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Update: Aoki Area - Saitama Prefecture Today I am happy to share with you an update about the beautiful town of Aoki. With a population of around 60,000 people, Aoki is a small, old residential area that is part of the Saitama metropolitan area. Aoki is located very close to Cape Futtsu, a place we visited in previous updates. It is a quiet, mostly residential area populated mainly by elderly people. As always, the most common way to reach these towns is either by train or by road. In the case of Aoki, we have a line that ends here, as well as a regional road that crosses the area. The train line crosses the town of Aoki from north to south, dividing it into two areas. The space between the mountains and the sea is limited. But the inhabitants live normally despite the constant sound of the train. Aoki is a quiet place, a residential area away from the hustle and bustle of the big city. Due to its location, several train lines end in this area. One of them can be seen in the following images. It is an old train workshop that is still in operation today. These train workshops can be seen throughout the country. Given the large number of trains and rail tracks built across the country, it is absolutely necessary and vital to have these workshops where trains can be properly maintained. Another train line ends in the southern part of Aoki. This area was built to “park” trains whenever necessary. In addition, right at the end of the line, we can find a small freight station that provides this area with any necessary resource. Aoki is mainly a fairly old residential area. It is a typical area built after the war when the prefecture experienced its greatest growth but lacked habitable areas near the city center. Here you can see the typical residential blocks that were quick and easy to build. Aoki is divided into two different areas. One area is located within Saitama Bay, and the other is located just behind the mountain that divides the city. In this image, we can see the least populated area of Aoki, where the density of houses is lower. This is because this part of Aoki is directly “exposed” to the sea and is therefore not as densely populated. To protect residents from potential natural disasters originating from the sea. Barriers have been erected and vegetation planted to prevent sea level rise from affecting the population. This is one of the least modern areas in the prefecture. In addition, its inhabitants are mostly elderly and retired. People who have lived most of their lives away from the central areas of the prefecture. Aoki is a fantastic place to live peacefully, far from the noise and fast pace of everyday life in urban centers. Futtsu Cape and all its war-related monuments, as well as Yasaka Island Shrine, are located nearby. Therefore, Aoki is a good area to stay for a couple of nights to visit the area and its monuments. Once again, thank you for your visit, comments, and reactions. I hope you like Aoki and enjoy your stay ############################################################################## Greetings / Saludos / Groeten
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Porphyri islet is a mini project that makes our area to get that med vibe. The how to build tutorial is available on youtube and you are more than welcome to have a look of the process: A slender strip of land separates Argento village from Porphyri Island. 1. 2. 3. Porphyri, considered one of the most beautiful islets in the region, is home to the ancient Temple of Neptune and lush orchards. Just a short walk from Argento’s cafés lies a stunning pebble beach with crystal-clear waters. 4. 5.6. Nearby, the old fishing harbor now stands abandoned, adding a touch of history to the landscape. The breathtaking views make the journey truly rewarding for visitors. 7. 8.9.10.11.12.13.14. I hope you enjoyed another Agrophilia V2.0 entry !
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Going downstream - the village of Citanggung in the Regency of Rancabodas
zahrul3 posted a City Journal entry in The SimNesia Journals (Regency of Medang & Kamulan + Regency of Rancabodas!)
