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The base to any city before any planned developing, is its nature. Here are some shots of the natural habitats from my city of Santa María Island. Being a coastal city, this area was first discovered by the Castilian Kingdom, prior to becoming Spain. No major settlement was established due to the heavy marshland and swamps that governed the area. It wasn't until the mid 1600's that a community of French pirates (buccaneers) decided to settle down and live as a hidden community. The buccaneers made large profits off the pelts of the variety of animals this land has to offer, besides sacking Spanish galleóns and nearby towns. Here lies the Château Bleu de Montbars. The now turned into the Naval Museum, it is separated by a bridge. This residence offers a large garden and scenic view to the city.
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Good morning or afternoon to some! It's been a while since last update to my CJ. Unfortunately, I suffered a serious medical problem - an Achilles tendon rupture. It is a brutal injury which, essentially, makes one unable to walk and requires quick visit to an operating table... Thankfully, I am already past that stage and the operation was a success. Before rehabilitation starts, me and my leg will have to endure a cast - for thirty more days... Some people already call me "Master-Plaster"... I hope I have justified my absence from the forums and city journaling. I can only hope I will regain my life as quickly as possible. I always liked exercises, so starting the physiotherapy should be a welcome and pleasant experience once the cast comes off. I wish you a safe and healthy New Year and an interesting read through the next episode of SimCity: Tribalism. A previously distant and virtually unconnected tribe of the Residents has enjoyed a lucky and unusual series of coincidences recently. These, made it possible for them to make new friends and potential partnerships in a very short time... In Y.O.U.S 35 the construction of R-3 highway was completed and the Resident territories have been opened up to travels and exchanges with Southern Udanani. A joint Businesspeople-Smileyface delegation was sent down this new throughway, soon after the route was opened. This way, a new contact was made. At roughly same time, the Altruist diplomatic mission (who previously made contact with some other tribes) also arrived to Bedroom's shores aboard ATS "Ibis". As if this wasn't enough, it also turned out that a small delegation of Gridlayers has been visiting Slacker's town of Dolittle, just South of the Resident capital. Given the occasion, diplomats from this distant tribe have also decided to pay Residents a visit with so many possibilities of contact presenting themselves at once. As a result, the aristocratic and classy tribe has been blessed with four diplomatic connections within a short, 3 day span... All of the parties involved in this unexpected meeting were interested in establishing diplomatic relations and discussing various forms of cooperation in a peaceful, quiet setting. Lack of hotel rooms and appropriate conference facilities forced the Resident hosts to establish a new town that could accommodate foreign delegations. This is why as yet nameless, new town has been established East of Bedroom. Currently, the town consists of several luxury and low density accommodations for foreign diplomats as well as three fully equipped conference centers which can be used for conducting work groups in different formulas. Some of the Residents call it the "Friendship Village". As you can see, large amounts of the new settlement consist of green areas and lush vegetation. The Residents used this kind of intentional design in order to increase the land value of the new city right after establishment. Despite the fact that area looks quite wealthy, some urban planners have criticized the project for hasty design and chaotic layout, going even as far as to call it "amoeba" due to its peculiar shape. One way or another all the guests have been invited into the Friendship Village to conduct talks. The entire event has been formalized under the name "Coastline Summit 35" due to the fact that most of the tribes participating have access to seas surrounding New Udanani. Appropriate security has been provided for the event by the Resident police and self-defense forces and the summit has begun. Numerous topics were discussed during the meeting so it would be quite difficult to list them all out. The most important information is probably how all of the tribes reacted to each other. Especially towards previously undiscovered Gridlayers and Residents. The following infographics show the sentiment towards these tribes, complete with a short information on the issues and common grounds found. The "Coastline Summit" in Y.O.U.S 35 kickstarted a period of dynamic cooperation between many New Udananian tribes. In fact, it was decided that the areas surrounding the Friendship Village will become the first ever town to be controlled by three different tribes with the Residents, of course, being one of them. It has been decided, however, that the Revered Spirits of the St'ropoli Dimension shall indicate the ownership of the new town. If you would like to help with that decision, you are kindly invited to cast your vote in the poll at the top of the page. Some people say that isolationism is also a form of diplomacy and there's certainly one tribe that continues to put this idea into practice - the Localvores. For the last few years the tribe has focused on expanding their influence through creating natural environment. As a result "The Loneliest Neighborhood of New Udanani" has greatly expanded through the creation of new grasslands, mountain forests and deciduous woods. As you will see, the Localvore greening policies have had a very positive impact on the local region. Future development plans agreed for this piece of New Udanani assume further expansion of such areas. In spite of the Localvore autarchic ambitions, there is one interesting tidbit that many people pay significant attention to. The mountainous areas of Greener Hills contain deposits of water which has valuable elements beneficial to health. The Localvores have thus established an extraction and bottling facility to take advantage of this gift of nature. Believe it or not, the Localvores allowed for several Altruist employees to be hired for this new enterprise... As a result, this industrial facility is the first ever Localvore business to employ foreign workers. By the end of today's episode, have a look at some more shots of the newly developed natural areas of Greener Hills which you may find inspiring. Thank you, see you next time and best wishes for good HEALTH in 2024! Comment replies: @Tamijo - Noted. Thank you for voting! @Cortana - I'm sure you are doing well in your own regions. Sometimes it's just a matter of imagination and a good combination of custom plugins. @TogaMasterJohn - It's a fine joke, even if a "dad joke" type. I'm glad you liked the details. @sc4baidu - Hi @sc4baidu! Sorry for the late reply. As you can see, I had a health problem requiring immediate medical attention and was away from the page for at least two weeks... Regarding your question - I made the conveyor belt and crusher house myself through the objects available in "BSC MEGA Props - RT Vol04" plugin pack. I simply pieced them together in LE and saved them as custom ploppables.
