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Showing results for tags 'eldia'.
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Hexagonal Grids
SimNationalist posted a City Journal entry in Paradis Island from Attack on Titan [WARNING: MAJOR SPOILERS]
While trying to come up with creative ways to use up the virtually infinite industrial demand, I stumbled upon the hexagonal pattern that I felt looked "futuristic" and appropriate for the spaceport I placed on the easternmost tip of the island. That prompted me to ask the question that city planners from nearly a century ago also asked themselves: could hexagonal urban grids work? I actually started with the bigger hexagon pattern covering ~3 large cities because industrial zones are far easier to place for reasons I've described in previous entries; I only did the smaller hexagonal neighborhood a little to the south much later because the diagonal/non-grid residential/commercial spaces are a pain to layout, although the hotkeys help somewhat. At first glance the hexagonal grids with 3-way intersections do appear to perform better than the conventional rectangular/square grids with 4-way intersections, but I can't definitively say because I hadn't developed the hexagonal areas enough to bring them to a high enough traffic volume for a fair comparison with the rectangular/square neighborhoods. Either way, the one big thing the conventional rectangular/square grids have going for them is that they are so much simpler to lay out: for the hexagonal neighborhoods I had to painstakingly count and measure road segments for hours, in contrast for the rectangular/square grids I could lay straight roads all the way across the map to form the grid layout within minutes. The hexagons are not really regular hexagons but still I was pleasantly surprised with how well they fit. In some screencaps further below, it starts off with a normal four-way junction as a "seed", with the hexagons fanning outward from it kinda like a snowflake. Another criticism levied at hexagonal grids is how would it approach street naming and addressing? For rectangular grids it's literally straightforward: you just need the street name and lot/building number. For hexagonal grids I imagine instead of locations being anchored to street names, they would designate a certain center block or blocks, then number each hex block radially around it, either clockwise or counterclockwise. Then the lots/building numbers within each block would also be assigned radially in a similar orientation. They could get away with nameless streets - instead of street signs they could have signs displaying the block numbers at regular intervals on each side of the streets and at each 3-way junction. Still might be disorienting because the travelers could lose their sense of the cardinal directions (NSEW) -
Insatiable industrial demand
SimNationalist posted a City Journal entry in Paradis Island from Attack on Titan [WARNING: MAJOR SPOILERS]
Another one of the more noticeable quirks of playing vanilla is the abnormally high industrial demand due to the relatively high occupancy of residential lots compared to the relatively low employment numbers in factories, which I put to good use to fill out the region, and to go wild with the road layouts, since industrial areas generally don’t get as congested as residential areas, and like I mentioned in the intro, unlike residential or commercial lots which have to face a road, industrial lots only care about the distance to the nearest road. This allowed me to lay roads into practically any shape, then just fill in the block with medium/high-density industrial by clicking on one tile inside the block and holding it for 1-2 seconds while holding shift to disable the interior streets. Works with the dezone tool too. This can be used to fill in a 15x15 area at a time with industrial zones, but my irregular industrial city blocks were often much smaller than that so this was more than adequate. The following screencap shows the sprawling manufacturing areas of Trost in a composite image with three of its neighboring cities. I was naively hoping the alternating checkerboard of industrial and greenery blocks would somehow temper the air pollution, but it did not seem to help at all. Transitioning to manufacturing and especially high-tech industry is still the most reliable way to reduce air pollution. -
Shepherding the vanilla commuters
SimNationalist posted a City Journal entry in Paradis Island from Attack on Titan [WARNING: MAJOR SPOILERS]
