SC4 Devotion Forum Archives

City Showcase (All games welcome) => Mayors' Diaries => Inactive Best Sellers => Topic started by: CSGdesign on November 20, 2009, 12:50:42 AM

Title: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on November 20, 2009, 12:50:42 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG01%2FNG01%2520Banner%252001.jpg&hash=cab2630814513b0e3ca4237341dead8aa214f62c)

You are NOT the mayor any more...


Custom Content built for this CJ includes:
CSGdesign's Basic Concrete Seawall (http://www.simtropolis.com/stex/details.cfm?id=22044)
CSGdesign's Basic Ferry Pontoon (http://www.simtropolis.com/stex/details.cfm?id=22187)
CSGdesign's Small School House (http://www.simtropolis.com/stex/details.cfm?id=22460)
CSGdesign's Cleared Earth Set v1 (http://www.simtropolis.com/stex/details.cfm?id=23007)
CSGdesign's Exposed Bauxite Set v1 (http://www.simtropolis.com/stex/details.cfm?id=23007)
CSGdesign's Chainlink Fence Set v1 (http://www.simtropolis.com/stex/details.cfm?id=23007)

(Please note these are all available on the Simtropolis Exchange, and I'll upload them to the LEX once I've got time to.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FTHUMBNAILS%2520Initial.jpg&hash=27222686d4cee2de49814ba120fdfab3147a51f9)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FTHUMBNAILS%2520Current.jpg&hash=3b94a7a7415ce5f1705c05f246a7ee24fc674ae6)


Time Lapse animation
of city from start till currently (the graphic will be refined once I get some time).

http://www.csgdesign.com.au/uploads/SC4/TIMELAPSE/TIME-LAPSE%201985%20(slow).swf

IMPORTANT NOTE: This is NOT a remodelling of the actual city Boston.
This is a completely fictional city based on terrain of Boston only.  I just named it Boston cuz it was sitting on that region and at the time of starting this city I had no intention to CJ it, so I didn't put any imagination into the game.  Get over it.  :P
This CJ is about free development, not controlled and planned development (like copying an existing city, for example).


This Journal depicts the natural development of a city, as dictated to you by your Sims and natural Sim development in a free-market.

Be warned - this is a very time-consuming method of development but the end results are natural and rewarding if realism is what you want in your region.  If a quick path to grand sky-scrapers and grids is what you want, then this is probably not the best region development strategy available to you.

This method of city development has only a few key rules to follow:
1) Don't plan ahead any more than generally, and in a role-playing state of mind.
For example, you can plan that nice cleared area over on that shore might make a good new settlement, or that the hill off to the north might be a lovely place to build a quarry because it's rich in Bauxite, or this dense patch of woodlands here won't be cleared because the SimNation Government has declared it is a natural resource, so Sims must build around it, and so on.  But don't plan to the level of "that peninsular will be my new industrial zone, from there to there" or "I'll put my airport over there, and some harbours in here, and a big seawall all the way along this shore, with low-density covering that quarter of the map".  That's too over-view.  You have to think down several levels - right down to a small-scale two-or-three-block development.  Smaller even.  Think as small-picture as you can with every step you take, and FORGET about what else is around that area.
2) Do EVERY move as though you were a developer, not a mayor.
Mayors might want everything all pretty and nice and organised and grand, but at the end of the day it is the developpers and contractors that do the work, and they don't do a damn thing unless it's cost-effective.  Even though your coffers are paying for everything, things must be as cheaply done as possible so that the developpers can make the biggest coin out of it.
3) Everything starts off small.  And grows as demand requires.
This means that a path from the CBD to the other CBD two regions away starts as a tiny winding street (or even a dirt track) and then as demand requires, it gets upgraded at intersections, then entire stretches until it's a road.  Then as demand out-grows that, it becomes an avenue, and eventually is either upgraded or completely bypassed by a massive network of highways and rails.  River crossings start off as pedestrian ferries, then if the river isn't too wide a street bridge, then a road bridge next to that or a bit upriver.  Everything is done only as demand requires it, and with absolutely no "but in the future I'll want a huge highway crossing here" in mind.  How often in your local town do you see a huge dual-carriage bridge go over a creek because in 50 years the roads will require it??  Never I'll bet - things are always upgraded as required, or LOOOONG overdue.
4) Keep a realistic balance of Sims in your region.
Don't try to keep all your sims super-educated and super-healthy.  Let large swathes of suburbs sit in squalor and even have rolling black-outs from time to time until you get around to upgrading that pesky Deisel Generator to something a bit larger.  If you have a lot of low-wealth sims then your city will grow rapidly and randomly and dirty, just like the real deal.  Then developpers can come in and tidy up that nice little coastal out-cropping and sit some parks in it, offset by the cost of selling off the housing areas to medium-density residentials.
5) Work only small amounts at a time in any one map or area.
Then save and move on to another area, and keep doing that, working your region bit by bit, then coming back and re-working it.  This not only keeps things interesting because you've got such a massive area to play with, but allows the entire area to grow and develop together, maintaining a realistic development to the region.

If you follow those ideas when you're developing a region, then it should look very natural and random and realistic pretty fast, and keep it no matter how you develop later on (unless you abandon the technique and bulldoze whole areas and rezone and start again, of course).

Below is a few visual indicators of my own city - Boston.
The region is Boston v2 (http://www.simtropolis.com/stex/details.cfm?id=20382) from STEX - a very nice and very large natural map.  You will need to populate each region with trees before you can build your city but that's easy with God Mode.

Below is a good cross-section of how I build using the "Natural Growth" technique.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG01%2FNG01a.jpg&hash=5716a5fb7df6f83a8f840b10be3f756bcd6adcd6)
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(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG01%2FNG01p.jpg&hash=4f4c2a9f49d1e2cec9dc3beca7bb0665c0e1c681)

My city region is still only small-town, but it has grown so much in 80 years.
The most time-consuming aspect of this type of city development is ensuring that the growth has a knock-on effect.  Which is when one out-lying region becomes a bit more developped, the next most out-lying region that was previously untouched wilderness needs to have a road wind it's way through it and some grazing properties and coastal communities develop.

Mods used - please visit THIS ENTRY (http://sc4devotion.com/forums/index.php?topic=9440.msg303337#msg303337) for a complete list, including links to each of them.

My city region now covers 76 Largest Possible Maps, which is 76% the available area to me, and is still quite sparsely populated, relatively speaking.
Total population of R1,052,568 / C409,577 / I280,309.
It has been produced largely without any mods except those listed above, and without any cheats at all.
Jointly (not counting unstarted city regions) I have excess funds of $85,154,030, the largest single city excess funds is the north-eastern most city "Altroy Cove, with $23,287,035 excess funds.
All cities have excess and I can't spend it fast enough without getting unrealistic.  I have found that by decreasing taxes it doesn't have a very noticeable effect on RCI (it's always high) but it reduces income significantly, so in this way I'm balancing out my funds so that the profits are increasing only moderately, rather than stupendously.

Growth of my city region is captured regularly and is being compiled into growing layers of screenshots, which I have used to date to create a time-lapse animation (see above in this entry), and which will be used in other animations and movies as time goes on.


Current Region Views:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG01%2FNG01SatView.jpg&hash=85a917a1550906c3086ac1d47419aa56cc5b535c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG01%2FNG01TransportView.jpg&hash=bda9effe7bf9c6c85337cabb368bcbb56831b037)

CLICK THE BELOW LINKS TO VIEW ENTIRE REGION AT FULL SIZE:

Game-year 1980
(Satellite View) 1980 - 4724 x 2409 pixels - 1.11mb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201980.jpg)
(Transportation Map) 1980 - 4724 x 2409 pixels - 653kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20(TRAFFIC)-%201980.jpg)

Game-year 1981
(Satellite View) 1981 - 4724 x 2409 pixels - 958kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201981.jpg)
(Transportation Map) 1981 - 4724 x 2409 pixels - 543kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%20(TRAFFIC)-%201981.jpg)

Game-year 1982
(Satellite View) 1982 - 4724 x 2409 pixels - 1.23mb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201982.jpg)
(Transportation Map) 1982 - 4724 x 2409 pixels - 813kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20(TRAFFIC)-%201982.jpg)

Game-year 1983
(Satellite View) 1983 - 4724 x 2409 pixels - 1.23mb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201983.jpg)
(Transportation Map) 1983 - 4724 x 2409 pixels - 820kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20(TRAFFIC)%20-%201983.jpg)

Game-year 1984
(Satellite View) 1984 - 4724 x 2409 pixels - 1.23mb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201984.jpg)
(Transportation Map) 1984 - 4724 x 2409 pixels - 824kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20(TRAFFIC)%20-%201984.jpg)

Game-year 1985
(Satellite View) 1984 - 4724 x 2409 pixels - 1.25mb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201985.jpg)
(Transportation Map) 1984 - 4724 x 2409 pixels - 929kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20(TRAFFIC)%20-%201985.jpg)

Game-year 1985
(Satellite View) 1985 - 4724 x 2409 pixels - 1.25mb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201985.jpg)
(Transportation Map) 1985 - 4724 x 2409 pixels - 929kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20(TRAFFIC)%20-%201985.jpg)

Game-year 1986
(Satellite View) 1986 - 4724 x 2409 pixels - 1.25mb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201986.jpg)
(Transportation Map) 1986 - 4724 x 2409 pixels - 937kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20(TRAFFIC)%20-%201986.jpg)

Game-year 1987
(Satellite View) 1987 - 4724 x 2409 pixels - 1.30mb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201987.jpg)
(Transportation Map) 1987 - 4724 x 2409 pixels - 950kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20(TRAFFIC)%20-%201987.jpg)

Game-year 1988
(Satellite View) 1988 - 4724 x 2409 pixels - 1.27mb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201988.jpg)
(Transportation Map) 1988 - 4724 x 2409 pixels - 959kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20(TRAFFIC)%20-%201988.jpg)

Game-year 1989

(Satellite View) 1989 - 4724 x 2409 pixels - 1.27mb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201989.jpg)
(Transportation Map) 1989 - 4724 x 2409 pixels - 970kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20(TRAFFIC)%20-%201989.jpg)

Game-year 1990

(Satellite View) 1990 - 4724 x 2409 pixels - 1.25mb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20-%201990.jpg)
(Transportation Map) 1990 - 4724 x 2409 pixels - 971kb (http://www.csgdesign.com.au/uploads/SC4/NG01/Boston%20v2%20(TRAFFIC)%20-%201990.jpg)

Any questions or comments are welcome.

Everyone builds differently - this is what I find enjoyable.  Simulating the growth of a city as realistically as possible.  I'm in no rush to meet the clouds with sky-scrapers.  They'll come with time as demand allows.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: adroman on November 20, 2009, 12:56:58 AM
Awesome work CSG,

you have some excellent talent, glad to see it showcased here  :thumbsup:

Keep it up, this is already looking like an MD to watch...

Havva good one,
Adrian.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: joelyboy911 on November 20, 2009, 01:00:00 AM
Those are some very impressive region shots, CSG!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: emgmod on November 20, 2009, 01:00:53 AM
Congrats on coming over to SC4D! I was watching this on Simtropolis since the start.

Those region shots are one of my favorite shots ever.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: thingfishs on November 20, 2009, 01:36:00 AM
this is looking really good, I LOVE the time lapse shot.  &apls It's awesome to be able to see a whole region slowly developing in such a fashion. Also I very appreciate your philosophy of playing. I also play without cheats. (except industry quadrupler & such that make things more realistic) The one time I tried to play with free money I lost interest quick and didn't play the game for a few months. I am occasionally tempted to try & recreate a small area exactly which will require a different approach but until then... Personally there has to be a logical progression to my region. Initially the first settlement was made, which remains a small outpost. A better location was found, farms and small communities start going up. Different resources are located and necessary infrastructure must be developed etc, but all within budget and with only a few exceptions, all grown (though sometimes that involves demolishing the building until something more appropriate develops-but that still costs money). It's the controlled chaos nature of SC that is it's most appealing aspect to me and without the element of surprise I lose interest. I'm surprised by how many people play it with money cheats, but SC has long grown to be many games to many people.
I'll definitely be keeping an eye on this, inspiring work.
Title: Entry #2 - Proposed Daegon Rail Link
Post by: CSGdesign on November 20, 2009, 02:25:23 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Thankyou so much for such a warm welcome to SC4Devotion.
I've always wanted to be more a part of this community but for some reason kept putting it off.

I will over the next week or two translate my journal entry by entry here, and then will continue to update it both here and on Simtropolis.

adroman
I'm not sure there's talent involved - I just spend a rediculous amount of time on things that could be done much faster if I wasn't so focused on making it look real.  I enjoy the role-play of letting my imagination control where a road goes rather than getting from A to B.  For example a new road will always follow the "path of least resistance" by clearing smaller and fewer trees rather than trying to smash its way through a thick dense area of tall trees, which results in natural winding roads.  Little things like that I enjoy role-playing as I go.

Joelyboy911

Thanks man, I'm still trying to get my head around that ppl seem to like them.  They're the end result of a style of play where every move is done role-playing how it would be done in real life.  The end result, satisfyingly, is a reasonably realistic region.  I'd like to be able to spend much more time doing details, for example lining farm edges with trees, but there comes a time when if I did every single thing I wanted to do the entire region would grow so slowly it'd be almost real time.

emgmod
Yes you have made comments a couple of times in the Simtropolis version I noticed.  I'm hoping that my region will become much more complex and interesting as time goes by.

thingfishs
I'll update that time-lapse from time to time and I'll include game-years and also real-time spent playing it as a counter in the corner or something too, once I get a moment.  I only get a limited amount of time each night to do this, so it's split between playing, journaling, and other things, and can get frittered away pretty quick.  The region is actually making so much rediculous surplus that I might as well have a free-money mod.  I literally can't spend the money faster than I earn it, despite super-low tax rates.  I'm not sure yet if that's a result of the NAM mod I'm using (z ultra) or if it's because my simulator reacts well to this style of play and somehow I'm working "with" the grain of the simulator rather than "against" it...?  In any case, I have some cities now that are being taxed at 6% and are earning a rediculous $17k per month with a cost of $4k.  I might as well be taxing my sims at 2% but I dont want demand to go through the roof because then it's not realistic enough for me.  The depth of sc4's simulator wins me over too.  It's easilly the best game for long-term playability of all time, for me.



(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG02%2FNG02%2520Banner%252001.jpg&hash=2e1c0d2fbccedfd332d5aa4f3ea35eaaa55e8f94)

Extract of the proposal presented to the Honourable Lord Mayor Geoff Lincoln of the Middleflats City Council, Boston City, dated 11/07/1967:

[beginning of document not included]

...Childers Rail and Hotdog Additives is pleased to present the current Daegon Rail Link proposal, which will connect the existing Curry River line [running from Boston City Central Harbour from WestGate Station (3) to Curry River Connect via Compton Station (7)] with the proposed Daegon Eastbank Station (12) via four proposed stations on the Daegon Rail Link.

The four stations are as follows:
#8 - Franklin Industrial Park Exchange
#9 - New Pimpshire Industrial Park Exchange
#10 - RiverForestLakeBreezeHill Estate Station
#11 - Daegon Central Industrial Complex Exchange
#12 - Daegon Eastbank Station

The full product disclosure is written in rediculously small type on the last 843 pages of this proposal, please ensure you read it carefully - we have included a cracked loupe to assist you in this task. We kindly request that the loupe is returned in good working order within the next twenty minutes.

The total cost of this project is estimated to be exactly $25.30 less than our competitors quote which you were good enough to provide us with in exchange for a free ride on the Pimpkenbar Express, however please be advised that when you are sufficiently committed to the project and we are nearing completion of the first stage that costs will increase approximately 500% or we will be forced to declare bankruptcy and leave you with the mess.

We trust that this proposal meets your satisfaction, and look forward to your incredibly over-inflated upfront 100% deposit being made into our bank accounts, the details of which are provided below in large red letters, and which we have also SMS'd, emailed, and sky-written above your office, all of which are being billed to you of course.

[rest of document not included]


This proposal is currently under scrutiny and will be ammended or approved in the immediate future.
The aerial photography plans are provided below for public viewing and comment.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG02%2FNatural%2520Growth%2520RELEASE02b.jpg&hash=4554677cf58fdf1cd4bea7ebc50b6b32b2c1245a)
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Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nardo69 on November 20, 2009, 02:44:48 AM
New railway lines? Improving the railway net? That's music in my ears ...  :D  :thumbsup:

Take care!

Bernhard  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: dobdriver on November 20, 2009, 04:09:10 AM

That's very understated CSG, sc4 is certainly many things to many people. There is probably more custom content for this game than most others put together and is more playable as well with a total open-endedness that is rarely found in other games.

Also I like your area and your style of play is refreshing, but deep down you've got a plan  ;)

Take it easy
dobdriver
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on November 20, 2009, 05:53:13 AM
Awesome start!!! Fantastic MD!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: rooker1 on November 20, 2009, 06:41:25 AM
 Hello CSG,

Great to see that you have started transfering your MD here.
I love the Time Laspe Animation.  What an incredible region view, super work and it is absolutely obvious how long it took to get to where you are today.

I look forward to your next update.

Robin  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Earth quake on November 20, 2009, 08:42:51 AM
Really nice and impressive Start CGdesign. &apls
Your region it's just splendid.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on November 20, 2009, 09:36:55 AM
Welcome to SC4D!  Approaching the region from a developer's point of view is a very cool idea!  It's an interesting case study and accurate to a certain extent.  Would I be correct in assuming you're effectively assuming every aspect of your region is under the control of a development corporation? 

That time lapse shot is very cool.  Looking forward to seeing more!
Title: Entry #3 - Local Bureauracy Gone Mad
Post by: CSGdesign on November 20, 2009, 03:02:57 PM
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Nardo
As the diary progresses many new lines will be added, including tram lines.
Rail is a very very efficient means of moving sims about, much better than highways, simolean for simolean.

dobdriver
No seriously this diary is basically a recording of how I play.  I role-play as I go, because it makes it more interesting for me than just laying lines and zones and robotically upgrading a city.
The diary that will appear here on SC4Devotion is a translation of the diary I currently have been creating on Simtropolis for the last six months or so.  It is up to entry #38 (not counting the spin-off diary which isn't allowed here), so until this diary is fully up to date with that one then yes I know about it in advance, but I promise you that every action taken in game and every entry made in the diary is completely without warning and a reaction to the circumstances.
This really is about building a city according to how your sims need it done.  The only things I do with any kind of pre-planning at all, is follow the 5 steps shown at the top of the first entry.

rooker1
The Time-Lapse can't be shown in my other diary so it's nice that this forum allows it rather than forcing it to be an external link.
Yeah it's taken awhile to get to game-year 1984.
Actually I'm up to 1986 now and the population has just cracked 670k, but I haven't created any entries for the last couple of days so there'll be a bit of a leap.

Earth quake

Cheers for the support. In retrospect I wish I'd time-lapsed the entire region rather than just the central CBD section but that can be done much, much later since I backup and archive the entire region from time to time, so I'll be able to pull them out and do it like that - except with bigger gaps between frames. But that wont be for many game-years yet.

Battlecat
Not necessarilly a development corporation.
You'll see as the diary progresses what I mean, but its about all the various parts of society, rather than just the government, the developers, etc.  For example a stressed farm running into financial trouble might privately sell off the bottom nine acres near the main road, forming a new row of housing.  Or some private business might buy out some run-down industrial area and convert it into an upmarket commercial zone near that trendy residential area.  It's not about just one aspect of sim society, it's about telling short stories about as many different aspects as possible, and how they all interact to form a complex web of events that forms the overall city.


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The sprawling west shores of Greenlip Lake, spanning the two shires of Clarke's Valley (to the south) and Manchester Lake (to the north) is quickly becoming an attractive place to settle, moving from a sleeping grazier's township to a small industrial orbit to the west of Boston Central.  It is the west-most point where sims can settle near water, and one of the few natural bodies of freshwater anywhere in the entire region.

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The citizens of Clarke's Valley side of this community (the only side with any industrial strength at this time, and by far the most organised council) approached the local waterworks utility, which until that time focussed mainly on snow-cone production for the local exhibition once a year (not very profitable).

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Tiddalik's Waterworks was pleased to provide a contract to erect a large water tower on the west banks of Greenlip Lake, and fund the building of the piplelines that would distribute town water to the local community, including the newly released industrial zone which was expected to be the hub of growth for the next ten years.

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Now you can have a cup of water come out of your own taps in Clarke's Valley (which includes the suburbs of Crikville and Jelly Cup Bay).  Yes that's right, Clarke's Valley only.  At Donaster Street, on the northern edge of Clarke's Valley City Limits, the drink stops.  Houses to the north of that in Larson (in Manchester Lake Shire Council) are welcome to drink from water tanks, the gutter, or their toilet... (which is filled from water tanks or the gutter using plastic cups).

Manchester Lake Shire Council and Clarke's Valley Shire Council have been unable to reach an agreement about the cost of building a network of pipes into the north shores of Greenlip Lake, let alone how much to charge for the water, and so northern shore residents must go without.

Clarke's Valley Council was quoted in the local paper as saying "Guess the West Side's the Best Side", which didn't help reach a diplomatic solution at all.

Stock up on plastic cups guys, this turf war isn't going to end any time soon.

Meanwhile the rest of the region barrels onwards.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on November 20, 2009, 03:18:10 PM
Ahhh, I understand now.  Thanks for clarifying your approach there!  With all those opposing factors involved, you're going to wind up with a fairly chaotic region, which from my experience is very realistic.  This dispute you've presented about water supply between two municipalities is a pretty typical example based on my experience in local government.  Should be interesting to see what comes up next. 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Shadow Assassin on November 20, 2009, 06:50:07 PM
Oh, nice to see you bring your CJ over here - it'll be handy for when ST goes down, which seems to happen more often than not nowadays... well, I've seen all your updates thus far (I think), so just gonna wait for the catch-up.
Title: Entry #4 - A Community Cries Out for the Mainland
Post by: CSGdesign on November 21, 2009, 03:22:58 PM
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Battlecat

There are a lot of different groups, organisations, businesses and government bodies that struggle and battle for what they want in my city, as realistically as I let myself imagine it.
It's not ALL about that, but it's one of the key parts of it, rather than an above-down view of how it's all gonna turn out and then connecting the dots.

Shadow Assassin
Oh no.
I thought I could escape you by coming here.
Yeah ST is frustrating me these days - its down so often now.  Such a shame too.
Don't give any of the story away for new readers or I'll send ninjas.   $%#Ninj2


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Portsmouth Island.
One of the very eastern most islands in Boston Bay that currently has residents, and one which all shipping passes to and from the Port of Boston.
Until recently it has been little more than wilderness, but with the state government lotting it off and selling it to investers, people are moving in fast to snap up such a unique piece of real estate.

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The only problem is that there is absolutely no access whatsoever to the mainland except with resident sim's own water craft.
So while this land is a wonderful opportunity to build a home away from home, it is not a very succesful community as far as permanent living goes.  It has little chance to develop without access to the mainland, and will remain nothing more than a struggling infant community.

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What Portsmouth Island really needs is ferry access, but the city simply isn't going to invest in such an expensive piece of infrastructure for such a tiny community, and such a tiny community isn't going to grow without SOME kind of ferry access.

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Submissions are being drafted to Portsmouth District Council for small piers, pontoons, jetties and other means of access to the ferries, but with as low build and maintenance cost as possible.

Because while the cries of the sims on Portsmouth Island become more insistent, the sims scattered across the other 32 islands are joining the chorus.  Something MUST be done, and must be done NOW.

A few submissions have filtered to the top of the list and are being considered for development.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: naftixe on November 21, 2009, 05:59:43 PM
Looks like time for a Ferry Transport Authority to be born.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: calibanX on November 21, 2009, 08:51:54 PM
Your approach in growing the region from the viewpoint of a developer is a great one. The region views show an area that's growing organically. The roads even resemble arteries and veins. I wish I could do what you're doing. I get too caught up in the details.

I must also compliment you on those fantastic banners. You certainly are not new to Photoshop.

Geoff
Title: Entry #5 - Teen Hangout or Dropout Generator? (Downloadable Custom Content)
Post by: CSGdesign on November 21, 2009, 10:04:44 PM
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naftixe

The city of Boston v2 has many ferries in place already, the problem is that this particular community is just too small to justify a full size ferry service.
That's why the local shire council has put out tenders for the development of a smaller public transport ferry option.

calibanX
I am not at all a fan of grids, although they DO have their place from time to time.
Especially in much denser areas, and downtown, etc.
It's not at all hard to do what I'm doing - try it on some of your newly zoned areas.  It just means winding roads instead of making them straight and gridded, and the rest sort of flows from there.
It also means developing regions away from the main region and "filling" the areas in between over time.  Intersections are an excellent starting point.  As you'll see further into this journal, I'm also very very caught up in details... in fact the macro-region is a direct result of being caught up in micro-details but on a large scale.
I'm glad you like the design style of the banners and style manual of the journal - I use a combination of software.  Later on in the journal you'll see a lot of 3ds Max work as well as Illustrator and Photoshop work.  I really love this medium because it allows me to express my passion for 3d and design in a flowing public forum which is very recreational for me.


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Skate Park comes under fire, located on the west banks of the Kholi Creek inlet, Boston North Central.
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The centre of the debate is how to prevent the local skate-park from being a gathering-point for bored teens looking for trouble.

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At one end of the debate are parents and citizens stating that the skatepark doesn't generate crime, it is simply a rally point for those already inclined to vandalism and the like, and is a very important recreational facility for their community... after all not every teen is a bad apple.
At the other end of the debate are local residents that are tired of having their environment graffiti'd, their homes stoned, and their cars broken into.

Council was at its wits end - afterall surely there are far more important issues to deal with than one skatepark and five or six disgruntled residents.

Council has pro-actively tackled this issue, and rather than take down the skate-park they decided to install a police kiosk to patrol the area.

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This not only keeps the local residents happy, but keeps the parents and citizens happy too, knowing that their teens are hanging out in a much safer environment.


The seawall shown above is available to download here (http://www.simtropolis.com/stex/details.cfm?id=22044).

Title: Re: CSGdesign's NATURAL GROWTH
Post by: Earth quake on November 22, 2009, 01:41:50 AM
Its' a nice update. &apls
This seawalls are just stunning and nice history about the skate-park.
Title: Entry #6 - Aluminium Pontoon Makes The Grade (Downloadable Custom Content)
Post by: CSGdesign on November 22, 2009, 03:23:16 AM
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Earth quake
That seawall was my first ever lot release.  It's not perfect (for example it doesn't have any under-bridge pieces or diagonals) but I've used it a few times for a bit of shore-reinforcement in my city.
I hope to release many more in future... different types, not all grungie - one of the ones I'd like to do is a boardwalk.


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Guardburger And Sons Ltd's design for a basic aluminium ferry pontoon was selected as the best submission for pontoon designs, and went into manufacturing in late November, 1968.
The first such pontoon was Ol' Djohaal's Pontoon, built to service the pressing complaints of the Portsmouth Island community.

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The results of this pontoon were almost instantaneous.
Suddenly people had a quick, cheap, reliable means to travel to and from the island using Boston's ferry service.
People not only got jobs on the mainland, but mainlanders quickly took up the opportunity to buy land in the now booming community of Portsmouth Island.
Land prices skyrocketted, and development went ahead full steam.

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Felix Point's own Pontoon, slightly north west of Portsmouth, quickly became the launching point to get to and from Portsmouth Island, and as a result the community in that area also saw a significant increase in development.

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So great was the development and so inexpensive was the infrastructure that District Councils all over Boston contracted Guardburger and Sons Ltd to install pontoons in their own communities, and by April 1969 Guardburger had no less than 8 pontoons built around the region, with another 16 being drafted.  All in remote regions where roads were either too expensive or not possible at all.

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The benefits to Boston at large have been enormous, and has made the development of the region's numerous small islands not only possible but extremely attractive to developers.
If only Aluminium didn't need to be imported it would make the production of these pontoons much faster...

For helping with the production of this pontoon I would like to thank Djohaal for BAT help (especially with LOD suggestions) and Mr Kahki Shorts for his help with invisible texturing.

This pontoon is available to download here (http://www.simtropolis.com/stex/details.cfm?id=22187).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: dobdriver on November 22, 2009, 04:00:17 AM
It's a good thing someone's building ferry landings, I suppose that's free enterprise for you.

I thought that's why they built scate parks and the like, somewhere for bored kids to hang out instead of the shopping centre. Don't they usually stone cars and break into your house?

Cheers
dobdriver
Title: Entry #7 - Waste No Waste
Post by: CSGdesign on November 22, 2009, 01:48:34 PM
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dobdriver
The main reason why I wanted to build that pontoon is because the maxis ferry terminals are just too big and goofie for a lot of areas, small coastal towns, etc.


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Time to take the trash out of the picture.

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Boston's central west (once nice farms that were quite content to bury their tyres and solvent paints in holes on their own land so it could seep into ground water) was now a sprawling suburbia where sims had the disgusting habit of putting trash in cans out the front of their houses on the street.

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So naturally the city had to cart it away and put it in land-fill, and as the population grew, so did the rate of trash.
Three large landfills later in only 17 years time, and the District Council had gotten fed up.
People were throwing out perfectly good teddie bears, televisions, even bottles of medication that wasn't even past its use-by date!  Rediculous waste.  Plenty of other sims could use this stuff, so it was time to do something about it.

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The District Council slapped a Recycling Plant into the Fenton Downs Waste Disposal site, and now sims can buy back their own trash at rediculously high prices and feel all warm and fuzzy that they didn't fill a great big hole with stuff that would have broken down in time.  About 5000 - 8000 years time.  Oh big deal, it's biodegrading isn't it?!  Just SLOWLY.

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Now the amount of waste that goes into landfill is greatly reduced, AND people can indulge in that bizarre trait of paying good money for things that are totally 100% useless.  Seriously who wants a rock with eyes glued onto it? Or a mirror that's got so many stickers around the edges that you can barely see yourself in it? Come ON people.
Title: Entry #8 - Plenty of Prospects
Post by: CSGdesign on November 22, 2009, 06:03:55 PM
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Boston is expanding.
Rapidly.
Industry is booming, sims are flocking to the region in droves, and the city is fast becoming a thriving industrial sector.

But importing goods is expensive, especially if you can source them locally.
The SimNation State Government put out the call - prospectors would be given percentages of any significant mineral deposit that could be extracted profitably.

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The response was enormous.  Sims from all over simnation scoared the countryside and the city suburbs alike.  Geologists were in record demand as entire businesses were founded in an attempt to cash in on the SimNation State Government's offer.
As a result many natural deposits were found and logged.  Some were small, some required further investigation with proper surveying techniques to determine their lode, and some were complete hoaxes.  But some.  Well some were enormous and very exciting.