Greetings everyone! Everything from the previous updates have been lost with my old computer, but I figured that I could "continue" this City Journal with the same theme (almost) in new map, as I still had a backup of the plugins folder! @Propfam: tagging @bhmantan ================================================================================================================================================================ The Regency of Rancabodas is a growing, predominantly agricultural region tucked far up in a bowl shaped valley surrounded by mountains. The place is known for its cool temperatures due to its high elevation, allowing for temperate crops to grow there, year round, with almost permanent springtime weather. We start going down the Citanggung River and the village of Citanggung named after the river itself (how creative!) Citanggung is a small village tucked in a very narrow valley, at the junction between Citanggung River and an unnamed stream leading down from a cattail covered natural spring. Life is very slow and simple up here! ================================================================================================================================================================ Natural spring and fish farms making good use of the natural spring to farm the cleanest tasting carp from the cleanest water ever! Water from the spring re-emerges at an unnamed creek a few hundred meters north. Nature still dominates here The village's iconic bridge and the intersection which is practically also the village "center". Is is really a village or just some houses and farms lining a road? Now leaving Citanggang for the next village, Watukapur! What does that village look like? -
Okay, this one was not on my plan list for the week, and I sort of just did it on a whim. While making a plugin recommendation video for some residential buildings, I saw this area here... And so, I thought... Hmmm... the rails are a bit bumpy, I should flatten them. And then, the SAM-1 streets is a bit too much, and I just got the SAM-6 Detroit installed, let's see how it looks with it. And maybe I can extend the streets and make a connection with the road on the bottom left of the picture. Then the farms broke since I cut them in half, so it would be best to grow new farms for all of them, right? Just streets cutting through farms would be boring, let's zone some residential so it'll be more lively! And of course, farms wouldn't be complete without some paths and canals. Let's also place a passenger station for the Sims in this little area. And might as well add some detailing works while we're at it, too! One thing leads to another, and voila... my weekend! Direct street access for this farmhouse is blocked by some houses, so they have to cross the rails and make their own paths for it. I have a couple of dirt rails crossing, but the texture is not suitable for Scoty's field paths that I'm using here. Maybe I should make my own crossing for it. I really like the look of SAM-6 Detroit for this area, and I think the T21 works well here. Just the right amount of foliage and decorations to make the streets look lively, with enough variations so it won't be too repetitive. Just overall a busy crossing area. Sims are waiting at the bus stop, on the station's platforms, some are playing and hanging out on the basketball court, and some others are just having a chit-chat on the street side. A scenery like this always reminds me of when I was a kid, when the school hours were done, we just went outside to play & do all kinds of things on the fields. Some fancy houses in the corner with a private pool. The family that lives there owns most of the farms around this area. --- The area in motion Also made these short showcases for anyone to see how lively the area is. That's it, thank you for visiting my CJ. And I hope to see you again on the next one, cheers!
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Version 1.0.0
101 Downloads
A set of bitty sized buildings and workplaces. Each building item comes in three different texture styles: wood & thatch, stone & shingle and lastly stone & slate. This mod has all the basic staples you'd expect along with a windmill and bakery added. It includes bitty versions of just about every base-game building. Even the bridges, pastures and cemeteries have been re-imagined to match the set. Matching houses are available in the https://community.simtropolis.com/files/file/35841-jinxie-bitty-housing-add-on-by-jinxiewinxie/ -
Version 1.0.0
53 Downloads