Whether playing in vanilla or with NAM, but even more so in vanilla, it really does help to think of cities/regions as a superorganism with the transport network as an analog for plant xylems, blood vessels, or lung bronchi - transporting people instead of water/blood/oxygen throughout the body. The key difference with real life is that people are independently capable of planning their own routes, while mindless water/blood/oxygen/ particles follow the path of least resistance. Then again SC4 is not real life, which is especially the case in vanilla, where the commuters act more like mindless particles, arguably even stupider since the vanilla commuters insist on taking the absolute shortest path despite the congestion, whereas water/blood/oxygen particles “know” to use alternate routes where available if the pressure at the main/shortest route gets too high. Using the "biological superorganism" idea, I started off trying tree-like layouts that could be later adapted for medium/high density development with more transit options. It worked reasonably well initially but I found it kinda limiting, so I reverted back to the standard grid but kept the hierarchy of transit options as in the following screencaps. The Dauper-Ragako metropolitan area’s high-density mixed-use residential and commercial districts Buses plying one-way street grids undergirded by diagonal subway lines, serviced by a monorail trunk line and elevated highway. The bus stops are placed with offsets on every other city block so they’re not all stuck travelling in the same direction lol. Diagonal subways underground to complement the orthogonal street grid above ground Brzenska city’s unconventional “fractal grid” plan, inspired by the real-world Barcelona city grid. Basically the tree layout described above taken to the extreme, rolled up and folded alongside each other. The idea was to selectively remove some of the interior four-way street crossings to force vehicles out onto the exterior higher-capacity roads. Then continue up the road hierarchy with more roads/avenues/highways in a sort of fractal pattern, with diagonal subways as shortcuts to discourage road congestion & encourage mass transit usage. Put another way, we’re sacrificing fast commute times to minimize congestion at intersections. Default view of one corner of the city. The inner->outer road hierarchy I ended up using was street, road, avenue, avenue, highway. I think I could have gotten away with street, road, road, avenue, highway Zone view. Alternately we could have tried using under-/over-passes for some of the avenue crossings instead as a middle ground Subway volume. The thing about square grids is that it lends itself well to having subways cut across the diagonals Traffic congestion. For the inner streets I tried to micromanage the 3x3 res plots so that they point away from each other and have a dedicated street for themselves, but then they went through the sides and back of the buildings so that didn't work -
City Skylines
SimNationalist posted a City Journal entry in Paradis Island from Attack on Titan [WARNING: MAJOR SPOILERS]
The central district of the Eldian capital Mitras, with the Royal Palace at its heart. The circumferential beltway marking the boundaries of the modern district traces the ancient Wall Sina. Panoramic night view of Mitras’ skyscrapers using the 3d camera mod. That mod is actually what inspired me to return to this region after a long pause. Later I’ll come back and take alternate angles of my other older screencaps. I’ve been playing SC4 on-and-off since 2008 I think: I would forget about it for several years then mess around with a few regions for a short while before forgetting about it again, yet I keep coming back to it even after all these years. This region is where it finally clicked for me how to reliably encourage those nice-looking commercial skyscrapers to grow, even on vanilla and hardest (3-star) mayor difficulty settings. Pick a central city tile that will host the skyscraper district, then go to its neighboring cities and ramp up the CO$$ & CO$$$ taxes all the way up to 20 while maintaining or even lowering the same taxes in the central city, effectively concentrating the CO demand in that one city. In hindsight this would work better if the neigboring cities are staggered such that the central city will have 6 neighbors; in this region the city tiles are configured in a perfect grid without offset where each tile only has 4 neighbors. Optionally, you could also do the opposite to the dirty and manufacturing industries: maximize the taxes in the central city to push them out to the neighboring cities, to keep the central city clean and pollution-free. In all of the cities (central+neighbor), get as many sims - especially highly educated sims - as you can. At first they will look for high-paying