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A host of minerals were found in the local area, and the rights to the land they were on was immediately snapped up by Boston City Council.  One or two farmers disputed the claim, but the strata title clearly states that a property owner only owns the title to 2 meters below the surface of their land.  Everything below that belongs to the State.  Shotgun sales had a brief spike but fortunately there were no incidents.

Boston City Council is now auctioning off the mining rights to some of these deposits.
In particular the Bauxite and Iron Ore deposits to the south and the Silica deposits to the east... of which industry can make immediate use of without having to invest in too much new technology.

Plans for a quarry are being submitted to council, and it looks as though the healthy cheque being given to the government is guaranteeing the green-light.

Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on November 22, 2009, 06:31:59 PM
You're really copying this over fast!  Glad you're taking the time to replicate it faithfully here.  Nice solution on the small islands, I agree completely with your assessment of the tradition ferry terminals.  Your lot will be very handy in my region in the future!  Also like the last two updates, it's going to be interesting to see what develops on those ore sources.  Looking forward to reading more as always.
Title: Entry #9 - Boston's First Major Hospital
Post by: CSGdesign on November 23, 2009, 06:02:23 AM
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battlecat
I'm trying to copy it across before ST completely just dies - it's becoming less stable every day.
I'm considering also publishing it privately on my own web-space along with a blog (first time I ever typed that word).
I've requested permission from the moderators and administrators to allow me to multiple-post purely for the sake of moving this diary over as quickly as possible, so I'll be updating it several entries at a time.
Once we've caught up (at about entry #39, #40, or #41 depending how long it takes) then I'll resume updating actual NEW entries at my normal rate.
By the way I like your avatar name - it's evocative.


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Yesterday I received a postcard which had been posted some four months ago from Tom (gotta love the postal service).

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It reads:

Dear Hector,
I wanted to show you the hospital I went to as a result of my riding accident.
The postcard is still out of date - Mett Point Hospital had only been built for about six months or so.  Everything is so white! I felt like Buck Rogers!  Except sore.
I marked the area the hospital now sits in with a red marker - sorry it smudged.
I included a photograph of the wing I stayed in - one of the nurses was kind enough to oblige.  I think she should probably stick to being a nurse.


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On inspecting the postcard in more detail I could indeed see that the area the hospital now occupied used to be some smaller buildings - probably some shops or townhouses or something, as well as the old David Jones outlet that had that fire not so long ago.

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Its quite a different skyline now I guess.  Feels good to know there's real quality healthcare available if something goes wrong.  There's no way those little urban GP's could have stitched Tom's legs back on and done that tripple brain bypass after his accident.
Title: Entry #10 - Daegon Rail Link Brings the Bucks
Post by: CSGdesign on November 23, 2009, 06:07:01 AM
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The Daegon Rail Link was completed in late March, 1973, linking Boston Central to the western suburbs, and terminating at the Daegon Central Industrial Complex.

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The only station that was not laid from the initial proposal was the Daegon Eastbank Station.

With such a cheap and reliable method of mass transit to and from the heart of Boston, business flowed rapidly into Daegon, with sims and development following close behind.

In just one year, Deagon changed drastically from a small sleepy town into a busy developped suburban sprawl, with the growth in industry requiring not one but two new Natural Gas Power Plants operating at maximum capacity.


JUST AFTER DAEGON RAIL LINK COMPLETED, March 1973


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JUST OVER ONE YEAR LATER, July 1974


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The growth in this region has been rapid, but it has also been dirty and poorly planned, which is causing the local council (which is still very small and disorganised) some real headaches.

Something's gotta give.
Title: Entry #11 - Wilderness Warriors Get Grimey
Post by: CSGdesign on November 23, 2009, 06:13:59 AM
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BRIEFING AT MEETING OF ENVIRONMENTAL GROUP "WILDERNESS WARRIORS".

Regarding the immediate development of the area leased to Grimey Earthscars Ltd, being open cut mined for Bauxite.

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Welcome everybody.

Please find in front of you the briefing being provided on the Grimey Earthscars quarry, down in Tunnings Plains just south of Kelly Bay.

Inside you'll find details of the council application, leasing agreement of Grimey, as well as some photos that were taken last week from Sky Warrior 2, which for those of you that dont know is one of our fleet of helicopters.


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Now as most of you will know this quarry has been approved and is perfectly legal and whats worse is paying the council as well as SimNation Government a LOT of money, so it's likely to go ahead no matter what we do.

The direction we need to consider is how to minimise it's impact on the local wildlife.

As you can see in the first photograph, Grimey has surrounded their entire site in a chainlink fence, complete with barbed wire rim, which effectively stops everything and everyone from getting in or out.


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As we know from Grimey's development plan, the dozers move in next month and clear that entire area within the chainlink fence, and burn the lot.  There is nothing we can do to prevent this, and the trees in that area are completely unable to be saved - Grimey has blind-sided us by placing a detailed and very elaborate reforestation plan which has been approved for the last 3 months and is out of our reach.

What we can and should focus on is the animal life trapped within this fence.  Presently this fauna is completely unaware of its danger, and has been totally surrounded, but once those trees are clear felled their shelter will disappear fast and they'll have nowhere to go.  This is going to result in the unecessary death and injury of many animals, and could actually lead to injury to Grimey's workers too.


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Grimey Earthscar's development plan shows they'll be working from the site office which will be located just within the gate.  That's the third picture in your folders, which shows the main gate at the north end of the site. We need to take urgent action to lobby the government to require Grimey to open up the southern end of the barrier at four key points which will allow the startled animal life to escape away from the machinery and into the neighbouring forest.

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This should be a relatively inexpensive exercise for us, but just for good measure I want you four to organise the local schools and college to chain themselves to the trees and chant holding banners that people won't really understand anyway.

Any questions?
Good.  Thanks for coming people, and good luck with the stink-bombing of that Japanese whaling vessel tomorrow.  My wife has kept all our used nappies from the last month, so that should be a nice addition to our ammunition.

Title: Entry #12 - Grimey Sets Up Shop
Post by: CSGdesign on November 23, 2009, 06:24:05 AM
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The time has come for Grimey Earthscars Ltd to set up shop and clear the way for their mining operations.
Two large trucks have rolled in and set up the site office, located just within the main gate, as per Grimey's development plan.

It is patrolled by dogs at night and manned during the day.  Please wipe your feet.

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Enough trucks and vehicles have passed this way now to wear a visible muddy track that meanders through the forest from Kelly Bay.

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The gravelly sealed road that leads from Kelly Bay terminates in a cul-de-sac, and another huge gate stops unwanted tresspassers and casual on-lookers.  It is also remarkably good at reducing the number of people trying to get in and chain themselves to trees.  Willful damage of property is a good deterrent.

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The bulldozers and heavy machinery rumble ever closer.
The earth trembles, birds scatter screaming and fluttering their distress.

Somewhere in one of Grimey's water-front offices a corporate fat-cat with a cigar grins on his leather chair, drooling over profit forecasts.
Title: Entry #13 - Clear and Burn
Post by: CSGdesign on November 23, 2009, 06:29:36 AM
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The machinery has arrived.
Grimey Earthscar Ltd's clearing operations have begun.

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The forests within the fenced off quarry region are being cleared at a rate of two football fields per day, with the lumber being piled into huge stacks and left to dry out and become more combustable.

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When the piles are dry enough to be flamable, they're burnt, leaving nothing but ash which will be scraped and relocated along with the top rubble, to expose the valuable ore only meters below the surface.

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This is where Grimey Earthscar Ltd lives up to its name.

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Credit to Pegasus for the mayor-mode ploppable construction equipment shown in this entry.
The download for these can be found here (http://www.simtropolis.com/stex/details.cfm?id=20946).
Title: Entry #14 - Dirty Money
Post by: CSGdesign on November 23, 2009, 06:33:27 AM
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The machinery at Tunnings Quarry have begun mining operations!
The layer of un-useable dirt and debris on the surface (known as the Top Rubble) has been scraped off into piles, exposing the valuable Bauxite Ore underneath.

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Then the huge Earth Moving equipment rolls in and digs huge pits into the ore, with a bee-line of rumbling dirt-covered trucks rolling back and forth carting the ore away to the nearby Electrolysis plant.

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Of course the trucks are temporary, until the rail-line is put in.
Council is still dithering about regarding who is footing the bill for this, because they know it will cost Grimey a great deal of money to be forced to use large trucks on a dirt road.  Grimey's legal team are stirred wasps.

Meanwhile the mine is becoming quite the eye-sore.

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Title: Entry #15 - Cradle Bay's Fireys
Post by: CSGdesign on November 23, 2009, 06:37:18 AM
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The remote northern community of Cradle Bay is nestled around a beautiful white-sanded sparkling salt-water inlet, and is one of Boston's most rapidly developing areas, despite it's distance from civilisation.

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But as buildings go up and people move in, the fire hazard grows and grows.

In addition, Cradle Bay is completely surrounded by Bettledown Forest, and so wild fire poses are very real risk, especially during the drier summer months.

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With the only access to the closest Fire Station (located in Gravatt, on the northern shores of Boston Central) being Old Cradle Bay Road - some 5 kilometers of winding woodland road - it is no wonder that Cradle Bay residents were nervous whenever someone sparked up a cigarette.  In fact there have been recorded cases of Cradle Bay residents taking hoses to their neighbour's barbeques.

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So the city council plopped a small fire station in, which happened to land of the Wicked Witch of the West as an added mayor ratings bonus.  Hot.

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The downside of course is that smoking has proliferated in the area now people feel safer to light up.
So now council is forced to consider health facilities for the area.
Damn the Butterfly Effect!
Title: Entry #16 - Thoroughbred Stud Thoroughly Dud
Post by: CSGdesign on November 23, 2009, 07:04:55 AM
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Hampton Thoroughbred Stud was founded in 1926 in the eastern suburbs of a fresh young Boston by Garibald Hampton, an Italian immigrant.  Originally intended as a property to conduct experiments on creating the first electric horse, Garibald quickly discovered it was a lot more sensible to simply breed and sell horses.  And so the Hampton Thoroughbred Stud was founded, and has done relatively well up until the last 10 years or so.

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In 1921, the area that the Hampton Thoroughbred Stud was located on was nothing more than wild land, sliced here and there by the odd road and powerline.

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In 1926 Hampton Thoroughbred Stud was founded, and was one of the leading studs in the entire region for almost a full three weeks, until Girder and Girder set up their automated horse factory, which could produce horses at almost five times the rate Garibald could bred them on his stud.

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None-the-less the Hampton Thoroughbred Stud continued to prosper somewhat, and saw the conversion of the old coal power plant into a modern Natural Gas power plant, the proliferation of industry in the area, as well as the buy-out and development of old Jerry Hatcher's apple orchard by Grimey Industries Pty Ltd, just to the stud's north.

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Little by little development enveloped the Hampton Thoroughbred Stud, until last year when it was so completely enveloped by modern industry and noisy train lines, that the Stud was seriously under threat.  Combined with the area's almost total conversion to automobiles, and the recent shocking birth of a foal with a head at the back, a tail at the front, and all four legs facing backwards, Hampton's last shred of income potential was stripped and the Stud was utterly bankrupt.

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Fortunately an enterprising counciller was at the time searching for a convincing means of slowing dirty industries growth and encouraging a much cleaner direction for the city's booming population.

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Counciller Koffystane realised that while the stud's land was utterly useless to agriculture, and close to useless to every other zoning type except perhaps industry (which would have only increased the growing problems of traffic and pollution plaguing the area), it was a truly excellent location for a green project designed to boost the area's culture and wealth.

Koffystane proposed Boston's first Botonical Gardens, inspired by recent visits to some large SimNation cities that had some very fine examples of how botonical gardens could promote a region.

The City Council was enthrawled by the idea, and begun preparing the site and importing huge fully grown live trees from other parts of SimNation (and locally) at massive expense.

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After almost a full year of construction, the new Hampton Botanical Gardens were complete!

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Title: Re: CSGdesign's NATURAL GROWTH
Post by: Earth quake on November 23, 2009, 09:27:01 AM
Wow, a lot of update CG design ( 9 th update in one day, i's a record  :D)
It's there a very interesting update, I really like to see the same picture in periode of time. :thumbsup:
The differents cities developpements are really original.
My favourite update is the 14th.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: RippleJet on November 23, 2009, 01:13:05 PM
This must be one of the absolutely best presented MD's ever made!
A perfect storyline and wonderful images!
And the animation is stunning, hard to stop watching... ::)
It's all so natural, it could almost be for real...
And those bats of yours would deserve a place on the LEX as well! :)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on November 23, 2009, 01:18:48 PM
The rapid ongoing transfer continues to look great!  I'm really enjoying the diversity of the projects you're presenting. 

Nice, simple job on that mine!  It's really doing a great job of reflecting the real appearance of one of those facilities.  Where did you track down the model/lot for the slash pile? 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on November 23, 2009, 02:03:20 PM
I like very much the way that you present your updates, really fantastic!!! And nice cities too!!!  :thumbsup:
Title: Entry #17 - Saved By The Bell (Downloadable Custom Content)
Post by: CSGdesign on November 23, 2009, 07:22:51 PM
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Earth Quake
I'm copying them across rapidly until we're up to date with Entry #40 (or possibly 41 or 42 depending how long it takes).
Glad you're enjoying it!  Stick around - there's a LOT more and it doesn't get tedious because I always focus on something new.

RippleJet
Well that's great feedback, thankyou!
The animation will be improved once I find time - it's very naked at the moment.
Robin (Rooker1) who has been so supportive and helpful since I posted in the picture competition a little while back has suggested that I start a LEX application thread or whatever it's called.  I certainly will once I've got a moment... I've got lots of stuff to release, and plenty of ideas for other stuff, and it'd without doubt help me improve dealing with the pros that hang around this site.

Battlecat

You certainly haven't seen the last of that mine.  And it's only the first of many.  The next mine to develop will either be the nearby Iron-Ore mine or most likely the north-eastern Silica (sand) mine.  Depending on which way my sims decide to randomly flick their efforts.

Tomas Neto
That's very nice of you to notice - I created a couple of templates so updates are really pretty easy to alter and submit.


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Since the installation of Ol' Djohaal's Pontoon, Portsmouth Island has grown rapidly, spreading almost across the entire island in only a few short years.

Such rapid growth in a community is great, but with any growth comes requirements.  In this case, elementary education.

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The nearby mainland elementary school on Felix Point had served for the lucky few that could afford two daily ferry trips and the long walks to and from the pontoons, but it meant that only 8% of the kids on Portsmouth Island were getting any kind of eduction at all.

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In addition, the daily traffic on the ferry was ensuring the ferry was nearly sinking from the weight of all the chewing gum stuck under the seats.  Seriously, it was at a point where people were having to roll large balls of it down the isle and over the side of the ferry just so they could claim a seat.

However with such a small population it was a problem for the council to fork out the huge maintenance costs of a full-scale school, so the council had the brilliant idea of relocating an abandoned house from the mainland and turning it into a small one-teacher school house.

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The bus range was smaller, the education the school impressed on the local community was less, and the size was physically smaller than a standard elementary school, however the costs were enormously less, both to build and maintain.  And that's enough to make any councillor smile.

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This school house is available to download here (http://www.csgdesign.com.au/CSGf/viewtopic.php?f=62&t=199).
Title: Entry #18 - Charlie's Crossing
Post by: CSGdesign on November 23, 2009, 07:27:48 PM
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Foggy Inlet, a well established township that surrounded the crystal gently lapping salt waters of a natural bay, with a nearby freshwater lake (one of only a few in the region).  As this township developped, the locals were quite happy to drive around the shores of the inlet, however as the sprawl moved up and down the coast, the trip around the inlet got longer and longer.

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Combined with the traffic commuting from south and north of Foggy Inlet (for example between Crystal Bay and Felix Point), and Foggy Bay was beginning to get positively in the way.
A crossing was proposed where the north and south shores of Foggy Inlet were closest, to drastically reduce the trip from one side to the other.  Since there was no major traffic, it only needed to be a small crossing.

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Three crossings were proposed, and weighed on their merits.
In the end, Charlie's Crossing (named after the engineer that proposed the design) was selected as the best option, both because of cost and the minimal disruption to the local population.  It only involved the purchase of Quiggley Manor, seven small residences, and a downtrodden half-abandoned old shopping centre that had been struggling to lease to video rentals and mower shops for years.

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The trip up and down the north coast of Boston had now been greatly reduced, and Foggy Inlet and all of the northern reaches of the coast had grown enormously in attractiveness to sims.  Hoorah, now let's have a beer.
Title: Entry #19 - Forestry Chips In
Post by: CSGdesign on November 23, 2009, 07:30:45 PM
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Sound Way, south of Boston Central.  A waking rural landscape that has been selected by the newly formed Department Of Forestry to undertake a trial plantation of Renewable Lumber.

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As SimCity spread rapidly (Boston being only one of millions), farms and roads cleared the surrounding forest both for space and for lumber required to build the blossoming number of developments underway.  Soon the local environment was under a very real threat, and SimNation Government formed what came to be known as the Department Of Forestry.  The Dept of Forestry's purpose was to manage the green resources throughout SimNation, which included not only protecting and managing developmental impacts, but also providing renewable building resources to industry for the greater good of SimNational cities' development.

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A farm in Sound Way was selected as a viable location for the trial, and Cedar was selected as the lumber to initially trial.

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After only a couple of short years the saplings had grown to a healthy 3 meters (some even better where they'd tapped into water pipes) and were looking very healthy and productive.

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After another three years the cedars were young mature harvest-ready plants, and Forestry's trial was now ready for the final report before lumber harvest began.

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One of the first observations was that some of the trees often did not grow very well when too near developments such as roads and structures.  This was put down to likely compression of roots and redirection of runoff water (into gutters and drains instead of an even spread and seepage into the ground where the trees' roots were).

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Another observation that was never made public was that the trees posed a very serious fire threat to neighbourhoods that were immediately adjacent to the plantation.  In addition roots tended to upset foundations and asphalt, requiring expensive repairs.  Forestry did not release these results for fear of litigation, and the reports were shredded shortly after the trial plantation was harvested.

However the end deduction was clear: renewable pine plantations were cost-effective, improved the local environment, drastically helped prevent the clear felling of native forests, and in general were an extremely viable means of producing lumber.

With a few key adjustments like locating the plantations away from development and increasing the size and variety of species, the Department of Forestry was confident that a new industry was being born.

Plantation sites for cedars were selected all across the region, as well as trials for a variety of other tree species.
Title: Entry #20 - Miller Chunks Up
Post by: CSGdesign on November 23, 2009, 07:38:15 PM
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Miller Road, one of the very first roads to have been laid in Boston, heading north along the then newly developping coastline upriver.
Conjestion has forced council to upgrade the entire stretch of Miller Road, from Boston Harbour Bridge to just north of Industry Way Rail Bridge.

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Step 1) - Identify the area that needs to be upgraded.  Notice all the annoying buildings in the way.  Since sims develop their structures at their own expense and will always move back in, don't worry about existing buildings, let's just blanket re-develop the entire zone to better suit future requirements.

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Step 2) - Bulldoze the entire region to the ground, giving you a clear view of the area and allowing you to create a new and better infrastructure in whatever way you think works best.

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Step 3) - Create a new, larger road up the guts of your new area.  Make it nice and straight and pretty, because it will afterall be the hub of your new mega-plex.

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Step 4) - Connect roads to your new avenue at regular tidy intervals.  Keep it nice and neat and your new area will look suitably planned and pretty.

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.... Okay if you believed that's how I'm going to upgrade a conjested road in this city, then your IP has been logged and you are hereby forbidden from ever reading this City Journal again.

That is exactly what you are NOT to do if you want to develop a city in the "natural growth" method.
You NEVER, EVER, EVER do things easy and tidy and let the sims come and enjoy your work later.
You work AROUND the sims and WITH the city, and to hell with how difficult that is, that's what it's allllll about.

So.
Let's start this again shall we?


Right.

Now.
This is the area we've identified as being heavilly conjested and requiring re-development.
It needs to be done as cost-effectively as possible, and at every stage we need to limit the amount of public upheaval and inconvenience.  If possible we need to ensure that at all times during construction works traffic can still flow, even if its in a limited way.

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Area's 1 and 4 (and 5, which is not shown in the above map, but is a little further to the north in Poshland) are the areas that are least conjested.  But if we're gonna upgrade the whole area, we might as well do it all now to prevent us having to upset sims later anyways.  If we upgrade just areas 2 and 3 now then the resulting traffic flow will only ensure areas 1,4, and 5 become rapidly more conjested, so we'll treat the entire thing as one big project.

Area 2 is the most conjested through-flow road (Miller Road).
Area 3 is heavilly conjested with bus and car traffic taking sims to and from the rail terminal and the ferry (immediately next to the rail station, between Cove Park and Outlook Park).

So let's begin.

Step 1) - Rail crossings (especially with realistic slope mods) are the most difficult to work with because rails have such a slight incline allowance.  So where-ever possible I work with the crossing FIRST and make everything else fit to that road-works.

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Step 2) - Use the bulldozer tool and hover over the various buildings and structures in the area you want to upgrade, to get a feel for what costs what.  Always choose to upgrade and build infrastructure in the least-expensive way possible, so that means spending as little as possible bulldozing as well as building.  Notice how public structures and commercial buildings are always more expensive, and how higher-density buildings are more expensive than lower-density buildings.  This gives you a good idea of where to place your new roads.

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Step 3) - Having identified what buildings you'd like to issue a "Compulsory Acquistion" notice to, let's begin at the rail crossing, and work through the road upgrade from there.

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Step 4) - Surgically bulldoze individual structures that are in your way, and especially road intersections and street to road tiles, as these can make dragging a new avenue difficult.  It's much easier to drag an avenue and then connect roads and streets to it, but remember you're trying to be cost effective AND disrupt traffic as little as possible, so dont bulldoze unless you are having difficulty dragging your avenue.

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Step 5) - Drag your avenue rail crossing.

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Step 6) - Repeat the process for the next stage of the development.  Take the time to delight in the number of phonecalls and meetings that are being disrupted by the jack-hammers and earth-moving machinery's noise.

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Step 7) - Continue the development carefully, one stretch at a time, always choosing the least expensive direction, but without letting your bean counting make your avenue start heading off into low-density suburbs... remember what point A and point B that you're trying to connect is and ensure you're always choosing an efficient route between them as well.  It's a balancing act.  Nobody said it was gunna be easy.

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Step 8) - As you create new roads, try not to interrupt existing roads' traffic flow.  All this development can and should be going on while the simulator is running.  Roads never just pop into existance overnight.  They shouldn't in your city either.  If you're a real nutbag like me, build them slowly over months of game time, for that added realism.  Traffic will NOT thank you for it and sims will almost certainly move out, but sacrifice for the greater good, eh.

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Step 9) - To minimise the amount of cleanup and risk of "isolated streets" and other misfortunes from your development, re-zone and reconnect roads as you go.  This is a great opportunity to make zones near the new (and what will become very heavilly trafficked in the future) road into commercial (loves traffic) instead of residential (hates traffic).

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Step 10) - Try to go around commercial buildings if you can, because a single commercial structure can cost as much to bulldoze as building 100 or 200 meters of avenue through low-density residential.  That beige scraper above this stretch costs $700 to bulldoze, and those smaller ones to it's right cost about $500 each... the decision to go around them is easy.

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Step 11) - Dont forget to connect your roads and streets as you go!  It'll be a shame if you come back in a few game months and find enter suburbs that were "cut off" from the new development being abandoned because you forgot about one lousy street connection.

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Step 12) - When larger buildings are demolished, they leave their "driveway points" in the direction the entire structure had faced, which can often be different to the smaller constituent zones you had originally laid which it had amalgamated to build onto.  Make sure these are re-zoned to face their neighbouring streets or of course they wont develop.

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Step 13) - If you thought rail crossings were hard, try rail crossings close to rail bridges.  Make sure you dont build right up to this sort of crossing and then find out too late your road needs to cross two or three tiles to the left.

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Step 14) - Build your crossing first, and then connect to that - it's SO much easier that way.

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Step 15) - Admire your handiwork.  The fewer buildings you've knocked down, the better the job you've done.  Of course unless you have reserves near your road then some buildings WILL be knocked down, but try to minimise it.  Now let the simulator run while you work on other areas and when you come back this area should be developped as well or better than when you started, and should have zero road conjestion problems for many, many game years to come.

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Okay now all you people who thought I'd actually bulldoze half a city to lay a road, your IP is not actually logged and you can keep reading if you want to, but srsly if by this entry you haven't realised that I don't take the easy-way-out like that, then maybe this journal isn't really yer cuppatea.  Try Quake.  Or CounterStrike.
Title: Entry #21 - Hail and Ride
Post by: CSGdesign on November 23, 2009, 07:43:21 PM
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Public Transportation is a valuable and necessary addition to any city, even a low-density sprawl.  Perhaps especially.
Arguably the most cost-effective method of public transport is buses, as they both relieve the traffic flow (increasing development) and earn fares.  Cars don't generate revenue without tolls (which impede transit), however buses do collect fares and therefore generate revenue, and can be an absolutely essential method of taking your city from breaking even to turning a profit.

Boston Central, Boston Central South, Central South East and Central East are the most populated city tiles in the region at the moment, so we'll focus on them for this entry.

Below is an overview of a typical suburban area (this cross-section is in fact Boston Central) showing the spacing of bus-stops.  Every citizen is within comfortable walking distance of a bus-stop, making choosing a bus as transit instead of a car as transit a perfectly valid transit choice.  In turn this relieves traffic, which in turn allows more sims to move in and more revenue to be generated both in taxes and in fares.

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The larger render of the four central city tiles can be viewed here (http://www.csgdesign.com.au/uploads/SC4/NG21/NG21c.jpg).  It is 1mb in size, and the same scale as the image above.

As you can see, every city is turning a very reasonable profit from it's transit network.  The subways tend to be an expensive addition which is why the more populated cities (where the subways have more lines and stations) have a lower profit for their fares vs transit costs.

BOSTON CENTRAL
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BOSTON SOUTH CENTRAL

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BOSTON SOUTH EAST CENTRAL
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BOSTON EAST CENTRAL
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In future entries I will show the location of train stations, ferries, rail and will also show the primary routes taken by buses in the network.
I believe the key to a successful bus system is to ignore the cost of placing and maintaining each bus-stop, but rather think about your sims and what they need.

Placing stops in work-zones like CBDs and industrial hubs, within walking distance of every house and home, and very close to all R$$ and R$ apartments, is essential to convincing your sims to Hail and Ride.  Putting bus stops near other public transport options like train stations, ferries, or subways can further increase the transit options available to your sims, and further reduce commute times and traffic.

Don't bother putting bus stops near R$$$ structures (either residential or commercial) since R$$$ citizens hate public transport and would rather take their nice shiney car to work.  Snobs.  What's wrong with being sneezed on and rubbing up against the sweaty guy with stubble?  So what if he's got swine-flu and some kind of fungal infection...


UPDATE SINCE THIS ENTRY WAS FIRST CREATED
Some of my cities earn more from the profits on bus fairs than their entire expenses, now.
Which effectively means I could not tax them AT ALL and still turn a profit.
Title: Entry #22 - Great Northern Bay Road
Post by: CSGdesign on November 23, 2009, 11:42:29 PM
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Want to take a road trip?
Tired of going to the corner store and back?
Let's get out of Boston altogether, and visit the northern city of Orthanc Quay?

Well fortunately now we can, since the newly installed Great Northern Bay Road that stretches the entire distance from Crystal Bay to Orthanc Quay (we'll visit that town later in the journal, not for awhile yet).

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Previously the only way to travel between Boston and the northern cities was by ferry, aircraft, or to a much lesser extent bashing your way through the forest with a pack llama and 6 little kids that didn't speak your language carrying yer gear.

Now, thanks to the ... not at all modern ... invention of asphalt and the efforts of a few over-paid civil engineers, Great Northern Bay Road is now available and at your disposal.

Let's take a trip.

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The traffic is still very small traveling between neighboring cities but this small, winding, and very scenic little road is now the highway north from Boston.

Title: Entry #23 - Open Cut Mine = §§§!
Post by: CSGdesign on November 23, 2009, 11:46:25 PM
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Tunnings Quarry, the first of many proposed projects by Grimey Earthscars Pty. Ltd, has been operating for 5 and a half years now and is well and truly establishing itself as an industrial power in the region.

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The mine has now excavated a total of 2,595,840 cubic meters of Bauxite, with the majority of this material being shipped directly out to SimNation by trucking it to the port in Boston Central.  The new Southern Rail Link (funded entirely by Grimey Earthscars Pty. Ltd. only because it was significantly less expensive than buying Boston City Council) is more than 30% complete, which will take the material into Tellequin Beach, where it will either be shipped to SimNation via a new port that will be constructed in late 1985, or will be processed into Aluminium in a proposed (but not yet approved) Aluminium Electrolysis plant that will be erected in Tellequin Beach around the same time.

The industry required to support this massive operation, as well as the personnel required to man it has created it's own mining town, collectively known as Tunnings Quarry.  This mining town has a population of slightly over 2000 residents, all of whom work locally.  There are around 150 sims that travel from nearby regions including Kelly Bay and Tellequin Beach.

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The material removed from the lode in Tunnings Quarry is only between 0.25% and 0.48% of the estimated lode, so Grimey expects to make a LOT of money, and Tunnings Quarry (the town) will be alive and kicking for close to another 80 years before the lode is depleted.  This is the larger of two prospects.  The other is several kilometers west of Tunnings Quarry.

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The site office has expanded into a complex now, housing site managers and even with it's own pub.  The rail station will eventually be setup to efficiently take material out of the site, but for now is used only to ship in small amounts of materials from the industry in Tunnings Quarry (the town).

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The majority of the local industry is dedicated to the manufacture and maintenance of machinery for the mining operation, as well as the manufacture and distribution operation for the Southern Rail Link.  There are several smelters working overtime to extrude rails, and concrete sleepers are being produced at the rate of 320 per week.  (That's 8 per hour!)

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Some more advanced industrial buildings are also involved in the research and development of the proposed Electrolysis plant, as well as the advanced surveying and geo-mapping required to estimate and plan the most efficient procedures for the extraction of the Bauxite.  This means planning every scraping carefully to allow a clear way for the following scrapings without (for example) machinery having to struggle up out of large holes that could have otherwise been much flatter for much longer while the scrapings proceeded closer to the surface.  This reduces fuel costs as well as wear and tear on machinery, and ultimately equates to a much higher profit margin.

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Because the entire town is owned and operated (and is in fact on private property) of Grimey Earthscars Pty. Ltd., the town planning reflects the "segregation" that occurs in big-business.  Elite and middle management even live separately, with the working class being provided (the mine pays for housing for workers) with much smaller and less fancy housing much closer to the rail line.

The mine is still only young, and hasn't even begun it's rail operations yet, which is expected to increase production by almost 750%.  And yet already it has created its own small town and is having a very noticeable impact on the region at large.