Oconoma Mod List - Three of the mods I was unable to location so couldn't include a download link, as a temporary solution have added them to the download area. Save Game Location = %USERPROFILE% \ Documents \Banished\Save\ UnblockableDebug = https://banishedinfo.com/mods/view/525-Unblockable-Debug BlackLiquidRain = https://www.nexusmods.com/banished/mods/26 TinySmoke = https://drive.google.com/file/d/1ZVVlZv6690jJhtRT1wyrbHD3vCR15B_j/view?usp=share_link ColonialCharterJ = https://drive.google.com/file/d/1mqtqL8EnyjC46OzjSXbOzBxhJrhE4tfq/view CCTerrainTools = https://worldofbanished.com/index.php?action=downloads;sa=view;id=389 RKEditorChoiceEdition = https://worldofbanished.com/index.php?action=downloads;sa=view;id=545 banishedUImaps = https://worldofbanished.com/index.php?action=downloads;sa=view;id=99 Gridlines=Included with save game as I couldn't find where I'd downloaded it from .... A8AmericaCityLiving = https://worldofbanished.com/index.php?action=downloads;sa=view;id=653 ChristmasMod = https://worldofbanished.com/index.php?action=downloads;sa=view;id=638 DSBridgeCrossing = https://worldofbanished.com/index.php?action=downloads;sa=view;id=230 DSChapelofErnest = https://worldofbanished.com/index.php?action=downloads;sa=view;id=413 DSFulbertWrightHousing = https://worldofbanished.com/index.php?action=downloads;sa=view;id=519 DSJettyAndBridge = https://worldofbanished.com/index.php?action=downloads;sa=view;id=188 DSStythTower = https://worldofbanished.com/index.php?action=downloads;sa=view;id=160 DSThompsonTradeMerchants = https://worldofbanished.com/index.php?action=downloads;sa=view;id=421 EBUnifiedMod = https://worldofbanished.com/index.php?action=downloads;sa=view;id=271 JinxieBittyChickenCoop = https://worldofbanished.com/index.php?action=downloads;sa=view;id=561 JinxieBittyHousing = https://worldofbanished.com/index.php?action=downloads;sa=view;id=542 JinxieBittyRabbitHutchV2 = https://worldofbanished.com/index.php?action=downloads;sa=view;id=550 JinxieBittyVillageSet = https://worldofbanished.com/index.php?action=downloads;sa=view;id=549 JinxieFestivalParkV2 = https://worldofbanished.com/index.php?action=downloads;sa=view;id=557 JinxieHousingAddOn = https://worldofbanished.com/index.php?action=downloads;sa=view;id=562 JinxieNaturalDecorations = https://worldofbanished.com/index.php?action=downloads;sa=view;id=563 KidAbandonedPlaces = https://community.simtropolis.com/files/file/35673-kid-abandoned-places-se/ KidAbbey = https://worldofbanished.com/index.php?action=downloads;sa=view;id=338 KidAnimalShedPlus = https://worldofbanished.com/index.php?action=downloads;sa=view;id=613 KidBakeryGarden = https://worldofbanished.com/index.php?action=downloads;sa=view;id=533 KidBedBreakfast = https://worldofbanished.com/index.php?action=downloads;sa=view;id=371 KidBodiamCastle = https://worldofbanished.com/index.php?action=downloads;sa=view;id=486 KidBroadwayTower = https://worldofbanished.com/index.php?action=downloads;sa=view;id=234 KidFarmyard = https://worldofbanished.com/index.php?action=downloads;sa=view;id=589 KidForestHaven = https://worldofbanished.com/index.php?action=downloads;sa=view;id=590 KidForestPonds = https://worldofbanished.com/index.php?action=downloads;sa=view;id=411 KidForgeOfDwarves = https://worldofbanished.com/index.php?action=downloads;sa=view;id=620 KidFruitNut = https://worldofbanished.com/index.php?action=downloads;sa=view;id=631 KidGothicFantasy = https://community.simtropolis.com/files/file/35659-kid-gothic-fantasy/ KidGrannyPark = https://worldofbanished.com/index.php?action=downloads;sa=view;id=375 KidGrowHuntFish = https://worldofbanished.com/index.php?action=downloads;sa=view;id=537 KidHedgerow = https://worldofbanished.com/index.php?action=downloads;sa=view;id=627 KidHouseBoat = https://worldofbanished.com/index.php?action=downloads;sa=view;id=308 KidIceCastle = https://worldofbanished.com/index.php?action=downloads;sa=view;id=588 KidMarketFood = https://community.simtropolis.com/files/file/35684-kid-market-food-v4/ KidMarketPuzzle = https://worldofbanished.com/index.php?action=downloads;sa=view;id=231 KidMedievalGrace = https://worldofbanished.com/index.php?action=downloads;sa=view;id=407 KidSBVMission = https://community.simtropolis.com/files/file/35678-kid-the-mission/ KidMountainMansion = https://worldofbanished.com/index.php?action=downloads;sa=view;id=339 KidNewToolbar=Included with save game as I couldn't find where I'd downloaded it from .... KidOldTown = https://worldofbanished.com/index.php?action=downloads;sa=view;id=463 KidOutOfThisWorldHouses = https://community.simtropolis.com/files/file/35715-kid-out-of-this-world-houses/ KidPlimothHarmonized = https://worldofbanished.com/index.php?action=downloads;sa=view;id=317 KidPortableMine = https://community.simtropolis.com/files/file/35680-kid-portable-mine/ KidRailway = https://community.simtropolis.com/files/file/35739-kid-abandoned-railway/ KidSettlers = https://worldofbanished.com/index.php?action=downloads;sa=view;id=564 KidSettlersDeco = https://worldofbanished.com/index.php?action=downloads;sa=view;id=586 KidSomeBoats = https://community.simtropolis.com/files/file/35694-kid-some-boats/ KidStorageCrates = https://worldofbanished.com/index.php?action=downloads;sa=view;id=337 KidStorageYacht = https://worldofbanished.com/index.php?action=downloads;sa=view;id=609 KidSummerHaven = https://worldofbanished.com/index.php?action=downloads;sa=view;id=598 KidTomatoGreenhouse = https://worldofbanished.com/index.php?action=downloads;sa=view;id=601 KidTreeHouse = https://worldofbanished.com/index.php?action=downloads;sa=view;id=224 KidTreeTopper = https://worldofbanished.com/index.php?action=downloads;sa=view;id=577 KidWoodenFort = https://worldofbanished.com/index.php?action=downloads;sa=view;id=449 MaritimesDockSet = https://community.simtropolis.com/files/file/35653-necora-maritime-collection/ MaritimesRiffle = https://community.simtropolis.com/files/file/35653-necora-maritime-collection/ MaritimesPEIShore = https://community.simtropolis.com/files/file/35653-necora-maritime-collection/ MaritimesNSInshore = https://community.simtropolis.com/files/file/35653-necora-maritime-collection/ MaritimesPortRoyal = https://community.simtropolis.com/files/file/35653-necora-maritime-collection/ RKnewmedievalCastle=Included with save game as I couldn't find where I'd downloaded it from .... RKFirewoodStorage = https://worldofbanished.com/index.php?action=downloads;sa=view;id=175 TentWithFire = https://worldofbanished.com/index.php?action=downloads;sa=view;id=101 NOTE: Bug in game has stopped the trading ports on the canals working, the trading boats turn up but bypass the ports -