high-tech industry jobs, then eventually when their spoiled children grow up and graduate from college/university they will start demanding for higher-paying cushy office jobs. This process will take a while, you can play this by the numbers - I believe there is a specific regional population threshold, but regardless of the exact value, the key here is patience. If I remember correctly, I started seeing commercial skyscrapers in the central city when my regional population reached 1M+, with significant percentages of highly-educated high-wealth sims in the central city and its 4 neighbors. Once you’ve accrued a pent-up regional demand for CO$$ and CO$$$, pick a spot in the central city for the skyscraper district with all the amenities: water, public transport, police, fire stations, hospitals, schools parks, rewards, landmarks, the whole package. As you can tell this will take some hefty initial startup cash on top of recurring monthly expenses, so it helps if the central city is already moderately developed by this stage, with a sizeable treasury and healthy net monthly income. Mix in some high-density residential zones so the office workers have the option to live in nearby high-end housing if they can afford it. But hold off on spamming high-density commercial zones just yet: now that we’ve concentrated the regional CO demand in this central city, we can concentrate it further within this city by zoning just a few plots of small high-density zones, so the CO demand will be forced to build upwards. You’ll know you’ve done it right and you’ve waited long enough if they immediately sprout up, if not that just means you’ll have to wait a little longer: most likely the regional population is not yet high enough to meet the threshold. As the CO demand is replenished, continue zoning small pieces of high-density commercial zones around the starting cluster. Then when the commercial space in the central city is all used up, lower the CO taxes in the neighboring cities, or repeat the whole process in other groups of central+neigbor cities across the region, like what I did for the following screencap. The city of Zacharius, where the southern terminus of the national high-speed railway loops around to “lasso” the central cluster of financial skyscrapers of what was once a frontier ranching town. Where their grandparents once wrangled market bulls, now their grandkids are chasing bull markets. Zacharius city also hosts the country’s largest meat auction, ensuring a stable supply of affordable meats. -
Making huge circles
SimNationalist posted a City Journal entry in Paradis Island from Attack on Titan [WARNING: MAJOR SPOILERS]
As for the huge circles which could span multiple large cities - I made a prototype in MS Excel that I've converted into the Python code snippet linked here. The inputs that can be edited are the values of r for the radius, and show_plot to either True/False to show/hide the plot. The output is the sequence of road segments to lay out a 45° half-quarter arc, or one-eighths of a circle, that can then be rotated and flipped to make the full circle ... 10:1 4:1 4:1 2:1 2:1 2:1 2:1 2:1 1:1 1:1 2:1 1:1 1:1 1:1 1:1 ... which has been condensed into the below format. The left number is the length of the 1-tile wide road segment, while the right number is how many times that segment is repeated: 10,1 4,2 2,5 1,2 2,1 1,4 The compressed output can be saved as a picture, a text file, or on pen & paper like a compact "cheat sheet", instead of having to visually count off tiles on a diagram. Nevertheless, the plot can still be useful if only for double-checking the placement, using $10/segment roads as a "tape measure" of sorts as described in a previous entry. A fun mini meta-game is to try to memorize part or all of the sequence while laying down the arc and seeing how big of a circle you can make without peeking at the cheat sheet. One subtle but important caveat: since we're quite literally squaring the circle. there's bound to be some distortion, so the output is not perfect, especially towards the end of the 45° arc where it becomes diagonal. Simply reversing the sequence and continuing on from that point will not always yield the desired results, instead it is more reliable to start the other half from the opposite direction, e.g. if you started at the 12-o-clock position towards 1-o-clock for the first half, start the second half from the 3-o-clock position towards 2-o-clock until they meet in the middle. Try it out first with smaller circles before committing to bigger circles. These can then be paired with the angles to draw almost any kind of shape, from "wavy" sinusoids to DNA double-helixes. The spirals can be