Why live in expensive apartments with a long commute when you can move to Tunnings Quarry and have the mine pay for everything and all you need to do is take your pay and spend it at the pub every night?  God Bless Grimey.
Title: Entry #24 - Pontoon Reaches Its Use-By Date
Post by: CSGdesign on November 23, 2009, 11:52:10 PM
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Ol' Djohaal Pontoon, erected in 1968, had seen many useful years.
But at 14 years old and with a very different community using it, the pontoon was simply no longer as useful as it once had been.

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The community of Portsmouth Island owed much to the little pontoon built all those years ago, but the small island was now almost entirely covered by suburbia. Only a small farm remained as part of the rural spread that took over the island a few years after the pontoon was built.
As a result the island now housed almost 7000 sims, many of whom both lived and worked on the island, but many more that traveled to and from the mainland on a regular basis.

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The tiny pontoon simply couldn't keep up, and queues of sims would stretch out into the road every morning.

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Finally the council could justify building a larger ferry operation.  But since they were going to go to the effort of building a ferry terminal, council decided to build one that would allow vehicles to travel to and from the mainland, one of only a few in the entire region.

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This greatly increased the traffic flow in the streets leading to it, with many sims making the trip across the water purely for the novelty of it!
As a result the streets were upgraded, lights were installed, and the entire Portsmouth Island community had finally come of age!

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Title: Entry #25 - New Town, New Job, New Life
Post by: CSGdesign on November 24, 2009, 12:00:28 AM
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Meet the Greggory family.
Johno Greggory is an Environmental Scientist ("Possum Counter") currently working in Peninsula Fair Industrial Park.
Svetlana Greggory is a stay-at-home mum looking after their young child.
Tsiana Greggory is 2 years old and cute as a bug.

The Greggory family live in a pleasant little house in Boston South East Central, on the Boston Harbour Peninsula.

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Johno's job at the Grimey Deer Squishing Facility paid well but wasn't exactly high in the job-satisfaction area.  There was only so many deers a man could squish before he wanted something more.

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So the Greggory's took a punt, and accepted a new job up at the Colorado Lumber mill, in a very tiny town about as far west as Boston Region stretched.  The new town, called Carver Hills, was barely more than a fly sneeze on a map, with a population of 71.  Yes, that's right, 71.  And most of them were related to each other.

The Greggory's sold their pleasant house, got a fortune for it and stuffed it in the bank, piled all their remaining posessions into their all-wheel-drive sedan hatch, bought a caravan, and set off on their road trip!

The first small township they entered after leaving Harbour Peninsula was Shangreelahville - a cozy little town that serviced the surrounding rural community.

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After entering the south-eastern most suburbs of lower Boston, the Greggory's paused to admire one of the most beautiful homes they'd ever seen.  Johno temporarilly flipped out at the idea that he had thrown everything he had worked for away and was about to start a new life in the unknown, about as far from the rest of society as it was possible to live.

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Soon the road trip entered some of the heaviest traffic the Greggories had seen in their lives.  Not one but TWO sets of traffic lights to pass through in one stretch, and several complex turning lanes.  Lucky they had arrows on the bitumen or there'd have been a few problems.

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As they continued west into the more rural areas that existed between the shore-hugging suburbs, one of the largest high-tech industrial parks in the southern parts of Boston was adjacent to a range of farming blocks... it was a striking contrast.

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Traveling up the Da'Angular highway, the Greggories passed by the Mathshampton Soccer Field, where the Mathshampton Pi's were having a home game against the Shumachaville Soles.

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Traveling almost into the heart of Boston South Central, the Greggories stopped for a break from their trip while having a look at the university.  The Graduation Day was useful in that the university was having an Open Campus day, so the Greggories could stroll about without raising any questions.  The architecture was grand and inspiring.

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After driving for hours through suburb after suburb, eventually the Greggory-mobile passed by another noteable landmark - the Saxtonvale Smelter.  One of the largest smelters in Boston, this monstrous building was responsible for the conversion of up to 15% of Boston's iron into steels and alloys.

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Heading south the jouney took the family past the region-wide famous Da Wagatta Hotel, known for having the largest steak in town.  It was rumoured that only one man had ever been able to finish one of Da Wagatta's steaks in 1924, and that he was to this day still digesting it.

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On the way out of town, heading inland away from the river, Johno, Svetlana and Tsiana passed by the huge Natural Gas Power facility that powered most of South West Central Boston.  An impressive structure and reasonably modern technology.

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Leaving Boston South Central behind, the roads head back away from roads, lights, and signs, and into winding rural pitted and cracked bitumen roads.  A much more familiar drive for the Greggories, and a welcome change to the chaos and stress that the traffic can bring.

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Shortly into the rural trip a brief pie and drink stop-over in Eskvale.  Such a beautiful little town.  So many porches to porch on.

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And here it was.  Head north and you come back into Pulmott River and civilisation.  Head south and you get further and further away from everybody else.  Johno turned south.

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This isolated country road stretched seemingly endlessly, and it was easy to switch off and drive on "autopilot".  Look out!  A rabbit in the middle of the road!  Fortunately Johno was paying attention.  Were you?

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Jerrycan Town - a very small rural community and pretty much the last place that you can fill up on petrol before heading inland.  Hence the name.

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Now THIS is where it gets interesting.  Say goodbye to the bitumen because here's where it stops.  All-wheel-drive comes in mighty handy when you've got no road, no phone, and no way of even walking to get help.  Take it easy and DONT try to plow through a mud hole - go around it.

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After traveling for many hours the forest gets denser, and you absolutely do NOT have your hands outside the vehicle or a passing drop bear will bite it off as you drive past.  No kidding.

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Eventually, much to everyone's delight, the track itself becomes so difficult to see in the undergrowth that you lose it completely. Just keep heading west and avoid the big logs and axel-breaking holes and she'll be right mate.

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The Lake! On the other shore the Greggories could just barely make out the smoke of wood-fires in houses.  Exciting but they still had to bash their way through a couple of kilometers of bush to get around the Aquifer-fed lake to their new home town of Carver Hills.

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Carver Hills!  Civilisation!  Hot meals and showers!  Very exciting.

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It didn't take long to meet all the people.  After all there's fewer of them than relatives at a wedding.

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For now the Greggories would camp out in their caravan, but they had a contract on a block of land and would be building as soon as they'd settled in.  And forget about going home, there's no service stations out here and they were out of fuel.  All the vehicles in this town run on Tripple A Batteries, which is great news for the Battery Hut.  Better get that All-wheel drive hatch converted or it's gonna be a paperweight!

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Work tomorrow!  Colorado Lumber's boss is expecting Johno to turn up drunk so he can fit in with the other lumberjacks. New life, new responsibilities.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: wouanagaine on November 24, 2009, 12:04:35 AM
Fantastic MD

I'd like to play like this
Title: Entry #26 - Copper-Rocks Turns On The Taps
Post by: CSGdesign on November 24, 2009, 12:18:05 AM
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wounanagaine
Quote from: wouanagaine on November 24, 2009, 12:04:35 AM
Fantastic MD

I'd like to play like this

Thanks for reading!
Playing like this is awesome fun but very, VERY time-consuming.  I've been playing this same city for over half a year now, pretty much every night for 4 - 5 hours.  Sure beats watching the garbage on TV, though...  %wrd


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Copper-Rock, a small node town built on the main road between Foggy Inlet and Boston North East Central.
Due to being inland away from most of the region's water pumps, and isolated from most other communities by distance, as well as being too low in population to justify it's own water tower, most Copper-Rock citizens have lived off rainwater and bore-water for the last 65 odd years.

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The small town has grown quite slowly, mostly due to having no particular attractions or reasons to move there besides property prices.  However as urban sprawl has reached out towards it from the more prosperous communities (in particular the west shores of Foggy Inlet) it has come closer and closer to the rest of civilisation.  With this sprawl has come water lines, bringing cheap, chlorinated, flouridated water to the masses.

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So it was that in August of 1982 Copper Rocks was finally connected with underground water pipes, and the citizens had the option of installing town water plumbing in their homes.  Three residents took up the offer.  The others were all dead of lead poisoning from drinking rain water that had collected pollution from the industrial parks a few kilometers east in Foggy Inlet.

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But the good news is that now there's a lot of vacant homes with access to town water!

Build it and they will come.
Title: Entry #27 - An extra 12,000 sims move in.
Post by: CSGdesign on November 24, 2009, 12:48:49 AM
An extra 12,000 sims have moved in.
There's no pics.

This has been the worst City Journal update ever, proudly brought to you by CSGdesign.
Mmmk bye.
Title: Entry #28 - Councillors Meet
Post by: CSGdesign on November 24, 2009, 12:52:26 AM
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Time to discuss the growing traffic concerns of East Central Boston.
Sims travelling to and from East Central Boston and South East Central Boston into Central Boston are causing wide-spread chaos.
The bus networks are working so well that the roads are becoming conjested with streams of buses, usually taking sims to other forms of mass transit such as ferries and train stations.

So we're calling on YOU, councillor (and all our councillors) to help us brainstorm a solution for this before it becomes a complete disaster.
Please, have a seat... there's water in front of you and against the far wall you'll find an assortment of cakes and biscuits...

Shall we begin?

Ok, we splashed out and bought a $4.50 map from Sonya's corner store on the way in, and the Wilderness Warriors were good enough to provide us with a photo of one of the major areas of concern from one of their choppers.

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Ernie, put the duster down, we'll let you know when you can clean up ok... just have a seat.  Good boy... want another coffee?  Bert, do you mind? Thankyou.

Okay as I saying, there is one major area of concern, being in South East Central Boston, particularly through Smokeyton and Nameless Suburb.

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That picture is taken looking west towards Boston, by the way.  Yes that's right, it's where we installed our Botanical Gardens a few years ago now.  Quite the make-out spot now I hear.  Right so those avenues, while effective, are very quickly falling behind the growth we've been experiencing in the east of boston in the last 5 or so years.

Most of the traffic is travelling through this area and to the pedestrian and vehicle ferries in Boston Harbour, and then traveling upriver into Boston, rather than taking the main road in north of Yuppyville and down over the Carlson Esanda Memorial Bridge.  The trip is clearly more efficient, despite the traffic conjestion.

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In addition to this we have nuisance drivers heading in to Boston Central from the eastern suburbs by traveling along the coast-line, rather than taking the main road up north and crossing Brackish Inlet and traveling west again north of Yuppyville.  These we can put a stop to by simply not allowing through traffic along the coast, and redirecting all traffic in and out of that area to be via the main road up near Muffy Outlook, on the southern shore of Brackish Inlet.  This might help to convince these stupid stuuuupid sims to just keep on rolling north.  Erhem.  Just an idea, but you guys are the councillors, let's hear what you have to say about it.

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Now the only other area of any real concern at this time is the Franklin Clot Road, running along the west edge of Franklin State Forest.
This road is servicing traffic travelling between Daegon and other south western suburbs up into Wiggley Way, Crazyville, Sifolis, and further north, and is a bit of a choke point due to the development inhibitions currently in place to encourage a green corridor between Franklin State Forest and the Charleton River bend between Brenton and Spiffs Crossing.  Now that development has occupied this entire coastline, perhaps this green corridor is a waste of real-estate now?  It is 30 year old policy to protect it, afterall, maybe it's time to knock the whole thing to the ground?

No other roads or transport is causing us any real headaches, and the vast majority of this traffic is bus traffic.  Charlie do you have those figures?  Yes here we go, 97% of this conjestion is buses... the rest is cars and to a lesser extent pedestrians and skateboarders.

So councillor...
What do you suggest?


Can someone get Ernie off the ceiling fan please?  This happens EVERY time.
Title: Entry #29 - Getting The Lines in Line with the Times
Post by: CSGdesign on November 24, 2009, 01:00:42 AM
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Welcome back councillors.
I know that I promised that our Civil and Urban Engineers would have drafts of traffic calming designs however we had a slight problem when they escaped.  We've got rangers out looking for them now, and with any luck we'll have them back at work shortly.  In the meantime we have got a design proposal for a new train station as a potential solution to our traffic congestion problem.

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While they were still strapped in our Engineers did suggest that the vast majority of our problems were occurring because our existing train station (almost 50 years old and with a very limited capacity of only 2,000 sims) was seriously congested with over 12,000 sims, forcing the remaining traffic to find alternative routes into Boston CBD.

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They have therefore created a draft proposal of an upgrade to the existing train-station, bringing it up to speed with current capacity by installing extra passenger terminals and baggage handling areas, increasing the parking zones, and renovating the interior to make it much more streamlined.  This will increase the capacity from 2,000 to a very tidy 40,000 sims per month (that's 340 per day!).

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Artist's Impression of Proposed Rail Station.

Models and prelimary surveys have suggested that this would redirect a lot of sims to our rail network since it's a very short (20 meter) walk from the station to the ferry terminal.  As a result almost all of the other congestion throughout the shire would be relieved because sims would choose rail since it's such a cheap and convenient solution.

This is an extremely inexpensive option to our traffic issues, and would pretty much solve them for another 25 years.

All in favour, say "Aye".
Title: Entry #30 - Gilmore Gets Sliced Up
Post by: CSGdesign on November 24, 2009, 01:06:14 AM
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Gilmore Llama grazing property goes under the hammer following Garry Gilmore's death at age 68.


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14 years after the founding of Boston, one of the very first island communities to be set up was the rural farming community on Spanner Island, just south of the Harbour entrance.

The key founder of this was old Gary Gilmore, an immigrant from Madagascar that had come to Boston with his herd of 6 breeding Llamas.

In October of 1982, Gary passed away, after a series of nightmares about his beautiful Llama property being turned into a sea of houses (according to his diary).  Sad.  Let's all take a moment.  Okay moment's over, back to the story.

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So his estate passed to his eldest daughter Sharron who lived interstate and had no desire to move to Boston, who promptly sold it to Haggerty Development Corporation.

HDC took no time at all clearing the land and laying the underground power, water and sewerage, and the asphalt cul-de-sacs for the new development.

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The lots were sold off the plan, and in most cases were bought as soon as they were released for sale.  Gilmore Park was erected on the shores looking back at the Boston City lights.

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As is usual with developments of this kind, the businesses and shops were the first to move in due to the high demand for good sites to set up business and with the gleam of expectation in their eyes for new customers and new business.

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The first released residential lots were sold out completely within the first month.  The vendor's covenant stated that lots needed to be developed within three months of owning the land, but most houses were built within two.

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The second release was a little slower to sell, but was still a massive rush, and the same covenant applied ensuring rapid development.

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The third and final release was a lot more pricey and so slowed the rush, but none-the-less buildings went up within another two months.

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Some months later when the suburb was fully developed, the rich folk moved in and added a bunch of class to the area.

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And so, just like in the visions that Gary Gilmore had which killed him, the Gilmore Acreage was sliced and diced until only the older residents even knew a farm ever existed.  RIP Gary.
Title: Entry #31 - Grimey Scrapes Four
Post by: CSGdesign on November 24, 2009, 01:09:01 AM
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At the end of August, 1983, the Tunnings Mine Scrape #3 was well over halfway depleted.

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It was set at a higher altitude than Scrape #1 and #2 by some 15 meters, and would be scraped deeper later in the extraction plan.

As Scrape #3 reached the end of its lifespan, Scrape #4 was prepared, by clearing the forest on top of it and removing the top rubble.

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The Top Rubble was piled on the eastern rubble piles, almost doubling their size.

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While the western rubble piles, which have had no material added to them for some years now, have been reclaimed by weeds, bracken and pioneer plants... They've almost dissapeared.  Of course they'll be used later to help "rehabilitate" the huge pit left in the earth, but that's not for a loooooong time yet.

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Industry in the area has increased, and the small township of Tunnings Quarry has increased by almost 30% in resident count.  Commerce too is booming in the small town, and the rail link to the new industrial port in Tellequin Beach is now fully operational.  Tunnings Quarry is rapidly becoming the industrial strength of the entire region.
Title: Entry #32 - Trams Span the Crams
Post by: CSGdesign on November 24, 2009, 01:12:34 AM
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Nameless and Smokeyton in South East Central Boston are crammed to the gills with sims taking the car ferry into Boston CBD.

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After a lengthy debate by Boston City Council it was decided that the best solution to this problem was both to upgrade the existing train stations to a much higher capacity, as well as introduce Ground Light Rail (trams) into the region for the first time.

To conserve space, it was voted that these tram lines ran up the middle of the existing conjested avenues, making good use of the median strip.

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The most important station in this budding network was the Nameless Station, close to the ferry, rail and bus hub that already existed to make good use of these other forms of mass transit and encourage sims to walk between mass transit options.

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Some modification of the existing avenues was required, especially at intersections, due to the engineering required for the new tram lines.
However by and large the avenues remained untouched by the development of the new network.

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Two destination stations were installed, both in the northern shire of East Central Boston, one being in Hiccup (near the industrial centre of the shire).

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And the other being to the west, closer to the harbour, in Derriton at the termination of the existing conjested avenue.

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The lines were constructed first, with the stations being constructed and opened at the end of the project, in July 1983.
A massive swing in commute from buses and cars to rail and trams was seen, with the ferry being the key destination from both South East Central Boston and northern shires, travelling both into Boston CBD and further out into the bay.

Conjestion dropped to almost nothing in a matter of months, and as a result growth accelerated in the entire area.

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Once again, Boston was booming unhindered, all thanks to the noisy little sardine cans called trams.  Sweet.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: tooheys on November 24, 2009, 01:17:45 AM
Well from various chat I've read around here, I know this is going to be an MD to watch.

Welcome to SC4d and I hope you enjoy your stay. I'm guessing we will enjoy it too.

You've somewhat overwhelmed us with updates so those of us who haven't seen your MD/CJ at ST may take a little while to catch up  :) But from what I've seen so far, it's well worth starting from Update 1. :thumbsup:


Dave


Title: Re: CSGdesign's NATURAL GROWTH
Post by: joelyboy911 on November 24, 2009, 01:24:51 AM
All these updates copied over from ST are very interesting. I never looked at your (or any for that matter) CJs there, so had you not moved it here, I would never have experienced it.

These things have been very interesting, I especially liked the Bauxite mine. To be honest, I didn't really like the urban landscape with too many right angles, and it seems a bit too full of Maxis lots.

I look forward to seeing your latest works.
Title: Entry #33 - Smokeyton Goes Green
Post by: CSGdesign on November 24, 2009, 02:04:54 AM
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joelyboy911
Quote from: joelyboy911 on November 24, 2009, 01:24:51 AM
All these updates copied over from ST are very interesting. I never looked at your (or any for that matter) CJs there, so had you not moved it here, I would never have experienced it.

These things have been very interesting, I especially liked the Bauxite mine. To be honest, I didn't really like the urban landscape with too many right angles, and it seems a bit too full of Maxis lots.

I look forward to seeing your latest works.
Thankyou for your support.
I avoid installing lots of custom stuff, so yes you'll continue to see a lot of Maxis stuff... even currently.
I usually either build my own or only install the really creamy good ones that I find.
I avoid right-angles as much as possible...? So I'm not sure which right-angles you're referring to.  In fact most roads and streets I go to quite a bit of effort to ensure they're all windy and natural looking.  Grids give me headaches.

tooheys
Quote from: tooheys on November 24, 2009, 01:17:45 AM
Well from various chat I've read around here, I know this is going to be an MD to watch.

Welcome to SC4d and I hope you enjoy your stay. I'm guessing we will enjoy it too.

You've somewhat overwhelmed us with updates so those of us who haven't seen your MD/CJ at ST may take a little while to catch up  :) But from what I've seen so far, it's well worth starting from Update 1. :thumbsup:


Dave
What chat do you refer to?
I've only ever posted in the pictures competition and once a long time ago to get a custom-texture ID range...?

Sorry for the information overload of all these posts - it's just a catchup, it'll be online and documented soon, and then we can continue updating it with current stuff as per normal.
This is not simply a copy-across of an existing diary that has finished, this diary is active and being updated, and the history of the stories are directly relevant to the new stories, which is why copying across all this history in as short an amount of time as possible is important.  Otherwise it would take MONTHS (no exaggeration) and that's just not practical.

Currently I'm up to Entry #41 on the other diary, so once this one is caught up it'll be a nice juicy read for anyone that wants something to do over a coffee.


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Smokeyton has for decades been one of the major industrial polluters in the entire region, which even lead to a mutant backwards foal at one point.
So it was important that the Shire Council moved away from this disturbing trend and towards a greener and more environmentally friendly approach.  This started with the first Botonical Garden, and in September of 1983 led to the completion of two new Solar Power Generators.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG33%2FNG33b.jpg&hash=ecfb9d21905521c7e69d0c3c26c1b1222296c454)

The aging Natural Gas Generators in Smokeyton were a major powerhouse for many years, and had provided many jobs to both a skilled and unskilled workforce, but were well past their use-by-date and had to go.

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Demolition charges were laid on Complex A, B, and C, with B being the first to be detonated.

(Warning: Graphic Violence - 3 pidgeons and a foot-stool were harmed during the making of this entry. CSGdesign wishes to advice that this entry is only suitable for audiences over the age of 3 months.)


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When the dust had settled medium density commercial and some snappy parks were discovered underneat the rubble.
What a happy coincidence!

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Perdie.
/ entry#33
Title: Entry #34 - A Pyromaniac
Post by: CSGdesign on November 24, 2009, 02:11:27 AM
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In November 1983 an alarming event occurred.
For the first time in Boston's history, a pyromaniac deliberately set fire deep within Franklin State Forest, one of the few preserved natural forests within the city's borders.

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The forest was primarily coniferous, and the fire spread very quickly.

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As the fire burned out of control fire crews were called in but couldn't reach so deeply into the forest.
The air brigade was called in and commenced water bombings, but couldn't keep up with the rate at which the fire spread.

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As the fire grew and spread north it began to threaten the neighbourhoods surrounding the forest, especially the northern suburb of Honk.

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The Honk Fire Brigade evacuated people from the bordering houses and shops, because there was a very real threat that by the time the fire emerged from the forest it would be an inferno that overtook the neighboorhood very quickly.

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The firey's did their best to keep the flames at bay, but their priority turned very quickly to one of preventing the fire jumping the road and engulfing Honk.

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They were far too small in force for such a massively fueled blaze, and the ahes raining down from the wall of flames ingnited Bickmore Real Estate, which rapidly drew the attention of the Firey's.

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After a long battle for over 4 hours the Franklin Forest Fire of 1983 was finally doused, and attention quickly turned to how it was set and what to do about it.

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By studying video footage from the security cameras of businesses surrounding the forest, it was quickly identified that a man had entered the forest immediately before the blaze and exited very rapidly imediately after it had been set.

The man was identified soon after as the local nutjob Garry Whackmore, who was later questioned by police, leading to charges of arson, attempted murder, vandalism and destruction of property.

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Garry will appear in court in three days time.
Title: Entry #35 - Improved Regional Overview
Post by: CSGdesign on November 24, 2009, 02:16:49 AM
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I downloaded this mod some time ago but haven't had a chance to install it and experiment with it up until now.
I found a regional view mod that showed me streets as well as roads, which would better display the complexity of the road network in the regional view.
The one I downloaded was Edmonton Transportation Map Mod (http://www.simtropolis.com/stex/details.cfm?id=11402), but in its raw form the Edmonton Transportation Map Mod has streets as white, same as roads, so it's very hard to tell the difference.

So with the help of Shadow Assassin and iLive's Reader, I editted the value of the streets to be a much lighter shade so it was easier to tell which was streets and which was roads.

The original Regional View used up until game-year 1983 is this:

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The Improved Regional View installed at the beginning of game-year 1984 is:

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I've been rendering full-size region views of both satellite view and transit view since game-year 1980, and have uploaded all of them in Entry #1 at the base of the entry (under the pictures of the region views).

I'll continue to upload these as they're generated.

If you would like to download this file please personal message me and I'll provide a private link.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: joelyboy911 on November 24, 2009, 02:18:53 AM
Hello again  :D

I guess I was meaning all those windy bits in the road. They look really nice in maps and on region view, but the compromise is, that they look quite sharp and as though they take an indirect route. Myself, I do like grids. But, that's fair enough that you don't.

Anyway, keep it up.  &apls
Title: Entry #36 - Pontoon is Old Hat
Post by: CSGdesign on November 24, 2009, 02:39:24 AM
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joelyboy911
Quote from: joelyboy911 on November 24, 2009, 02:18:53 AM
Hello again  :D

I guess I was meaning all those windy bits in the road. They look really nice in maps and on region view, but the compromise is, that they look quite sharp and as though they take an indirect route. Myself, I do like grids. But, that's fair enough that you don't.

Anyway, keep it up.  &apls
I'd love to be able to use more gentle curves in a natural 3d environment, but as we all know sc4 is limited to a grid of 16x16m tiles, so this is as close to winding roads as I can get in this environment.
Without doubt in the future there'll be a decent truly 3d city-simulation engine, but for now I'm very happy with this game - it's a lot of fun for me so I don't focus too much on things about it that I can't control.


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Spanner Island, a small town all by itself, has outgrown the tiny little aluminium pontoon that has brought it so rapidly to the point it is at now.

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The community of Spanner Island was almost completely self-sufficient.  It had residential of every class, including some medium density structures in both lower and middle income earners.  It had a wide cross-section of commercial ventures, as well as all types of industry, from farming to high tech.

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It had developed with only a small trickle of traffic (about 50 sims per week) using the pontoon, however industry in particular was putting a lot of pressure on local government to improve the infrastructure to allow for a much freer traffic flow between Spanner Island and the main-land.

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A small undeveloped section of land existed at the back of Kernegan's acreage, and it was chosen as the site for a newly proposed vehicle ferry.

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Construction on the ferry terminal took the better part of nine months, but at the end of it an entirely new horizon was opened up for Spanner Island.  Effectively Spanner Island was now more attractive than many mainland shores due to it's location without the burden of isolation.

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Portnix Seafood Bar & Grill was given the lease to the commercial site zoned next to the ferry, adding a bit of class to the development.

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With Industry connected to the mainland, things were looking up for commerce and industry on the small island community.
As most of it was quite and non-polluting, residents welcomed what the future was likely to bring.
Title: Entry #37 - Making Room for the Big Ones
Post by: CSGdesign on November 24, 2009, 02:44:41 AM
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Boston Central CBD.
It's busy, it's crowded, and it has a street network that hasn't changed in over 80 years.

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Oh sure some of the streets had been upgraded to roads, round-abouts had been put in, even a dirty great avenue sliced through the middle, but the layout itself had remained largely unchanged since Boston was nothing more than a small collection of houses settled on the shores of Boston River Main.

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Langley Simcorp Inc. was interested in developing some real giants in town.  Buildings that would dwarf all others.  So the corporation started searching around for likely areas and quickly found that the existing street networks simply didn't allow enough room for really large structures.  The only way it would be possible for Langley Simcorp to build their proposed residential towers was going to be if the streets themselves were restructured.

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The corporation's engineers quickly located a few likely spots and drafted proposals and sent kickbacks to councillors.
Ultimately the first likely redevelopment in Boston Central CBD was located... a small pocket of residential growth right on the outskirts of the current CBD, nestled between Fairvale, Snob Point, and the huge East End Industrial Park.

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Langley Simcorp got to the business of calculating costs and producing much more comprehensive development plans.

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Once the final site was chosen, and the final proposals were sent to council, approved, and all the boxes were ticked, resumptions and demolitions began.
None of the existing residents (even the old ditty in the Bungalow wasting prime land with a 7 sim residence) resisted the development because of the rediculous amount of Simoleans that Langley Simcorp offered for their land.

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The street and the zones facing into the street, along with the bus-stop, were all breaking up what would otherwise be a huge footprint of land that could be used to build massively tall sky scrapers and towers.  They all had to go.

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To allow the new high density zones to face onto a street along their entire edge, roadworks were done to demolish the eastern row-houses and replace them with some nice shiny tarmac.  Since this was going to be a high-density development it was pre-emptively upgraded to a road rather than leaving it as a street.  A bus-stop would be installed later after traffic volume was metered.

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During the development the council upgraded all the local zones to high density as part of the redevelopment, which would allow much larger structures to be built by buying out the existing residences themselves, without the expense or inconvenience of knocking them down first.

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One of the local mansions, very old and now somewhat rundown, was also bought up as part of the development and converted into a park.

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Sims love parks, and it might help keep the area posh and sparkly.

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It wasn't long until the new tower's construction began, and at the same time the park helped other developments in the immediate area be much more attractive for sims.

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Previously the heavy-weight for Boston had been Preston's Housing Project, at 1609 sims.  There were two of these, both in Snob Point.

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The most attractive of Boston's residential towers by 1985 was Bilyk Towers, also of which there were two.  One was in western Snob Point and the other was on the shores of Fairvale.

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But now Boston had a new heavyweight.
Meet Bown Hi-Rise, weighing in at a mighty 3120 sims.
Langley Simcorp Incorporated had succeeded in introducing the largest building to date in Boston, beating the previous record holder by almost 300%.

Langley Simcorp had several such redevelopments in store for Boston Central CBD and outskirts.

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Now council had the task of "cleaning up" as it were, improving transport, education, health and various other facilities that were suddenly inundated in the massive jump in local sim population.

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Boston is growing up.
Title: Entry #38 - Get Over It
Post by: CSGdesign on November 24, 2009, 02:50:08 AM
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Tranquillity Harbour, a thriving little nest of sims in the south east of the harbour, not far from Tunnings Quarry and a LONG way away from Boston Central CBD.
This is a really beautiful part of the bay, and enjoys wonderful clean pure waters, oysters off the rocks, trout, mud crabs and a wide variety of natural delights.

The only practical way of getting around this stunning patch of Boston was either by private water craft, ferry, or by taking an offroad vehicle for a VERY long drive around the inland end of the harbour itself.

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But as the community grew, so too did the demand for proper infrastructure. While ferries were cheap, they were noisy and disrupted the local fishing spots.
So two small bridges were proposes, approved, and built inside 3 years, connecting the entire harbour efficiently at two key points.

The first bridge was Jennifer Maine Bridge, connecting the communities of Leopardcliffe with Boptom (say THAT three times fast!)

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The second bridge was erected between the northern cape of Boptom and Gillers Point.
Both bridges were built at a height to allow ferries to pass underneath due not only to the busy ferry network but also to the predominantly water-oriented population enjoying taking their private yachts and speedboats out onto the harbour.

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The jump in traffic taking cars over the bridge releaved the ferry network a reasonable amount, but most importantly would allow further growth in commuting that the ferry network (which still wasn't adequately supported by a bus network) would have prevented.  This meant more rapid growth and the development of the area in general.

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Of course the old-timers of the region were not very happy with the conversion of their beautiful little retreat being turned into a tourist town, but... well tough luck, you can't stop progress...
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Perdie.
Title: Entry #39 - KSIM vs. KRUGER
Post by: CSGdesign on November 24, 2009, 02:53:51 AM
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KSIM radio host Edward Souton tackles the Mayor of Boston South Central, the honourable Mayor Frederick Kruger on the issue of the landfill just off Elm Street that has been decomposing in the heart of the suburbs for the last 24 years.