Hey, what's that sound? Move closer. Yes. Guys with chainsaws and heavy machinery. This peaceful place is no more. Some guy named Jack, noticed the dense forests and decided to chop them. And he brought his friends, all named Jack, obviously. No only do they kill the woods, they've built a saw mill. To connect all this to the 'civilized' world, they connected the saw mill with train tracks and dirt roads. All those Jacks need a place to live. So they built a temporary settlement close to the woods. Nothing fancy, just some cabins, a power generator and a waterpump. Let's hope they won't stay long and leave this place soon. But... knowing mankind I'm afraid this is the end of nature. And yes. As expected, more Jacks come to work in the logging camp and saw mill. This means more trailers and more roads. The birth of a village. Looking at the street lay-out, I'm afright they are here to stay. With people cluthering together, there is always someone to try and make some money. The first general stores appear. The foremen feel happy in this new little village and they even upgraded their homes. No trailers for these guys, but nice cabins. Wait. I notice they planted new trees in and around the settlement. Hmmm, maybe these guys aren't that bad.
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CoriBoom Harbor Village by Cobb (Lost Tweaks Restored by Cori and CB)
CorinaMarie posted a topic in SimCity 4 General Discussion
Created with Harbor Village by Cobb Back in June, 2020 I'd found this Harbor Village set by @Cobb32118 and I've just recently gotten around to playing with it. ^ Yes, I do still need to grow a town on the land too. The idea for the above came from: File Overrides Created by Cori and CB: One thing I noticed right off is they all have a base texture which shows thru shallow water and which go goofy like the water bug (only a bit different) when accessing data views. In the comments for the file I see @Equinox created exemplar overrides to remove the base textures along with some other enhancements. The linky to their CobbHarborVillageTweaked.zip file is now broken so CB and I set about making similar updates. (The model files are not included and are a dependency for these overrides.) Here's the initial situation: ^ Notice the sand showing thru the water. Then go to some data view: And once returning to regular view it'll look like this: ^ Override Option 1: For a quick fix, I've removed all base textures which are in the water. You can get that with this file: z Cobb's Harbor Village - Cori Option 1 - Texture Fix - Landmarks.dat Because of the z in my file name, you can drop it in the same folder as all of Cobb's original files. Note: After adding my file, you can delete their .SC4Desc files but do keep the 12 .SC4Model files and their 12 .SC4Lot files. These latter ones because they have the PNG menu icons. This Option 1 version leaves them in the Landmarks menu as originally created. Also, I've created a second starter piece for the land to water junction which is 1 x 3 cells with no base texture. Additional starter piece: (Shown in the Landmarks menu when using Option 1) When loading a city tile with existing original Harbor Village plops, it will initially still show the base textures and look goofy in the water pollution data view like this: But, with the override file in place it'll fix itself as soon as you save: And now it looks just how we want: Here's a comparison of the starter lots: ^ With the new 1 x 3 piece you'd prolly want to make the approach to it with MMP gravel or something. Override Option 2: Later in the comments, peeps asked for the Lots to be moved to the Water Transportation menu and I feel that really is a better place for them. I've made an Option 2 file which does that along with other tweaks: Ofc, once moving them from Landmarks they cannot continue to use the Landmark Query UI so I changed that to access the standard Maxis Parks one. Here's the full list of tweaks for the Option 2 override: All in water base textures removed Moved to Water Transportation Menu (including the new 1 x 3 Start Piece) Query UI changed to standard Maxis Park UI Query sound and plop changed to that of the Maxis Marina Removed Budget Item: Dept, Line, and Purpose since they no longer apply Kept Budget Item: Cost at the same zero amount as the original Removed Item Name property and replaced with User Visible Name Key CB created LTexts associated with each Name Key to allow renaming lots which persist between play sessions Changed Item Order to a single number so it's less likely other items will become interspersed Changed plop costs to be $1 to $13 which