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@TheMurderousCricket, @TogaMasterJohn, @carlosmarcelo, @mitsos, @Chappington, @raynev1, @TG24, @Golan0, @whiteshark365, @CaptCity, @MissVanleider, @ByeByeBayou, @Dead_End and @Kuba138, thank you for your likes, comments and follows Time to begin the construction of a new solarpunk city, this time named Olivia-4. Olivia-4 was supposed to be another linear chain city, just like the previous ones, with only 2 road connections. However if you see closely at the east part of the city, you'll find a third road connection too. Olivia-4 is going to be connected with 3 cities, with Hazelfield already being one of them. This city is going to have many futuristic surprises. See the wavy street? Notice that the main road is expanding into an empty area? In the next entry you'll see why. We have the roads, we have the magnetic railroad, so now it's time to prepare the ground for our city. For once again, no excessive terraforming. Just let the landscape as it is. This is also a good time to build our public transportation systems, with bus stops in every corner and underground pods stations in the main roads, which will be expanded later. And now we can plant our trees... ...and begin the construction and the landscaping of the area. Right now the town has some parks, some neighborhood mini farms, a vertical farm, a market next to it... ...a police station, a fire station, a clinic which expands underway as well, a primary school, a secondary school, a library, a museum, some playgrounds... ...a college and a lake. But this is just the beginning. How the town will like is something we'll see in the next entry. And let's not forget the landscaping, making the area as beautiful as possible. The construction has begun. Sims are coming to the town to build their houses and infrastructures, but we have to wait to see how Olivia-4 will actually look like. The only thing I can say for now is that after taking those pictures I made some progress and many things has already been changed. This teaser is a little small because, as I said before, Olivia-4 is going to have some really cool futuristic surprises. Can't tell what, can't show you now, just be patient. Right now I'm reading and making some homework for my postgraduate studies, but hopefully the next entry will be ready soon. See you there
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The era of early development is both an exciting and challenging time. On the one hand, it is hard to accomplish something as a community all alone, with no nearby neighbors to render aid. On the other hand, however, the significant distances that separate individual tribes, allow them to develop a distinct character of their cities, before they interact with other (frequently contradicting) philosophies Important developments have taken place in Udanani since the last time you visited. Most of them can be seen in the Central and Northern Udanani. Sit back, relax and read on. The Businesspeople have recently focused their efforts on perfecting their business district, making sure that offices and shop owners have ideal conditions to grow. The business sector in Profit Hill did, in fact, become stronger and more competitive as the time went by. As is evident in the picture above, the main four-lane road has been upgraded to a classic avenue, because the numbers of customers and commuter traffic are staggering and call for higher capacity solutions… Good planning on The Businesspeople’s part! Profit Hill has also zoned for more commercial projects, like the one off to the south from The Downtown. A few months ago, the Quadra Tower project has been opened up for investors. There are also other new, commercial developments in the city. Suffice to say that the economy in Profit Hill is doing fairly well. Even the small services sector located between Revenue Road and Collier Street is doing fine and the shop owners keep investing in their nest egg - certain that the economy is on the right track You might also be interested to see that the residential neighborhood of Sirli Park has been definitively completed. A mix of various housing projects, now surround a green park with a central promenade. Fully grown vegetation is also a nice addition to the overall picture. Of course, Profit Hill continues to take care of its citizens and is doing its best to satisfy their basic needs. Or does it…? Unfortunately, as the time went by, The Businesspeople have overlooked a few things. Not so long ago, Profit Hill has struggled with a crime wave... The police did not keep up with the rapid development of the city and failed to react on time. Luckily, the issue has been largely resolved since then (and to everyone's relief). But the trouble that still persists is... the good living conditions in Profit Hill! Sounds paradoxical. But the drive of new citizens to live in this city is so high that the job market has become highly competitive. As a result, some unemployment is present in the city and not everybody can make a dime for themselves... In order to alleviate the situation a little bit, the Chief Executive Board of The Businesspeople Tribe have agreed to further expand the industrial base in the city. At least for now. For as long as another solution to unemployment is found. The city has gone through some problems up until this point but it goes without saying that it is doing fairly well and has the potential of becoming an important place on the map of Udanani. If you now warp to the Northern Udanani, you will see that similar developments, though smaller in scale, have taken place in The Residents' town of Bedroom. Just to remind you, The Residents scoff at the concept of introducing industry to their villa town and prefer to rely on commerce. As a result, their low-density shop district of Cloverfield has undergone a significant expansion. You may have also noticed that the orphaned football pitch has been developed into an attractive and cozy activity center. Perfect for kids and employees who want to stretch their legs after a hard day's work. The elitist nature of Bedroom shows through more and more. Luxurious housing and clean medium-wealth homes are on the rise. Some of the citizens prefer to migrate closer to the seashore, which will perhaps kickstart the creation of a new neighborhood... Bedroom doesn't have as many problems as Profit Hill because it develops slowly and The Residents keep a watchful eye on the forces that shape their environment. As you can clearly see, The Residents and The Businesspeople are currently focusing on building the grounds for a strong commercial sectors, though for different reasons. The Businesspeople, do it for profit and creative satisfaction. The Residents, do it because their elite citizens demand attractive jobs. But money is not all there is to life. Treasures of nature are just as important and if you take a look at what has been going on in Farmington, you'll understand just how important and beautiful they are. Say hello to Goldleaf Forest! The lands north of The Localvores' village were turned into woodlands, just as it had been planned. The research indicates that the overall fertility of the farms laying closest to the river have increased by 25% - the result of reduced soil erosion and larger amounts of organic sediments flowing downstream. Naturally, the yields from the farms have also increased, allowing The Localvores to earn more from their farming activities. And while an impressive forest has grown on the other side of the river, Farmington did not change that much. Some new neighborhoods have been created on the western edge of the village, but the rest of the town remains more or less the same. ...except, perhaps, for the new Village Hall. The Tribal Council has just ended their meeting and the representatives start to head back home, still discussing some of the points outside of the building. Some green infrastructure has also been tucked in, here and there, increasing the town's landscaping value. Goldleaf Forest is no reason for The Localvores to just rest on their laurels! The Localvores are happy with their new achievements and plan to expand the area of their positive influence even further out. The next portion of land that they wish to develop is located Northeast from Farmington. The area in question is located between the rivers of Sopronia and Casamassima and is known as Alouni Basan Plains but... there seems to be no consensus as to what should be there. Perhaps you wish to help The Localvores make up their mind...? If you do, head over to the pool poll!
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North West Mayon Country ! Land of Mayon diverse, few big ciities, arsenal of of agriculture and some rough less explored area´s north oh Thareau Ville ! Landscape along the thareau river, thin rural communities transforming into ever more rough becoming area of a endless forest terrain with some logging and mining industries ! First, Thareau Ville little heart of commercial and industrial activity had some area wich weren´t developed around the expo and airport area ! At the right the old inner city ended leaving room for commercial and residential development ! Suburban citizens finaly can stretch into their urban dream home ! Most go south, some move to the area along the thareau river valley, more secluded, wealthier spots ! Thareau Woods, rural center of the county follows on the bend with the Maharaska river ! Business, Industrial, Rural center ! Some small town around with their rural industries ! Along the Maharaska river we now enter into Ingle County. Little more rural and rougher this is a border town between meighbouring county and the rough woods of the Maharaska and Shawama river indian reserve ! Rural valley bellow stream with the business airline strip, great loby by the business communithy of Thareau Woods and Ingle town resulted ! Ingle town ! We continue into the heart land of Maharaska and Shawama range along the Maharaska river ! Iron ore and lumbermill ! Maharaska range wild forestry area ! Nickle town the klondike of Mayon county ! Last what is left of the native indian country ! Little indian community, more modern in their present living, their culture still preserved in the reserve ! Well, that is mayon province journal contribution for this year. What´s left, a little coastline about 100 miles long wich, may have some interesting scenic highlites around ! Hope you enjoyed this journal and see you back next time !