approximated by generating a series of circular arcs with increasing size: Constant width similar to an Archimedean spiral, using semicircles whose radii are multiples of 1, 3, 5, 7, and so on Logarithmic spiral using quarter-circles whose radii are multiples of some constant, e.g. 2: 1, 2, 4, 8, 16, 32, … Fibonacci spiral using quarter-circles whose radii are multiples of the Fibonacci sequence: 1, 1, 2, 3, 5, 8, 13, ... Natural-looking curvy roads can be created by appending arcs of varying radii. Then the road segments can be connected together with combinations of FAR segments, reverting back and forth to the curve as needed. Though since SC4 is still a grid-based game, there’s really not much benefit to using curved roads aside from aesthetics. Usually I treat them just like a natural barrier like a steep slope or water line, and just build/zone stuff around them, then demolish the roads once the shape has been filled in. I tried it out again on an empty region of 5x5 large flat cities with 256 tiles on each side. The table on the left is the generated outputs of the script for the largest/outermost circle down to the smallest/innermost circle, which is itself larger than and completely surrounds the central large city tile. For the Circlejerk city, I made concentric circles whose radii are multiples of 10 tiles: 10, 20, 30, and so on. For the Kurôzu-Cho city, I used semi-circles with radii of 10, 30, 50, 70, and so on. For the Galactic City, I used quarter-circles with radii of 10, 16, 26, 42, 68, 110, and so on (Fibonacci sequence x2). -
Making odd angles
SimNationalist posted a City Journal entry in Paradis Island from Attack on Titan [WARNING: MAJOR SPOILERS]
For the odd angles, we use the same principle as the NAM Fractionally Angled Roads (FAR): any slope can be approximated using a fraction of "rise" vs "run". For the plain old 45° diagonal, we do something like "move 1 East, move 1 North, then repeat as far as needed". Alternately we could also go "1 West, 1 North" or "1 East, 1 South" or "1 West, 1 South". For brevity we will omit the cardinal directions and express the angles as pairs of tile movements along the latitude and longitude, e.g. 1:1 = 45° For the FAR angles: 2:1 ≈ 26.565° 3:1 ≈ 18.435° 4:1 ≈ 14.036° The general formula is tan(X degrees) - this can be entered directly into google after substituting for the angle. For example if we'd like to approximate a 20° or 70° diagonal 1/tan(20 degrees) = tan(70 degrees) ≈ 2.747 ≈ 2.75 ≈ 11:4 That is, "for every 11 tiles in one direction, move 4 tiles in the other direction". One way of laying this out would be ... 2:1 xx 3:1 xxx 2:1 xx 4:1 xxxx ... ... then repeating that pattern for as far as needed. Other angles commonly found in regular polygons: Triangles, hexagons: tan(60°) = 1/tan(30°) ≈ 7:4 Pentagons, stars: tan(72°) = 1/tan(18°) ≈ 3.08 ≈ 77:25 (aka very close to the FAR 3:1 angle of 75:25, but sprinkle in precisely two of the 4:1 segments every 25 tiles moved in the other direction to bring the ratio up to 77:25. Though in most cases it doesn't have to be that perfect, especially if kept within city boundaries) For example, to create Captain Middle America’s shield as shown in the previous entry, Starting from the middleNote1 of a "flat" edge of the circle, this will be the "top" of the star shape, in the conventional orientation as seen in the above pic. From that point, dezone a series of 3x1 tiles going in either direction Then when those lines touch the edge of the circle it becomes an alternating series of 1x1 and 2x1 tiles to make the slope 2:3Note2 When those lines touch the edge of the circle, connect them with a straight line, aka a road or street since this will be the only road connection to the central pentagon. Optionally, start a volcano disaster in the central pentagon to complete the vibe and to eliminate the need for a road/street running through the inside of the circle Unpause to let the farms pop up, then use mayor mode trees or god mode trees (ctrl+alt+terraform in mayor mode) to fill in the dezoned tiles - might have to zoom in real close and/or hold ctrl while planting to be precise so the trees don’t leak onto the farm plots Note1: The exact number of tiles can be counted by dragging $10/tile roads, noting the total cost, then dividing that by 10 i.e. dropping the rightmost digit. The measurement is more accurate if you pre-build the roads before measuring, because building new roads on bare terrain has an add-on cost depending on the ruggedness of the path Note2: I actually made a mistake here, step #3 should have had twice the count of 1x1, to make the slope 3:4. I compensated for it in step #3a by nudging the straight line in #4 slightly higher -