maintains the same menu order as the original Includes the new 1 x 3 Starter Piece Here's the file for download: z Cobb's Harbor Village - Cori Option 2 - Texture Fix - Seaport Menu.dat Same as the Option 1 file, this Option 2 starts with a z in my file name, so you can drop it in the same folder as all of Cobb's original files. After adding my file, you can delete their .SC4Desc files but do keep the 12 .SC4Model files and their 12 .SC4Lot files. These latter ones because they have the PNG menu icons. Override Option 3: The original exemplars also contain some settings I feel are unnecessary. So, here's some additional tweaking we did... All tweaks of Option 2 including Water Transportation menu placement (plus the following): Changed Bulldoze Cost to $1 so it's easier to count how many lots that will be destroyed Set all pollution numbers to zero Changed power consumed to zero (they do still need power for nightlights to work) Changed Flammability to zero (would be impossible to get a fire truck to them so this way that's not a concern) Set Max Fire Stage to 0x05 (moot point with no flammability, but set anyhow) Set all pollution radii to zero Removed the Landmark Effect (the original had +40 over 20 tiles) Removed the +10 Mayor Rating over 256 tiles (this was a pure cheat since it's additive per plop) Here's the file for download: z Cobb's Harbor Village - Cori Option 3 - Texture Fix - Seaport - Neutral.dat Important Note: Option 3 should only be used if you have never plopped the originals. Same as the Options 1 and 2, this Option 3 starts with a z in my file name, so you can drop it in the same folder as all of Cobb's original files. After adding my file, you can delete their .SC4Desc files but do keep the 12 .SC4Model files and their 12 .SC4Lot files. These latter ones because they have the PNG menu icons. Special thanks to @Cyclone Boom for help with exemplar editing, proofreading, and polishing up this post so it looks nice.- 12 Replies
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Version 1.0.0
583 Downloads
This kind building can usually seen in the southern Chinese province ( Such as : GuangDong Specially there are a lot of higher version of these can be found in ShenZhen, Usually this is called as "农民房" in Chinese) --------------------------------------- STATS R$ : Lot size : 1x1 Growth Stage: 4 (At least Medium Density) Capacity Satisfied: R$ 121 Building Style: Euro Occupant Group: Low Wealth Residential Building --------------------------------------- STATS LM : Lot size : 1x1 Bulldoze Cost: Free --------------------------------------- DEPENDENCIES: None --------------------------------------- This zip file contains both MaxisNite and DarkNite version, just choose one of it and unzip the file and put it in your plugin file.- 5 Reviews
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I've been away from SimCity for quite some time because it wouldn't run in Windows 10, I've since resolved that issue. Whenever I've played the game it always seemed like a race to get the city to at least show a profit and be self sustaining which ends up being a giant megatropolis. I'd like to try and build something on a smaller scale that supports itself, is that even possible? If anyone has suggestions or a link to someone else's successful efforts, I'd be appreciative. Thank you!
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Replies: Vigilante1987: Thanks for that! Recreating fractionally angled areas is a nightmare! But Madison Square Garden was done justice- I found the BATs and I drew out the layout to get it right! nycsc4: That large building is one of Seraf's NYC buildings- NYBT Hotel Pennsylvania. One of his best! Prophet42: Thank you- Manhattan looks predominantly art deco with modern architecture (post 1940s) creeping in. I know how to capture that in cities so it was fun sprinkling the newer buildings with all that art deco available on the STEX! PaPa-J: Thanks! The whole point was to create a smaller scale New York, kind of like GTA IV! metarvo: Often it's about combining filler sets together: in this case JENX's paris river walls with SFBT's highway fillers. mrsmartman: Cheers! I even drew a rough map sketching out the position of the Manhattan landmarks and their distance to each other, I also went over several different pictures showing the transition between Lower Manhattan and Midtown Manhattan- all to help me out. {---} Entry 60 -- Plants and Rocks It's a small entry but another update on Cindersville. I've found some useful MMP combinations for scree slopes, boulder fields and undergrowth for coniferous forests. Enjoy! {---} 1. It's been about three months since I last truly played SimCity 4. I came back to after having worked out some MMP combinations to spruce up the undergrowth of the coniferous forest, add ferns and create scree slopes, boulder fields and rocky debris. 2. All of this to liven up the landscape and provide some sorely added details to the blank terrain. 3. Expect to see more of these rocky mountain paths! 4. Sometimes its best to let the terrain textures do all the talking- while sprucing up the forest's undergrowth. 5. Another look at that rocky path. 6. A village close to the areas we have been looking at. 7. And the whole thing in perspective.