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We tune in now to the breakfast talk-back show, June 5th, 1985...

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...this is a prolonged and heated talk-back topic which raised a lot of public outrage and feedback, and Mayor Kruger was forced to act.

We tune again in the Edward Souton's show, August 21st, 1985...

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... so something IS being done, but how effective will it be, and how long will it take?

Only time will tell.
Title: Entry #40 - Go Glow Grow!
Post by: CSGdesign on November 24, 2009, 02:56:20 AM
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Boston Central's power consumption was climbing rapidly.
Solar power, while effective and clean, simply could not generate enough power without dedicating huge amounts of land to mirrors reflecting the sun's heat back up to their generator towers.

High Tech Industry had a number of solutions to this problem, however in the end it was decided that tried and tested Nuclear Power would be the next best option for Boston.

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The Lybonrech Station was installed in mid 1986 and came online later that same year.
Generating more power than three solar power plants, and occupying a sixth the amount of space, it was clear that a Nuclear Reactor was an excellent solution.

It included an artificial lake (seperate from the main river to avoid potential contamination issues), a chainlink razor-wire fence, and a police station for immediate and effective security.  It was, afterall, basically a tamed nuclear bomb sitting on the outskirts of town.

The lovely glow it gave the city's night skyline was quite delightful.  Almost like a man-made Aurora except with a sharp sting when you breathed in.

Smashing atoms together and releasing city-levelling amounts of energy all of which was being stifled and controlled by specially produced heavy water in which the decaying uranium was immersed to prevent it from reaching temperatures that would melt through hundreds of meters of solid rock.... what could possibly go wrong??

There were a few protests.
Riots, actually.
But you can hear about that on CNN, this isn't the place for pointing out the flawed and damaging decisions made by the lovely simfolk of Boston, mmk?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Connor on November 24, 2009, 09:30:37 AM
I have not come across this MD before, though i have just had a breif scan through its entirety and i am very impressed. The idea is original, and its very refreshing to see and MD doing something different and innovative. The layout and photo editing is great, and although this must be very time consuming, and it results in a fantastic MD. Plus, your region view is incredible.

Keep up all the great work. I eagerly anticipate whats to come.

Connor.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Earth quake on November 24, 2009, 11:06:49 AM
Another wonderfull updates. (On one day, I have forgotten 23 updates.  :o)
Your work at your MD is really impressive CGS Design and Every update is a real surprise, and I congratulate you on this fantastic work.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: scott1964 on November 24, 2009, 12:35:39 PM
Where did you get those pontoons? The update was awesome.  :D
Title: Re: CSGdesign's NATURAL GROWTH
Post by: newsimaddict on November 24, 2009, 07:40:14 PM
The most condensed and amazing updates in 4 pages - great reading and thought process. Will definately drop in here more!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on November 25, 2009, 11:44:08 AM
Nice job blasting through the transfer!  That update with the radio station is hilarious.  I expect he'll be screaming even louder when the land gets sold for development! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: rooker1 on November 25, 2009, 12:09:06 PM
Great work on getting your MD moved over here nice and smoothly.
I'll have to go back a few times to fully get everything.

Robin  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on November 25, 2009, 01:00:08 PM
In your cities exists a good distribution between the urban and rural areas! Nice work!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on November 25, 2009, 03:31:54 PM
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Connor
Quote from: Connor on November 24, 2009, 09:30:37 AM
I have not come across this MD before, though i have just had a breif scan through its entirety and i am very impressed. The idea is original, and its very refreshing to see and MD doing something different and innovative. The layout and photo editing is great, and although this must be very time consuming, and it results in a fantastic MD. Plus, your region view is incredible.

Keep up all the great work. I eagerly anticipate whats to come.

Connor.
You wouldn't have seen it before because it only appeared in the last week.
It's been produced on Simtropolis for the last 6 months, but I've decided to publish it in parallel here.
I look forward to your comments.

Earth quake
Quote from: Earth quake on November 24, 2009, 11:06:49 AM
Another wonderfull updates. (On one day, I have forgotten 23 updates.  :o)
Your work at your MD is really impressive CGS Design and Every update is a real surprise, and I congratulate you on this fantastic work.

Thankyou for your feedback, I hope you enjoy future updates.
The city is still only very young in game year 1985 - I intend to carry it through for many many more game-years yet.
Into the future (past game year 2010) should be particularly interesting.

scott1964
Quote from: scott1964 on November 24, 2009, 12:35:39 PM
Where did you get those pontoons? The update was awesome.  :D
Those pontoons were built by me.
They're currently only available to download on Simtropolis Exchange.
You can download it here (http://www.simtropolis.com/stex/details.cfm?id=22187).
Enjoy!

newsimaddict
Quote from: newsimaddict on November 24, 2009, 07:40:14 PM
The most condensed and amazing updates in 4 pages - great reading and thought process. Will definately drop in here more!
Look forward to seeing you!
Let me know how that Traffic Mod works for you.

Battlecat
Quote from: Battlecat on November 25, 2009, 11:44:08 AM
Nice job blasting through the transfer!  That update with the radio station is hilarious.  I expect he'll be screaming even louder when the land gets sold for development! 
I spent like 5 hours doing it - really wanted to get it nailed so that I could continue with actual updates.
We're current now, so the next one you see will be a fresh one.
I've already got it done, just waiting to word it how i want it.

rooker1
Quote from: rooker1 on November 25, 2009, 12:09:06 PM
Great work on getting your MD moved over here nice and smoothly.
I'll have to go back a few times to fully get everything.

Robin  :thumbsup:
Thankyou so much for your support and encouragement to date.
I had one complaint about breaking the double-posting rules but I PM'd them to let them know I'd sought permission first under special circumstances and they altered their post accordingly.
I wanted the history in even if ppl dont read it properly, because current updates will often reflect back on previous regions, and this whole MD is about growth and development and watching it happen, so it is important to establish the region's history before continuing, I think.

Tomas Neto
Quote from: Tomas Neto on November 25, 2009, 01:00:08 PM
In your cities exists a good distribution between the urban and rural areas! Nice work!  :thumbsup:
Thankyou.
One of my future updates I was considering pondering the farms in particular, because their development over time has changed to reflect the environment.  For example back when cars and trucks weren't around, they were much smaller and closer to roads, then they spread out more, and these days some farms are larger than a small city tile.  Many even span more than one city tile!  But you can't really see that just by looking at the region, so I thought I might feature it since it's an interesting phenomena.  Also interesting to note is that farms near the city are constantly being bought out and redeveloped, so often a farm will in fact be the basis of an entire new suburb or "release".  Actually there are a few things around farms that I would like to document - they're an integral part of the Natural Growth technique.
Title: Entry #41 - When Is An Island No Longer An Island
Post by: CSGdesign on November 27, 2009, 12:49:03 AM
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Sometimes a bridge is not made of steel or stone, but is made from Earth itself.
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Recent developments on Portsmouth Island had made the area very popular and land value was through the roof.
But when you've got such an isolated piece of land so close to the mainland, why burden development with tedious ferry services?

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For Portsmouth Island to grow any further it needed direct traffic access to the mainland.
Rather than building a large and impossibly diagonal bridge from the mainland, Bostonian Engineers decided that a causeway built of rock and earth would be the best option.

Construction began in April 1985.  Apartments on Felix Point were resumed by council, knocked down, and boulders were imported from Northern Rim and used to begin the fill effort towards Portsmouth Island.

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With a much wider "footing" to divert erosive forces, the inward stretch was made much thinner to conserve material and keep costs down.
The process involved rolling many thousands of tons of boulders off the edge onto the bay's floor, and gradually piling the material up until surveyors measured it as being level with the existing surface.

The erosive force of waves during this process helped to naturally place material where it was stable, and as the point was elongated and compacted the sheer weight of earth on top held the earthworks in place.

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The site office was located at the base of the earth works, on Felix Point side, and served to coordinate the efforts as well as a base for security at night to keep people off the point while it was under construction (and therefore potentially very unstable and unsafe).

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Past the halfway point the breaking action of Portsmouth Island itself served to reduce the wave action on the earthworks, greatly speeding work.

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Finally the last ripple of water had passed between Portsmouth Island and Felix Point, and the two lands were joined by a rock and earth land-bridge, otherwise known as a causeway.

Security had a big job keeping revellers off the causeway at night during this time, as people were keen to impress each other by walking from one side to the other.  (Yeah drunken sims are just as silly as drunken real people).

Portsmouth Island side apartments were at this stage demolished in preparation for that side's earthworks.

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With the causeway levelled, stabilised, re-enforced with concrete between the outer layer of boulders, and finalised, the roadworks on the top could begin.

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In November 1986, Shadowass Road was opened and traffic could for the first time (legally) cross the causeway and Portsmouth Island was now physically attached the mainland.

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There were one or two casualties of the construction works, but the project was for the greater-good, so to hell with Kramer.
Maybe he'll find better luck in the apartment across the way from the Jerry guy, up-state.

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In December of that same year, the earthworks, the roadworks, and the landscaping had all been completed, and the Shadowass Causeway was in it's completed form.

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It didn't take long for sims to buy up the prime real-estate offered by this unique infrastructural development.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on November 27, 2009, 01:33:32 AM
Really cool the whole process, and the idea of a bridge, such as this, so creates a very beautiful story!!! Fantastic update!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Earth quake on November 27, 2009, 11:19:52 AM
Another excellent update.
It's interesting to see the construction of the Shadowass Road. :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on November 27, 2009, 12:00:17 PM
Very cool update.  A causeway like that is a significant investment, must be a pretty impressive batch of wealth on that island! 
Title: Entry #42 - 80 Years Of Farms
Post by: CSGdesign on November 28, 2009, 06:14:20 AM
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Tomas Neto
Quote from: Tomas Neto on November 27, 2009, 01:33:32 AM
Really cool the whole process, and the idea of a bridge, such as this, so creates a very beautiful story!!! Fantastic update!!!  :thumbsup:
I'm very glad you're enjoying it!
I hope you like the following update - it's inspired by your last comment about farm spacing, and features how farms have changed in the region over time.
You can see clearly in the flash animation of entry #1 that the farms were much smaller and closer in the beginning, and then began spreading out from the CBD, and becoming much larger in size over time.  So in a way, this update is in done for you.

Earth quake
Quote from: Earth quake on November 27, 2009, 11:19:52 AM
Another excellent update.
It's interesting to see the construction of the Shadowass Road. :thumbsup:
I don't actually play like this of course, but for the sake of a journal entry I setup the props and take the shots.  As I play I do role-play and grow things slowly (game-months or years) to keep the interruption to sim-life as realistic as practical, but not to the point of not getting anything done.

Battlecat
Quote from: Battlecat on November 27, 2009, 12:00:17 PM
Very cool update.  A causeway like that is a significant investment, must be a pretty impressive batch of wealth on that island! 
What amounts to landfill is actually not that much more expensive than erecting a bridge, however you are right, Portsmouth Island is definitely becoming the "place to be" for the rich folks.  Land values there are sometimes over twice what you could expect to pay for a similar lot elsewhere in Boston.  From a game perspective though the primary reason to build a causeway rather than a bridge was so that it could remain diagonal and not look awkward and unrealistic by trying to clumsily work with right-angle bridges in a diagonal "hole".


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Let's take a moment to reflect on the single most important feature of any naturally growing city - farms.
Farms are called Primary Industry for a reason.
They not only pioneer the way for urban sprawl by "improving the land" (by destroying it) but they also provide the first set of labouring jobs for a new town's work-force.
In addition they provide raw food-stuffs for the people, and eventually provide other materials such as lumber and farm-wastes that are used by dirty industries to produce secondary goods such as building materials and processed goods.
Later, as they develop and technology allows, they form hungry consumers of industrial products such as chemicals, tools, machinery, and fertilisers.
Farms are vital.  No city would exist without farms, either directly supporting them or the goods of which are exported to the city from another city that has farms supporting it instead.

Back when Boston v2 was a mere pup of a city, it was the year 1920 and the internal combustion engine was very much a new thing.
Steam ruled supreme, supported closely by horses, and as such distances were much larger and forces were much harder to overcome.

Plowing a field took far longer than it does today, and traveling into town wasn't simply a hop in the car and back again, it was a day trip.

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As a result farms were much, much smaller, very close to the main roads, and were manned by families that laboured the land, and cleared trees to improve their land using chains attached to bullocks or clydesdale horses, one tree at a time.  Very, very slow work and as a result the forests were large and formidable forces of nature, representing a very real barrier to the sims of the day.

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So let's take a look at the type of farms that existed in Boston v2 back in the 20's and 30's.

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Orchards provided fruit such as apples, oranges, pears, and other european fruits that were staple to the diets of the settling sims.  The native coniferous forests had little that the european settlers could eat and more importantly farm with such ease.

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In small farming communites outskirting the main township of Boston, many smaller farms would cluster together, sharing protection from wild animals, as well as services such as mail delivery, and resources such as milk, bread, butchery, etc.

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Of course these days the world is a far, far smaller place, and farms are simply very low density properties that generate an income for the owners rather than working else-where for "the man".  The above two images are of the same area with an 83 game-year interval.

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In the space between then and now, as internal combustion became the second industrial revolution, things changed, and rapidly.
Trucks could be used to carry goods cost-effectively over much greater distances, allowing farms to be much further from their purchasers in town.
Tractors and earth-moving machinery could be used to clear land and build dams in days rather than years, allowing properties to push asside nature and make use of the land with much greater ease.

Farms spread out from the town into the wild surrounding land much faster and broader than ever before.
And houses, workshops, corner stores, pubs, hotels, and all manner of society followed in the wake of the pioneering efforts of the farms.

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They grew so fast and wide that often huge main roads would wind for kilometers through nothing but farmland... distances that would have taken a horse days to travel on now took sims hours or less.

By the late 60's and 70's, farms were so huge and distant from the main CBD that it was sometimes impossible to even see one end from the other.  These farms represented 10 or 20 farms of the 20's and 30's, and would have taken several families years to clear and sew.

Now they could be operated by a single family with hired help during peak season.

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By the late 80's farms in Boston were owned by more than families.  They were owned by corporations and big-business (often the roots of which were successful family farmers from previous generations, although not always).

The farms purchased, conglomerated, cleared, improved, and maintained by these business were so vast that they would very often stretch across city lines, spanning two or even three shires.

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The future of farming would no doubt follow the pattern shown throughout history - they would continue to grow in size and distance from Boston itself.  The trend was disturbing in it's blatant disregard for the utter destruction of the wildlife and habitat that once existed on these thousands upon thousands of acres.  But without regulation there would be no reason for business to stop the advance.  And without public awareness there would be no pressure on government to pass regulation.

And so the advance contintues, along with nature's mauling.

But agriculture is not the only type of farming that Boston has seen introduced.

In 1973 a new industry was born - that of Forestry.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG42%2FNG42j.jpg&hash=a3a56cfde3ab8d62ef302f6caa49f2fd28fd2023)

This was the birth of not only renewable resources, but the dawning in society's consciousness that nature could be reproduced in a contained environment and farmed on a much grander scale than just livestock and crops.  Entire forests could be produced, tended, and harvested, with absolutely zero impact on nature beyond the intitial clearing of the area used.  In fact, in most cased the plantations had a more positive impact on the local environment than the native forests (and certainly the cleared farmlands) had, due to their density, their lack of competition, disease, and pests (leading to more efficient growth than in the wild), and their controlled and efficient use of water.

As a result a great many types of Forestry Plantations sprang up from the mid 70's onwards.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG42%2FNG42k.jpg&hash=ad5c2566f8380000cc180a1e126aa42e1d076990)

Shore Pine plantations provided an excellent grained wood for furniture and other more decorative uses for wood.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG42%2FNG42l.jpg&hash=dcd6194edce3cb26fe51f5a419879f76540ebf47)

Larch Plantations provided a consistently straight quick-growing pole that was useful for everything from structural beams to power-poles lining the streets.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG42%2FNG42m.jpg&hash=c947e980e8accd75cdfcd2ad69b1f0c8b75a0add)

Redwood Plantations (the slowest growing of the plantations) grew massive redwood trees which yielded massive heavy straight red beams of wood that were used for much heavier applications such as in rafters, support beams, railway sleepers, and other construction purposes.  It was at this time much less expensive than steel for a similar size and strength of beam.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG42%2FNG42n.jpg&hash=78c7a5b43eba1e8e94e78c44bc0d49a325c29632)

Various other types of wood plantations sported timbers that were used in everything from in-laid wooden chess boards through to chop-sticks.  All without touching even one native tree.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG42%2FNG42o.jpg&hash=cdc03a519e85e163121ee41ed6015f7a8d73e546)

Even self-serve Christmas Tree farms where sims could pay for the priveledge of being able to wander into a field and choose and cut their own Christmas Tree.  Quite a hit among the middle and upper middle income earners!  The kids especially loved it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG42%2FNG42p.jpg&hash=fa29b9d2d1871eb98abc663bf7f0f01c6a4a5f4f)

But let's not forget the roots of it all.
Back before agriculture, back before the earth was tilled or trees were planted, there was wild, wild land.
And into this wild land moved a very special type of sim.

The grazier.  The grazier cleared the land and let native (or sometimes introduced) grasses flourish without the shade of trees to stifle it's growth, and let herds of livestock wander across it, fattening themselves up.  That is how they made a living, and ultimately, almost every single house, shed, and shop you see in Boston is sitting on land that was claimed from nature by a grazier.
Title: Entry #43 - Owning The Zone Of Honing Your Zones
Post by: CSGdesign on November 29, 2009, 12:01:21 AM
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Zoning is an integral part of your city, and zoning will mean the difference between a city that functions well and a city that falls flat on it's face.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43a.jpg&hash=87516500bc58ddac3c8a4a0f5781136dae706fab)

We're going to have a quick look at three mosaics of strips taken from Boston Central.
These strips show a good cross-section of the more dense areas of the city as it stands today, and show how zones have been laid out for maximum effectiveness.

STRIP A

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43aa.jpg&hash=f551612fca17a8015d4a65e7d24ccdd2bb06d125)

Mosaic Strip A shows a typical medium to low density area in Boston, as well a couple of industrial hubs, and the lead out to ultra-low-density and farmland.

Commerce tends to cling to busy intersections that residents dont like living next to, and both commerce and industry tend to clump together into sectors.

Low density commerce is scattered throughout residential areas to add smatterings of job satisfaction to local sims, as well as provide retail therapy services such as pizza-shops, video stores, pubs, and other small enterprises that sims might visit rather than going to large shopping complexes.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43f.jpg&hash=a3eea4308e3e12a5ea53dc2b73df683e428c3931)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43g.jpg&hash=43d736a788cd584fcbba8a151a538f1f5ba1f1ce)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43h.jpg&hash=170827f350f1e79e5c9fd91b1fe4678c4c8bf18c)

STRIP B

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43e.jpg&hash=ac455cf4ba5e6b827047c4499f3bb2e75debe1a3)

Mosaic Strip B shows a lower density outlying coastal area.  This shows how sims tend to want to buy near water or other sims, and how the clumping effect of industry and commerce is much smaller, causing the zoning to have a much more homogenous look than in the more central and heavy density areas of the city.

In general, the higher the density of an area, the more zones of the same type tend to clump together, serviced by mass transit.

This mosaic also shows the low-density lead out into rural development.

Outlooks and well serviced areas tend to be the first to develop medium density areas, as this encourages those with wealth to move into the higher density lots and keeps local crime lower than lots of out-of-work R$ sims.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43b.jpg&hash=bd85ab27c36ad600b69add5933c94fc850bc8a40)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43c.jpg&hash=47f5dd329ab8131878b5a788f67390385376d7a3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43d.jpg&hash=6350b1f858e71365589bcb434a0fd4ef5c754890)

STRIP C

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43i.jpg&hash=8d81746b24ccbb4f0f2cb9697be7f3d10738dc8a)

Mosaic Strip C shows the dense suburban area to the east of Boston.
This area is almost entirely suburbia, with little or no farmland left, having been bought out and developed for many years now.
This is some of the oldest suburbs in Boston, and is well on its way towards become entirely medium density development.

It shows how the different zones tend to clump together more, but there is still a great deal of scattering, especially of commercial zones.
Some manufacturing and especially high-tech industry is also scattered throughout because it has a very small negative effect on residential growth (due to being not very pollutive) while having an extremely high positive effect of providing a close-by range of jobs that allow the resident sims to get to work without having to use crowded and expensive public transport or conjested road systems.  Never under-estimate the benefit of having a job close-at-hand.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43j.jpg&hash=3e2a0e01cfee175dce814dfed1d0b6b9027a9b16)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43k.jpg&hash=237c7865dcab66dadb50193182ee7d5f74b0633c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG43%2FNG43l.jpg&hash=ebbfa38dad0fd75c95983b1f4c8f4e73167296d9)

Man I love this game.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on November 29, 2009, 05:38:01 AM
Yeah, I love this game too!!! My friend, That's a giant update, wooowww!!! Awesome, really awesome work!!! Fantastic!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on November 30, 2009, 09:50:47 AM
Great pair of updates this weekend.  That was an interesting discussion on agriculture there, and a very interesting look at the different zoning characters around your region.  I really like how the major urban portion of your region pretty much hugs the coastline, it's a neat effect. 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on December 08, 2009, 05:18:53 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Quote from: Tomas Neto on November 29, 2009, 05:38:01 AM
Yeah, I love this game too!!! My friend, That's a giant update, wooowww!!! Awesome, really awesome work!!! Fantastic!!!  :thumbsup:
Thankyou so much! There are some much larger ones in the depths of the journal, and to come in the future too I'm sure...  I love mosaics - it's just a pity 800 pixels wide is as big as it is practical to get.

Quote from: Battlecat on November 30, 2009, 09:50:47 AM
Great pair of updates this weekend.  That was an interesting discussion on agriculture there, and a very interesting look at the different zoning characters around your region.  I really like how the major urban portion of your region pretty much hugs the coastline, it's a neat effect. 
You noticed the coast-hugging tendency?  That ties back to where sims would rather live - near water and hills... so they're always the first to develop and then the development spreads out from there... the end result is what you see.  Since Boston v2 is largely without hills, you dont see pockets developing on or near hills as you would for another more hilly map if I was to be developing that instead, using this method.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG44%2FNG44%2520Banner%252001.jpg&hash=401b64914ff77d4f24fcf748eae483fd17954b17)

COMPETITION IS NOW CLOSED.
RESULTS ARE SHOWN IN ENTRY #45.



Ok and now we play a little game.
Sorry for the length of time it took to write this entry - I borked my ftp and it took awhile to figure out what was wrong.

So - you know what an "Easter Egg" is in terms of design right?
It's a little something that is hidden in the design somewhere that you only find if you either stumble across it, are a nosy little bugger, or one of the above tells you about it.

We're going to have an easter egg hunt now, but since it's closer to Christmas than to Easter I figured we'd theme it as presents instead of eggs...  Enjoy.


Santa does the pre-christmas drill, training the reindeer and making sure everything is in good working order for "the night".
But something goes horribly wrong!  Oh no someone slipped a few bottles of JD into his mouth... how irresponsible!!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG44%2FNG44a.jpg&hash=6d16e515b57e001c0d0c3dc67638a95fa234c3b4)

Well, as you can imagine, flying upside down while.. um... happy... isn't really working "with" the grain when it comes to presents in a sack in the back of the sleigh and the concept of gravity...

So yeah a whole bunch of presents fell out, all over boston, and the problem here is that they're the actual presents that need to be delivered on Christmas night (this was a final rehersal)... so we've got real live presents scattered around and real live kiddies that are gonna miss out unless we find them all.

Unfortunately there was a post-war communist russian in charge of choosing the wrapping paper this year, so some of the presents are a bit drab.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG44%2FNG44b.jpg&hash=3cdf294315eb51fc3d742a0ba755e593905af528)

The game is simple.

You have until the next update is submitted (update #45) to find as many of these presents scattered throughout the previous entries of the journal as possible.

The winner is the person or people (if there's a tie) that find the most presents, and the winner will have a choice of ONE of the following prizes:

1. The PDF Vector Map of the map used in Entry #28 "Councillors Meet"
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG44%2FNG44c.jpg&hash=8bd4d87d9b1f7b5c45166fa9916ff19be13b0d84)

2. Naming Rights for the next three newly created outlying city regions.

3. Co-Author (even if you have zero BAT or lot-making skills) on the next CSGdesign BAT, and full credit shared for it.  BAT will be a single lot of my choosing but the winner(s) will have full say in what it looks like and how it functions, within my abilities.


In addition to the winners choice of one of the above three prizes, the winner will be permanently announced in this thread.




There are a few simple rules:
(Please note if I discover I've forgotten some rule that someone brings to my attention by trying it on, I'll change the rules to include it.  Play fair is all I ask.)

1. Submissions must be made before Entry #45 is made by me, in around 5 day's time.  The end date and time will be announced in red bold type at the start of this entry when it is drawing close, with 48 hours notice.

2. Submissions must be made to me by personal message ONLY ONCE per person.
Multiple entries WILL earn you a disqualification from the competition, so BE CAREFUL and ONLY SUBMIT YOUR ENTRY WHEN YOU'RE SURE.
Your entry must include in a simple list form the entry number, the image name, and the colour of the present or the location in the image of the present, PER PRESENT to be an eligible guess.

For example, a submission might resemble the following fictional entry

Hi CSGdesign, my guesses are:
Entry 03, NG03b.jpg, green with white ribbon
Entry 12, NG12c.jpg, red with brown ribbon
Entry 12, NG12d.jpg, brown with red ribbon



3. Any reply or entry in the thread hinting, suggesting, or otherwise giving away the location of presents will earn the poster an instant disqualification from the competition and all future competitions I hold.

4. No asking me for hints, no discussing possible finds or anything else that gives you an unfair advantage over other players. Favouritism will NOT be entered into, and if you try it you'll be warned and then you'll be disqualified.

5. Have fun people, it's a game!!

COMPETITION IS NOW CLOSED.
RESULTS ARE SHOWN IN ENTRY #45.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: metarvo on December 08, 2009, 07:42:44 AM
This is a very interesting MD, CSGdesign.  It brings a whole new perspective to city building.  There have been many times that I have carefully planned out a city to the city tile, complete with different shades of green, blue, and yellow for RCI zones, and I often build roads first.  However, natural growth is a good example of another building style.  The mixture of zones seems quite realistic, as it brings houses and businesses closer together, just like in RL.  Keep up the good work!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on December 08, 2009, 01:38:42 PM
Interesting competition idea!  Should be interesting to see how many you've hidden away here!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on December 09, 2009, 04:35:49 PM
Yeah, very good idea!!! Nice update!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on December 12, 2009, 04:49:05 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Quote from: metarvo on December 08, 2009, 07:42:44 AM
This is a very interesting MD, CSGdesign.  It brings a whole new perspective to city building.  There have been many times that I have carefully planned out a city to the city tile, complete with different shades of green, blue, and yellow for RCI zones, and I often build roads first.  However, natural growth is a good example of another building style.  The mixture of zones seems quite realistic, as it brings houses and businesses closer together, just like in RL.  Keep up the good work!
Thankyou for your support.  I much prefer this method to pre-planning a city. It has the added benefit of looking complete at every stage, rather than a big city with skyscrapers having a big empty patch to the north that the author hasn't gotten around to putting farms or suburbs in yet, for example.

Quote from: Battlecat on December 08, 2009, 01:38:42 PM
Interesting competition idea!  Should be interesting to see how many you've hidden away here!
33 in total were hidden, and many of those were guessed by Benedict.
Thankyou for your entry, I look forward to seeing what prize Benedict has opted for.

Quote from: Tomas Neto on December 09, 2009, 04:35:49 PM
Yeah, very good idea!!! Nice update!!!  :thumbsup:
Cheers Tomas... where was your entry? Huh? Huh?   :satisfied:

Image names can be obtained by right clicking on them and selecting "properties" from the menu.
Below are the published results of the Presents competition.

Shadow Assassin
Guessed - 14
Number Correct - 14

Benedict - WINNER
Guessed - 23
Number Correct - 21 (one disallowed and the other was the banner of #44 which wasn't included in the competition).

metarvo
Guessed - 16
Number Correct - 16.

Battlecat
Guessed - 9
Number Correct - 9.

aiumkastarkius
Guessed - 11
Number Correct - 10.