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Version 7.0.0
7,907 Downloads
This DLC will contain trees, plants, rocks, ponds and everything related to the environment. Updated to version 7.0, see below to see what's new. You can find images of what this DLC contains here: Specs: You can find them as MMP's and props (Note that seasonal props end in "Summer" and "Autumn." I removed the winter state that means that the winter version is everwinter). I will update this DLC constantly so you must be on the lookout. Scale of the models: 133% on all axes. Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). ------------------------------------------------------------------------------------------------------- I will buy more trees with the money I receive (I decided to use Paypal instead of Patreon because I want everyone to have access to my content). https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to all people who have donated to me! -
Entry 75 -- Hefnall Forest West
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Entry 75: Hefnall Forest West It's been just over five weeks since the last entry, during that time I had another accountancy exam to complete and this was one of the biggest modules of the course. I also had various bits of cleaning and housework to be done, but this week I booked time-off work which is why I'm going back to Cindersville to take further pictures. This entry and the next two explore the north-eastern part of the Cindersville city tile, so expect a lot of greenery, trees and mountains! Thank you for all of your comments too! For the wait I've thrown in some extra mosaics too. {---} 1. As always with Cindersville we start with an overview of the area being explored- there are at least twenty distinct areas. 2. This street is the eastern-most extent of the village of Kingsley. 3. Starting from the western ridge of Mount Hefnall we move downwards (north direction) towards Kingsley and the western fringes of Hefnall Forest. 4. From the top is the western boundary of Hefnall Forest, we sweep eastwards when scrolling downwards. 5. Mount Hefnall, in the top-left, has one prominent ridge which sweeps out westwards. 6. 7. Herds of deer are daily seen in Hefnall Forest. 8. This entry has a lot of mosaics to help gain a close-up perspective of Hefnall Forest. This one covers Mount Hefnall's western mountain ridge, from the top (east) we move downwards in a roughly western direction. This mountain ridge forms the southern boundary of Hefnall Forest. 9. 10. Another sweep from West to East. 11. A sweep from South to North. This one starting directly at the top of Mount Hefnall 12. Trails... Trails everywhere! 13. To the right of this picture are the western parts of Hefnall Forest. 14. The rest of this entry will be a selection from various parts of this forest. 15. After creating the landscape the first thing which came was using the ARDEN Tree Controller to create the core forest. 16. Next was destroying parts of this forest where the terrain was either looking dry or rocky or even muddy. From these gaps I then laid the trails and paths using Heblem's gravel MMPs. 17. The paths helped to divide up the MMP work which had to be extensively performed. For the coniferous areas I used a variety of bushes, desert flora and additional coniferous trees to beef up the woodland areas. 18. In the lower part of the coniferous woodland there are ferns (or bracken), this had to be created based on both terrain height and the preponderance of the bushy, brighter-green trees embedded in the pines. 19. For the upper parts of the coniferous areas this had to include thick shrubs and bushes, rock scree and (when closer to mountain faces) exposed ground (bedrock) with numerous bits of rock strewn over the slopes. 20. On the highest mountains the flora density substantially decreases as do the number of trees. It should be noted that all flora seen in these pictures is based on several flora themes determined by: deciduous/coniferous, height, rockiness, ground dryness and proximity to rock faces, crags and/or cliffs. 21. 22. An overview with the western part of Hefnall Forest to the left and Mount Hefnall dominating the picture. For the Mount Hefnall entry I will be creating a "square" mosaic with a close zoom for everyone's viewing pleasure! {---} Next entry, this Tuesday, will be exploring East Hefnall Forest! Enjoy the weekend!- 12 Comments
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Earthworks Tutorial Lucario Boricua's Earthworks Tutorials E-7: Hiking Trail
Lucario Boricua posted a topic in SimCity 4 General Discussion
Greetings once again! Today I'm unveiling a wonderful Earthworks Tutorial for nature-lovers, we're making hiking trails!! These are a type of path located along natural areas, whose purpose is to allow for recreational walking and sometimes cycling in designated wilderness areas. These are an essential part of natural preserves open to the public, connecting visitor centers to the various amenities for outdoorsy people. A. Mods and custom content required Network Addon Mod, latest version, currently the 38. Versions 34 through 37 will still be adequate despite missing some of the latest relevant features. In particular, make sure to have the NAM hole digging lots, these are super important to do a lot of the required steps I'll be showing. There are other hole digging lots available and they work just as well. One of the features we'll be using are the pedestrian mall bridges! Slope mode of your choice: in my case, the original BRF Tunnel and Slope Mod with some slight modifications. I recommend this one in particular because it's one of the most varied slope mods available for SimCity 4. I currently use an older version which still did not include a dedicated Real Highway (RHW) slope. In fact, for this tutorial it is especially advantageous to have a slope mod which specifically excludes the Real Highway, as the network's default slope is especially steep, it'll come in handy to shape the natural terrain around the paths. Find all the published slope mods in the main topic of the Earthworks Tutorials series! God Terraforming in Mayor Mode: if not your thing, use the cheat to activate God mode terraforming tools in Mayor Mode Your favorite sand, rock or MMP path set: once the trail path is shaped, it's great to have it look just right with the right surface to match the scene. Some players might prefer a more precise and engineered walking surface, it's possible to use path lots, so long as they're slope-conforming and that the created path alignment has flatter slopes. Below there's a few trusted options: Some outdoor recreational area amenities: benches, scenic look-overs, overhanging bridges, railings and so on. Below I'm showing the ones I'll be using in this tutorial. The best one-stop area for these is the PLEX Mountain Theme Pack! One other thing players would enjoy is getting MMP trailblazers: ordinary people (pedestrians), cyclists and/or horseback riders. B. Types of terrain required: make sure to use a terrain area hosting natural features: streams, waterfalls, cliffs, mountains, lakes, coastlines, dunes--anything other than a featureless flat terrain. The more rugged, the better! Plan out your trail to include starting points (the trail heads), important stuff where amenities might be found, crossings and terminations (either another trail head, major outdoor facilities or a notable scenic destination). C. Take me to the trailblazing steps now!! Now that everything is set, we're ready to start our trail building! 1. We start by finding our scenic natural area! This time I'm in the Alba River Gorge Natural Heritage Preserve in the Town of Zacien, Kingdom of Rota. Here we have some impressive cliffs, roaring waterfalls and a refreshing pine forest, highly accessible by road, rail and even air travel (close to the Kingdom of Rota International Airport!). 2. The full trail should look like this (not exactly, depending on how we adapt to the terrain), although given the extreme level of detail involved in this tutorial, we'll end up building only the eastern half. The western half will be used for another upcoming tutorial! Location A is our visitor center to the Natural Heritage Preserve, where I'm using the Halfway Hut as the building where forest conservation activities are headquartered. Location B is a spot we'll be preparing for future outdoor uses, we will only prepare the terrain but not build anything in this tutorial. Location C will be the location of a spectacular scenic look-over for this amazing waterfall descending from the White River. 3. When starting our trail, we will find it easiest to start with a small flattish area we can use to create a switchback, a sharp turn to help trails go up and down steep terrain. We flatten the area by placing road pieces, and keep them in place to start a rising path. We also dig below to prepare our area to start building the trail downhill. 4. After digging down, we remove these pieces and start building a path segment going downhill. To keep things looking interesting, don't limit the paths to orthogonal segments, use diagonal and fractional angle alignments to better line up with the hillsides. 5. Once we reach the lowest part, we can flatten the terrain to create a larger activity area for future use. At the same time, we may notice that the landscape doesn't look quite right, we can fix that! 6. We can re-shape the natural terrain for a better look. Here I'll be using the Real Highway 2 (RHW-2) and the Street to shape the steep hillside with trees into a proper cliff face. The street can be reached with a hotkey short-cut with Alt + R. 7. To shape the cliff, we need relatively gentle slopes above and below where we want the cliff face, the cliff face will correspond to the steep transition between the gentler inclines. 8. One important benefit of the Street and RHW-2 is that they can be removed using the de-zoning tool. A quick way to select it is using Ctrl + V, saving valuable seconds of menu-loading time. 9. We now return to our original path. To ensure a consistent incline, we flatten an area uphill of our next curve or crossing, and then create an inclined portion at a higher elevation than our intended path from below. I'm using the road network (hotkey R to activate) to do this, don't use overly steep networks for the paths because our trailblazers could be discouraged by dangerously or tiresomely steep hiking! 10. We then demolish the cells for the uphill terrain raising and then build a FAR-2 road. Build 4-cell long segments which overlap 2 cells, continue until reaching the desired elevation. Once there. place the road pieces again to create the next horizontal stretch. 11. We then reach a spot where a depression would come in handy to make the landscape more interesting! Prepare the area by removing at least 3 road squares for the gorge gap. Continues to Part 2 below!!!- 3 Replies
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Entry 71 -- Progress Update on Cindersville
