Author Topic: Let's sim some cities!  (Read 23540 times)

Boris

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Let's sim some cities!
« on: October 05, 2006, 01:00:14 am »
Well, I finally got the itch to play some Sim City 4 again, and installed a traffic mod that I like to call 'Roads don't work like that.' Now a crappy basic road can support 3500 cars or more which to my knowledge can't even happen in the game. I've seen it top out at like 2000ish. What this has done is given me freedom to set up whatever kind of transpotation grid I want and ACTUALLY HAVE IT WORK~ instead of rich people bitching that 3 tiles is too far to walk to get on a train. Freshly endowed with that kind of power, I set out to work on a region the way I always do, by basing towns on the people around me. Let's have a look at how it's going.


Why is the region called Mars1? I was playing a Sim Mars beta to see how much work they'ed gotten on it (Answer: A good ammount, but not really a 'playable' ammount.) I didn't bother to get a new region before I started working on towns, and BAM, I'm stuck with it unless I can figure out what guts to change, but it's a small thang so who cares.


Here's the transport grid for the same thing. Except for one big main Avenue between Seaboard City and Fybertech, it's all just roads, which is kinda boring. It does point out the fact that Seaboard has huge shipping docks and the region's first little landing strip airport though, which is cool.


Like I said, these are vaguely themed on the characters or people around me. Vito is running the heavy dirty industry, big commercial interest city, Fyber has the medium tech (mechanical) industrial center with a fade to rural farmland. Deck has a peaceful and tranquil patch of farmland with a few homes (which is, bizzarely, supplying upwards of 2000 jobs to Fybertech and Seaboard City, guess they need a lot of farm hands.) And I'm going to have a high tech center of education around me. Other cities to be decided when I make em. Anyhoo, what you're seeing here is Fyber's Mayor house way the hell out in the hills away from town. It's no lab, but the spirit is there~


I do like that the one row of dense commercial I put in fyber's town so far spawned a bunch of the same store, all with this name.

And thats it for now, There will surely be more info as the region grows.

(edit: and then I resized everything to hopefully have it fit without horizontal scroll. It almost succeded, but added a verticle scroll to make up for it..!)
« Last Edit: October 05, 2006, 01:10:37 am by Boris »
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Deck

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Re: Let's sim some cities!
« Reply #1 on: October 05, 2006, 03:48:30 pm »
The farmer's daughter hath soft brown hair

(Butter and eggs and a pound of cheese)

And I met with a ballad, I can't say where,

That wholly consisted of lines like these.

-Charles Stuart Calverley

HitomiBoy

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Re: Let's sim some cities!
« Reply #2 on: October 05, 2006, 09:07:10 pm »
Oooh I call the.... the.... umm... let's see.... Sports section? I dunno V_V

Boris

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Re: Let's sim some cities!
« Reply #3 on: October 05, 2006, 09:17:37 pm »
No pictures right now, but I will give updates:

I noticed today that a road actually accumulated over 4500 cars and started getting oarnge, so I started planting bus stations on every corner in Fybertech. Unfortunately, while my roads had been modded to take care of thousands of vehicles, the bus stations hadn't been and were capping out at 1000. I couldn't find a pre-made fix easily, so I dove into editing with both hands and some good tools that happened to be over on Simtropolis. I spent most the afternoon trying to figure out what I was missing and why the bus stations weren't going up to 4000 capacity when I'd modded them to. Turns out the ones you already planted retain the old actually simmed settings for some reason, despite picking up the name change. However, a quick bulldozing later, Fyber was using the new high capacity bus stations and everything on the traffic grid was 100% green again. Now his city has a commuter landing strip as well, and is a nice mix of all wealths. The growth is starting to encroach on the hills pretty bad though, so his lab isn't quite as hidden as I'd like anymore.
<Armature> i just really want centaur Azula

MDude

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Re: Let's sim some cities!
« Reply #4 on: October 05, 2006, 09:34:40 pm »
BURN THE TOWN

Buzzard

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Re: Let's sim some cities!
« Reply #5 on: October 05, 2006, 10:36:41 pm »
YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS.
Ten years to the minute, no longer in it.

FyberOptic

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Re: Let's sim some cities!
« Reply #6 on: October 06, 2006, 01:10:47 am »
When you're bored of it, spawn some various disasters and see which city comes out on top.

Boris

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Re: Let's sim some cities!
« Reply #7 on: February 15, 2007, 04:35:42 pm »
All my pictures seem to have died, so I guess its a good thing I was playing again and made a new shot of the region map.

New things of note:
- towns for Shadow, Rhythm, Prox and Spug.
- Fyber's town renamed to Ridge Valley in honor of De Novo
- Interconnections fixed to actually work now, binding the region together.
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Prox

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Re: Let's sim some cities!
« Reply #8 on: February 15, 2007, 06:42:03 pm »
IT'S SPARTAAAAAA

Boris

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Re: Let's sim some cities!
« Reply #9 on: February 15, 2007, 07:09:46 pm »
I thought I'd post the transport map too since there are a couple of interesting things here.
First since Rhythm's town isn't bigger and biggest yet, I put in a highway to get those motorists moving really nice and fast to Vito's huge industrial capital. Also as you can see, Gateway Landing and Gateway Penensula are aptly named due to the single ferry path between them that links the mainland to the island there.
Other than that, you can mostly see how much I love square blocks.

(edit: and then I actually attached the picture...)
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FyberOptic

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Re: Let's sim some cities!
« Reply #10 on: February 15, 2007, 10:03:47 pm »
"Little Norway" = best name

Prox

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Re: Let's sim some cities!
« Reply #11 on: February 16, 2007, 04:43:12 pm »
My town better be where all the offshore casinos are.

Boris

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Re: Let's sim some cities!
« Reply #12 on: June 30, 2008, 06:52:23 pm »
Well, I have been playing sim city agian lately due to wantin to wark highways prominantly into my transporation grids. I removed the 'Roads do not work that way!' mod, and replaced it with one that just helps traffic find it's way better instead of everybody crammin into one route like igmos.

The result is a new region that is basically one big island. Vito has the only massively played city so far, with a lot of medium pollution (manufacturing) industry and medium capacity residential. He also has a nice seaport which is our link to outside at the moment. Played my own town and fyber's for a bit, but finally got bored and took some region pics to put up.
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Deck

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Re: Let's sim some cities!
« Reply #13 on: July 01, 2008, 05:29:19 am »
Tiger Hills holds the Knights of the Round Materia.

Boris

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Re: Let's sim some cities!
« Reply #14 on: July 01, 2008, 05:27:37 pm »
It may just, but you'd have to dig through a lot of farms to find...!

I don't mean to tar you with the farm brush too much Deck, it just seems like a low stress version of runnin a city. (And I have to put them somewhere, I figure at least you shared with Fyber this time.)

Anyway, Made Buzzard's upper class burg, made Rhythm's little suburbia, reworked Green Liquids to have the heavy industry in the middle, partially to shunt Rhythm's traffic away from town, partially so I could put a bunch of farms on the left to more naturally continue Deck's city.

<Armature> i just really want centaur Azula