NG01c
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_01c.jpg&hash=78aa712ce39c8901ad0cb69ac208a5f770bd6bb2)
Correctly found and identified by:
Nobody


NG01o
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_01c.jpg&hash=78aa712ce39c8901ad0cb69ac208a5f770bd6bb2)
Correctly found and identified by:
Benedict


NG01p
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_01p.jpg&hash=1c8b55ebdbadb1b597a1c0ef7c650e7054ede38e)
Correctly found and identified by:
Shadow_Assassin


NG03a
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_03a.jpg&hash=e7c19b50bc2ecee2ab02400addd3eadbc16bafe4)
Correctly found and identified by:
Nobody


NG04a
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_04a.jpg&hash=18ac8372f069cfaad2839aee0554eddef4421840)
Correctly found and identified by:
Shadow_Assassin
Battlecat
aiumkastarkius


NG05a
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_05a.jpg&hash=0f5e6109aaf2da1d5c50c85e38cf3a71a8cbd693)
Correctly found and identified by:
Shadow_Assassin
Benedict


NG06d
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_06d.jpg&hash=f94dd735cca254bfc2fba24b30131c48c8d071be)
Correctly found and identified by:
Shadow_Assassin


NG09c
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_09c.jpg&hash=d82d9fc5ae06123d67871e4e80c3c21a529efb72)
Correctly found and identified by:
Shadow_Assassin
aiumkastarkius


NG10e
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_10e.jpg&hash=f28a82a8dd521f6289ddabb49129bbb3bad1db40)
Correctly found and identified by:
Benedict


NG10e #2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_10e2.jpg&hash=05a78a5efa4d7105054e7cdb4c23fb8d5b19200d)
Correctly found and identified by:
Benedict


NG10f
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_10f.jpg&hash=5e8d4c374de471a6870d2e4e619fbd93fb6cdaad)
Correctly found and identified by:
Benedict


NG14d
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_14d2.jpg&hash=9fcafd3475a89d08b4bd381a76f7e21548d7eaaa)
Correctly found and identified by:
Shadow_Assassin
Benedict
metarvo
Battlecat
aiumkastarkius


NG14d #2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_14d2.jpg&hash=9fcafd3475a89d08b4bd381a76f7e21548d7eaaa)
Correctly found and identified by:
Shadow_Assassin
Benedict
metarvo
Battlecat
aiumkastarkius


NG14d #3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_14d3.jpg&hash=5cddccb2e50516afc8634e2b576a5a39e7b300b2)
Correctly found and identified by:
Shadow_Assassin
Benedict
metarvo
Battlecat


NG15c
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_15c.jpg&hash=940520be7a449eeb30de1620ad91258385194057)
Correctly found and identified by:
Nobody


NG15d
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_15d.jpg&hash=213a179f3d06a0ab8e3b708b8a9aeb11b74f5ba9)
Correctly found and identified by:
Nobody


NG16j
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_16j.jpg&hash=345f325fd5d592c334f376d6c0903ab4589da5e3)
Correctly found and identified by:
Benedict
metarvo
Battlecat
aiumkastarkius


NG20b
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_20b.jpg&hash=0fa7061f5e3eeb7e5e429ced406d060604818b5b)
Correctly found and identified by:
Nobody


NG20g5
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_20g5.jpg&hash=3e1dc86785b62e1a3f4d2369c8b9996343fc7c27)
Correctly found and identified by:
Nobody


NG20s
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_20s.jpg&hash=57b0db865e55874a682c29303abee01adfbf1343)
Correctly found and identified by:
Benedict
metarvo


NG23f
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_23f.jpg&hash=16984f74343913bf3f8d025dc9b4c38b201380e0)
Correctly found and identified by:
Benedict
metarvo


NG31e
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_31e.jpg&hash=a850f5516fdc09fb5641c76990471e524774ca61)
Correctly found and identified by:
Shadow_Assassin
Benedict
metarvo
Battlecat
aiumkastarkius


NG31e #2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_31e2.jpg&hash=59f6101615ec73e80d9fa65012a7cd07d010cc69)
Correctly found and identified by:
Shadow_Assassin
Benedict
metarvo
Battlecat
aiumkastarkius


NG31e #3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_31e3.jpg&hash=83ca3b678fba8431ad1856f3e742e558811f1391)
Correctly found and identified by:
Benedict found this but said "but it doesn't look like a present" - so I'm not allowing it as a valid guess.
metarvo


NG36c
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_36c.jpg&hash=8b6d545267dee0407f43dfca06de709f385e2e07)
Correctly found and identified by:
Shadow_Assassin
Benedict
metarvo


NG36f
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_36f.jpg&hash=c35f76060be2edfe1d78f49d18e0fcbe0fc2fcb6)
Correctly found and identified by:
Shadow_Assassin
Benedict
metarvo
Battlecat
aiumkastarkius


NG36f #2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_36f2.jpg&hash=96727b389d613cb50a96c9a45521a28740f4c1e1)
Correctly found and identified by:
Benedict
metarvo


NG38e
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_38e.jpg&hash=4d4d83333670ea490955743ecfcc516f3b0c4419)
Correctly found and identified by:
Benedict


NG39b
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_39b.jpg&hash=722c6f09b3036c03c4860ece42060bc81dc56def)
Correctly found and identified by:
Benedict


NG41e
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_41e.jpg&hash=e30f9a40c658082ca9886afa7c0aa82a1838807a)
Correctly found and identified by:
Shadow_Assassin
Benedict
metarvo
aiumkastarkius


NG41e #2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_41e2.jpg&hash=701e6fd4c1fdc835d20eb7de1e9322852889124a)
Correctly found and identified by:
Shadow_Assassin
Benedict
metarvo
Battlecat
aiumkastarkius


NG42j
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_42j.jpg&hash=47864c8e3eda904e92ba938b104c9265e407571b)
Correctly found and identified by:
metarvo


NG43j
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG45%2FNG45_43j.jpg&hash=c7d1c120e91b7a2ca6396d33ac90cf9160160f99)
Correctly found and identified by:
Benedict
metarvo

Congratulations to all entrants, and a special congratulations to Benedict who put in a fine effort, getting 21 out of 33 presents, including some really tough ones.
Benedict can now choose from one of the prizes offered in the previous entry.
All hidden presents will remain in the journal for a few weeks, and then images will be replaced by their originals minus the presents.

Thankyou for playing, and I hope you enjoy the continuing publication of this journal, which now resumes the ab?normal entries.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on December 14, 2009, 09:08:45 AM
You did a great job of tucking those away!  I knew I hadn't found all of them, but I've always been really bad at this type of game.  Waldo is hiding from me for all eternity!  It was a fun excuse to go back through and re-read all your posts anyhow.   :)

Congratulations Benedict!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on December 16, 2009, 01:27:22 AM
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Quote from: Battlecat on December 14, 2009, 09:08:45 AM
You did a great job of tucking those away!  I knew I hadn't found all of them, but I've always been really bad at this type of game.  Waldo is hiding from me for all eternity!  It was a fun excuse to go back through and re-read all your posts anyhow.   :)

Congratulations Benedict!
Haha I had a great time creating all those hidden pics.
I'll do this again sometime but with easter eggs or something else... but not fer awhile.
Benedict has chosen Naming Rights for the next three newly released regions.



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The Boston Central State Fair was erected in 1931, and for almost 60 years has been a traditional exhibition grounds for the annual Boston Ekka, showcasing the growing diversity and quality of produce from around the region.


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Photo provided courtesy of Edgar Elektralucks, taken from hot-air balloon approximately mid 1938, shows Boston Central when the Ekka Showground was in some of its first years of operation.
Photo was taken during an off-season period, so the grounds were probably closed at the time.


As Boston City developed and grew, it began to envelope the Ekka grounds, becoming part of the actual CBD rather than a showgrounds near the middle of a bustling township.  This didn't interfere with the Ekka itself, and it didn't really affect Boston CBD either, although Ekka time could be a very problematic time for parking in the CBD area... parking lots sometimes nearly doubled their rates which often hit headlines but was perfectly legal.  Public transport was very heavilly peaked during these times.


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Photo provided courtesy of Winston Chapelcliffe, taken mid July 1968, and shows Boston Central and the Ekka Showgrounds again during off-peak season.  It clearly shows the city has begun to encompass the showgrounds.  Interesting to note in particular is the deforestation of the western and eastern ends of town, and the incursion of suburbia into farmland.

Over the last two decades the city's growth has continued unrelentlessly, increasing in both density and sprawl, and in early 1986 the showgrounds were quickly becoming nearer and nearer the centre of the CBD, rather than the outskirts of it.

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Photo provided courtesy of Boston City Hall, taken February 12th, 1978.  While it doesn't show a huge amount of difference from the previous picture in 1968, this 1978 shot does show that much of the growth has been in wealth.  What this photograph does not show is the massive outwards sprawl that Boston had witnessed in the 60s, 70's and in particularly later on, in the 80's.

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Photograph provided courtesy of Boston City Hall, taken February 12th, 1978.  This photograph clearly shows the structure of the State Fair at that time, and was taken as part of a Natural History Documentation project initiated in the early 1960's and continues to this day.

This was widely considered the Golden Era for the organisers of the Ekka, and represented huge profits, low costs, and a wide participation from the rural community.  But like all things, a Golden Era must eventually end... usually as a steady decline rather than a sudden ending.


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Photo provided courtesy of Krizpey-Shikken Architectural Group, September 9th, 1986.  This recent image clearly shows that the showgrounds are now right in the heart of the CBD, which is spready rapidly through the surrounding suburbs and is now completely surrounding the Ekka Showgrounds.

While the showgrounds were still not having a massive impact on the city itself, the pressure was becoming evident in the land-value.  The land that the showgrounds occupied was over 2km^2, and was sitting on some of the highest valued land in the entire region due primarilly to its proximity to the CBD.


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This put a great amount of pressure on the local council to sell the land and relocate the grounds to a new location in Boston.

The spin-doctors of course said it was benificial for a range of reasons, pulling out the parking argument often and throwing in some key phrases like "rates rises" to get sims talking. But the reality was that it was all about selling off a valuable asset to get some much needed funds into the city coffers to fund a range of new developments in the pipeline.  Projects like tunnels and bridges to connect the banks of the city in a much more cohesive manner.

So in 1987 Langley Simcorp Incorporated purchased the showgrounds from the council, as part of a development submission to convert the grounds into an integrated part of the CBD.

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Photo provided courtesy of Langley Simcorp Inc., taken January 30th, 1987, showing the old Ekka Showgrounds after the redevelopment was completed and construction of the towers began.

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Photo provided courtesy of Langley Simcorp Inc., taken January 30th, 1987, showing the old Ekka Showgrounds after the redevelopment was completed and construction of the towers began.  This image shows a wider view of the surrounding city for scale.

Provision for high-density residential and commercial areas were included, a small shopping area at the heart, a park and recreational zone, bus stop, as well as space allowed for the future development of a proposed subway terminal to connect to the existing nearby subway system when demand required it.  It was a bold endeavour, and a very costly investment for Langley Simcorp Inc., but ultimately one that paid off in Spades.


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Photo provided courtesy of Boston City Hall, taken February 2nd, 1988.  This image shows the towers after construction was completed.  Note that roadworks needed to be done to cater for the traffic increase not only from this development but many other developments in the Boston Central area.

The new showgrounds were erected in East Central Boston (out of the entire Boston CBD area) and have reported a record profit for the last Ekka season... most likely due to a surge in sims eager to see the new grounds and experience history in the making.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on December 16, 2009, 09:45:17 AM
It's always land value that's the killer, and more specifically the property taxes.  Glad to hear the fair found a new location. 

I also like the appearance of those older photos! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: emgmod on December 16, 2009, 05:43:24 PM
I like how the photos are in the exact same spot. I'm still figuring out how to do that.

Did I hear plans for tunnels and bridges in this update too? I want to see the demolition required for them.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on December 17, 2009, 04:33:17 AM
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Quote from: Battlecat on December 16, 2009, 09:45:17 AM
It's always land value that's the killer, and more specifically the property taxes.  Glad to hear the fair found a new location. 

I also like the appearance of those older photos! 
I love applying different looks and feels to images.  My only one true dislike about sc4 is the limited vantage point of the viewer (from above).  That was the one thing that got me excited about CXL, but like all the other features of CXL, ultimately dissapointing.

Quote from: emgmod on December 16, 2009, 05:43:24 PM
I like how the photos are in the exact same spot. I'm still figuring out how to do that.

Did I hear plans for tunnels and bridges in this update too? I want to see the demolition required for them.
I lay the photos over each other in photoshop, then render them out one by one with the fade-out border.  That way they're pixel-perfect.  I'm in fact trimming quite a bit of image off the edges to do it.  The other way of course is picking a lot in or some other feature in one of the corners, and always lining up to that in-game before taking the snap.

Yes, there are many many things in the future, although I have no idea what or where until it happens... Afterall I simply follow what demand dictates.  However when the inevitable new bridge(s) and tunnel(s) are built I will certainly be documenting it.


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After many years of back and forthing, of delaying in parliment, of licensing mishaps, and all manner of red tape, finally the almighty Simolean triumphed over the evil of bureacracy, and the Silica Mine at Executor's Bay was approved for development.

Located halfway between Whitesands Inlet and Orthanc Quay (Boston's northern neighbour), along the Great Northern Bay Road, the Silica Mine was a large expanse of nearly pure white sand buried only inches below the surface vegetation, and reaching down for many meters, forming a huge natural bowl of pure white fine-grain sand.

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Starting at the natural lake, Lake Wannaswim, the top layer of vegetation was scraped off and piled up, ready to burn.

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Tree-roots represented the single largest barrier between the sand and the miners, so it was important to remove all trees by dragging them over with heavy machinery, pulling as many of the large roots out as possible.
Once piled up the wood piles were incinerated.

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The Site Office was located at the west, facing towards Whitesands Inlet which was the direction the bulk of the sand would be taken, to be sold to industry to make concrete, grouts, and other building materials, and to use in landscaping.

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Once the top layer of sand was exposed the water sifting equipment could be moved in to process the sand into completely pure piles, ready to be loaded onto trucks and hauled to local industry and depots.

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In only one short month the mine was ready for the sand-sifting equipment to be brought in, utilising the natural lake, and begin the sand trenching.

Industry licked its lips.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on December 18, 2009, 10:58:05 AM
Interesting development!  A nice source of sand like that one is very unlikely to go untouched!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on December 23, 2009, 01:45:11 PM
Wow my friend, really fantastic updates!!! Your region is growing fast!!!  :thumbsup:
Title: Entry #48 - Bringing Crystal Bay Online
Post by: CSGdesign on December 24, 2009, 07:14:31 PM
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Quote from: Battlecat on December 18, 2009, 10:58:05 AM
Interesting development!  A nice source of sand like that one is very unlikely to go untouched!
There are a number of nice deposits around the region, as outlined in Entry #16 "Plenty Of Prospects"... these include coal, gold, uranium, iron ore, bauxite, silica, etc.
All of these will be mined eventually, using their various mining techniques.  Industry in Orthanc Quay is likely to benefit a lot from this particular lode.

Quote from: Tomas Neto on December 23, 2009, 01:45:11 PM
Wow my friend, really fantastic updates!!! Your region is growing fast!!!  :thumbsup:
Not fast enough ! Hahah.  It seems like I'm crawling my way towards the 1 million mark... I expect to hit it in the next few days.  I could zone medium or even high into grids and get there in an hour or so, but creating a realistic growth is very important to me and my satisfaction with the game.  It will make it that much more rewarding for me when I do hit that mark.


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Crystal Bay has only been accessable by road up until now.  With the expansion of Boston's Rail system to the north, Crystal Bay is one of the first of the northern suburbs to be brought online.

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Commuters living in the northern suburbs of Crystal Bay were becoming more and more in numbers, and often would make trips not only to the busy commercial district in Oogley, but even through the very heart of Boston and out to places like South Point and Jacobfarm.  As these commuters grew in number, the traffic become less and less tolerable.  "Highways!" screamed many parties, but in the end rails were chosen as the most economical and least invasive method of moving all these sims back and forth.  Highways involved very serious upheaval, while rails required only a few new connections and a few upgrades into duel-carriage lines.

And so plans were made, submitted, rejected, redrafted, and eventually proposals were turned into tenders, and tenders into contracts, and contracts came to be concrete, gravel and steel.

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New dual-carriage outter ring-rail lines leading from Oogley up north through Copper-Rocks and west into Khole Inlet.  The new Crystal Bay line can also be seen running north from Copper-Rocks.


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The successful proposal required that minimal disturbance to Copper-Rocks was incurred, as well as the lower cost, appropriate gradient, and a reasonably efficient route.

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The Dual-Carriage Ring-Rail line was laid through mostly resumed farmlands, the cost of which was made back by rezoning and selling the land to developers as commerical, residential and industrial sectors hugging the new line.  Much of the pre-existing farmlands was left untouched, and the end result was a very minimal disturbance to Copper-Rocks.

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The rail station used throughout the project was a new design by Sir Everon Marrast, a german architectural engineer.

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The tracks also had to circumvent the budding township of Fargo, sitting between Copper-Rocks and Crystal Bay.  The successful proposal acheived this by running around the north of the town so as to avoid the slight but still too steep grade of the hill to its south.

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The large industrial sector of Crystal Bay, which was rapidly moving towards high-end and clean industry, needed a more efficient means of moving its product, as well as direct rail access to Boston's ports... this alone would relieve a great deal of road traffic.

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Both a freight station as well as a passenger station were installed at the terminus, to encourage commuting to work by rail rather than bus, further releaving the burdened road system.

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One of the more difficult parts of the proposal involved the rail passing either through a stretch of suburbia near Crystal Bay's west shores, or around it through a reasonably high grade hill that would need to be cut to make passage.

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In the end cutting through the hill was judged most effective even though it was marginally more expensive than resuming the homes along the shoreline.

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The proposed terminus of the Crystal Bay line... a Valencia Orange farm that was close to 35 years old.

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A small line of commerce was placed near the terminus station - cafe's, hairdressers, and other small businesses would make good use of the traffic to and from the station.

Now that Crystal Bay was wired into the new Dual-Carriage line running between the outer northern suburbs, commuters had a fast and inexpensive means of moving between areas in the city, and almost no upgrade to the existing road system was required, beyond the normal upgrading of intersections and busier roads.

This in turn, paths the way for Crystal Bay and even Whitesands Inlet to become thriving coastal retreats...

Commerce descended like bees to a honey pot.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on December 25, 2009, 07:37:02 AM
That was a convenient route, you really did manage to punch that through with minimal impact.  I'm sure the local industry will appreciate the rail line as well.!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on December 25, 2009, 10:20:03 AM
Well developed rural area, and with well planned surburbs too! The Dual-Carriage Ring-Rail line also is a great idea!!!  :thumbsup:
Merry Christmas !!!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on December 29, 2009, 06:12:24 AM
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Quote from: Battlecat on December 25, 2009, 07:37:02 AM
That was a convenient route, you really did manage to punch that through with minimal impact.  I'm sure the local industry will appreciate the rail line as well.!
I try to make upgrades as minimally impacting as possible, and leave the simulator running while I do it, simulating traffic disturbances to work commutes, etc.

Quote from: Tomas Neto on December 25, 2009, 10:20:03 AM
Well developed rural area, and with well planned surburbs too! The Dual-Carriage Ring-Rail line also is a great idea!!!  :thumbsup:
Merry Christmas !!!
Thanks Tomas Neto! You too! Hope you have a good New Year!

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At exactly 4.15am, Thursday February 15th, 1990 Boston finally hit the 1,000,000 sim population count, according to census.

Such a huge milestone deserves a significant mark left by it, so let's take a moment to step out of our traditional view of Boston, and see what it's like from the eyes of the million digital sims that now inhabit the region.

Boston CBD as seen through traditional SC4 Wot Deity eyes:
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A similar perspective as we move away from Wot Deity eyes and into the eyes of one of the landing jets coming in to Boston Central Airport:

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As the jet continues to land, we approach the ground level, and can see Boston take shape for the first time ever outside of our own Wot vantage point:
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Coming in for final approach at the Boston Central Airport, we leave our heavenly Wot vantage point, and become as one with our faithful and lovingly devoted sims:

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Looking from the north bank of Boston across Boston River Main towards the CBD, with the Carlson Esanda Memorial Bridge in the foreground (this is a wide-angle shot to show much of the opposite bank):
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I dunno about you but I think the Boston sims have a good view across the river, even while the CBD is still tiny and relatively low-density compared to what it becomes after the game-year 2010...  but let's not get ahead of ourselves.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: mightygoose on December 29, 2009, 06:47:16 AM
aha these look fantastic and i bet lots of people are wondering how he did that, and yes those are simcity buildings in those perspective shots........
Title: Re: CSGdesign's NATURAL GROWTH
Post by: metarvo on December 29, 2009, 09:07:09 AM
SimCity 4 has gone 3-D?

:o

My eyes just about popped out of my head when I saw that!  If I had seen that last picture anywhere else, I would have almost certainly thought it was from RL.  That's quite a view you've shown us, CSG, and it is one of my favorite night shots that I've seen.

&apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: emgmod on December 29, 2009, 10:49:10 AM
That... is just awesome.

Something in my head is making me think that you used Google Earth to make this. It's my best guess until you tell us how you did it.
Edit: I found out how you did it. I should read your blog more.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: ecoba on December 29, 2009, 01:22:48 PM
Wow, CSGDesign!

Your style of natural growth is really awestriking! I also like the style of an abstract recreation you've made of Boston!

Keep up the good work, and welcome to the Best Sellers!

Ethan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: BuildingUp on December 29, 2009, 02:52:21 PM
WOW! I love the 3D shots. Very dramatic indeed!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: mightygoose on December 29, 2009, 05:21:00 PM
congratulations on making it to the best sellers...
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on December 29, 2009, 10:02:44 PM
 :o     &apls

That's purely amazing!  Looks very impressive indeed!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on December 30, 2009, 02:16:10 AM
Awesome update!!! Happy new year!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: rooker1 on December 30, 2009, 05:22:42 PM
It gives me great pleasure to move your MD to the next level...."Best Sellers"! &apls
Didn't take you that long at all with all those great updates.

Robin and The SC4D Staff.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on December 30, 2009, 05:48:11 PM
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Quote from: mightygoose on December 29, 2009, 06:47:16 AM
aha these look fantastic and i bet lots of people are wondering how he did that, and yes those are simcity buildings in those perspective shots........
You like them?  They're only a work in progress so far - I hope to release much more interesting shots in the future.

Quote from: metarvo on December 29, 2009, 09:07:09 AM
SimCity 4 has gone 3-D?

:o

My eyes just about popped out of my head when I saw that!  If I had seen that last picture anywhere else, I would have almost certainly thought it was from RL.  That's quite a view you've shown us, CSG, and it is one of my favorite night shots that I've seen.

&apls
That's some very nice praise metarvo, thankyou!

Quote from: emgmod on December 29, 2009, 10:49:10 AM
That... is just awesome.

Something in my head is making me think that you used Google Earth to make this. It's my best guess until you tell us how you did it.
Edit: I found out how you did it. I should read your blog more.
No Google Earth, although interestingly another two people asked me that same question.
As shown in my blog (http://blogs.simtropolis.com/CSGdescussions/) [spoiler alert], the pictures were made by recreating my city in 3ds max on three dimensional terrain, something I'm doing a fair bit now and will refine to become more and more detailed and unique in appearance.

Quote from: ecoba on December 29, 2009, 01:22:48 PM
Wow, CSGDesign!

Your style of natural growth is really awestriking! I also like the style of an abstract recreation you've made of Boston!

Keep up the good work, and welcome to the Best Sellers!

Ethan
Thanks Ethan!  It's not really an abstract recreation of Boston (although I suppose technically it is)... it's a completely fictional city in every way, it just happens to be on terrain that was created based on the Boston Harbour... because it's interesting terrain to work with.

Quote from: BuildingUp on December 29, 2009, 02:52:21 PM
WOW! I love the 3D shots. Very dramatic indeed!  :thumbsup:
Haha "dramatic".  Thankyou very much.  :)  I'll be showing more that are more advanced than this - hope you like them too.

Quote from: mightygoose on December 29, 2009, 05:21:00 PM
congratulations on making it to the best sellers...
Thanks MG!  Your MJ is doing well by the looks.

Quote from: Battlecat on December 29, 2009, 10:02:44 PM
:o     &apls

That's purely amazing!  Looks very impressive indeed!
I'm really glad you like them!  Keep your eye out for future ones - they should be much better.

Quote from: Tomas Neto on December 30, 2009, 02:16:10 AM
Awesome update!!! Happy new year!!!  :thumbsup:
I hope you have a great New Year too Tomas!

Quote from: rooker1 on December 30, 2009, 05:22:42 PM
It gives me great pleasure to move your MD to the next level...."Best Sellers"! &apls
Didn't take you that long at all with all those great updates.

Robin and The SC4D Staff.
Swoit!

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While Boston is large, sprawled, and has a massive range of R,C, and I, it also has several smaller orbiting neighbour towns that will no doubt one day be engulfed by the Megalopolis that will one day cover this entire region.

The two main ones (but not the only ones) that orbit Boston are the southern neighbour of Ellis Point, mayored by the Honourable Mayor Benedict, and the northern neighbour Orthanc Quay which actually encompassed an entire harbour complex north of Boston's own harbour.

Let's have a quick look at them in their infancy...

ELLIS POINT:
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Ellis Point is set on a long thin structure of land which breaks off into a cluster of islands on it's north western tip, and is footed in a complex set of inlets, creeks, and tributaries at its southern end.  The majority of the population lives at it's northern end and the southern end, with many farms.  It is entirely low-density and more or less self-contained, with access to Boston by both dirt road and ferry.

ORTHANC QUAY:
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Orthanc Quay is actually a cluster of smaller townships, but the majority of the population is set on the eastern most peninsula, shown here facing east, away from Boston.  The town is older and much larger than Ellis Point and the other obiting townships of Boston, and is well on it's way to being a city in its own right.  This is the town that the Great Northern Bay Road travels to from Boston, past the new silica mine of Executor Bay.

These are the two main towns orbiting Boston, but there are another several much smaller communities floating about, usually industrially based such as the logging township of Carver Hills, to the west.

The region is large enough for plenty of towns at this point in time, but eventually... it will all be one city.
That's just the way of things.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 02, 2010, 08:39:46 AM
Great looking little neighbor towns there!  Also, congratulations on your move to Best Sellers!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 06, 2010, 03:36:26 AM
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Quote from: Battlecat on January 02, 2010, 08:39:46 AM
Great looking little neighbor towns there!  Also, congratulations on your move to Best Sellers!
Thankyou very much Battlecat!  One day all those little towns (there's a lot that I didn't show because they're still so tiny) will just be suburbs in the megalopolis that will be Boston.


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Well it was only a matter of time really.
Boston itself might not have the population and traffic demands that require high-capacity freeways internally, yet, but Simnation is serious about connecting the dots, and it's bringing the nation to Boston.

The Federal Government has drafted some proposals and in close partnership with Boston has brought clear and concise plans to the table about how they'd like to connect Boston with her neighbours... her DISTANT neighbours... not the satellite townships nearby that would one day be swallowed by Boston, but by other Simnation cities... some of which were much, much larger than Boston.

This Federal Main Roads project involved the Eastern Sea-Board Highway, which would run in from Boston's south and disperse into the town, and then re-integrate just north of the town and continue north towards Sutton City, further up the coast.
Additionally the Western Mountain Highway would bring inland townships much closer to the coast by snaking its way in from the north-west and dispersing close to Boston's CBD.

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Above image shows proposed highway paths.

The Western Mountains Highway would end just on the northern edge of Sifolis, connecting with Honk Road.
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The northern section of the Eastern Sea-Board Highway would follow the existing low-capactiy highway (more or less, while allowing for a much higher capacity by ironing out some of the sharper curves and gradients).  The existing highway would either be replaced or where it was significantly deviating from the path of the new highway would be kept in place as a service road for the neighbouring communities.
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The southern section of the Eastern Sea-Board Highway connected directly to Mathshampton Road, just south of the Jacob Industry Way junction station.   From there it would slice through several farms, weave to the west of Blattvale, take a quick trip across Kelly Bay, and then weave south through Rotundo.
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Of course many of the connecting roads would need to be beefed up to handle traffic passing right THROUGH Boston, which would effectively form a set of ring-roads around the CBD.
It was a project that was set to take around 4 years to complete, and resume many homes and business premises, but it would ultimately ensure Simnation and Boston were connected and economically strong.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 06, 2010, 08:53:56 AM
Well here come the freeways!  I see they're slipping through the undeveloped gaps in the region here.  Interesting that they're not going deep into the existing urban area.  At least that will help you avoid what the real Boston has been going through with the Big Dig. 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on January 06, 2010, 02:55:00 PM
Wow, a fantastic work!!! Very nice!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 07, 2010, 03:14:44 AM
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Quote from: Battlecat on January 06, 2010, 08:53:56 AM
Well here come the freeways!  I see they're slipping through the undeveloped gaps in the region here.  Interesting that they're not going deep into the existing urban area.  At least that will help you avoid what the real Boston has been going through with the Big Dig. 
That will come later... for now all we're doing is connecting Boston to her neighbours... the existing roads that the highways join up to will be increased in capacity to handle the small amount of extra traffic these inter-city highways bring.

Quote from: Tomas Neto on January 06, 2010, 02:55:00 PM
Wow, a fantastic work!!! Very nice!!!  :thumbsup:
Thankyou again Tomas.  :)


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Western Mountain Highway (WMH) was going to intersect Boston's central road network just above Sofolis University, on Harvend Road (which was currently a small cul-de-sac leading to farmland.)

The intersection for this junction was a relatively simple one.

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The existing area as it stands pre-development:
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The proposed development would see Harvend Road and Manly Road upgraded into a high-capacity 4 lane avenue, which would also move traffic north into Rosehip Road, splitting traffic coming to and from the end of the WMH and dispersing it.  Other intersections further along the Western Mountain Highway would further siphon traffic off the highway before it reached this intersection, so traffic at this point would be only a fraction of traffic seen further west along the highway.

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Points of the plan are:

1) Vix Road, Manly Road, and Harvend Road intersection - a simple traffic light exchange allowing through traffic and turning traffic to alternate.  Traffic volume to disperse south on Manly Road and east on Vix Road.

2) WMH / Harvend Road north-bound entrance - Start Highway, vehicles only.  Lights allow through traffic, turn left north-bound traffic, turn onto highway south-bound traffic, and U-Turn traffic to alternate.

3) WMH / Harvend Road south-bound entrance - End Highway.  Lights allow through traffic, turn right U-Turn traffic, and highway exit traffic to alternate.

4) Rosehip / Harvend Road intersection - a simple traffic light exchange will allow through traffic and traffic turning from Rosehip Road onto Harvend Road to alternate.

5) Rosehip / Harvend Road / Piffle Place intersection - a simple traffic light exchange will allow standard 4-way traffic exchange, with the exception that traffic will not be travelling from east to west through the intersection.

Other roads will be upgraded as part of the Western Mountain Highway project, but are not drafted on this interchange's plans... they will be drafted independantly.

Your feedback on these plans is very welcome.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 07, 2010, 09:35:37 AM
Those plans look pretty good considering the restrictions you are operating under.  The railway really does throw a pretty severe constraint into design in the area.  I'd say those are pretty standard looking dispersion plans for a major freeway terminus, it should work fairly well for a time at least! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 08, 2010, 03:41:06 AM
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Quote from: Battlecat on January 07, 2010, 09:35:37 AM
Those plans look pretty good considering the restrictions you are operating under.  The railway really does throw a pretty severe constraint into design in the area.  I'd say those are pretty standard looking dispersion plans for a major freeway terminus, it should work fairly well for a time at least! 
Thanks for the feedback.  The rails will definately pose a problem in the future... but that's the great thing about the future... it isn't here yet.  It gives me something to do when it comes around!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG53%2FNG53%2520Banner%252001.jpg&hash=f77f1af46e093012e7925370d607843214baae7a)

The Eastern Sea-Board Highway was a massive road running for hundreds of kilometers up the east coast of Simnation, intersecting many cities (including Boston) along it's sizeable stretch.

The part of the highway leading to the north from Boston was referred to as ESBH North, and the highway leading away south was referred to as the Eastern Sea-Board Highway (ESBH) South... for obvious reasons.  Of course this was only on local maps, both stretches were part of the entire highway that was called the ESB Highway on national maps.

The ESB Highway North was to connect to a well-establish avenue leading to the east from Khole Inlet, called Gretchin Avenue.  This avenue formed the bulk of a northern road running east/west between Khole Inlet and Foggy Inlet, and would therefore make an excellent distribution avenue for sims entering and exiting the new inter-city highway.

This intersection was a little more complex than the Western Mountain Highway / Harvend Road Intersection, but only because of the reorganisation required of the local street network to prevent unecessary intersections with the highway, thus controlling access.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG53%2FNG53a.jpg&hash=a8507beb25b48c4807d6a95bf464331f2e80dde6)

The existing area pre-development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG53%2FNG53b.jpg&hash=95fbff8d515c06bf766014caeb012f148326485a)

The proposed intersection would connect between the already existing intersections of Gavin Road and Mop Street, slicing through (and permanently seperating) Gatt Street.  The majority of the rest of the area would remain unchanged, except for Gavin Road also being permanently seperated by the new highway as it turned west.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG53%2FNG53c.jpg&hash=25564945801038343c800d0fa5a42bdd118ef21f)

Points of the plan are:

1) Rode Street Intersection - Existing give-way structure, no upgrading required.