Non-grid Farms
SimNationalist posted a City Journal entry in Paradis Island from Attack on Titan [WARNING: MAJOR SPOILERS]
Non-grid farms using the dezone sculpting method described in the previous entry takes up significantly more time than the conventional grid farms, but in my opinion, it makes the satellite view look so pleasing and much more “organic” & realistic and well worth the extra effort. As you can see, I had way too much fun with the unconventional farm layouts that it eventually circled back (pun intended) from looking realistic to looking unrealistic and downright impractical. In my regional headcanon, the unhinged farm designs are an unofficial/informal competition between towns, to honor the Royal SimFamily’s farming heritage: Queen Historia I, the forerunner of the current Reiss dynasty, was raised in a farm and was known affectionately as the “Cattle Farming Goddess” early in her reign. Captain Middle America: The Winter Wheat Seller Wood Man Brown Widow Harvesters: Infinity Farm Cider Man: Far From Hoe Guardians of the Granary Again, I sincerely apologize for the inverted star pattern as well as the unintentional naughty symbol formed by the trees in the middle of the Celtic knot - at first it wasn’t apparent but looking at it now when zoomed out I can’t unsee it (>~<) For the circles in #1 through #4, I used the following: Build a school/police/fire station with the circular coverage, then turn on the education/police/fire/coverage overlay. Hospitals/clinics don't work because the health overlay only shows residential areas Adjust the funding to tweak the radius of the circle Zone agricultural areas to cover the circle, then dezone the parts inside/outside the circle For the DNA farms in #5 I used the above together with diagonal roads tangent to the circles For the spirals in #6, using trigonometry and MS Excel (or any other tool with scripting) it gets reduced to a pixel art kind of deal. This also works for making larger circles and other shapes beyond a civic building's coverage, even spanning across several city tiles – we’ll come back to it later in another entry. One final note about irregularly shaped farms: often the farm tiles along the edges/far ends will display a "no connection" zot. This can be remedied by placing small bits of streets right beside them on the dezoned tiles, unpausing the game, then demolishing the temporary streets. The zots may or may not reappear when reloading the city; in that case either permanently dezone those tiles, or maybe calm down on the designs a bit This was particularly a problem with the spiral farm, the first time I unpaused the game, my beefy gaming laptop froze up for several seconds, then showed no connection zots for virtually every single tile in the spiral. I had to painstakingly place then demolish temp streets to remove them just so I could take the screencap. D'oh! 😵💫 -
Regional Transport
SimNationalist posted a City Journal entry in Paradis Island from Attack on Titan [WARNING: MAJOR SPOILERS]
I crammed lots of easter eggs on the map, but they are more apparent on the transportation view: both AoT and non-AoT easter eggs, some are pretty obvious, and a few that are not as obvious. Among the most notable, starting from north to south: “Hexagonopolis” inspired by the article Hexagonal Planning in Theory and Practice, which is a fun longread btw – there’s also this video by City Beautiful on YouTube dissecting the linked article. The elevated highway snaking through the adjacent hexagonal neighborhoods on the satellite view resembles the hallucigenia “source of all living matter”. Nearby we have the sinusoidal waveform, Celtic knot, universal ‘S’, feng shui bagua inside the massive crop circle, hypercube/tesseract, DNA double-helix, and spiral farms. That northern grid city where the highways intersect is one of my more ambitious attempts to shepherd the dumbo vanilla commuters – we’ll go into it in more detail in a later entry with better zoomed-in screencaps. For the inverted 5-pointed star, I would like to pre-emptively apologize for any unintended unfortunate meaning. I had originally wanted it to resemble Captain America’s shield and put it that way just so it would look better on the isometric regional view, not for summoning lemons or anything like that. Moving on with the rest of the northern landmarks, there is a 3x3 Rubik’s cube and a smaller version of Hexagonopolis with diagonal neighborhoods on its outskirts. One of the most striking landmarks is the huge circle inspired by the concentric zone model of city planning as well as of course the three walls of Maria, Rose, and Sina from the series. I was planning to develop it more