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Entry 71 -- Progress Update on Cindersville So I've made a huge push on the north-eastern corner of Cindersville. I can say it is definitely halfway done as I move around the mountain which dominates this area, eventually I will tackle the very top of the mountain itself. Finally, if you're wondering why the teaser picture is taking longer to load up that is because it is a PNG image. I deliberately used PNG to preserve the image quality as the JPEG version caused the flowers to blur. Anyway, here are further pictures from the new areas I've been working on. Have a good weekend! {---} 1. I'm working on the areas around this mountain. 2. I had to extend some areas to flesh out the villages and some outer parts of Cindersville. 3. 4. The first thing I start with is laying down the trails and paths. 5. Then I work on the MMPs within the area defined by each set of paths. 6. One of the major northern routes leading into Cindersville required a lot of work. 7. MMP street... 8. The dark green plants are MMP ferns I use from the VIP Rural Pack. They are slow to place down and this adds time to the whole process. 9. I also had to extend out the meadows as well. While that dry river bed is actually not a dried-up river/stream, instead it is the aftermath of a flash flood which caused severe top soil erosion and a mini landslide. 10. Another PNG picture to showcase the brillance of Girafe's roses. 11. And here is Mattb325's Ben Rose House. And this is why I go crazy on the MMPs because in the end they start to blend with the trees, plants and textures of actual lots. 12. The transition between deciduous and coniferous forest. 13. There are four MMP types: flora, water, rocks and props (sims, cars and the little things like that). I reckon the hardest MMP is rockwork. 14. This picture is pure MMPs! 15. I actually added MMPs, forests and brackon to the bottom half of the mountain as before all this it was simply a sheer rock face which didn't look right. 16. I've had this winding road for almost two years. Only now is the area around it complete! {---} Right, that's it for today. I'll be back in late September as by then Cindersville will be complete and one outstanding project can be crossed off! Enjoy the weekend!- 8 Comments
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JV008 - A SHRINE FOR THE FALLEN
nilepereiraa posted a City Journal entry in Juniper Valley - Cities: Skylines
"Eternity... it HURTS!! It really.. hurts.." After creating 84 million copies of himself to fight a war that has persisted for around 10,000 years, the weapon known as Emil has finally come to rest, settling deep within the valley. Pictured above were the last clones that were found scattered all over the world, or so we're told. Before the original Emil asked Them to dispose of all his clones, They were able to gather more info on how the world was like before our extinction, as Emil was the only one who survived through the invasion that ultimately led to our extinction. They said his memory was a bit fuzzy, though the information They were able to retrieve was of great value as They now have clues on where to look for more information of the Old Humanity. In honour of Emil's sacrifices to protect the world that his friend tried to save, we decided to build a small park for him where his final remains can rest peacefully for the coming millennia. In constructing the park, we decided to grace it with the seed of a rare tree specimen that They found and gifted to us. This tree grows taller than most of the trees in the valley and grows leaves of a beautiful red colour. "The war is over. You may now rest in peace, for as long as you like. You're safe now, here in this town, here in this valley."-
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JV005 - NATURE ALWAYS WINS / THE CHURCH OF POPPY
nilepereiraa posted a City Journal entry in Juniper Valley - Cities: Skylines
> We have lessened our monitoring of the Human settlement due to its increasing autonomy. This log will be the last made by us, the "aliens" as they call us, before we transfer our city journal to the people. All subsequent journal entries will be made by the Humans of this settlement. We will continue to provide them with the materials they would need for future construction and other things. > It has appeared that a large tree of an unknown species grew in the center of one of the newly-formed districts in the city. Residents were alarmed to wake up to a giant tree casting its shadow onto the center of the district. Residents were still happy to know that there is now some shade in the city aside from the shadows cast by the buildings at certain times of the day. They said this will make going out of their homes more bearable than before. > As the population grew, it seems as though another religion has been formed. It has been identified that the deity that this new religion is devoted to is named "Poppy". This name has been found in our records, albeit only referring to a flower plant of the same name. Data gathered from the citizens who follow this new religion claim that the deity was once human, but then transcended reality and the "Internet" to become a goddess. We will take a deeper look into this person named "Poppy". For now, here is a picture taken by one of the residents who lives near the giant tree that sprouted in the middle of the roundabout-
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> We have found out that Humans love nature, and while they are living in a valley full of it, we aren't so sure of the safety of the valley. There have been reports from previous expeditions about surveyors being attacked by wild animals. > Records have shown that Humans created—or rather recreated—smaller areas of nature within their cities. These were apparently called "parks". These areas were quite common and were a good place for Humans to "relax" and "chill" in. We decided to create one beside the church, sourcing plants and trees from the surrounding forest. > After a few days, we were able to finish planting the trees needed. We were also able to add a small pond because Humans apparently love ponds. Humans really are odd creatures...
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Replies: dédale: Thank you! Simcityer: I use the industrial roads found in Bipin's Industrial Essentials mod. Tso Tsengkun: Thanks! And to answer your question- I use the lot plop cheat to place in the residential buildings I want. I let the residential zones grow and about a quarter to a third of the buildings are what I want, the rest I plop over to get a consistent theme! {---} Entry 65: Paths and Trails I've coming back to Cindersville and I am finishing off the remaining areas of the city tile which need to be completed, spruced up and MMPed: the south-west corner and then the northern third. All these pictures are from the south-west corner. So enjoy! The next entry is in two weeks time when I've made some substantive progress on the northern third of the city tile! So relax and let nature put your mind at ease. {---} 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13.
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Replies: SIMCITYPLIS: Thanks a lot for your comment! And, to answer your question, I use Simcoug's Diagonal Houses. kim026: That was just a small sample, I'm going to be applying that rock work to entire sides of mountains! _Michael: Cheers! reg: Thanks must go to the Sudden Valley terrain mod and the ARDEN tree controllers- they do most of the heavy-lifting! JulioC: It's one of those rare times where I'm happy with my rock MMP work. But what you see is just the beginning, it will be applied on a larger scale to the mountains of Cindersville. Anthrax92: Thanks a lot! dédale: Thank you! Simul8ter8: The first version of this CJ (sadly defunct due to computer problems and Imageshack issues three years ago) had loads of landscapes. I used to go really heavy on the MMPs, now I'm using the terrain and the ARDEN tree controller (at high altitudes) to create realistic-looking landscapes- thus cutting out on a lot of the MMPs. Layla Sims: Thanks! It took about an hour just finishing off that rocky area! {---} Entry 61 -- Travis City Due to the Covid-19 outbreak in the UK there's a lockdown in place and I'm working from home. This means more time and which means a return to SC4. I'm starting on Travis City which is a higher-elevation town in the USA which is surrounded by coniferous forest. I'm experimenting with housing density and squeezing out any last possible lot combination of C.P.'s Early 19th Century Houses and Victorian Houses. Later on in the week I'll be returning to Cindersville, but Travis City is me getting back into SC4 after six weeks of not touching the game- because I was busy story writing. {---} 1. It starts with a concrete road cutting through the coniferous forest... 2. I've always liked Bipin's industrial roads and now I'm using them on a vastly larger scale- sadly they can only be used on flat terrain. 3. The city so far, as of today I've doubled the size from what can be seen here. 4. I've found the 2x2 Victorian House from C.P. to be a great fit to both the concrete roads and the landscape. 5. For the houses I'm pretty using C.P.'s content. 6. One challenge of Bipin's industrial roads is getting the power poles (and their corresponding wires) to line up without overlapping. Further challenges include 1/2 of all road tiles (in a symmetrical fashion) not supporting 1x1 zone tiles. Thus I use 2x1 or larger to get around this problem. 7. Though the houses are all the same I bunch up the density to indicate proximity to focal points of Travis City- this city doesn't have a centre per say, instead there are several focal points where higher density radiates out and transitions to lower density. 8. The reason why Bipin's industrial roads are so brilliant is due to their sidewalk textures- they allow for the seamless connection of driveways which MASSIVELY increases realism. It's subtle but it's the only reason why these concrete roads look so good. 9. The city tile has hills to the south. 10. I plan on creating a few villages in the southern areas and a possible suburb (or two) of Travis City winding its way into the hills... 11. NO MMPs were used in these scenes! I achieved this by vastly increasing the terrain's elevation so that I can ensure the entire city tile will be covered with coniferous trees, thanks to the ARDEN tree controller. Given the high elevations then any slopes or hills will bring out the Sudden Valley's true range of terrain textures and bring out the very best from the ARDEN tree controller- as you can see here. 12. Which means I don't need to MMP the area- the ARDEN tree controller has done that work for me. 13. I've never seen these flora combinations before from the ARDEN tree controller! 14. Again- who needs MMP when the done is already done? 15. By spacing out the buildings I've deliberately left small city blocks empty of buildings (or green areas behind the buildings), thus creating pockets of woodland and more natural space. 16. The ARDEN tree controller working its magic. However, where the terrain is drier, say very yellow or even rocky grey or brown, then I deliberately demolish trees growing on those areas. Thus helps to create natural breaks in the forest. The rest of the forest breaks, which give way to grassland and shrubs, were all generated by the remarkable ARDEN tree controller. {---} This Friday- Brooklyn, New York! And an overview of my progress... FYI- the Brooklyn part (well approximation of Brooklyn) can be seen in the bottom half of the picture.