2) Mertle Road Intersection - Existing traffic lights allow avenue through traffic, u-turn traffic, and Mertle Road exiting traffic to alternate.

3) Gavin Road Intersection - Existing traffic lights allow avenue through traffic, u-turn traffic, and Gavin Road exiting traffic to alternate.

4) ESB Highway North Entrance - Vehicles only past this point. Traffic lights will allow avenue through-traffic, and highway entering traffic to alternate.

5) ESB Highway North Exit - Traffic lights will allow avenue through-traffic, and highway exiting traffic to alternate.

6) Mop Street Intersection - Traffic lights will be installed to allow avenue through-traffic, and Mop Street exiting traffic to alternate.

7) Jon Road Intersection - Existing traffic lights allow avenue through-traffic and Jon Road exiting traffic to alternate.


PROPOSAL #2:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG53%2FNG53d.jpg&hash=5344d3e42da4c1ec33d7039e2a5de5398de8a293)

Points of the Plan are:

1) Rode Street Intersection - Existing give-way structure, no upgrading required.

2) Mertle Road Intersection - Existing traffic lights allow avenue through traffic, u-turn traffic, and Mertle Road exiting traffic to alternate.

3) Terminus Roundabout - Free-flowing access for avenue, Gavin Road, highway, and Mop Street.

4) Jon Road Intersection - Existing traffic lights allow avenue through-traffic and Jon Road exiting traffic to alternate.


As with most of these upcoming plans, this one deals only with the actual intersection with the highway.  The adjoining avenue and roads not shown here will probably be upgraded as well (Mertle Road for example is likely to become a four-lane avenue to meet up with it's slightly more southern avenue counter-part).

As ever, your comments and ideas are very welcome.

As with most of these upcoming plans, this one deals only with the actual intersection with the highway.  The adjoining avenue and roads not shown here will probably be upgraded as well (Mertle Road for example is likely to become a four-lane avenue to meet up with it's slightly more southern avenue counter-part).

As ever, your comments and ideas are very welcome.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on January 08, 2010, 04:37:59 AM
Nice MD!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: ecoba on January 08, 2010, 04:38:39 AM
I've seen the last few updates over at ST, my friend. And your style of project planning is interesting, but uncluttered and informative. I can't wait to see the construction plans go into action!

Ethan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 08, 2010, 08:57:45 AM
That sprawling style of development you've got here certainly does make life challenging for freeway construction.  Looks to me like you've found the best solution for this area given the constraints you're building under. 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 08, 2010, 06:12:32 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Quote from: 976 on January 08, 2010, 04:37:59 AM
Nice MD!
Thanks 976, welcome to my MD - I hope you enjoy reading it!

Quote from: ecoba on January 08, 2010, 04:38:39 AM
I've seen the last few updates over at ST, my friend. And your style of project planning is interesting, but uncluttered and informative. I can't wait to see the construction plans go into action!

Ethan
That's very kind of you ecoba.  I am trying to present things in a way that can be read both at a glance by skimming readers and in a bit more detail by people that like something a bit meatier.

Quote from: Battlecat on January 08, 2010, 08:57:45 AM
That sprawling style of development you've got here certainly does make life challenging for freeway construction.  Looks to me like you've found the best solution for this area given the constraints you're building under. 
Yes, the entire reason why I started this MD in the first place was to try to show visually how much more interesting I find chaotic sprawl to work with than grids and "neat" stuff.  It's far more challenging, and therefore far more fun.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG54%2FNG54%2520Banner%252001.jpg&hash=d39434842a74b35e85e8639b060d41537600b7cb)
Several important roads were to be intersected by the proposed ESB Highway North, so intersections, overpasses, and underpasses needed to be planned for these roads so as to have a minimal affect on the areas relying on them.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG54%2FNG54a.jpg&hash=73b3b845312d8031b21da478c5c87fb8e9a83bc1)

One of the few roads heading east/west in northern Khole Inlet was that which ran past the treatment plant, built at the time to service the plant, and called Treatment Road as a result.  Since then it has been one of the main roads in the area's northern suburbs to access the south-western and western suburbs.

It was therefore important that the new ESBH did not cut it off permanently.

Area prior to development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG54%2FNG54b.jpg&hash=e00618a88a6739ad752971f72af7c8d50cb02728)

Proposed Eastern Sea-Board Highway North:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG54%2FNG54b2.jpg&hash=6c475f4518aaba893dce14ee6c87d3fd5b3c9044)

The proposal was to have a simple overpass, which would mean that the highway needed to bank sharply to the west but would allow the road to remain completely functional, which was important to the neighbourhood.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG54%2FNG54c.jpg&hash=0228c6aecd9f71ab202f3e7ed72fe6d78979d6be)

Points of the Plan are:

1) Lint Street Extension - connecting the existing Lint Street with the existing Malivore Street.

2) Malivore Street disconnected - footing of the new overpass would need to replace the existing intersection of Malivore Street and Treatment Road, the primary reason for extending Lint Street along the north.

3) Malivore Park - a small area of farmland would be redeveloped to create a new park in the region, which would help offset the negative impact of the overpass and highway, and help to maintain property values in the area.  This was heavilly driven by community input which protested avidly about the highway development but was placated somewhat by the inclusion of parklands into the area with a healthy screening of trees to help suppress noise from the new highway towards the west.

4) Treatment Road Overpass - a simple overpass that had a capacity high enough to avoid being replaced in the immediate future as the surrounding area continued to bloom.

5) Cruz Street restructuring - the eastern footing of the overpass required a slight restructuring of Cruz Street, involving some resumptions and road-works.


All comments and suggestions are welcome.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 09, 2010, 03:31:22 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Well... nobody commented on my last entry at all.  Actually the number of readers here at Simcity4devotion seems very, very low compared to Simtropolis where I get an average of around 6 comments per entry... why?   &mmm Maybe the readers here prefer custom BATs and lots and content rather than what I'm doing...?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG55%2FNG55%2520Banner%252001.jpg&hash=174b81f0dd611a334c321a5bc7315b437d750607)

The Khole Inlet Interchange was an interesting one, and perhaps the most ambitious part of the ESB Highway North aspect of the highways project.  Not only did it involve access to and from the northen tip of Khole Inlet, but it also required the unmodified access to the northern industrial park of Hektor of both the ONLY road and the ONLY rail line leading there.

This posed a few interesting challenges for the planning committee, which ultimately settled on upgrading existing roads, an overpass, and some access roads that would allow traffic to move unimpeded from the highway into Khole Inlet as well as from Khole Inlet to Hektor without any obstruction posed by the highway itself.

As always, a few resumptions were required, but in the end the plan left very little ruin in it's wake.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG55%2FNG55a.jpg&hash=d54f7047b947b61dfe0ad28005978efed0e8f106)

The area pre-development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG55%2FNG55b.jpg&hash=7733560314af3ae2ebfdd3f7e10bc35f2f3bc23d)

The area super-imposed with the proposed interchange and overpass:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG55%2FNG55b2.jpg&hash=e614b3019161a88575216d5fcfd83e3cb1fcd8a6)

The development plan was to put an overpass over Hektor Way and the Hektor Rail Link, with access to the highway being provided both on and off to both east and west bound traffic just west of the overpass.
These on and off ramps would connect directly to pre-existing main roads, which of course would be beefed up to handle the additional traffic.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG55%2FNG55c.jpg&hash=5e7a0aa86be9627c24aaeed3f2f4b90497dc869d)

Points of the Plan include:


1) East-Bound Off Ramp
- Highway traffic exits here to enter Hektor or Khole Inlet.

2) East-Bound ramp intersection
- Traffic can continue to exit, enter, or re-enter the highway.  Give way to the right rules apply.

3) East-Bound On Ramp - Highway traffic enters here from Hektor or Khole Inlet.

4) Hektor Way intersection
- Traffic entering or exiting the highway intersects Hektor Way here and integrates into the city traffic grid.

5) Highway Overpass
- Highway remains level, passing over Hektor Way main road to Hektor, and Hektor Rail Link lines, both pre-existing.

6) West-Bound On Ramp - Highway traffic enters here from Hektor or Khole Inlet to head out-bound on highway.

7) West-Bound ramp intersection - Traffic can continue to exit, enter, or re-enter the highway. Give way to right rules apply.

8) West-Bound Off Ramp - Highway traffic exits here to enter Hektor or Khole Inlet.

9) Hektor Way - Pre-existing main road between Khole Inlet and Hektor Industrial Park will pass under new highway and be upgraded to handle increased traffic expected to be brought by the highway interchange.

10) Hektor Rail Link - Pre-existing line to Hektor will pass under the new highway to allow trains and cars to pass unimpeded by each other.


As ever, councillors, your input is welcome.
None of these plans are yet approved or set in stone, so if you have anything to add, be my guest.
Remember the mandate of Natural Growth however - we're dealing with existing conditions, not planning for the future.  Also we're doing this as inexpensively as possible.  Knocking down homes and businesses to straighten roads or create nice pretty grids is NOT what we're about.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: emgmod on January 09, 2010, 04:19:08 PM
Trust me, I'm reading this, but I'm lurking.
That's a very minimalistic interchange you have there. I'm not sure about the safety of them, but they work.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: ACEfanatic02 on January 09, 2010, 05:51:22 PM
Quote from: emgmod on January 09, 2010, 04:19:08 PM
Trust me, I'm reading this, but I'm lurking.
Also keep in mind that this is a smaller community than ST.

That interchange at Hektor Way looks pretty good, but it's missing one thing:  a way to turn around.  To go from the Northward to Southward (I think?) lanes, you have to get off, go all the way into the city traffic grid, and get back on.  An overpass would solve that, or even extending the west offramp access road down to Hektor Way through the forest.

...Not to get all that anal about it or anything...  ::)

-ACE
Title: Re: CSGdesign's NATURAL GROWTH
Post by: soulchaser on January 10, 2010, 02:11:23 PM
I'm also watching every update, as I did on ST before ;)

Your MD is just great, your ideas awesome, your plans perfectly made.

:thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on January 11, 2010, 01:44:25 AM
I'm see the last update but, I didn't have time to comment it.
Anyway, both are nice!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: rooker1 on January 11, 2010, 04:10:19 AM
 I wouldn't worry too much about the number of comments you recieve.  I think you need to remember that you basically just got here and that it takes a bit to gather a fanbase.  If I take a look at the number of viewers you have (@3230) I see that a lot of people are visiting.  What you need to do is figure out how to get those people out of Lurker Mode.  ;)  Otherwise I would just sit back, relax and keep on posting....as long as you are enjoying yourself of course.
As for myself, even though I don't commment here much, I can tell you that I am enjoying myself.  You have great some pictures, ideas and the overall feeling I get from your MD is very enjoyable..

Also another tip would be to visit other MDs and comment there.

Robin  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 11, 2010, 04:37:38 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)
Quote from: emgmod on January 09, 2010, 04:19:08 PM
Trust me, I'm reading this, but I'm lurking.
That's a very minimalistic interchange you have there. I'm not sure about the safety of them, but they work.
Oh good!  Lurkers very welcome!   ;D
Safety is less important to Boston City Council than Simoleans at this point.  Well, there's a balance, and spending big bickies making intersections ultra-well-planned is very low on the list of priorities.
I'd be curious how you feel they may be unsafe, specifically?  But I won't force you out of the comfort of lurking if that's what you prefer.
Hope you continue to read and enjoy my MD, and feel free to make any comment or ask any question you like.

Quote from: ACEfanatic02 on January 09, 2010, 05:51:22 PM
Also keep in mind that this is a smaller community than ST.

That interchange at Hektor Way looks pretty good, but it's missing one thing:  a way to turn around.  To go from the Northward to Southward (I think?) lanes, you have to get off, go all the way into the city traffic grid, and get back on.  An overpass would solve that, or even extending the west offramp access road down to Hektor Way through the forest.

...Not to get all that anal about it or anything...  ::)

-ACE
Oh I didn't realise there was more people on ST than here... odd considering the awesome content SC4D has...
Yes the in-bound to out-bound direction swap would be an awkward one at this particular intersection, although it would be pretty drop-dead-simple 500 meters down the road at the terminating round-about.  The out-bound ramp extended down to meet Hektor Way is a good idea... I'll revisit this and see if it has merit and can be done without too much impact.  An overpass is not possible without seriously increasing the infrastructure at this intersection, so the cost I feel is unjustified.

Quote from: soulchaser on January 10, 2010, 02:11:23 PM
I'm also watching every update, as I did on ST before ;)

Your MD is just great, your ideas awesome, your plans perfectly made.

:thumbsup:
Thankyou very much soulchaser - I'm very glad you are enjoying it!  Please feel free to drop a comment or a question here or there.

Quote from: 976 on January 11, 2010, 01:44:25 AM
I'm see the last update but, I didn't have time to comment it.
Anyway, both are nice!
We're a bit over half-way done with the posts that deal with the major intersection plans.
After that we'll resume the game as the development actually begins, and I'll stop in every now and then on entries to show the development, while focusing on other parts of the city too (busy busy busy, the city never sleeps!)

Quote from: rooker1 on January 11, 2010, 04:10:19 AM
I wouldn't worry too much about the number of comments you recieve.  I think you need to remember that you basically just got here and that it takes a bit to gather a fanbase.  If I take a look at the number of viewers you have (@3230) I see that a lot of people are visiting.  What you need to do is figure out how to get those people out of Lurker Mode.  ;)  Otherwise I would just sit back, relax and keep on posting....as long as you are enjoying yourself of course.
As for myself, even though I don't commment here much, I can tell you that I am enjoying myself.  You have great some pictures, ideas and the overall feeling I get from your MD is very enjoyable..

Also another tip would be to visit other MDs and comment there.

Robin  :thumbsup:
Thanks Robin, I'll keep that in mind.
I don't want to take anyone out of Lurker Mode if that's what makes them want to stay.  But I will say that I very much enjoy being asked questions or presented with ideas that spark my imagination and can be assimilated into my city.

I do visit other people's journals, both here and on ST.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG56%2FNG56%2520Banner%252001.jpg&hash=8e52459176740010101d3d2e623fa15eff7d307f)

One of the single most interesting intersections planned to date was the interchange that allowed traffic to enter and exit the Western Mountain Highway from the suburb of Oakland and its neighbours.  This interchange was further out of town than the main terminating end of the WMH, but it was none-the-less very important for the local area.

Making it doubly interesting was the awkwardness which the curves of the highway presented to the construction of exit and entry ramps.  The curves were necessary to reduce the resumptions and therefore the costs of the highway, but the end result was much more land being occupied in total by the ramp system.

This was a two-edged sword.
One one hand it provided a challenge to the design of the ramp system, but on the other hand it provided the Boston City Council with the opportunity to resume large amounts of farmland that was then able to be set up as a reserve for future highway expansion, all at a very low cost compared to for example an industrial or a commercial area being demolished to make way for the new infrastructure.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG56%2FNG56a.jpg&hash=df6a3ccf0169c518929ea38b67ccfa686eb16a6f)

The area prior to development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG56%2FNG56b.jpg&hash=b0492a5927d847732bb6434f1cf3f44369e6ae81)

The area with the proposed development superimposed for reference:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG56%2FNG56b2.jpg&hash=a10e9faa745d344ace8824cf3d0db11f5d974272)

The development plan:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG56%2FNG56c.jpg&hash=a39f2450f63dee5f1f694bac1c0f183f0470b4ad)

Points of the Plan are:

1) In-Bound Exit Ramp - ramp will allow WMH in-bound traffic to exit the highway and access Oakland, Nanogram, Walruston, and other surrounding suburbs.

2) Ramp Intersection - Allows traffic exiting highway, traffic entering highway, and traffic re-entering highway to intersect.  Give way rules apply.

3) In-Bound On Ramp - ramp will allow traffic from Oakland and surrounding area to enter the highway.

4) Deshon Road Overpass - overpass will allow traffic to cross the highway, either for local access or to change direction of travel on the highway.

5) Out-Bound On Ramp - ramp will allow traffic from Oakland and surrounding area to enter the highway.

6) Out-Bound Off Ramp - ramp will allow traffic travelling away from the CBD to exit the highway and enter the local area's traffic system.


Any questions or comments are very welcome.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: soulchaser on January 11, 2010, 05:14:27 AM
So this is something I can't just lurk!

The effect on highlighting the Interchange is just great. maybe I'll try this on pics of mine, one day. (if I'm allowed to  ;) )
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 11, 2010, 10:04:49 AM
You're posting these updates very fast indeed!  From the looks of your plans, it's a good thing you've got those wide bands of farmland to build these highways through! 

I particularly like the interchange in the latest update, it's going to be very interesting to see how the highway affects the growth of the local communities! 

I like that superimposed development plan you've done in the last few updates, it's a great touch!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: emgmod on January 11, 2010, 11:41:35 PM
Quote from: CSGdesign on January 11, 2010, 04:37:38 AM
I'd be curious how you feel they may be unsafe, specifically?  But I won't force you out of the comfort of lurking if that's what you prefer.
My thought was that cars would have to decelerate from freeway speeds, stop, then make a 180 degree turn to get off. The problem is, I don't think there's enough room to build a safer on ramp.

I liked how this intersection turned out. Would it be possible to reroute on ramp #5 to off ramp #6 with an RHW-2 - Dual MIS splitter? It might take up less space, and be a little more organized.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 12, 2010, 03:23:45 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Quote from: soulchaser on January 11, 2010, 05:14:27 AM
So this is something I can't just lurk!

The effect on highlighting the Interchange is just great. maybe I'll try this on pics of mine, one day. (if I'm allowed to  ;) )
I don't claim ownership of anything I produce.
The only exception to that is I don't want people uploading or sharing any of my content (like my sea-walls and stuff) without giving me credit for it.
If you see something in my diary you like and want to use yourself - go for your life, I'd be very pleased to see your interpretation of it!
That red effect seems to be getting a lot of positive response lol... it was meant to be on one entry only as a bit of extra spice but I stuck to it becuase ppl seem to like it.

Quote from: Battlecat on January 11, 2010, 10:04:49 AM
You're posting these updates very fast indeed!  From the looks of your plans, it's a good thing you've got those wide bands of farmland to build these highways through! 

I particularly like the interchange in the latest update, it's going to be very interesting to see how the highway affects the growth of the local communities! 

I like that superimposed development plan you've done in the last few updates, it's a great touch!
I'm posting one per night, on average.  I want to get the planning stage out of the way as fast as possible so I can move on with the actual building and other stories in my city.  I'm not going to interrupt the planning for a random story though, it seems better if I carry through until the end, which should be around 5 or 7 entries away I suppose.

Quote from: emgmod on January 11, 2010, 11:41:35 PM
My thought was that cars would have to decelerate from freeway speeds, stop, then make a 180 degree turn to get off. The problem is, I don't think there's enough room to build a safer on ramp.

I liked how this intersection turned out. Would it be possible to reroute on ramp #5 to off ramp #6 with an RHW-2 - Dual MIS splitter? It might take up less space, and be a little more organized.
I see.  You are correct it is a fast stop, but I have seen this kind of stop often here.  The ramp distance is around 80 meters, plenty of time to halve your speed from 100kmph to 60kpmh, but you may be right... I'll have a look and see what else can be done, but short of moving the on-ramp further west (which will take up a LOT more space) I'm not sure if it's a good idea to do that.
Your MIS splitter idea is a nice one - I'll see if it allows it near that main curve in the highway... it might not be possible in that area without haggard sharp changes in the road width (which I hate).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG57%2FNG57%2520Banner%252001.jpg&hash=4a9ed1800fc0d91bfe0935c7cf0e6c8a52cdf4e7)

As the Western Mountain Highway progresses further and further out of town (as with the other highways forming this project) it becomes less densely trafficked and therefore less money and effort needs to be spent on making elaborate intersections.

In fact, at some point, it becomes just like any other country road, except graded and curved to allow for a higher speed limit.

This plan deals with the last two intersections before the road becomes reduced to a two-lane highway passing through farmland and undeveloped state land.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG57%2FNG57a.jpg&hash=315be183b7aa691abccb8602e3bbfec599276a4b)

The first intersection we come across is the Maynard Road intersection.  Maynard Road is the northern-western most main entrance into this city district, and will be intersected cleanly by the new highway.

Traffic on Maynard Road is currently very low (it is little more than a rural road between areas of farmland).  Traffic on the highway at this point will be comprised almost entirely of inter-city traffic (also expected to be quite low for the next 10 or 20 years), so a simple at-grade set of lights is deemed acceptable at this intersection.

It is important to note that only a few hundred meters west of this intersection the highway is reduced to two lanes and remains that way until it leaves the entire region.

The area prior to development:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG57%2FNG57c.jpg&hash=1968e09fc06a3f6bdaf13c70d5c3ac1d769c7bf0)

The area with the proposed development superimposed for reference:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG57%2FNG57c2.jpg&hash=c3d43854c896ef74667599b922799f6234582281)

The next intersection we look at is a little further in towards the city, and is an overpass that will replace a road that will be completely truncated by the new WM Highway.  Without this overpass properties and businesses to the north of the new highway would be completely cut off.

Area prior to development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG57%2FNG57b.jpg&hash=e53b19b4718d2359cbaf0be2d808289a584d17cf)

Area with proposed development superimposed for reference:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG57%2FNG57b2.jpg&hash=610c538f6c205e0ccb69a390132e6b54c73b3b56)

Plan of the development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG57%2FNG57d.jpg&hash=23aaa40d2a7d7e03f005204f4fbc06523d7e0037)

Points of the Plan include:

1) Maynard Road Intersection - a same-grade intersection that will favour the highway traffic at a ratio of 3 to 1.  Clearly labelled entrances and lights will direct traffic to alternate between Maynard Road through traffic, Western Mountain Highway through traffic, traffic turning from Maynard Road into the WMH, and traffic turning from the WMH into Maynard Road.

2) Detail of Intersection - shows location of lights and lane direction allocation.

3) Hydralix Street Overpass
- replaces existing Hydralix Street to allow local through traffic.  Access to the highway is not permitted at this point... local traffic must either travel west to the Maynard Road intersection, or east to the Oakland Interchange.  Most local traffic is rural and light residential, and has main road access along Oakland Road to either highway access points.

As always I welcome the input and queries of you as a reader of this journal.  Your input and feedback are what inspires me and makes this journal take unexpected directions, so gimme yer best shot!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on January 12, 2010, 12:31:51 PM
Very cool the way how you present your projects in your updates!!! Really fantastic!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 12, 2010, 01:27:12 PM
Looks good for the initial freeway design on both counts.  I hope the city is clever enough to maintain some reserve land around the first intersection!  While traffic light intersections with highways work up to a certain volume, if the freeway traffic gets to high, there will be demand for a free flowing interchange.

We have that exact problem in the city I work for in the real world.  The highway through town has recently (last 15 years) exploded with traffic and we really need to upgrade our main intersection to a free flowing system.  Unfortunately businesses have grown up nearby which is going to make the design very challenging.  Makes me wish a couple of the buildings there had never been built! 

Anyhow, it'll be interesting to see what sort of approach your region takes regarding future capacity upgrades! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: bat on January 13, 2010, 09:13:32 AM
Nice updates there! Great work on the highway... :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 14, 2010, 04:41:27 AM
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Quote from: Tomas Neto on January 12, 2010, 12:31:51 PM
Very cool the way how you present your projects in your updates!!! Really fantastic!!!  :thumbsup:
Ha, thanks Tomas, I'm very happy that you like it!
They might all start to look the same lately, but this will become just a brief set of updates in the long-term, which can be referred to as a cluster... we'll resume the normal random-story posting once this planning is completed.

Quote from: Battlecat on January 12, 2010, 01:27:12 PM
Looks good for the initial freeway design on both counts.  I hope the city is clever enough to maintain some reserve land around the first intersection!  While traffic light intersections with highways work up to a certain volume, if the freeway traffic gets to high, there will be demand for a free flowing interchange.

We have that exact problem in the city I work for in the real world.  The highway through town has recently (last 15 years) exploded with traffic and we really need to upgrade our main intersection to a free flowing system.  Unfortunately businesses have grown up nearby which is going to make the design very challenging.  Makes me wish a couple of the buildings there had never been built! 

Anyhow, it'll be interesting to see what sort of approach your region takes regarding future capacity upgrades! 
Most of these highways have large expanses of resumed farmland as corridors around them, and where council hasn't directly purchased the land, it has flagged it as "non-developpable" so that in future it will be much less expensive to resume for expansions.  Boston is planning ahead in this way, yes.  Still in a Natural Growth way... that is in a realistic way, not a grand-plan top-down master built way, but in a "the city is looking towards the future and can afford the investment now rather than a much larger investment being required later" kind of way.

Quote from: bat on January 13, 2010, 09:13:32 AM
Nice updates there! Great work on the highway... :thumbsup:
Thankyou very much bat, and welcome to my journal!  I hope you enjoy it!

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The Kelly Bay Crossing was one of the more ambitious of the Eastern Sea-Board Highway proposals.
It involved not only crossing the Kelly Bay inlet with four lanes of fast-moving traffic at a height that allowed ferry and yacht access, but also involved the exchange of traffic with the local area, all within a very confined amount of space, and while minimising the impact to the budding region of Kelly Bay.

In the end the design was drafted that utilised the existing Kromagnom Bridge as part of the exchange, requiring traffic from either side of the river to cross over this bridge to gain access to the highway to continue travelling in the same direction.

This reduced the number of on-ramps from four to two, and effectively made the entire crossing one huge exchange, rather than having two seperate exchanges on either side of the crossing.

It was an ambitious project, but ultimately one which looked as though it would achieve its mandates.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG58%2FNG58a.jpg&hash=0430b666fc1a24cc3f6cfef3f3dcb3d7dbd59462)

The area prior to development:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG58%2FNG58b.jpg&hash=c91d6be08bedf1254ec46c488a2d8c69eeba2eae)

The area showing the proposed development as an overlay for reference:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG58%2FNG58b2.jpg&hash=f6f3774f00af383e068ed767577caab947e03cee)

Plan of the Development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG58%2FNG58c.jpg&hash=13ce8a16a23bc62b41f4a049cacb60c988168912)

Points of the Plan include:

1) North-Bound Highway Off-Ramp - allows traffic to exit the highway from an in-bound direction and integrate with the local traffic grid.

2) Buffin Street Overpass
- allows local traffic and highway exitting traffic to cross the highway in an east-west direction for local access.

3) South-Bound Highway On-Ramp - allows traffic to enter the highway from local area and travel in an out-bound direction.

4) Kelly Bay Crossing - a set of two double-lane bridges that provide highway traffic crossing over Kelly Bay Inlet, at a height which allows ferry and yacht access to Kelly Bay.

5) Jefferson Road Overpass - allows local traffic and highway exitting traffic to cross the highway in an east-west direction for local access.

6) North-Bound Highway On-Ramp - allows traffic to enter the highway from local area and travel in an in-bound direction.

7) South-Bound Highway Off-Ramp
- allows traffic to exit the highway from an out-bound direction and integrate with the local traffic grid.

A slightly more complex design than some of the other exchanges in the highway plan, but it served very well to link Kelly Bay to not only the heart of Boston, but to the rest of Simnation too.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: mightygoose on January 14, 2010, 06:00:20 AM
nice use of hybrid junctions to split the interchange over the river, very efficient, i would recommend  upgrading the streets around the existing road bridge to cater for traffic looking to enter, exit the new freeway.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: bat on January 14, 2010, 07:50:38 AM
That's really nice agian!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 14, 2010, 08:22:49 AM
Interesting setup, I can see how thats going to save money, but I expect that road bridge is going to see increased use as well!  Businesses along the road accessing the second bridge are going to be happy though, there will be a lot of traffic through town! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on January 14, 2010, 04:02:25 PM
Wow! Nice setup. I like how you showed the proposed bridge as an overlay. 7

                   -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: newsimaddict on January 14, 2010, 05:07:19 PM
Great work on the interchange work! Only further shows the thought and time you spend on your work... :)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on January 14, 2010, 05:48:49 PM
Great job!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 15, 2010, 02:20:54 AM
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Quote from: mightygoose on January 14, 2010, 06:00:20 AM
nice use of hybrid junctions to split the interchange over the river, very efficient, i would recommend  upgrading the streets around the existing road bridge to cater for traffic looking to enter, exit the new freeway.
The roads connecting to all of these intersections will be upgraded as required, but that's seperate to the planning of the intersection itself.  That will be more reactionary than planned.

Quote from: bat on January 14, 2010, 07:50:38 AM
That's really nice agian!  :thumbsup:
Thankyou - though many of your peers disagreed.

Quote from: Battlecat on January 14, 2010, 08:22:49 AM
Interesting setup, I can see how thats going to save money, but I expect that road bridge is going to see increased use as well!  Businesses along the road accessing the second bridge are going to be happy though, there will be a lot of traffic through town! 
That was the plan - that way I go back to the reactionary city building that this journal is more about than the planning this highway is forcing on me.  Reacting to traffic is how I like to build and how I get random and chaotic form to my suburbs, so where-ever possible I leave that element unchecked.

Quote from: canyonjumper on January 14, 2010, 04:02:25 PM
Wow! Nice setup. I like how you showed the proposed bridge as an overlay. 7

                   -Jordan
Thankyou Jordan, and welcome to my diary - I hope you enjoy it.
That overlay effect seems to be quite popular.

Quote from: newsimaddict on January 14, 2010, 05:07:19 PM
Great work on the interchange work! Only further shows the thought and time you spend on your work... :)
Thanks newsimaddict... I'm most of the way through the highway planning now - soon I can begin the building, which I'll only feature at milestones while I post other stories in my previous random focus style.

Quote from: 976 on January 14, 2010, 05:48:49 PM
Great job!
Thanks 976!  However many other ppl at Simtropolis disagreed, which is the reason for the following entry.  ;D

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Well the Kelly Bay Crossing proposal for the Eastern Sea-Board Highway south was a fail.
In fact, it was so much of a fail that to this day council fears planning major infrastructure anywhere near Kelly Bay.  Strictly street upgrades and city beautification only please, those Kelly Bay residents BIGHT.

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The plans to build a crossing over Kelly Bay Inlet through the centre of Kelly Bay itself was met not only with protest, but with the biggest and most aggressive protest in Boston history.

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Fortunately the crowd didn't riot, but it was definately touch-and-go for awhile.  When the councillor conceded that it was only a plan and would be revisited the crowd was somewhat pleased, and put several cars down that they were considering chucking into the river, which was nice of them.  Eventually everyone went home for pizza and TV, but what a day!

A new route for the highway was proposed.  One which bypassed Kelly Bay altogether to the west (which would cost about the same if as the crossing anyway), and north of Tunnings Quarry and the rest of the mining district to the south-west.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG59%2FNG59c.jpg&hash=ff8fd08f45da20d2b4ce42d4dc99575090defb00)

The engineer that had originally proposed the Kelly Bay Crossing, and had spent several months planning the exercise, vanished shortly afterwards, never to be heard from again.

