip through the Tram-on-Road group
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- NAM
- network addon mod
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