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Replies: Vigilante1987: Thanks for that! For the parks I use FrankU's Dutch Parks (found on Simtropolis). mattb325: Cheers! For some reason the city centre part of Pololomia is really prone to CTDs. Tyberius06: Thanks a lot! PaPa-J: Yeah there were quite a few CTDs. It was even more annoying when building the area and then infilling certain pavements with MMP Sims; plus there were CTDs when saving! {---} The 50th Entry Special For this entry I showcase the last area of Pololomia; the village of Skeeby. I used a very different approach and instead plopped in relotted parks which contained houses to thus give me more flexibility with designing the area around the houses. {---} 1. The area being show in this entry is at the top of the picture; the village of Skeeby. 2. 3. 4. This village was surprisingly quick to make and it only took four or five hours. 5. 6. 7. Making use of the extended Diggis streams set. 8. 9. For the house property perimeter walls I largely used Simmer2's stone wall set. This gives Skeeby a very distinct appearance. 10. The fun part was deciding the layout of each property: clumps of woodland, gardens, greenhouses, waste areas, play areas, etc. 11. 12. 13. For the various random mmps such as sheds, planters, swings, playparks, bikesheds, gazebos, etc. I used Ernestmaxis' MMP Project which has a massive amount of MMPs extracted from props (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3493). There are dozens and dozens of dependencies but it's well worth getting! 14. I also plopped in 1x1 farm tiles for vineyards and large vegetable patches. 15. 16. An inflatable pool by the gravel and waste... 17. 18. Sheep pens! 19. 20. And of course the substation which powers the village (centre of picture). Next to the substation I even added a public toilet MMP (part of Ernestmaxis' MMP Project). 21. I plopped in all of the gravestones. Most of them came in rows so it was easy to plop in. The harder part was laying out an aesthetically pleasing spread of gravestones... 22. Nearly every village, at least in the UK, has a church. Skeeby here is no exception. 23. The church is actually a park lot which I relotted. 24. And here's a mosaic to indicate just how far Skeeby is from the west main road. 25. And another mosaic showing how the countryside emerges from beyond Pololomia's outskirts... 26. Since Simmer2's stone walls are really MMP friendly, then it's easy to bunch up bushes next to the walls. 27. 28. Nearly all of the flora MMPs are HD, all of the gravel MMPs are HD too. Thus we get a really clear superzoom picture. 29. Another overview of the area and of Skeeby. 30. And an even larger overview showing how these areas are connected. 31. 32. And a few final pictures to end this entry! 33. 34. And that's it! The last entry from Pololomia! {---} For the next entry there will be a montage of the three best pictures from each of Entries 1 to 50 PLUS a video montage too. After that there are further entries from Madison Plains. Beyond that any future entries will be from either Cindersville or Thirlmere; whilst a future project I'm planning is the Big Mango- a loose recreation of Manhatten.
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From the album Jolteon's Picture Dump
A tiny insignificant village next to a tiny insignificant highway. -
REPLIES : Koriyama I sincerely appreciated your reactions and comments about my last entry. I wanted to thank you all before the replies. @MissVanleider Thank you, I am happy to see that you liked my work ! @MushyMushy I have also spent a lot of time on G.Earth to have this result. It is nice to see it was efficient, thank you ! @raynev1 Haha it is strange ! Living in France I have no problem. This was a song named Yoru no Odoriko, made by the Japanese band Sakanaction (one of my favorites, you should try to listen what they do) @kschmidt Yeah, I noticed that Japanese cities have a very large variety of buildings. They are absoutely not uniform. That is what I tried to recreate. Anyway, thank you ! @feyss "Banality" is maybe not the appropriated word. I just wanted to underline the fact that this city looks like any other one in Japan. I appreciated your remark, thanks ! @_Michael That was one of my goals, capturing the atmosphere. Thank you ! @jmsepe Like I told you in private, this beautiful tower has been created by APTX. Here is the link if anyone else is interested. @korver Thank you very much korver ! @Takingyouthere Yeah I saw that all the main Japanese CJs that I followed a few years ago had closed. That is a pity. I hope to see them opening again soon ! @Ln X Thank you for your comment, it is very nice ! ASOURA - A Japanese village on the sea My holidays end very soon, and then, I will have to pass my exams. I will be quite busy. That is why I decided to post this entry now, only a week after my last one. Asoura is a Japanese village located in the fictional prefecture of Koriyama. Compared to the biggest city of the region, just a few people live here, quietly. It is rare to see strangers aventuring in the area. There is nothing to see, except maybe the authenticity of the Japanese rurality. The inhabitants of this village are mainly fishermen. Indeed, Asoura is located between the Pacific Ocean and a bay which has the same name. To protect the city against the dangers of the sea, a big wall has been built along the beach. In 1994, a famous Japanese photographer flew above the city and took these photos. Asourans discovered for the first time the shape of their village. Today, they are exposed in the city hall. Click and listen ! (Shiki no Uta - Nujabes & Minmi) I hope that you enjoyed this entry ~ Do not hesitate to like and/or to comment !