Some say he was so depressed and rejected that he moved to Adelaide (it's considered a worse self-punishment than suicide), and others swear that he became a shaman teaching voodoo ways of removing fungal rot from toe-nails living in a hut on in the distant Western Mountain Range.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG59%2FNG59d.jpg&hash=db9911c3f3a47a8f3f1fcd3ffeda60683976ecf6)

Nobody really knows for sure, but one thing is for certain - Kelly Bay Inlet will not be being crossed by a highway in the immediate future.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: jmyers2043 on January 15, 2010, 04:15:50 AM
Entertaining update. I enjoyed it a lot.

Title: Re: CSGdesign's NATURAL GROWTH
Post by: rooker1 on January 15, 2010, 04:41:34 AM
LOL, too funny.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Rady on January 15, 2010, 05:27:53 AM
Looked in here for the first time, but I have to say I'm impressed. Not only by the way the city looks, but also by the way you are presenting this MD. Fabulous!!

&apls &apls &apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on January 15, 2010, 05:47:23 AM
lol, that's awesome :D That poor engineer. Excellent update.

                      -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: mightygoose on January 15, 2010, 06:23:48 AM
Fantastic.... however kelly bay residents have missed a great oppurtunity for growth in terms of commuter stimulus, while residents celebrate, businesses will be feeling cheated...
Title: Re: CSGdesign's NATURAL GROWTH
Post by: warconstruct on January 15, 2010, 07:58:15 AM
excellent  $%Grinno$%  very great update !
Title: Re: CSGdesign's NATURAL GROWTH
Post by: rhythmandjays on January 15, 2010, 08:27:24 AM
Like most people who is watching this MD....I really like how you find the most cost-effective way to improve your growing city. Also, I like how your approach to this city...just build and respond to the needs of the city when something happens. Great MD here!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 15, 2010, 08:33:33 AM
Interesting.  I think the business leaders of Kelly Bay would be wise to be look into to selling their land in the city core so they can relocated to wherever the new interchange will be going in at the edge of town.  I guess the question is which one of those roads leaving Kelly Bay is going to have the new interchange!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 15, 2010, 10:59:11 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Quote from: jmyers2043 on January 15, 2010, 04:15:50 AM
Entertaining update. I enjoyed it a lot.
Haha excellent!  I don't think I've seen you in here before? Welcome and I hope you continue to enjoy the entries!

Quote from: rooker1 on January 15, 2010, 04:41:34 AM
LOL, too funny.
;D Glad you like.  Beats crying in a corner about ppl hating my bridge. (sob)

Quote from: Rady on January 15, 2010, 05:27:53 AM
Looked in here for the first time, but I have to say I'm impressed. Not only by the way the city looks, but also by the way you are presenting this MD. Fabulous!!

&apls &apls &apls
Haha well good - I hope to see you in here more often!

Quote from: canyonjumper on January 15, 2010, 05:47:23 AM
lol, that's awesome :D That poor engineer. Excellent update.

                      -Jordan
Haha poor because his design caused such public discontent or poor because he moved to Adelaide?   ;)

Quote from: rhythmandjays on January 15, 2010, 08:27:24 AM
Like most people who is watching this MD....I really like how you find the most cost-effective way to improve your growing city. Also, I like how your approach to this city...just build and respond to the needs of the city when something happens. Great MD here!
Thankyou very much rhytmandjays, that is what I find more interesting as a method of playing... hope you continue to enjoy!

Quote from: Battlecat on January 15, 2010, 08:33:33 AM
Interesting.  I think the business leaders of Kelly Bay would be wise to be look into to selling their land in the city core so they can relocated to wherever the new interchange will be going in at the edge of town.  I guess the question is which one of those roads leaving Kelly Bay is going to have the new interchange!
It's an interesting and practical observation you make.  I think you will be as interested as I am to see how this highway affects growth in Kelly Bay, and Boston at large.  It really will make this tiny little town into a thriving metropolis, and even then that's only the beginning.  I have some very major plans for the future of this city.  I intend to take it far into the future and present some very thought-provoking representations of what the future may hold for humanity at large.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG60%2FNG60%2520Banner%252001.jpg&hash=458afd4a5cf002151b66d07ebe583c788e09daa8)

The northern most end of the southern stretch of the Eastern Sea-Board Highway (got all that?) terminated at the Mathshampton Junction, which was a very compact cluster of "unmoveables" such as rail lines, the Mathshampton University, the Simcorp Stadium, and a few others.  This made for some very space-limited options for the highway, and ultimately a raised highway was selected as the best option through the suburbs as the suburbs would largely be unaffected by the development beyond the actual corridor itself.

This was to be the most expensive piece of infrastructure ever built in Boston, ocosting more than the Carlson Memorial Bridge and the Boston Harbour Bridge combined, in inflationary-adjusted dollars.

It was essentially a highway bridge that stretched for almost two kilometers, with the added cost of the resumptions of every property lying in it's 35 meter wide path.  No small project, and one to be taken seriously.

The Junction itself had several drafts, including a set of lights, a give way intersection favouring through traffic from the highway into Mathshampton Road, and ultimately the selected proposal was for a terminating round-about with a speed-reduction zone that connected the pre-existing roads and allowed maximum throughput from all directions.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG60%2FNG60a.jpg&hash=8820ded38f6499b446d68e673c438e8e19984baa)

The area prior to development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG60%2FNG60b2.jpg&hash=b5031d42459835073d7175c4087ed873f0be7c65)

The development as an artist's impression submitted to council during final planning:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG60%2FNG60b.jpg&hash=24a7b5dd369eb1b4595c300cce1ff35db2c3a91d)

Plan of the Development:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG60%2FNG60c.jpg&hash=84130737db064dbe9f8bfdd777dbbe7ed66fdb0b)

Points of the Plan include:

1) Raised Eastern Sea-Board Highway South - raising the highway allows existing streets to remain un-disturbed by the development which minimises re-development of interstections and reduces turmoil caused to the neighbourhood by the highway.

2) Cravemore Road Underpass - reinforced barriers on either side of the street protect the highway pilons from accidental impact.  Cravemore Road will remain largely unchanged by the Junction.

3) Speed Reduction Zone
- highway is brought to ground level and traffic speed limit is reduced from 100kmph to 80kmph then finally to 60kmph around the roundabout, maximising throughput while reducing risk of speed-related accidents at the Junction.

4) Roundabout - connects to and allows throughput from Eastern Sea-Board Highway South, Mathshampton Road, Jacob Industry Way, and Porterhouse Street.

5) Pre-existing Roundabout - this pre-existing roundabout merges traffic from Jacob Industry Way and Mathshampton Road, representing the previous main intersection of these two roads.  In this plan it is kept and continues to serve this purpose.  Future development proposals will include a dual-carriage expressway leading from the new roundabout into both Mathshampton Road and Junction Way but traffic demands at this time do not require it.

The plan was made public in a small column at the back of an obscure magazine, in the hope that nobody noticed.  Council didn't want a repeat of the Kelly Crossing incident, and redrafting these plans was time-consuming and expensive. SimNation government had already indicated that another incident like Kelly Bay might lead to either a Federal Government over-ride of the entire project (which would disregard local expense and charge through with no regard for local repurcussions at all) or could even lead to the omission of Boston from the National Highway Grid altogether, with the highways bypassing Boston several kilometers to the west, with access to them only by a single city-sponsored main road.

Clearly this would not work in the city's favour and in fact would put Boston at a serious disadvantage to her neighbours and ultimately retard her growth.  But Simnation Government simply had no time or concern for local issues, and the cooperative mindset of local and federal governments was more of a courtesy than a requirement, and at the end of the day what the federal government wanted took priority and local council would simply have to foot the bill and clean up the mess.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: bat on January 16, 2010, 04:40:24 AM
Two fantastic new updates there! And looking forward to more from the highway... ;)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: emgmod on January 16, 2010, 09:31:33 AM
That seems like a really good way to end a highway. If it ended before the stadium, there would have to be more upgrading on the city streets than at the chosen place, where there is infrastructure in place.
Was removing one of the bus stops planned when you made the highway terminus? I understand that a bus waiting for passengers slows down traffic.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on January 16, 2010, 07:49:35 PM
Nice stuff! Again, really like the overlay, and the development plan is cool too! :D

                 -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: kwakelaar on January 17, 2010, 12:48:09 AM
Interesting to read about all the different infrastructure projects and your approach to city planning.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on January 17, 2010, 04:35:58 AM
Very nice update again!!!  :thumbsup:
Title: Entry #61 - My Custom Content Selection
Post by: CSGdesign on January 18, 2010, 02:19:46 AM
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Quote from: bat on January 16, 2010, 04:40:24 AM
Two fantastic new updates there! And looking forward to more from the highway... ;)
It'll take ages to complete, but I'm also looking forward to the final product so that I can focus on other things going on in the city.

Quote from: emgmod on January 16, 2010, 09:31:33 AM
That seems like a really good way to end a highway. If it ended before the stadium, there would have to be more upgrading on the city streets than at the chosen place, where there is infrastructure in place.
Was removing one of the bus stops planned when you made the highway terminus? I understand that a bus waiting for passengers slows down traffic.
Yeah that bus-stop became in the way.  Another one near the gates of the university will probably be put in to replace it, but that's not part of the proposal - that's part of the local infrastructure upgrading that will happen as a result of these highways.

Quote from: canyonjumper on January 16, 2010, 07:49:35 PM
Nice stuff! Again, really like the overlay, and the development plan is cool too! :D

                 -Jordan
Thanks! A different overlay this time... for kicks.

Quote from: kwakelaar on January 17, 2010, 12:48:09 AM
Interesting to read about all the different infrastructure projects and your approach to city planning.
Well considering this diary and city is supposed to be about a city growing without much master-planning at all, it's a bit difficult for me to get my head around so MUCH planning... even though it's all one project that has happened "spontaneously" the project itself needs a massive amount of planning to keep it realistic.

Quote from: Tomas Neto on January 17, 2010, 04:35:58 AM
Very nice update again!!!  :thumbsup:
Thankyou again Thomas, glad you're continuing to enjoy my posts!

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Custom Content created for Simcity 4 is largely responsible for what is keeping this game alive...
No matter how awesome and complex and powerful the game itself is, human nature is that too much of the same thing (anything) will eventually become tiresome, and that is why Custom Content is so rewarding.
Not only does it attract the minds and creativity of people inclined and able to build the content, but their creations give other members of the community a monstrous wealth of new stuff to download, use, and decorate their cities with.
Creators of Custom Content provide this service free of charge, and largely free of recognition too... and in many cases such as Network Addon Mod, Rural Highway Mod, terrain mods, z simulators, and a hoste of others, this game and the community at large are greatly enriched by them.

Of course with the freedom of essentially anybody being able to create and share Custom Content, there are as much of a variety of refinement and quality as there are of types and styles. As a result, I personally don't think it is wise to install anything and everything that is out there. Not only are you likely to have one mod conflict with the resource requirements of another mod, but you are likely to end up with a lot of useless stuff cluttering up your menus and suddenly the Custom Content becomes less enriching and more of a pain in the - oh hi I didn't see you there.

So, having said that, let me point out that most of the Custom Content I use and show in this journal I have tried and tested and decided to keep, and a lot of mods that I download I test and throw away long before it ever becomes a part of my journal. The reason why I weed out many mods ranges from really beautiful towers housing 4000 sims that grow in low-density zones amongs tiny little 1 story shops (yuk4realism), or industrial lots that generate more garbage for that one lot than the rest of my city's industry COMBINED (I'm not kidding), or even it just doesn't look crash-hot.

I am very picky about the Custom Content I use, and where-ever possible I create my own to fill a gap. However this is very time-consuming so often I'll have a lot of great ideas but it takes me months to get around to them... and sometimes I never do.

Below is a list of the Custom Content that I have decided to keep and continue to use in Boston v2. I will add to this list as I increase my Custom Content. If you see something I'm using that isn't in this list, please let me know. I have omitted tools, dependencies, and resource packs... just actual mods.

Each image is a link to the download of that mod...
hope you find it useful.

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I will add more as I download (or build), test, and decide to keep them.
So hopefully this dispells once and for all the myth that I hate Custom Content, and that I don't use it.
I'm just very, very choosey.
I'd rather have a few really good bits of Custom Content than a whole bunch of rubbish.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 18, 2010, 10:24:14 AM
Well that's a great choice of mods there!  Pretty nice set of choices, including a few I didn't know existed!  There's actually a lot of sense to your decision to limit the number of mods since it will also help your game run faster.  With your method of bouncing around the region, gradually growing new buildings and slowly building infrastructure, that's a vital quality of life decision. 

As for the last update, letting that highway off into a large traffic circle is probably the most compact setup available for the area.  They're an amazingly efficient interchange up to a certain volume of traffic! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on January 18, 2010, 11:55:37 PM
Well I missed a few nice update!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 19, 2010, 07:04:39 PM
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Quote from: Battlecat on January 18, 2010, 10:24:14 AM
Well that's a great choice of mods there!  Pretty nice set of choices, including a few I didn't know existed!  There's actually a lot of sense to your decision to limit the number of mods since it will also help your game run faster.  With your method of bouncing around the region, gradually growing new buildings and slowly building infrastructure, that's a vital quality of life decision. 

As for the last update, letting that highway off into a large traffic circle is probably the most compact setup available for the area.  They're an amazingly efficient interchange up to a certain volume of traffic! 
I don't have any problems with my computer keeping up, since it's a pretty powerful work-station.  But yeah a lot of my decision to limit my Custom Content intake is because I really don't have the time or patience to weed out faulty mods, so I'd rather include them one at a time and see how they go in a controlled way.
Also, it's kind of like having a cake that is all icing, to me.  The first mouthful is really rich but after that it gets a bit sickly... I kinda feel like that about Custom Content... it's far more enjoyable to introduce one at a time and marvel at how awesome it is, rather than just dump a whole big bag in at once and spend the next few months tryna figure it all out... you know?

Quote from: 976 on January 18, 2010, 11:55:37 PM
Well I missed a few nice update!
Yes... where have you been?  >:(


Haha jk, hope you like what's coming up!

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5 weeks after the first plans for the new SimNation Highways Project was first proposed and published, the contracts had been signed and construction had begun.

It was a rolling process, where construction on approved projects would begin, while other projects were still waiting to be drafted in detail.
This served not only to help conceal the total cost of the project from tax payers (since there WAS no total project until it was well underway) but it also helped speed the project up and budget the expenses out.

Most importantly, however, was it kept the progress in line with SimNation time-lines.  Which while the general public went about their lives living in the illusion of free-will, was absolutely paramount to local government who knew better.

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The opening ceremony was held on the 18th of September, 1990, and involved the councillors and heads of the various groups involved in the project moving the first sods of dirt and posing for the media.  It was broadcast fairly extensively throughout the media, and was in general met with a mixture of people hating progress and people welcoming business growth, as is often the case with any new project.

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The first project to be started (and to host the opening ceremony) was the eastern end of the Western Mountain Highway.

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It began with the resumption of several houses and businesses in the path of the project, and of course Noel's Cherry Orchard that sat squarely in the path of the intersection.  There were very few protests, as the amount paid for the properties was the market value of the properties, a variable "discomfort" payment (which depended directly on the amount of protest each property put forward), plus all relocation costs... a payment that would never have been made by a buyer of the properties had they gone on the market voluntarilly.

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The roads were then graded two weeks after that, with the ground works for the actual highway itself being commenced in parallel.

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The next phase was the asphalting of the graded roads, and a more accurate grading of the intersection itself.

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We'll come back and see how they're doing in a few months.
Meanwhile the highway began clearing procedures further to the west, at the Maynard Road intersection.

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Council was very pleased with the progress made in two short months.
We're on schedule, and everything's looking like it's going to proceed very smoothly so far.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on January 19, 2010, 08:17:54 PM
Excellent update! The construction of the roads reminds me of Tarkusian Cities, Alex's (Tarkus) MD.

             -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: RickD on January 20, 2010, 04:09:59 AM
Great MD. I admire to what extend you take the natural growth approach. I tried it several times myself but just couldn't stick to it. My playing style is completely different.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 20, 2010, 09:13:21 AM
Great update, nice to see this project getting underway! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on January 20, 2010, 10:40:53 AM
Yeah, fantastic update again!!! Great work!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: bat on January 20, 2010, 10:53:31 AM
Nice work on that great new update! Looking forward to the next part... ;)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 20, 2010, 05:37:10 PM
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Quote from: canyonjumper on January 19, 2010, 08:17:54 PM
Excellent update! The construction of the roads reminds me of Tarkusian Cities, Alex's (Tarkus) MD.

             -Jordan
Yes someone else in the Simtropolis publication of this journal said that as well, and I went looking for it and you're right he did some similar stuff.
I'm surprised there aren't a lot more examples though...

Quote from: RickD on January 20, 2010, 04:09:59 AM
Great MD. I admire to what extend you take the natural growth approach. I tried it several times myself but just couldn't stick to it. My playing style is completely different.
Thankyou RickD.  I much prefer this to any other form of play.

Quote from: Battlecat on January 20, 2010, 09:13:21 AM
Great update, nice to see this project getting underway! 
Yeah it is nice to finally get the ball rolling on this, because it frees me up to be able to short-stories like the one below while things are being built.

Quote from: Tomas Neto on January 20, 2010, 10:40:53 AM
Yeah, fantastic update again!!! Great work!!!  :thumbsup:
Thankyou Thomas!

Quote from: bat on January 20, 2010, 10:53:31 AM
Nice work on that great new update! Looking forward to the next part... ;)
I hope you like it!

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BRIEFING AT MEETING OF ENVIRONMENTAL GROUP "WILDERNESS WARRIORS".
Regarding the heavy deforestation being carried out near the town of Carver Hills by Colorado Lumber under the supervision of Johno Gregory, Head of Operations for the region.

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Thankyou for coming everybody, and a special welcome to our new guests from Bottle Creek Catchment Coordinating Committee.  Cooperating with groups such as yourselves is vital to our over-all success in the stifling of human development and bringing society back to the status of hunters and gatherers everywhere.

Now the most important issue on tonight's agenda is that of the lumber operations being carried out by Colorado Lumber west of Boston up out at Carver Hills... just here on the map.

Now as many of you will know council granted these guys logging rights around three years after the successful campaigning to set up a Forestry Department here in Boston...

The only place that this company has exercised these logging rights is out past Carver Hills so far, however we have a lead that indicates they may be increasing their operations at three completely new locations, piggy-backing off the council's success in getting public support to clear the way for the Eastern Sea-Board Highway down south of Kelly Bay.

Well we sent a chopper crew out there two weeks ago to obtain some surveillance of the operation because Colorado Lumber has been characteristically uncooperative in disclosing the details of their operation, and of course have refused access to members of the public on grounds of "safety".  Please.

Anyway, here are a couple of shots of what we've got so far.

Here you can see the northern stretch of the operation, which to date has cleared an area of native forest close to 7 SimCorp Stadiums in area.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG63%2FNG63b.jpg&hash=c26d779c80c98c6fa77ef3b9486509ab64affb5a)

You can see that Colorado is currently very active in the area... this is the eastern leading edge of their operation and shows that they're taking a lot of lumber out of there on a daily basis... we've yet to calculate exactly how much.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG63%2FNG63c.jpg&hash=77715b850bdfc64468d395a048776edb398f1ab1)

This shows a bit more detail - it appears as though they're primarilly using chainsaw crews and large machinery is only being used to move the lumber onto trucks once it's been trimmed at site... of course it's only a matter of time until they import some really big machinery and step up operations.

We count approximately 14 men - at least half of which are tree-cutters - and 4 catapillars at this leading edge alone... Colorado has three leading edges running simultaneously as we speak.

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These two trucks were loaded in under two hours... it looks like they can carry around six or seven nine-hundred millimeter diameter logs.  Make no mistake people, that is a LOT of forest being cut down out there, and it's happening every single day.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG63%2FNG63e.jpg&hash=7b08e49988c4f3cf45f1554697b2bd0adf5f9f1e)

You can see pictures of the trailing edge where the crews have been and moved on is little more than a waste-land.  This land can't be used for anything - even developers need to terraform it first... it's a total mess out there.  The only trees left standing are those that are bent, or too small to be useful, and would actually cost more to cut down than to leave standing...

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This high altitude shot shows the entire operation as of two weeks ago.  You can see that Colorado has moved squarely into the western forest in the Grange... and in fact our intel suggests that this front is growing more rapidly than even their northern front, in recent months.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG63%2FNG63g.jpg&hash=74baa390b43233be6cd5b490192c979c02278a70)

The end of their deepest track south-west shows two dozers parked beside the track - a sure sign that this track is undergoing growth... those dozers are being used to lengthen the track as the forest is cleared away from it's leading edge.

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Our surveillance team didn't do a count of the south-west crews or take sufficient images for us to count them accurately, but they are clearly at least as large as the two northern fronts combined.

We dont see any obvious movement on the southern-most track, but you can bet that it will head deeper into that forest once Colorado has the resources to fund that operation in addition to the others.

A ground-crew surveillance team at the southern edge had trecked in from a heli-drop about a day's hike further south in the Grange and set up a surveillance position to monitor these guys, and it has quickly become clear that the lumber crews are taking direction from this man:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG63%2FNG63i.jpg&hash=5b49244860642249ef9d435fd1184f2301513328)

We took a few shots of him and various personell, but our position was discovered shortly afterwards... apparently one of the guys dropped an aluminium pot of porridge and stirred up a tree full of birds... not mentioning any names... Harrold.

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Anyway the surveillance crew did do an excellent job and are to be congratulated for their intel.  The lumber crews didn't persue them into the forest which is just as well.

This man has since been identified as Johno Gregory by an operative in Carver Hills, who I can't name for security reasons.
This Gregory guy is apparently Head of Operations for Colorado and has been running the show for some years now.  He is a key asset to the business, but in doing so he is a key problem to our environment.

Now the lobby here is pretty simple.

We're going to continue to surveil Colorado and Gregory and we're going to identify and document acts of misconduct such as over-clearing and habitat destruction, and we're going to use this evidence to get the government to shut down this operation.  At the very least we need to curb it's wanton desctruction.

There's simply no need for a lumber operation in Boston when we have so many renewable lumber plantations....

Any questions?

Title: Re: CSGdesign's NATURAL GROWTH
Post by: mightygoose on January 20, 2010, 06:05:38 PM
fantastic work as always, your update rate is astonishing... one every 24-48 hours, thats dedication. cant wait to see more of your work
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on January 21, 2010, 11:39:15 AM
Excellent update!! How much time do you have on your hands??

                     -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 21, 2010, 12:09:52 PM
Interesting story!  Lots of great details in there and it's a nice aside from the highway development!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on January 22, 2010, 02:26:00 AM
Nice story! I like the effect that you use.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 22, 2010, 03:53:50 AM
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Quote from: mightygoose on January 20, 2010, 06:05:38 PM
fantastic work as always, your update rate is astonishing... one every 24-48 hours, thats dedication. cant wait to see more of your work

I have spurts.  I've neglected building BATs and stuff for awhile now, so pretty soon I expect the bug to bite me and I'll release a bunch of custom content.  I keep meaning to PM you that data... so forgetful!

Quote from: canyonjumper on January 21, 2010, 11:39:15 AM
Excellent update!! How much time do you have on your hands??

                     -Jordan
Well I don't watch television at all Jordan - I find it's mind-numbing rot interjected with crap trying to sell you stuff you don't need to further boost an economy designed to be consumerist and wasteful.
So I take those 3 or 4 hours each evening that most people would sit in front of that stupid machine and chanel it into this game, creativity (like photoshopping and 3d work) and working it into this journal... that is my wind-down from a day's work while I mind my kid of an evening.  You'd be surprised how much you can get done in 3 to 4 hours when it's something you really like doing.

Quote from: Battlecat on January 21, 2010, 12:09:52 PM
Interesting story!  Lots of great details in there and it's a nice aside from the highway development!
Yeah I like to keep things interesting for myself and for you guys by bouncing around the scene a lot and introducing new things, then flicking back to some familiar things, then introducing some new things again... I like it like that.

Quote from: 976 on January 22, 2010, 02:26:00 AM
Nice story! I like the effect that you use.
Thanks 976... it's mostly just desaturation, film-grain, and some dodging around the outer edges.

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Eastern Sea-Board Highway South.  This stretch of highway will lead from the inner southern suburbs of Boston all the way down past Kelly Bay and Tunnings Quarry, out of the region, and eventually to the neighbouring city further south.

Construction by the SimNation Federal Government has been underway for several months now, working it's way north from the neighbouring city, and has begun to pierce the forests within the Boston Region itself.

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The process is fairly slow.
It involves the detailed surveying of the route by ground-teams that must battle their way through untouched forests.  Several have been eaten by racoons, and one has become a local bear's sleep toy... his screams at night are quite disturbing.  Kind of ironic when a bear gets himself a Teddy Human.  But that's tough luck for him, he should have been wearing his daylight glow life-preserver - on with the story!

After the ground has been surveyed and pegged out every 10 meters, the dozers move in and clear the path of trees, boulders, etc.  Anything that poses a serious obstacle to the graders and road-works crews.

Following a several days behind them are the road-works crews including the grading equipment.  These guys level the ground and perform a much more detailed survey process, ensuring the cuts and fills are just right to ensure the bitumen can be laid at the correct height to ensure motorists of a smooth drive, as per the CAD plans of the road.

The grading is followed by sporadic bursts of bitumening (since it goes down much faster than the grading it is done in stretches)... the end result is a winding snake of a road that is tipped by the interesting effect of a clearing leading into a graded exposed dirt road and ultimately to the finished and line-worked highway.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG64%2FNG64b.jpg&hash=d82668139f79e04738a5c45e08a45ee8f10bc3c8)

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The leading edge is constantly active, with the dozers being parked in place overnight and accessed by their operators by four wheel drives each day.  Felled trees are usually either pushed off to the side of the clearing, or they are carted away to be chipped or used by land-scapers... in fact they're quite valuable and since Colorado Lumber provides finished wood products (mostly) these raw stumps and logs are no direct competition and cause council no conflict of interest with businesses in the region... quite the opposite - the products are in demand but not enough to justify an industry to supply it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG64%2FNG64d.jpg&hash=df2f69989e6ea98633b0a9f357e42c686ad1b631)

This stretch of the highway needs two dozers working in tandem, due to the density of the forest at this location.  This will most likely be reduced to one later on since increased clearing speed is not required since the grading and bitumening would then become the bottle-neck.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG64%2FNG64e.jpg&hash=058d59fe4061e98a23cbfd0badd3baff7dabf222)

The grading crew are responsible for taking the road to a much more refined level, including cutting crests and filling ditches... alongside two and sometimes three surveying teams that are constantly relaying instructions regarding height and direction.

After them comes the bitumen crews... but they're not active at the moment... as I said they do it in starts and stops since the bitumen process takes much less time than the grading process (in this part of the project at least).

At it's present course and speed, ESBH South creeps north at the rate of between 60 and 100 meters per day at it's leading edge.
That puts it square on schedule to pass between Kelly Bay and Tunnings Quarry within a month (at it's cleared leading edge)...

Intersections are built at various rates depending on their complexity.  We'll take a look at some of them but not all since EVENTUALLY WE'LL DIE OF OLD AGE!@!!  Erhem.  Ya I'll focus on the more interesting ones and skip over the ones that are just simple crossings or duplicates of similar intersections elsewhere in the project.

Toodles till next time noodles.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 22, 2010, 09:05:39 AM
Very cool.  Nice focus on some of the challenges of punching a brand new highway through undeveloped forest.  I guess that's why so many highways in the real world are major upgrades of existing roads!     
Title: Re: CSGdesign's NATURAL GROWTH
Post by: bat on January 22, 2010, 11:52:43 AM
Some nice shots of your great work! Looks really nice!! :thumbsup: :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 23, 2010, 03:39:02 AM
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Quote from: Battlecat on January 22, 2010, 09:05:39 AM
Very cool.  Nice focus on some of the challenges of punching a brand new highway through undeveloped forest.  I guess that's why so many highways in the real world are major upgrades of existing roads!     

The highway leading down from the north is an upgrade of an existing road, and as a result it is much windier than this is... I'll feature it soon-ish.
This one didn't have a road that was direct enough, and the Western Mountain Highway has no road at all, so it's also a clean punch through untouched woodlands.

Quote from: bat on January 22, 2010, 11:52:43 AM
Some nice shots of your great work! Looks really nice!! :thumbsup: :thumbsup:
Thanks bat, glad you like it!
Plenty more to come.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65%2520Banner%252001.jpg&hash=9723bc452928aad76a07fe00afb31bdf3a5593d8)

Jasper Way - what used to be the "country road" the lead from the eastern part of Boston Central to the northern part.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65l.jpg&hash=0212712a128d9686f1ba3e931adc0867d5c73125)

Now fully surrounded by suburbia it is one of the main roads in the heart of an ever-growing city, and well overdue for an overhaul.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65a.jpg&hash=9b1197ad23f7f3390e9ae86d6f68a2fc1e13f83d)

Little choice remains - it needs to be beefed up to handle the traffic flowing between what are now central and very major suburbs of Boston City.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65b.jpg&hash=58aeb051425df593d7af5a36598d4566f27462de)

Back in 1975, Jasper Way was little more than a winding country road that allowed traffic to travel between the eastern and northern parts of what was then the outter suburbs of Boston, without having to go all the way into the central area and then back out again... a ring-road, of sorts.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65c1.jpg&hash=3d2836c48caad82cdc1e56200f2b1bf7011ca843)
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But now, in late 1990, Jasper Way was totally surrounded by suburbia and it was becoming ever denser and busier, along with the destinations at either end of Jasper Way.  The end result was that Jasper Way needed to be increased to handle the flow because sims were choosing it over mass transit due to transit time... despite the conjestion.
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Roads would always rule supreme - at least in the forseeable future - so it was time to act.  Especially in light of the pending highway connections to the north of Jasper Way.

Here we see the southern end of Jasper Way beginning roadworks:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65f.jpg&hash=14c234ed1ca2f214962a87d7b3513faa5e84f1ac)

Here we see the same stretch nearing completion of road-works.  Landscaping and rezoning around the road-works remains to be done:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65g.jpg&hash=070d71524c45d664bf93695beb95b000edf3d615)

The northern end of Jasper Way prior to upgrade:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65h.jpg&hash=b3eadfda9824b9beb9948d25d1f4701db96336ab)

The same stretch beginning road-works. Resumptions have been completed, properties knocked down, clearing the path for grading crews to survey, cut, and fill in preparation for road-works:
http://www.csgdesign.com.au/uploads/SC4/NG65/NG65i.jpg

The same stretch nearing completion:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65j.jpg&hash=b1f469837ba5ab86b56903615dfadac78e732349)

The northern end of Jasper Way completed, including an intersection alteration at the northern end to chanel traffic down Jasper Way instead of splitting it between Jasper Way and Knight Drive... giving priority to Jasper Way:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65k.jpg&hash=fb3d056155112bf337af7b0f611778a3e0923ea7)

The entire Jasper Way project only weeks after it's completion.  Some newly zoned commercial sites are yet to be sold off:
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(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65e2.jpg&hash=9aa81dd713076e075c8d3b6d259d8b8e7942673d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65e3.jpg&hash=bb9ab34dc071f9c2bb8a2511dd9aa54092ee891c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG65%2FNG65e4.jpg&hash=73e0cd039a8ba35a8128405a6a6adf899888ea2f)

A fairly hefty project, but one which was turned over in record time so as not to delay the production of the SimNation Highway Project.