to build a cluster of skyscrapers in the innermost circle around the John Hancock Center, but never got around to doing it so it ended up looking like Isengard and Orthanc from Lord of the Rings. Lastly, we have the giant Star of Eldia composed of farm lots subdivided by streets, and an industrial area that resembles the wings of freedom (or Eren’s founding titan) along the east bank of the southern river as it flows south through Shiganshina. Which is quite fitting now that I think about it, I had the most freedom with laying out industrial zones, since the individual lots within the zones don’t require direct road access and only care about distance from the nearest road. I could just construct diagonal road grids then do the click-and-hold zoning shortcut to fill in the diagonal blocks, while also holding the shift key to suppress street creation within the block. Likewise with farm lots, which can be sculpted into any shape as long as they have at least one tile touching the street. By “sculpting”, I mean laying out a huge rectangular farm lot all at once while again holding the shift key to remove streets, then using the dezone tool to remove 1-tile wide segments of agriculutral zones, and the click-and-hold dezone trick to remove large non-rectangular areas after sculpting, to whittle down the edges and to carve the partitions between farm lots, then optionally filling in the dezoned tiles with mayor mode and/or god mode trees to conceal the janky corner tiles. That is also how I got the “center-pivot irrigation” circle farms: zone a large area, place any building with a radius, adjust the funding to the desired size, then toggle on the radius while de-zoning tiles along the circumference. That trick works for small-medium sized circles, but for large circles of arbitrary size - as in extending across multiple city tiles like Isengard described above - we’ll go back to it later. If dezoning agricultural zones is not your thing, I believe there is a mod that removes the minimum size of agricultural zones enabling you to zone farms as small as one tile for this same purpose, but they still won’t develop until they reach the minimum size of at least 4x6 I think. Similarly, there is a “Pedriana killer” mod that prevents the ugly-looking Pedriana’s Plants building from appearing, but this can be worked around without the mod by strategically de-zoning every fourth 1x1 tile along the side of the agricultural zone where it touches the road, such that there is no 4x4 area for the building to spawn since all farm buildings require a road connection, but this also blocks the larger farm buildings from appearing. -
Regional Overview
SimNationalist posted a City Journal entry in Paradis Island from Attack on Titan [WARNING: MAJOR SPOILERS]
Introduction Originally it was intended to be a free region where I can experiment with layouts whichever way I liked, and to help me relax before sleeping. As I was building it up over several months, it slowly got wrapped up in my modern alternate-universe headcanon/fanfiction. To that end, this city journal will serve a dual purpose: to showcase the wacky unconventional layouts, and for me to geek out about AoT so I can finally move on I’ve posted the map files for rendering the bare map previously, as well as the pre-built region which like I said was done in pure vanilla - I invite you to download and have a look, though you might need the 4GB patch to load it since it is a large-ish map (12x7 large city tiles). To recap, I took someone else’s Madagascar map, flipped it vertically, flattened the southern half, then added navigable rivers for ferries. For most of the southern half I tried going for that “organic” look inspired by an often-reused aerial shot of the walls as seen in the city journal description and banner image; I like to imagine the southern half was the historic heartland that grew organically over the centuries, while the northern half was haphazardly developed within a few decades on a wave of rationalist progress. Regional Lore and Backstory (skip this part if you want to avoid spoilers, or simply don't care and are just interested the gameplay bits) Referring to the country info sidebar - which I edited from the Wikipedia entry for Madagascar - the story takes place in the Year 1000, about 150 years after the canon events of the series, which occurred around the Year 850. It’s not really explained in-universe what exactly happened in the Year 0, but I digress. Continuing from the events leading up to the ending, the rumbling was 80% completed and the Yeagerist faction dominated the island, adopting the Scout Regiment’s wings of freedom and the Star of Eldia on the national flag