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From the album Night Scenes (S3-12-E)
There're a few small Details you can not see on the preview. Please view a bigger version of the picture here: https://flic.kr/p/McEz1o This challenge submission is a tribute to the hungarian filmmaker Bela Tarr. His movie "Werckmeister Harmonies", which I watched nearly a year ago still excites me today. I never watched a movie this impressive before. On the other hand I can't say that I really grasp the story of this movie. But that's maybe not a bad thing. I'm looking forward to deal even more with the Werckmeister Harmonies in the future. - wikipedia Here are some short impressions from this true masterwork: ---------------- This is my submission to the "Night Scenes"-Challenge. Everything is SC4 except the smoke, the fog and the tail of the whale. -
From the album Hall of Fame
3rd Place entry from Vanilla Only Challenge (S3-01-W) Weekly 25 Rep 11 Bonus Points 31 TOTAL Points Challenge Results Data | Leaderboard Rankings A small rural village in the middle of a spread of farms.© 2016 Sepen77
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E12 - More farming, more parks!
RandomNerd Loz posted a City Journal entry in Lets Play: Cities Skylines - Canal City
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From the album Vanilla Only Challenge (S3-01-W)
A small rural village in the middle of a spread of farms. -
From the album Vanilla Only Challenge (S3-01-W)
Welcome to the Village of Schönblick, located at the Löwenbucht, in the Feldviertel region of Maxiland. -
E04 - Building a dam
RandomNerd Loz posted a City Journal entry in Lets Play: Cities Skylines - Canal City
Here's the next episode - the dams available in game just arent big enough, so we scale up-
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Entry 8: More Growth So today we have a report on the general growth of the city and its surrounds, including the first satellite settlement and the issues with the oilfields where we'll be starting as since last time they got even worse. Caused mainly by the halt in production of raw materials as the wells dried up meaning that everything had to be imported for use by the refineries we had this rather large issue. 1. This, coupled with the rising costs of running the refineries now there were no resources available locally led to a slow decline in the number of refineries trying to hold on. Below is the original oil field that is little more than a few stubborn refineries and some empty dirt plots, with nature already trying to reclaim the land. 2. Meanwhile at the end of the oil fields in a small cove we saw the settlement of our first village outside Antario itself in the form of the fishing village of Skjar. 3. As you can see this village has mainly grown up around the small cove and its fishing trade. This also gives Antario its first source of food that isn't imported as, up until now it has been entirely reliant on food imports. Sure the small fishing fleet isn't going to feed everyone but at least its a start. The actual village is also a lot different in looks than the city itself with only the main street through it and the rest of small houses springing up along dirt tracks wherever there is space for them. Despite the whole low income of the area, it does support some lovely views out over the bay above the fishing harbour. 4. Moving back into the city now, as there's not that much else to show you in the small village of Skjar we stop by at the suburbs where they have grown a little bit more since last time and have also had a large highschool finished in the centre of it. 5. We also have some larger parks popping up throughout the suburbs in an attempt to break up the large swathes of houses that dominate the growing suburbs. 6. Finally we head into the actual city where growth has continued in the financial sector as more highrises have popped up due to continued interest in the city. You can see it here behind the recently named Prosperity park, a hopeful sign for the cities future. 7. We also have had some investment put into the expanding city, behind the financial district in the form of this Stadium for general sporting events. Its not exactly all that popular as we haven't completed any developments around the stadium yet to bring people in, but hopefully it'll help with future investment and growth. 8. Finally as usual, we have an overview of the city as it currently stands at 41,963. You can see the new village in the far west past the oil fields.. 9. And as usual we have the list of things we want to do with the city. Not that a lot has changed since last time. -Provide housing for the increasing number of people wanting to move to the city? -Oil fields expansions. -Find new avenues for the old oil fields. -Improve the lacking public transport network? -Take a look at streamlining the harbour area? -Look into new avenues of industry, maybe forestry? -Financial district substantial expansion? -Get the city beautification projects finished instead of half done? (OOC: Again apologies for how long its been since the last update, the little one is a bit demanding with time and well, as interested as he is in C:SL, his attention span is shorter than mine. Anyway I hope you like the entry and it makes up for the amount of time its taken for me to actually get it done. I've also changed the theme to go back to the original grass as you can see in the overview and image 6. The road has also changed to a more speckled look though I do need to change the sewage colour after looking at the overview. Anyway, I do hope for the next entry to not take so long so will hopefully see you some time this week rather than next month. Cheers James)