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The Mega Mix -- Best of Pictures Plus Nature Video Montage!!!
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Replies: Goldman Sachs: Thanks for that! Hopefully you get more released and your vehicles and buildings will be used in my future projects! Vigilante1987: Cheers! Yeah- the layout was good but hard to get right as I had to use MMPs for the gravestones! Belfastsocrates: Thanks a hell of a lot for that! Yeah, I'm good with the MMPs but I still think Korver and Fasan are better. ByeByeBayou: I use rsc204's Terrain Grass NAM mod to unify terrain textures with lot textures and road grass textures; I also take care with city blocks to make sure the textures mesh together well. Plus I go out of my to remove and disguise any and all jagged edged textures when building diagonally. mattb325: Each farm field takes about 15 to 30 minutes to complete; I think I created twenty to thirty fields so that's probably ten hours of MMP work at least! Simmer2: Thanks a lot! bladeberkman: Thanks- I pay attention to every area, every city block, every building and every square on the city tile. That's how I get the detail. Whilst completing a large city tile takes about three months; on good years I can crank out three or four city projects. Tyberius06: Cheers! I like my countryside and I like grid-busting whenever and wherever possible! PaPa-J: Thank you very much! The fields are all created using MMPs, each one takes between fifteen to thirty minutes to complete. Where possible I avoid using crop lots. dawangjia2003: Much appreciated! Thanks. {---} Entry 51: The Mega Mix -- Best of Pictures Plus Nature Video Montage!!! This entry is a reflection of all the entries that have come before it. There are three pictures, the very best of, from each entry 1 to 50. We shall see cityscapes, industrial complexes, suburbs, downtowns, power plants, forests, mountains, lakes, farms, fields, railways, railyards, villages, rural areas and much, much more. PLUS, as a bonus there is a nature video montage I put together. So enjoy! {---} Entry 1 -- Reintroduction of My SC4 CJ Scrapbook Entry 2 -- Developing Pololomia's CBD Entry 3 -- Diagonal City Blocks Entry 4 - Ploppable Residential Abandonment Problem now SOLVED! Entry 5 -- Further Development of Pololomia Entry 6 -- Going Rural Entry 7 -- Dealing with Prop Pox Entry 8 -- Scenes from the City Entry 9 -- More Scenes from Pololomia Entry 10 -- Video Montage 1 Entry 11 -- Back to Rural Again! Entry 12 -- The Christmas Entry Entry 13 -- New Year's Entry Entry 14 -- More Rural Development Entry 15 -- The Village Entry 16 -- Some more New Areas Entry 17 -- Hardcore Industry Entry 18 -- One Final Preview of Pololomia Entry 19 -- Mission Accomplished - Pololomia is Complete! Entry 20 -- Welcome to Pololomia Entry 21 -- Pololomia - City Centre North Entry 22 -- Pololomia - Southern Chester Entry 23 -- Pololomia - Langley Plains Northeast Entry 24 -- First Steps in Cindersville Entry 25 -- Pololomia - City Centre East Entry 26 -- Pololomia - Shap Entry 27 -- Experimental Industrial City Entry 28 -- Pololomia - Chester Entry 29 -- Developing Cindersville Entry 30 -- Pololomia - City Centre South Entry 31 -- Industrial MMP Experiments Entry 32 -- Pololomia - The Village of Clotsley Entry 33 -- Going FA in Madison Plains Entry 34 -- Pololomia - The Village of Stokesley Entry 35 -- Finishing off Madison Plains Entry 36 -- Pololomia - City Centre Southeast Entry 37 -- Pololomia - Granger Industrial Estate Entry 38 -- Gridbusting in Cindersville Entry 39 -- Pololomia - Langley Plains East Entry 40 -- Pololomia - Kendal (North-east of City Centre) Entry 41 -- Northeast Pololomia Entry 42 -- North of Pololomia (Industry) Entry 43 -- Madison Plains - Northeast Entry 44 -- The North of Madison Plains Entry 45 -- Introducing Thirlmere Entry 46 -- Working the Hills in Cindersville Entry 47 -- Pololomia - Mowden (East and North of Chester) Entry 48 -- Pololomia - M7 Highway (South-eastern part of city tile) Entry 49 -- Pololomia's City Centre Entry 50 -- The Village of Skeeby (Pololomia Finale) {---} And now for a special bonus- a video montage! A collection of rural and countryside scenes from this CJ set to a video and some soothing forest ambient music. So enjoy a blissed-out four minutes! Note: for those seeing the entry for the first time, the video quality may be lower due to it having been initially released.- 8 Comments
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Entry 45 -- Introducing Thirlmere
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Replies: Simmer2: Thanks! Your work has helped bring some of that about! 89James89: The grey concrete words really emphasise the grid; thanks for your comment! hammysonata: Cheers! Takingyouthere: Thanks! It's why it takes so long for them to be completed! {---} Entry 45: Introducing Thirlmere So it's been a while since I posted an entry, almost two months ago! I came back to SC4 because I wanted to briefly experiment with the ARDEN tree controllers and terraforming. An idea soon came to mind where I would loosely recreate the area of Thirlmere in the Lake District, England. I will be coming back to Thirlmere in the coming weeks and months, but in the immediate future I will be posting the last of the entries from Pololomia, what remains to be shown of Madison Plains and of course updates from Cindersville (which is my current big project to complete). Anyway, enjoy some rural goodiness! {---} 1. We have Thirlmere Lake and to the bottom right a loose recreation of Helvellyn; England's third highest mountain! 2. The break in the mountains will be used as a mountain pass. 3. Creating gullies and ridges is kind of hard in SC4! 4. To create crag-like and mound-like mountains (which are often seen in the Lake District), I used the mesa tool after I dragged out hills and mountains. A bit of erosion and softening helped too... 5. Only the erosion tool can provide so many mini gullies. 6. I changed the tree controller to ARDEN Coast extended, the reason being was to increase the diversity of the trees and to enable the creation of meadows in mid-level areas. 7. The meadows above are the coolest feature of the ARDEN extended tree controllers: it saves so much MMP work and they appear in a very natural way. 8. I can't wait to drag some a road through to create a mountain pass! 9. An overview of most of the city tile. In the top left is the very large Helvellyn mountain. 10. There will be village next to Thirlmere Lake, this will be the largest settlement on the city tile; the rest will be smaller villages or hamlets. 11. The main part of Thirlmere is the lake itself. I plan to have several rivers/streams run into the lake. 12. I used the water terrain brush from the JENX Poseidon mod to plop water textures onto the flat ground. 13. To expand out the lake's shoreline, I used a mixture of gravel and stepping stone MMPs. 14. Yet another overview... 15. Trees encroach upon the bottom and top of this crag! {---} This Saturday I will be posting another entry. This one will be an update concerning Cindersville.- 4 Comments
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Entry 14: Well it kind of worked!