and seal respectively, along with “Dedicate your hearts!” as the motto, quoted from Commander Erwin Smith whom the Yeagerists revered. Personally, I think the main theme of Vogel im Kafig could work so well as the Eldian national anthem, if going off of the translated lyrics. Perhaps they could have used a shorter abridged version though instead of the full six-minute track. Just like the regional map, the globe map is flipped upside down, while the borders of the outside world have been erased – the rumbling was so destructive that even now 150 years later, the former nations have struggled to recover. The central district Mitras retained its governmental and royal functions and served as the capital for the new nation. However, in the decades of rapid growth that followed, the historic southern district of Shiganshina closest to the ports eclipsed it in both size and population to become the nucleus of the country’s largest metropolitan area. The primary ethnic group still consists of the native Eldians who were born and raised on the island. The largest minority are the descendants of Marleyan volunteers, captives, and refugees. The remainder consists of other ethnicities along with some Eldians born in the former internment zones on the mainland, as well as people of mixed Marleyan-Eldian descent who refuse to identify as either. To establish firm political control over the island, the Yeagerist faction founded a new religion called Yeagerism, praising Eren as the savior of Eldia, though in more recent times religious practices became less relevant in daily life and the number of its adherents have steadily decreased. Among the minority religions, the wall worship cult has all but disappeared along with the walls themselves, meanwhile intelligence services are monitoring the activities of so-called “Marleyan Restorationists” in the underground. The population figure of over 4 million is lifted straight from the in-game regional population. Considering it was at 1 million 150 years before, a four-fold growth is quite realistic compared to our real-world global population quintupling over the same length of time: from ~1.2 billion in 1850 to ~6 billion in 2000 The GDP figure of 139.5 billion Eldian Marks is a reference to the 139.5 chapters, while the HDI figure of 0.845 is a caiiback to the in-universe year when the main story started. The GINI coefficient of 34.5 is from the 34 volumes, though I forgot why I added 0.5 there. Taken together, these economic statistics put our modern Eldia in the same league as many of the post-Soviet Eastern European countries like Poland or Czechia. -
Version 1.0.0
392 Downloads
Since this is a large region, the total size of the zip file was 240MB, so I had to split it up into 3 zip files. Download all of them then extract all into the same folder inside your Regions folder. This was all done in pure vanilla without any custom buildings nor mods (not even NAM Lite, though the 4GB patch might be needed), so it should work right out of the box. Disclaimer: it's not that I dislike mods; I was just too lazy to setup my plugins folder at first XD. This is more of an experimental "sandbox" region where I played around with the layouts - as far as vanilla would allow me anyway - rather than optimizing traffic or maximizing population or anything like that. If you're curious about the wacky layouts and don't mind spoilers, I've created a city journal explaining all of the details and easter eggs. I noticed way too late that the region folder I had saved after replacing my laptop was not the 100% completed save from which I had taken the regional screencaps. Though it is still close enough, I would say this was at 95% completion. Of course, I'm using "completed" here in a subjective sense - there's still lots of underdeveloped & unbuilt areas that can be used. -
Version 1.0.0
130 Downloads
Created this back in mid-2021 when I felt compelled to skip ahead to the manga ending after the anime tricked me as it did many others that it was supposedly completed because it already had "The Final Season" (only Part 1 as it turned out, Parts 2 & 3 would come out in the years following. Talk about crappy planning haha) I modified someone else's Madagascar map, flipped it upside down, flattened half for more buildable areas and added navigable rivers. I like to include at least one relatively flat large city tile in my new regions so I can lazily start with a dumb grid to overcome procrastination and analysis paralysis, while at the same time giving the regional demand a quick initial boost. Related links: ready-made pre-rendered blank region pre-rendered region with vanilla development city journal config.bmp