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Residents: >4100 Commercial: >2200 Industry: >6500 Funds: >480000 Farms has seen a drastic change since the very first initial city report. Residents have been reduced by 900 people, commercial has dropped by 800, agricultural industry has dropped by 500 and funds are roughly §20000-30000 lower than before. This is due to major shuffling of zones. The numbers are expected to rise to match what was, if not more, once the transformation of the county is... well, not complete but more... integrated. Overview In the pipeline Develop Rural Forest further - paused Remove roundabouts and make ”diamond intersections” - 3/6 replaced Adjust residential and rail to make room for intersections - adjusted a H of a lot more than planned! Replace power lines - paused Improve nature around Mumsyville Mumsyville In year 43 a new small village called Mumsyville was founded in the grand county of Farms. It's one of those sleepy villages where life pass on in its own speed. The locals vary in age but the most prominent demographic is families, with around 2.3 children per household. Mumsyville almost mimics Farmville in layout. The main difference is the rail road traverse the village core, and the commercial area is twice the size of Farmville's - if not three times bigger. It has a small elementary school with few attending students and a large fire station. Currently crime is extremely low, which makes law enforcement redundant. The plan for Mumsyville is to expand agriculture a tad bit and expand residential areas. Recreational life also need to be addressed. The only local enjoyment for now is shopping at Mum's Pineapple Flower Stand next to the elementary school. As for tourism, the only place to stay the night is a motel not too far from the main highway. There's plenty of fields though so anyone with camping equipment may set up camp without much hassle from any landowners. No one has been spotted so far though. Mumsyville centre An abandoned paddock next to a newly founded corn field. Mr Tim may rent the field to campers. Who knows. As for the woman who was reported missing some time ago. A police officer from two towns over was conducting a health and environment check at a doughnut shop in Mumsyville and thought he spotted what could be the missing woman. She was last seen at an auto shop across the street trading her car for an older model and started acting agitated when she noticed the police car. If this really is the missing woman remains to be seen. A private investigator has been assigned the case by the woman's relatives. Sam's auto shop.
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Progress / Handa port & Atayami
Ke|is posted a City Journal entry in Saitama Prefecture - The Port of Japan
• Update #3 || Progress / Handa port & Atayami • ############################################################################## • Hello guys, I hope everything is going perfect for all of you. Today I want to share with you some pictures to show you my progress in the region. I'm working in the surroundings areas of the Saitama international airport and the Handa Port. Most of the time I'm working creating new low residential areas and farms but also I've started to work in the Handa port and its power plant. As you can expect, these progress are taking me a lot of time but I'm happy with the result so far • • This area is very populated and highways, national roads and rail ines are everywhere • • Itayama and villages are surrounded by rice fields. Rice is one of the largest industries in the region • • The center of Itayami, where you can find the market, city hall and several kind of shops... • • Moriyama is less populated than Itayami, most of its surface are rice fields. Those villages are fantastic places to live far away of the noise and chaos of the city but perfectly connected by train, roads and highways with the rest of the Saitama Prefecture • • Green cranes in the entrance of Handa port. This is the oldest Saitama's container terminal, not able to work with large and modern ships • ##################### ~ R - E - P - L - I - E - S ~ ############################################################################## lucasfg3 Thank you so much, I'm glad you like it. sucram17 Do you want to see more ? Let see what I can do... anyway I have to create the other airport. Belfastsocrates Really? I can't wait to see something from your airport my friend. raynev1 Yep, just do it. Try to make your own airport. Thanks for your comment. feyss Thanks my friend ! Those are BIG words, thanks !! lolo69ol01 The control tower is from the STEX, try to search "Bangkok control tower", the white building is a personal model created by a good friend. takemethere ############################################################################## Greetings / Saludos / Groeten # Jonathan.- 19 Comments
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