89James89 posted a City Journal entry in Harrington (A natural growth SC4 CJ)
Entry 14: Well it kind of worked! So, getting right back into things, and with the agreement document finally having been found, we start off again in Needle Point, where you can see the village has grown a tiny bit since last time. Heading back out of town we now have a small fork where you can head down the new track towards Eastbank, passing by the lovely looking place where apparently you can learn about the bee's in the clearing from an slightly obsessed Bee-keeper! Keeping on track (awful pun intended) we pass through the tiny village of Batterbrook where there's a small stream that we need to ford. Luckily the weather and the time of year is on our side so no issues today! Following the track on the other side of the ford we come across some usual sites here in Harrington with a load of roadside farming. Right before we come up against the first real obstacle for the whole project, this river. Too wide and deep to ford, but not exactly wide enough to install a ferry connection, we decided to build our very first bridge. A pretty simple affair really, just your very basic and uninteresting bridge. It does the job though. Also in the above picture you can see that a small community has built up around the bridge, mainly made up of the people that had been bought in to construct the bridge and who had chosen to never leave, now working on the farms nearby. Which finally brings us to our final destination, Eastbank and the whole point of the project. Below you can see how the connection has helped with the growth of the town, sure it now has a load of people here and the towns funds are all the better for it but the whole point of towns was to becoem a industrial hub and a port and unfortunately, due to how long the palce has stagnated industry wise, it would appear that there isn't any demands for it. Still, at least the town is making money again so its not all bad...... We think........ Oh and nearly forgot! Here's the customary regional view, in which you can see we have some more expansion that we haven't explored yet! Till next time!- 4 Comments
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I'm just gonna shamelessly leave this here. Paradox is doing such a great job with us.
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Visiting the humble towns and villages in the Land of the Tree of Beginning (Part 3 of 3)
Lucario Boricua posted a City Journal entry in Kingdom of Rota
Finally! Got the third part of the town and village tour ready! Here it is for everyone to enjoy! Jenny Salisbury: Your Highness, my apologies for interrupting your breakfast, but I believe we have to provide another update about the Kingdom. Are we ready to resume the tour? Queen Ilene: Yes, indeed we are! And I think I know where we can stop once we finish, the remaining places will only require travel during the morning. Welcome again! We will now finish the tour of the towns and villages by visiting the southeastern settlements of the Kingdom: Ingena, Baden, Nida and Rockford. Our journey begins by heading towards Ingena, just south of the village of Primrose. Like much of Rota, Ingena is nestled in a narrow valley between the water bodies and the towering and lush mountains, which, more often than not, are shrouded in a mystical blanket of fog. Ingena is another sizable town, standing out in the landscape owing to its steep streets and making the best of a rugged topography. At the very heart of Ingena lay two notable features: the flower plaza and Ingena Fort. The fort is what's known as a King's House, which used to be the fortified seat of government and storehouse for the riches of the town. Nowadays it has become a quaint tourist attraction with a commanding view of the town and its landscape. Ingena's residents do enjoy dedicated health services, and as such, the bulk of their preoccupations have to do with educational services. They in particular want to have enhanced museum facilities for the town's attractions and past legacy. Other residents, meanwhile, complain about the lack of a more direct route to the village of Baden, to go from here to there we have to travel downhill, all the way to Aldemar, and then uphill again to reach Baden. This also means that one of the most wonderful features separating Baden from Ingena remains inaccessible, Ingena Falls. This waterfall forms from the combination of snowy peak meltwater and the humidity brought by the clouds and fog that blanket the upstream forests. Mew: Nyyaaaaaaaaaaaaaaah!!! (Translation: Wheeeeeeeeeeeee!!!) Jenny Salisbury: Would you look at that! Mew seems to be in the mood for a dip in the waterfall's pond! Queen Ilene: I still don't get how he likes the water, especially one that flows so cold! While we left Mew to have fun at the waterfall, we made the tedious and convoluted trip from Ingena to Baden. Fortunately for us, Baden is a really nice place, making the extra travel effort worthwhile. Towards the end of this stretch of the trip, we go along another winding mountain road and reach Baden. This village sits atop a cliff, providing it with a very flat but otherwise constrained terrain. Baden was historically more important than Ingena, given its more defensible position and its access to the best forests in the vicinity. Many areas around it remain denuded or have languishing trees due to its timber-felling past. Much like Ingenans, residents of Baden also want improved educational services, a few more also want actions taken to restore degraded terrains at which forests once stood. Just above the village sits the Palace of Baden, which serves as my official vacation residence. It is noticeably smaller than Cameran Palace, as it is not intended to host grand events at a centric location. I normally retreat here during the periods in which the Kingdom prepares Cameran Palace for the Festival of the Guardian, as well as for when the festival is de-mobilized (the clean-up after the event). Jenny Salisbury: Mew seems to like this Palace quite a lot! Queen Ilene: That's because this one has better hide-outs, compared to the bustling Cameran Palace. Mew: Nyah-nyah-nyah!! Miu-mew, mew! (Translation: Ha-ha-ha!! Bet you can't find me!) Queen Ilene: After our stop at Baden we move further south, reaching the town of Nida and Rockford village. Jenny Salisbury: My, this fog is getting really dense! Queen Ilene: We might expect rain soon at this rate. The town of Nida looks really nice, and it also harbors an especially dense tree cover both within its blocks and its surroundings! Unlike Ingena and Baden, Nida has more flat and gently sloping terrain nearby, which would allow it to grow some more should population trends require it. The mayor of this town approached us asking about the possibility of creating a forest preserve for these densely forested areas. This has been motivated by the contrasting experience relative to Baden, which has not succeeded as much in protecting its natural habitats. We now head to the Temple of Flowers, the crowning jewel of this gorgeous place! Mew: Nyaaa!! Nya-mew-mew! (Translation: Hiiii!! Look at me instead!) Jenny Salisbury: Mew! Stop getting in the way of the tour! Mew: Nyyaaaaaaaaaaaaaaah!!! (Translation: Wheeeeeeeeeeeee!!!) Queen Ilene: C'mon Mew, we're almost done with the tour! And did you just force the cherry blossoms to bloom? Anyway, we now head towards Rockford, the last stop of today's tour. Much like Brandt, Rockford marks the easternmost boundary of the Kingdom at the time of The Grand Commotion. Before the retaliation and peace treaty ending that war, Rockford used to be the closest reach of the Red Army towards our lands. And it's very clear why was it chosen as the ideal location for that very purpose! The village itself sits at a saddle between this tall snowy mountain and the most defensible hill, which protrudes into the flatter terrains of eastern Rota. The one big disadvantage of this location is that the rocky soils make for poor agriculture, and nearly all the usable land for crops has been planted intensively for centuries. Like many of today's residents and merchants, we opt for the gravel road across the farmland to reach the village more quickly. This place has a very tightly-knit community and a peaceful atmosphere, rather different to the era in which it was first established. Crowning Rockford Hill is Rockford Castle, one of the most impressive buildings of the entire Kingdom. I'm not sure we could call it a crown jewel, maybe instead it's the knight in shining armor of Rockford! Mew: Nyah-nyaaah!! Nyyaaaaaaaaaaaaaaah!!! (Translation: For sure!! Wheeeeeeeeeeeeeeeeee!!!) Queen Ilene: Despite the castle's impressive silhouette reigning supreme over the land, this facility receives very few visitors. It may look okay on the outside, but the interior needs major renovations and some retrofits to make it into a tourist attraction open to the public. Mew? He doesn't seem to mind that the castle isn't quite ready for visitors. Queen Ilene: After stopping at Rockford Castle, we descend back to the village. Much like Nida, Rockford takes pride in its forests, they even have a tiny tract of the trees next to the plaza! Jenny Salisbury: Come back here, little mister!! Can't you see we're busy here trying to get feedback from the villagers and their needs!? Mew: Nyyaaaaahhhhh!!!! (Translation: You can't get me!!!!) Queen Ilene: Just let him be, we don't need him right now. Back to our tour, residents very much agree that Rockford Castle must be rehabilitated and turned into a prominent tourist attraction, they also think that an inn or small hotel could help boost the economy by allowing visitors to stay longer. After all, who doesn't love a landscape as scenic as this?! Jenny Salisbury: Your Majesty, if I may suggest a lunch location, I'd like us to visit the farmer's market. Apparently they have fresh ingredients gathered directly from the woodlands! Queen Ilene: That sounds wonderful! We shall continue our journey through the Kingdom of Rota after this delicious meal. Stay tuned for the upcoming excitement as we prepare for the Festival of the Guardian!- 4 Comments
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Visiting the humble towns and villages in the Land of the Tree of Beginning (Part 2 of 3)
Lucario Boricua posted a City Journal entry in Kingdom of Rota
Before we start, I want to thank @Silur and @89James89 for staying tuned to this project! I'll make sure it's updated regularly. Typical update schedule will be 2-3 entries per week, or if I'm busy, no more than 2 weeks between entries. Since this is a long weekend for me, I expect to have an additional entry by Monday. With that out of the way, let's go to today's content! ֍ TOWN OF BRANDT ֎ Queen Ilene: Welcome again! After visiting the town of Alba, we now move to the town of Brandt, which is uphill along a nice, winding mountain road. Brandt is the settlement corresponding to the westernmost reach of Rota. Despite its size and monumentality, it has not been formally re-classified as a city, even with its 33,000 denizens. Documents from the peace negotiations indicate that Brandt was stripped of its former city status as a retaliation for the invasion by the Green Army. You will also notice that the town is surrounded by a city wall, which itself has endured surprisingly well throughout the centuries. Even then, the war did damage it, as there are wall portions that have collapsed, and the two city gates facing east have been torn down. We first pass along the former Skarmory city gate, where the entire wall section was demolished: And then along the Ho-oh City Gate, where at least the damage is less severe: Perhaps the most lamentable outcome Brandt's architecture faced due to the war was the complete demolition of the citadel. Even the rubble left was removed and used for all sorts of other construction projects in the area, and over the centuries, grass engulfed the citadel's grounds. Nobles and other rich folk inhabit the Courtesan Quarter, and tend to extravagant gardens that don't quite match our region's climate. Meanwhile, right in the middle of Brandt, a combined effort of volunteers, rich benefactors and the city government have taken the task of completely rebuilding the plazas surrounding the Temple of Dusk. This facility is expected to include markets, gardens , promenades and gazebos, further exalting the most magnificent piece of architecture of the town! As we venture through the streets and contact the townsfolk, we got their input on needs and grievances. The most common wants include a restoration of the historical buildings and monuments, the establishment of higher education facilities and the re-designation of Brandt as a city. Some other citizens instead want to have parks built in vacant tracts of land in the outskirts of the city, as the renovations around the temple will take a lot longer to complete. One old lady also wondered about the possibility of adding additional access points to Brandt, given that the only two entrances suffer significant congestion from commuters who venture beyond the town's walls for their livelihoods. Jenny Salisbury: I'm not sure the Kingdom's coffers have enough funds for all of these requests. Brandtians are very proud folk, and seem very intent on rivaling the grandeur of Cameran, the capital. Queen Ilene: that may be true, but I believe the entire Kingdom needs major interventions for economic development. Depending on how the economic growth and diversification happen, we may witness an expansion of our tax base, and thus be able to afford numerous additional improvements, like those requested in Brandt. Jenny Salisbury: Don't overextend the budget, we need to ensure our government remains viable for many years to come! Queen Ilene: Now that we conclude our tour through Brandt, we continue along the mountain road towards the village of Balfour. It was next to it that the last battle of the double invasion happened, with so many Pokémon soldiers trampling the ground that it turned too hard and impervious to allow agriculture to happen. We are evaluating different strategies to restore the area, but the Royal Ministry of Natural Resources and Conservation has not come yet with a feasible plan. The portion of the village closest to Cameran still remains active with crops covering the better soils located along the river banks. Villagers here also suffer from a lack of public services, as there are no schools nor medical facilities to be found. After visiting Balfour, we then cross to the easternmost parts of the Kingdom, where we visit the villages around Wellesley. Our first stop is the village of Elaver, which neighbors Brixen. This tiny community also lives off the land, surrounded by a variety of farms and crops. As we continue further into Wellesley we then reach Perceval, which despite its designation as a village, is more of a ribbon development squeezed between a hill and the farm fields. Here they embrace a more simple way of life, taking pride in producing the most plentiful crops of the Kingdom. The village elders approached us and were wondering about the possibility of upgrading their dirt street to a road, such that they could export their produce more efficiently to Wellesley and elsewhere in the Kingdom. We continue along the winding dirt paths and reach the village of Scheel. This place has a beautiful temple in the circular grounds that act as the public space for Scheelites. Unlike Perceval, they do have a market and a more robust road connection towards Wellesley and Cameran, their worries instead have to do more with the availability of public services, especially telecommunications. Now that the village elders here mention it, Rota is very backwards with most telecommunication services, possessing a limited telephone coverage and a handful of radio stations! After exiting Scheel, we move on towards Primrose, the largest of the villages around Wellesley. Thanks to their proximity to the main city, they have some availability of public services, and instead feel left out on city beautification. A small girl approached us in sadness, as Primrose had no parks or gardens for the kids, pokémon and parents to enjoy. Jenny Salisbury: Your Majesty, it's getting late and I don't think we'll be able to complete our tour today. The roads leading to Ingena, Baden, Nida and Rockford are very twisty and steep. I believe we should return to the Palace before dusk ends. Queen Ilene: We'll have to, I just remembered that a lot of our letters come from those places, and they had extensive lists of grievances and unmet needs. I also noticed Mew has been awfully quiet during our tour. Jenny Salisbury: Relax, he's probably feeling tired from our long trip around the Kingdom and wants to rest. We should rest, too. Queen Ilene: Alright, this'll conclude our update today.-
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Visiting the humble towns and villages in the Land of the Tree of Beginning (Part 1 of 3)
Lucario Boricua posted a City Journal entry in Kingdom of Rota
Queen Ilene: Welcome again! This weekend I'll be conducting a tour to visit the smaller and humbler communities of the Kingdom! Despite absolute power being invested into my position, I always strive to keep in touch with my subjects, their worries and their aspirations. Hmmm....now where did Mew venture off? Jenny Salisbury: Oh, dear Ilene, you know how the little fella is: he gets bored easily and probably went off to wander elsewhere in the Kingdom. Although you might as well do just that! We still have the define the budget and policies for this year, and you can't do that unless you're informed of the people's needs! Queen Ilene: Let's not waste more time and head to the humble communities throughout Rota! We'll begin by visiting the two towns north of the Palace: Brixen, to the northeast... ...and Mayfield, to the northwest. These two towns are like twins, sharing essentially the same economy, landscape and view of our regal capital! From what I noticed on the way there, there's heavy travel between them and Cameran, the odd thing being that it's Cameran's residents who do the bulk of commuting to the farmlands of Brixen and Mayfield. Much like Wellesley, Brixen and Mayfield enjoy sunnier weather, their skies are dotted with white, puffy clouds that gently roll along with the breeze. Now we head south towards the outskirts of Aldemar. Despite this part of the kingdom being dominated by this city, Aldemar has two junior companions: the villages of Perceval and Naro. Just as we cross the border of the capital city into Aldemar, we go past Perceval: ...to then go through Aldemar's urban center, where the mayor took the opportunity to remind me of something extremely important. We have to conduct the next census! With that reminder fresh in the agenda, we move on and go past Aldemar's Floral Park. My goodness, is this place so enchanting! This reminds me, the landscape architects who designed it are the very same ones hired to design the four new parks at the capital, hopefully this will be a taste of what is to come. Jenny Salisbury: Your Majesty, I believe Mew just went ahead of us to visit the smaller communities. Queen Ilene: Would you look at that! He's thrilled as ever by the park! Mew: Nyyyyyyyyaaaaaaaaaaahhhhh!!!!!! (Translation: Wheeeeeeeeeeeeeeeeeeeee!!!!) We then venture to the southwest and starts to climb along the twisty mountain road, until we reach the village of Naro. Residents mostly cheered at our visit, but a few approached us with concerned faces. They worry about how the larger settlements are getting ornate public spaces and their tiny community remains neglected with no dedicated recreational areas. We continue along our path and descend into the Valleys of Silurum... ...and to our next stop, the village of Elusa. Elusans instead feel bothered by the noisy traffic and dangerous speeding vehicles dissecting their otherwise quaint home, the main road from Aldemar to Silurum indeed slices the community into two fearful halves. As we went along said road, we descend to the town of Silurum. Despite its ranking, Silurum sure feels urban with its small pockets of industry and a very domineering real estate company constructing just one apartment building model within downtown! Silurians appear mostly concerned about the architectural character of their town being lost to these cloned towers, they otherwise enjoy a more comfortable standard of living compared to the villages. Even with the looming towers governing the cityscape, Silurum boasts a multitude of small parks, the most visited of these is one block away from the town's schools: Mew: Nyyyyyyyyaaaaaaaaaaahhhhh!!!!!! (Translation: Wheeeeeeeeeeeeeeeeeeeee!!!!) Jenny Salisbury: C'mon Mew, don't go off collecting the kids' missing toys! You already have more than enough at the Palace and wherever else you hide them! Mew: Mew-mew? Mew-miw-miu, nyah-nyah-mew? (Translation: Really? You mean that kids don't just throw them away?) Jenny Salisbury: Yes, dear. Those toys belong to the kids! Besides, how are you gonna play with all of them if you keep hoarding more and more!? Queen Ilene: Anyway....we then head to the village of Osca, towards the bottom of the valley: Residents here also share the same worry as those of Elusa: non-local traffic keeps racing along their streets, but here the problem is a bit different: there is no main road around the village, and everything brought by it is dumped into their dirt paths. We finally reach the town of Alba. This place used to be the westernmost settlement of Rota, at least until the war that formed part of our grand historic commotion. During the ensuing peace negotiations, our Kingdom was expanded further west. I will tell you more of this in the second part of our tour! As for Alba proper, the townsfolk seem interested in getting new and better jobs, rather than being relegated to farming and small shops that have always been part of their livelihoods. The mayor here has approached us requesting royal efforts towards industrialization.-
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Rota: Still peaceful 10 years after the grand commotion
Lucario Boricua posted a City Journal entry in Kingdom of Rota
Welcome to the first day of our adventure! Today Mew and I want to tell you of what's been of the Kingdom ten years after the dramatic events that once unfolded on this land. We're not quite ready to share the events that did unfold back then, but we do want to give you a nice tour of the main locations around Rota. Since the passing of the last decade, Rota has experienced considerable growth, back in the day, even Cameran was a fairly small town, but it has grown dramatically to 51,000 inhabitants! As the situation stands now, I have been in long discussions with the head of the Royal Governance Committee, Jenny Salisbury, on which policies to implement on behalf of our subjects and citizens. Despite the dramatic growth trends in the last years, especially the doubling of population to 217,000 inhabitants, she insists on keeping things as traditional as possible. Unless we change course, I'm afraid the otherwise predictable future of the Kingdom might become unacceptably uncertain. But before I can enter in-depth with these, let's take a look at the main communities of Rota. ֍ CITY OF CAMERAN ֎ Even during sunny days, Lake Crystal has a dense cloud cover, so we're lucky to get an aerial view as nice as this one! At a lower altitude, you can see our beautiful palace, the crown jewel adorning the lake. We're transitioning from summer to autumn, and as such, the trees of the Palace's island start to dress in exquisite bronze and gold attires! We're getting ready to celebrate the next Festival of the Guardian, and everyone throughout the city has been really busy making the last preparations. In the city, we have planted the main roads with these gorgeous flowering trees, but we're also building four new parks to embellish the landscape and give a higher quality of life to our proud subjects! We have also inaugurated some monuments at the pivotal points in town, here we have the Monument to Sir Aaron: ...and the Monument to Lucario ֍ CITY OF ALDEMAR ֎ We now move to the city of Aldemar, formerly a non-descript village that has grown to be a considerable suburb of Cameran! Aldemar now houses nearly 43,000 residents, and enjoys a very urban atmosphere. Much like Cameran, Aldemar experiences very cloudy days, and even foggy ones! Due to the lower restrictions for land use and building architecture, the more affluent citizens have preferentially moved to Aldemar and have established a nascent central business district and a modest industrial park. I must say, this city has a wonderful, even if unorthodoxly modern charm! Although its tremendous growth has started to get in the way of quality of life. As the night establishes itself, the skies clear up considerably, and make for a soothing landscape of rest and relaxation. Despite its growth, nightlife has yet to take a hold and the city thus looks fairly dark between dusk and dawn. Miuuu! Miumiu meeww mew-mew! (Translation: it's so fun to see the buildings light up!) ֍ CITY OF WELLESLEY ֎ We now move to the city of Wellesley, the other major suburb adjacent to Cameran. Thanks to its position just beyond a large hill, the cloudiness that develops in Lake Crystal does not reach it, providing wonderful sunny and clear skies! Much like Aldemar, Wellesley has grown considerably, but has remained more true to its bucolic character. Highrise blocks have been slower to develop, and a larger share of the residents rely on agriculture, fishing and traditional crafts for their livelihoods. Wellesley also places great importance in its religious beliefs, they never cease to impress me with how neat they keep their temples, and how magnificent their plaza looks! Nights very much feel the same in Wellesley as they do in Aldemar, both the outlying villages and the main urban area light up dimly once the Sun goes to sleep. Unlike Aldemar, Wellesley's urban area is less sheltered by small hills and it gets chilly even during the summer. Now as we start autumn, even moreso! That plaza of theirs holds such a mystical charm once the sun sets, doesn't it? Miu-miuuu! Miu-mew-mew? Nyah! (Translation: That's for sure! Is it my turn yet? Really please!) Alright, Mew, you can also show around your place! Mew-nyaaahh!! (Translation: Yes, at last!) ֍ TREE OF BEGINNING ֎ Nya-nyyaa!! Mew-mew-mew, mew-muiuiu! Nyah-mewmiu! Mew nyayayah mimiu, mumiumiu mew! (Translation: Hiii!! This is the place I call home, the Tree of Beginning! Here I play with alll my pokémon buddies, and the occasional few guests too!) Nyah-nyau, miuiuiuiuiuiuuuu! (Translation: And here's my toy collection, lots of fun to have with these!) Mew-mewmuw, mewmew-nyah nyayayyayah miu-mew. Mauh-mauh, mya-niu! (Translation: and if we stay up at night, we can see those weird shiny buzzy lights in the sky! Man, I'm tired, time for bed!) Thank you for coming, and make sure to follow the latest developments of our Kingdom!- 3 Comments
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28 - Santa Selena Cliff
philforhockey51 posted a City Journal entry in Region of Mountain North (SC4)
00 - Cover Photo Hi Everyone, Welcome back to our tour of Mountain North. Today we'll be making a stop in Santa Selena Cliff. This is a small tile north of the tiles in the last entry. It's a rather wealthy village with a great love for athletics. The village boasts an extensive playing field complex with a mix of Rugby, Soccer(Football), and Baseball. It also has a running and biking trail. In the northwest there is a cliff that all sorts of climbers enjoy to frequent and some more trails in the woods for hiking and biking. 01 - Road & Trail start 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 - grown 21 22 23 24 25 - the black thing is the back of a vending machine.. damn thing plopped backwards, only fix would be to demolish all the mmp work around it 26 28 This brings us to the end of this entry, hope you enjoyed it. If there are any areas you would like a closer look at please feel free to request, I'll post it in the comments. As always any comments or questions are welcome. Thanks for taking a look ~Phil -
From the album Mayon Province !
Mont Real Woods Falls !