Title: Re: CSGdesign's NATURAL GROWTH
Post by: MandelSoft on January 23, 2010, 04:46:53 AM
I've been lurking this MD for a while and I'm impressed about how you set up this MD. The whole planning and construction of two highways, spread over a vast amount of updates  :o! A-ma-zing! One thing I would suggest, is that these highways should get a number beside their names (something like I-374, US-128 or something simmilar). And signage would be nice to (so sims know what their heading is).

Keep up the good work!

Best,
Maarten
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on January 23, 2010, 06:27:38 AM
Ah!! I missed two updates! You're just churning them out before I can reply :)! Great stuff, this MD does an excellent job of describing the process of road construction. Keep up the excellent work! :thumbsup:

            -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: bat on January 23, 2010, 10:52:11 AM
Great pictures from your city! They are looking really nice! :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 24, 2010, 04:06:23 AM
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Quote from: mrtnrln on January 23, 2010, 04:46:53 AM
I've been lurking this MD for a while and I'm impressed about how you set up this MD. The whole planning and construction of two highways, spread over a vast amount of updates  :o! A-ma-zing! One thing I would suggest, is that these highways should get a number beside their names (something like I-374, US-128 or something simmilar). And signage would be nice to (so sims know what their heading is).

Keep up the good work!

Best,
Maarten
I agree.  I haven't actually said in the entries themselves (only in replies over on Simtropolis) that I will be numbering them.  The debate at the moment is what system to use... I still need to do a lot of homework on what systems exist and what parts of them I want to adopt.

Hope you continue to enjoy!  Drop a comment from time to time, I love taking questions and comments.

Quote from: canyonjumper on January 23, 2010, 06:27:38 AM
Ah!! I missed two updates! You're just churning them out before I can reply :)! Great stuff, this MD does an excellent job of describing the process of road construction. Keep up the excellent work! :thumbsup:

            -Jordan
No rest for the wicked Jordan.  I update once every day and a half on average at the moment, although that rate will probably slow down a little in the future as I spend a bit of time creating new custom content.  Glad you're enjoying, and look forward to seeing more from you!

Quote from: bat on January 23, 2010, 10:52:11 AM
Great pictures from your city! They are looking really nice! :thumbsup:
Thankyou very much bat.  Hope you keep enjoying the read and field some Q's from time to time...  Some of my best inspiration comes from readers' questions and comments.

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Eastern Sea-Board Highway North.  This stretch of highway will lead from the inner northern suburbs of Boston (Gretchin Avenue) all the way up through Fondbrooke Valley, Melldawn, Denkins Plains and Carpentaria, then off the region altogether and to the nearest northern neighbour of Boston.

Construction has been underway by the SimNation Federal Government for many months, and has just entered the jurisdiction of Boston City Council.

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Unlike the other two highways, this highway is actually an upgrade of an existing road which had already lead from Boston to her northern neighbour.  Of course the pre-existing highway was much slower in speed and much windier, having been made with very old road-building techniques back in the day, and without the volume of traffic in mind.

The upgrade, therefore, not only involves the increase of the speed limit as well as the traffic volume of the highway, but involves the straightening and grading of the road to provide for a much safer drive at much higher speeds.  Often it also involves clearing large trees away from the edge of the road, especially at corners, to prevent the risk of drivers trying to climb trees with cars... (which they're not as effective at as say a drop-bear for example).

So while the cost of surveying, clearing, and grading the road is decreased greatly in comparison to the other two highways leading into Boston, the speed at which the roadworks are done is not much faster due to ensuring minimal obstruction to existing traffic flow, making for a more complicated bitumening process.

The pre-existing highway before being upgraded, this is the northern-most stretch in Carpentaria:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG66%2FNG66b.jpg&hash=61c2cda55ee261cc79229e6b12699cded59da555)

This shows the same stretch after the upgrade:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG66%2FNG66c.jpg&hash=2718338d03f931fb049b7e1529f1c67cb88767e2)

Note the pre-existing road bends have been ironed out.  Bends that have been removed from the old highway are being left in place and will eventually be filled over by run-off and grown over by weeds.  It's a very remote stretch of road, and the bitumen being left in place has been there for decades, so there is no especially urgent case in spending huge amounts of money to remove it.

Occasionally pieces dissapear in people's cars to be used as fill, around barbeques, souvenirs, and the like... it has become a crumbling reminder of the road that once twisted it's way through these parts.

This shows the southern-most stretch of the Carpentarian section of the old highway:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG66%2FNG66d.jpg&hash=b26f47debbb83162d639cdd5f5b7c629d6c8d3f0)

The same section of highway, upgraded to 100kmph and with grades and curves adjusted to cater for the increased traffic volume and speed:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG66%2FNG66e.jpg&hash=2b772892c9cc1a8b3b3cbc46ead011b295abc247)

A close-up view of the westward-curving bend in the road shown above, prior to the upgrade:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG66%2FNG66f.jpg&hash=6a5ae38ae95de3d5b8cfaf1e65f90e6d7e39db88)

...and after the upgrade:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG66%2FNG66g.jpg&hash=5f57dc7e8b1a945dbe9d46cdb8e4526982af4086)

The remaining bitumen from the old highway is unsightly, sure, but it's expensive to remove and it's in the middle of nowhere, and even the Wilderness Warriors aren't getting their knickers in a twist about it since it is causing no direct harm and will in a few short years be completely assimilated back into nature.

Meanwhile this stretch of highway is now a far safer, faster, and more popular drive.

Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on January 24, 2010, 01:06:53 PM
Great update! Where did you get the road detritus? Or is photoshopped in? Eagerly awaiting more :thumbsup:

                        -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on January 25, 2010, 04:39:10 AM
Very nice update!!!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 25, 2010, 09:37:57 AM
Great pair of updates!  That urban road really was due for an upgrade, that's some serious congestion there!

Also, very nice touch with the highway upgrades, I really like how there are some leftover segments there where the alignment was improved!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: BuildingUp on January 25, 2010, 03:30:38 PM
Love the rural road pictures! :) You truly have a magnificent region!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 25, 2010, 09:21:42 PM
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Quote from: canyonjumper on January 24, 2010, 01:06:53 PM
Great update! Where did you get the road detritus? Or is photoshopped in? Eagerly awaiting more :thumbsup:

                        -Jordan
Thanks Jordan!
Totally photoshopped - purely to show how the old road has been ironed out.

Quote from: Tomas Neto on January 25, 2010, 04:39:10 AM
Very nice update!!!
Spanks!

Quote from: Battlecat on January 25, 2010, 09:37:57 AM
Great pair of updates!  That urban road really was due for an upgrade, that's some serious congestion there!

Also, very nice touch with the highway upgrades, I really like how there are some leftover segments there where the alignment was improved!
Yeah I like to keep everything in the green, but the eternal commuter loop ... well it kills me.  Really does.  Such a pity, that bug.

Quote from: BuildingUp on January 25, 2010, 03:30:38 PM
Love the rural road pictures! :) You truly have a magnificent region!
Thankyou very much BuildingUp.  Welcome to my MD, I hope you enjoy it!

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Eastern Sea-Board Highway South.
This stretch of the SimNation Highway project is proceeding on schedule, and the highway itself has now begun to wrap around the western edges of Kelly Bay, having successfully made its way between Kelly Bay and Tunnings Quarry.

During the course of it being built, it has passed over three intersections, all of which have been completed within a year of being started.

This entry takes a look at those three intersections, and a close look at the construction of two of them.

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Area A is the ESBH South / Tunnings Road intersection.  This is the first major intersection of this highway project to have been completed.  We'll take a detailed look at the latter stages of it's construction.

Area B is the ESBH South / Tunnings Lode Line crossing.  This pre-existing rail line is the line that carries virtually all produce from the Tunnings mine to industry and the port in Tellequin Beach.  The line cannot afford to be interrupted for even one day, and it is far less expensive to build a highway bridge over the line than build a new rail bridge or tunnel under the highway.  We'll take a look at the early stages of it's construction.

Area C is the ESBH South / Mavrick Street at-grade intersection.  Mavrick Street is a one of several rural dirt roads in this part of the region, but it cannot afford to be cut off by the highway.  An at-grade intersection with give-way rules applied to the dirt road is all that is required at this intersection.

Let's look at these in reverse order, which is the order they're constructed and also the order of size and complexity from the most basic (C) to the most complex (A).

Area C:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG67%2FNG67b.jpg&hash=d08b299c4eb3ec10e7aa0099ad2a58def6d24751)
A simple at-grade intersection where Mavrick Street has been upgraded at the intersection to bitumen (to help prevent gravel and rocks be dragged by traffic onto the highway as it crosses).  Mavrick Street must give way to traffic on the highway at all times, but due to the small amount of traffic on the highway, Mavrick street can cross it directly...  At this point ESBH South is little more than a high-speed medium traffic volume road.

(http://area%20b:)
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The most important aspect of this particular crossing is that it does not interfere with the valuable movement of goods between Tunnings Quarry and Tellequin Beach.

Since the only traffic on this line are two freight trains moving back and forth, communication between the road crews and the traffic controllers for the line is pretty straight forward, ensuring the lines are never obstructed (by a catapillar crossing it for example) when one of the engines is moving through this crossing during construction.

Let's take a look at the early stages of it's construction, and then jump to it being completed.

Step 1 is to clear the trees in the construction zone.

Step 2 is to begin grading the area to raise two slightly graded wide ramps on either side of the line.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG67%2FNG67d.jpg&hash=1418f26a88dcd68d509675b8eed32d7ca42e11d7)

Step 3 is to complete these ramps, and survey them to ensure they are the correct heights and distances apart.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG67%2FNG67e.jpg&hash=139dab46d54807b5c71069eaba361ddce0a53c69)

Step 4 is to grade and compact the surface, in preparation for the bitumen.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG67%2FNG67f.jpg&hash=09a8cba0da63594755015b72b7750c6d4904d595)

Step 5 is to bitumen the ramps and erect the bridge itself, which consists of the construction of four large concrete pilons, with concrete beams resting on them, ramps leading up to them, and then their surface being bitumened, with crash barriers erected along the side to prevent traffic sliding off the side in crash.
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Area A - my favourite:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG67%2FNG67h.jpg&hash=17579e8630e868891cf1c2ec1087113924e9dc1d)
Here Tunnings Road (the road leading between Kelly Bay and Tunnings Quarry) can be seen winding past the only property being resumed by this intersection - Mays' lucern property.

Let's take a look at the latter stages of it's production, by jumping in at the point where the property has been resumed, trees in the area have been cleared, and Tunnings Road has been lifted and re-layed in it's final position to allow through-traffic during construction (if at a somewhat limited capacity).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG67%2FNG67i.jpg&hash=5fe8204d654491ec48558fb52a0ccbe36770166b)

After this comes the surveyed piling of the two low-grade ramps that lead up to the new crossing.  At the same time the roads are graded in preparation for the bitumen for the on-off ramps on either side of the intersection.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG67%2FNG67j.jpg&hash=16f79ab1814301c21aec9d98055decfe68a16c17)

Next comes the bitumen process itself, where the on-off ramps are laid and while simultaneously the bridge ramps are graded in preparation for their own bitumen being laid.  During this process the Tunnings Road under-passing road is sealed, and road-abouts are finalised at either side of the intersection in preparation for the connection of the on-off ramps and the opening of the highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG67%2FNG67k.jpg&hash=52c77ed18659f9b2c57daca062a5c4c1e9f39888)

The next stage is the complete sealing of all roads.
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Then the bridge itself is constructed, again with massive concrete pilons supporting even more massive concrete beams, which are then surfaced and edged.
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Now that the main structure of the highway intersection has been completed, there's nothing left to do but tart it up.  Start with a bit of turf to cover all that unsightly dirt.  Make it a species that is easy to mow, or it's going to be very awkward and expensive to maintain.  Tall grasses are not practical as they are too stalky, too fast growing, too dry, and will too easilly be ignited by a casually discarded lit cigarette butt.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG67%2FNG67n.jpg&hash=96aa5c55716dde319fe29ec0606ea0c4d700e029)

Last but not least, a few shrubs, bushes, or other crash damage reduction strategies.  These have the dual purpose of looking pretty as well as absorbing the energy of a car that has come off the road, preventing it from sliding so far that it causes huge damage or even crosses another road (like an on-off ramp).

It is important to make sure this shrubbery is not large trunked trees, because while they will very effectively stop the wandering car, they will also almost certainly kill it's passengers.

You want smaller shrubs that will give way to the sliding vehicle without stopping it dead, and in this way several bushes or shrubs will slow it to a stop but not so suddenly that everyone on board is turned to paste.  Good rule of thumb if you don't want to scrape up the mess.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG67%2FNG67o.jpg&hash=419ce6b818f76f260308a401e12f248f5f9c652c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG67%2FYouTubeStartImage.jpg&hash=5bca9750b8661b9a37f0ef230aac89cbf804c271) (http://www.youtube.com/watch?v=UrG4QW9vEJU)

Meanwhile the rest of the region barrels ever onwards.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on January 25, 2010, 10:02:45 PM
Great update! I like how you detail the process that the road gets built, instead of just building it, like most people.

                     -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: rhythmandjays on January 25, 2010, 11:58:42 PM
Very nice and methodical...I really enjoyed the quick construction video; it was a fresh angle on how you approach road construction. I hope the highway project finishes on schedule and will be properly utilized.  ;D
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on January 26, 2010, 10:19:40 AM
Great series of construction views for the area.  Very methodical and realistic approach based on what I've seen of recent highway construction in my area!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: GaBoR on January 26, 2010, 11:14:42 AM
Excellent, finally somenone showing how-to-RHW, nice thank you so much
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 29, 2010, 09:12:42 AM
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Quote from: canyonjumper on January 25, 2010, 10:02:45 PM
Great update! I like how you detail the process that the road gets built, instead of just building it, like most people.

                     -Jordan
I wanted to show a bit of history to the intersection's construction.

Quote from: rhythmandjays on January 25, 2010, 11:58:42 PM
Very nice and methodical...I really enjoyed the quick construction video; it was a fresh angle on how you approach road construction. I hope the highway project finishes on schedule and will be properly utilized.  ;D
So far we're ahead of schedule.  The central main intersections may take some time to complete but everything is going well.

Quote from: Battlecat on January 26, 2010, 10:19:40 AM
Great series of construction views for the area.  Very methodical and realistic approach based on what I've seen of recent highway construction in my area!
I haven't seen highway construction, but plenty of smaller road and avenue construction, locally... the process is interesting for me.

Quote from: GaBoR on January 26, 2010, 11:14:42 AM
Excellent, finally somenone showing how-to-RHW, nice thank you so much
Haha I'm not sure I'm showing anyone how to RHW just yet - I'm very green at it myself, still.
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A quick entry to let you guys know that I have now launched my own blog site, which is pretty comprehensive.
You can visit it here (http://www.csgdesign.com.au/blog/).

It will grow in complexity and detail over time, but for now it's pretty fleshy.

It currently has:

   1. Links to all publication releases of this journal and my other journal
   2. Links to my other websites, including my main site
   3. Links to other unrelated materials, such as tutorials I've produced for other games
   4. Entries that relate to behind-the-scenes looks at how things are being done for the production of this and other journals.
   5. Personal entries about my life in general (not too personal though!)
   6. Search fields to make finding stuff easier now and especially in the future as it grows.

It will also have in the immediate future:

   1. Videos and animations, including tutorials.
   2. My portfolio (both personal and work-related)
   3. A few surprises I'm not telling you about just yet!

This is a supporting blog for my journals, and will not replace them.  It will act as a kind of "glue" binding all my stuff together and giving readers a bit of something extra to browse. Anyone can join, comment or make suggestions or ask questions, or even just lurk and read it like a creepy stalker type dude if that's yer thing.  You can also contact me directly by email.

I look forward to seeing you there!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: GaBoR on January 29, 2010, 09:37:19 AM
Nice blog and lovely street mapping tutorial!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 30, 2010, 06:09:21 AM
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Quote from: GaBoR on January 29, 2010, 09:37:19 AM
Nice blog and lovely street mapping tutorial!
Haha thankyou GaBoR.  The blog I'll update as often as this journal - it has all sorts of juicy behind-the-scenes stuff cuz I wanna keep the MD as clean and clear and dedicated to the story as possible, but I also want to publish the behind-the-scenes like BAT threads and upcoming release ideas and such, and involve readers in that too...

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Mathshampton Intersection has begun being constructed.

As with many of these intersections, the planning process lead to a debate process (including public input) which lead to a re-planning process, and often this cycle occurred for months until a final design was formed.

This particular intersection moved in favour of overseas models that showed that raised highways were effective but the negative repurcussions could often outweight he positives.

For this reason the raised section was as small as possible to prevent this negative impact, to slow traffic well before the roundabout, and to increase local appeal.
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The entrance to the university was re-routed, initially in gravel while construction of the main avenue progressed, and then asphalted alonside it.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG69%2FNG69b.jpg&hash=1823c4be008e2a104feb500a14f29331c9e70890)

The grading process was particularly lengthy, as it needed to take into consideration noise-restrictions on times of operation of heavy equipment (due to the neighbouring residential areas) as well as the stadium foundations which needed to be re-enforced as the grading changed the earth works near its base.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG69%2FNG69bb.jpg&hash=ccfdd82fbe25743b5d3277cc615f85331b948dc7)

The primary concern was to put the roundabout in as soon as possible, to keep traffic flowing during the construction of the highway.  Landscaping of the roundabout would be done last, along with everything else cosmetic about the development.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG69%2FNG69bc.jpg&hash=b58d8826fd416704e848f1d3b46a2587691f84c7)

Leading from the roundabout the boulevard was laid, lined, and intersections were upgraded to handle the traffic once the boulevard was opened.  This particular strip of the boulevard is now open and fully operational, although traffic flowing on it is minimal since most of it will be the highway which is not yet connected.

The raised section of the highway is being built, the ramps will come last to prevent dangerous situations caused by idiots driving cars up on an unfinished raised construction site.  All equipment and supplies are craned onto the construction site as it snakes it's way south through the suburbs.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG69%2FNG69bd.jpg&hash=5296396db4b6ce73aa933dc36e3f0b94d36b3d41)

The Maynard Road intersection was also completed recently, although it too varied somewhat from original plans.
It has taken direction from Korot Industries, who pointed out that for not much extra cost a simple diamond overpass intersection could be installed and would save council from having to install exactly the same intersection in only 5 short years according to traffic increase projections.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG57%2FNG57c.jpg&hash=1968e09fc06a3f6bdaf13c70d5c3ac1d769c7bf0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG57%2FNG57c2.jpg&hash=c3d43854c896ef74667599b922799f6234582281)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG69%2FNG69c.jpg&hash=9b55d92883b6d2fcc928461400c076de2386af8e)

Signage is being built for this and other intersections... you can read about (and comment on) this process by visting my blog (http://www.csgdesign.com.au/blog/).

Till next time!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: carkid1998 on January 30, 2010, 07:54:03 AM
Very nice MD!! &apls

I look forward to seeing the signage! Also, will you upload your signs? If so, then Great!!

Ryan :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on January 30, 2010, 09:39:04 AM
It's nice!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on January 30, 2010, 02:48:54 PM
Cool update! That signage looks cool, can't wait to use them, if you release them.

                -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: MandelSoft on January 31, 2010, 12:42:09 AM
Nice you started working out signage. Maybe I can give you some tips about designing signs. I've already created a few signage sets, and I'm happy to share my knowledge  ;)

Best,
Maarten
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on January 31, 2010, 01:41:29 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Quote from: carkid1998 on January 30, 2010, 07:54:03 AM
Very nice MD!! &apls

I look forward to seeing the signage! Also, will you upload your signs? If so, then Great!!

Ryan :thumbsup:
Well the problem with uploading them is they need to be built specifically for each intersection.
Not only because of what they say, but also because of how they affect the roads.  See they are effectively parks, so when you place them next to a road the roads gets all these footpaths and stuff on it automatically.  To stop that they need to be plopped further away from the road (with their props overhanging so much that they appear next to the road).  As a result it becomes pretty much impossible to make them fit any other intersection other than the specific one they've been designed to fit.

Quote from: 976 on January 30, 2010, 09:39:04 AM
It's nice!
Spanks!

Quote from: canyonjumper on January 30, 2010, 02:48:54 PM
Cool update! That signage looks cool, can't wait to use them, if you release them.

                -Jordan
I have posted a lot of detail on my blog (http://www.csgdesign.com.au/blog/) about their progress... I'm not sure it will be possible to create them in a way that will make them useable by anyone else.

Quote from: mrtnrln on January 31, 2010, 12:42:09 AM
Nice you started working out signage. Maybe I can give you some tips about designing signs. I've already created a few signage sets, and I'm happy to share my knowledge  ;)

Best,
Maarten
I'm very happy to be shown anything you can show me!  Especially if you can show me a way around the issues I'm currently having...?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG70%2FNG70%2520Banner%252001.jpg&hash=f839abdae2f9ba1a852a6ca732feeca62b96f517)

Boston's SimNational Highway Project has been under construction for 9 months now with great gusto.  The single largest single project ever undertaken by the Boston City Council (due in no small part to the resources and funding provided by the SimNational Government), it has proceeded in an organised and rapid fashion.

Many of the major intersections are being commenced independently to the highway itself, to time their opening with the connection of the highway itself to them as they are completed.
Boston v2 Region is alive with earthworks and the beeping of heavy earth moving equipment.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG70%2FNG70a.jpg&hash=c4bddd41b66277684c99ec622924f066c55b5d39)
The Boston Central CBD region.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG70%2FNG70b.jpg&hash=f889563d4a970ee7e5a7a5ff4ac82073db594535)
The Western Mountain Highway as it winds out of town towards the Western Mountains Range (to the west, oddly).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG70%2FNG70c.jpg&hash=ee32ff38d345e29db873f3cee099107a740351a5)
The Eastern Sea-Board Highway North, having upgraded the existing road that had served as a highway for the last 20 years.  Crews on this stretch of road have been diverted to the other roads, and will resume the upgrading and bypassing of this stretch of the highway later, by connecting it from the south as it is constructed from the Gretchin Avenue end.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG70%2FNG70d.jpg&hash=90e2ee4b8913a978fbd53a21f1b18c8e9400641c)
The ESBH South as it winds it's way around Kelly Bay.  Very little protest about smashing through the forests, as the residents know the alternative is smash through Kelly Bay itself, and the majority of those with "fight" in them had already put their eggs in the "don't build through our town" basket... taking the wind out of their sails and the credibility away from them for protesting the clearing of the forest instead.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG70%2FNG70e.jpg&hash=1da93d5c760c14b6a204e328ef2b68ec22a10628)
The ESBH as it curls around the east side of the Tunnings Quarry and makes it's way through southern woodlands towards Boston's southern neighbors.

The project is on track to being completed at the end of 1992.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Rady on January 31, 2010, 07:44:33 AM
That's simply great. Every time I read you MD I see something new in the way of presenting a MD! You must spend some time on that!!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on January 31, 2010, 09:23:25 AM
Wow! Great update! You must spent a lot of time on those maps! And excellent blog!

                    -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: rooker1 on February 01, 2010, 04:27:43 AM
An out standing MD.  &apls No wonder it is being moved to the OSITM spot light this month.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F4500%2F2ositmribboncsgdesignna.png&hash=5f7e7b8b0119c1a6a41cba59e1320004859999f4)

Congratulations on the move from mysel and The SC4D Staff!



Title: Re: CSGdesign's NATURAL GROWTH
Post by: mightygoose on February 01, 2010, 04:33:24 AM
congrastulations, now lets see if  we can't turn a few heads
Title: Re: CSGdesign's NATURAL GROWTH
Post by: tooheys on February 01, 2010, 04:47:37 AM
QuoteRibbon to come later...

Damn, knew we should have paid that bill  :D Well done CSGdesign, have a great month.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on February 01, 2010, 04:52:11 AM
Congrats!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: metarvo on February 01, 2010, 06:18:28 AM
Congratulations on OSITM, CSGdesign!  :thumbsup:  The level of detail and planning in this MD is very good, and I'm ready to see what you have planned for this month.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: MandelSoft on February 01, 2010, 06:51:46 AM
It could've happen anytime that Natural Growth would get the OSITM. It's well deserved! Congratulations!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Faded Glory on February 01, 2010, 07:42:53 AM
Nice update (as usual). I like how you can see the overview; it gives it a sense of accomplishment. Also, thank god I have an SC4D account, or else I would sorely miss this CJ on Simtrop. Keep up the good work!  ;D
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Jmouse on February 01, 2010, 08:26:04 AM
Congratulations, CSGdesign! I have a feeling I'm going to wish February had a few more days - it's going to be an exciting month in OSITM! :)

Later...

Joan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on February 01, 2010, 08:46:06 AM
Congratulations on your OSITM!  Glad to see your excellent work here is being recognized!  I quite like the style of those maps, the region is exploding with highway construction now!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: GaBoR on February 01, 2010, 09:05:23 AM
Nice regional overview!, canpt wait to see your new highway system!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on February 01, 2010, 09:06:53 AM
Great update again, and congratulations on OSITM!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: rhythmandjays on February 01, 2010, 09:25:14 AM
Excellent updates...a great, new presentation! It's no surprise that this MD would receive an OSITM honor. Congrats on the achievement!  &apls  &apls  &apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: bat on February 01, 2010, 10:02:39 AM
Congrats for the OSITM-award! And looking forward to more updates... ;)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: naftixe on February 01, 2010, 11:26:02 AM
Wow, you have shocked me and the CJ/MD worlds :'(

Keep up the good work and I will try to keep up.  &apls

Feel free to PM me anytime. If you want I will give you my personal email to keep in touch ;D
Title: Re: CSGdesign's NATURAL GROWTH
Post by: ecoba on February 01, 2010, 03:05:02 PM
Congragulations on OSITM! Natural Growth really is an amazing MD!

Ethan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: marsh on February 01, 2010, 04:14:32 PM
Congrats on the OSITM!


Your question is not a public one, this is a MD.  Robin - Global Moderator
Title: Re: CSGdesign's NATURAL GROWTH
Post by: jdenm8 on February 01, 2010, 10:26:52 PM
Nice highway update and congratulations on the award. Had to do a bit of searching to find this NG thread though.

(I am the same jdenm8 from Simtropolis in the unlikley event that you were wondering.)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Maravone on February 02, 2010, 04:20:39 PM
What about my surprise when I found out that your CJ was no longer in Simtropolis!
Thankfully you have a blog!
I normally just use SC4D for downloading purposes, but guess I'm going to start popping up a LOT more here! ;D

Congrats on all the recognition and awards (OSITM) you just got!
Keep up the damn good work and keep on connecting those loose dots in the sea of connections that is Boston's transportation map!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: DarthViper3k on February 02, 2010, 08:04:16 PM
Quote from: marsh on February 01, 2010, 04:14:32 PM
Congrats on the OSITM!
Just out of couriosity, why did you leave simtropolis?

When you think about it its rather easy... Makes a lot of sense to me at least.

Hes running his own company... thats time consuming as it is... playin SC4 enough to do a new journal entry each 2-3 days I think he said... and then hes posting it on 2 different forums and Simtropolis' CJ section... all very possibly using slightly different BB code for links and images making copy and paste more work than it should be.  And then to respond to all of his hundreds of fans he has to visit 3 different boards.

Personally I envy him... between programming, 2 kids.. I barely have enough time to make 1 journal entry a week.


Oh.. Congrats on the award their CSG... Your style of city building has created its own cult following.  So much so that as much as I used to want CitiesXL... not having all the custom content to do a NG city in the game might be a big deal breaker for me until its out there.

Then again thats just me.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: marsh on February 02, 2010, 08:59:34 PM
darthviper: actaly i just saw... on CSG's blog he said that it was cause the moderators there were.... i'm guessing... a pain in the ass
Title: Re: CSGdesign's NATURAL GROWTH
Post by: mightygoose on February 03, 2010, 01:59:46 AM
Guys reasons for leaving are not for discussion in public, if you want to send CSGdesign a PM and ask him there thats cool, but the thread must stay on topic.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on February 03, 2010, 03:07:09 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Holy.
I'm away for like 3 days doing blog stuff and I get BURIED in comments lol.
Wow.

Ok.  *Cracks knuckles*

Hello and a very, VERY warm welcome to all my new readers.
I really hope you've enjoyed any of the previous entries you may have browsed through, and I'll do my best to give you an entertaining read this month and with any luck some of you may even find it interesting enough to follow for awhile...

Just to let you all know, I have a blog site that is pretty intensive - has heaps of stuff, and will in a few days also have this journal in page-by-page form, my other journal, downloads, all sorts of bits and pieces, as well as behind-the-scenes stuff, teasers... just in case you need a bit of a fix or like to get a little more in depth with things or see it from a new angle.

You can read my blog completely anonymously, or you can register to comment and make suggestions or ask questions.  You'll find I am much more active there than here.
You can visit my blog here (http://www.csgdesign.com.au/blog/) and you're very welcome!

Okay... now to meet everyone.

Quote from: Rady link=topic=9440.msg306070#msg306070
That's simply great. Every time I read you MD I see something new in the way of presenting a MD! You must spend some time on that!!
Haha awesome, I'm glad you like it.
Each entry generally takes me a couple of hours to produce.
Some of the really huge ones can take more.
In general I spend 4 hours per evening doing something related to these journals instead of television (what a waste).
It is either reading and writing replies, creating BATs, conceptualising a story, editing images, playing the game itself to grow the area or build new infrastructure, or creating a new entry.  The last week or so it's been setting up my blog properly - that will continue for another week or so until everything is fully published and up to date, and then it'll just be new entries and minor tweaks.

Quote from: canyonjumper link=topic=9440.msg306080#msg306080
Wow! Great update! You must spent a lot of time on those maps! And excellent blog!

                   -Jordan
These particular ones took about 35 mins to trace in vector, then another 15 or 20mins to render each image and upload the entry.  I hope you enjoy reading in my blog and post in it!  I have HEAPS of visitors and lurkers, and many people that have registered but haven't commented yet.

Quote from: rooker1 on February 01, 2010, 04:27:43 AM
An out standing MD.  &apls No wonder it is being moved to the OSITM spot light this month.

Congratulations on the move from mysel and The SC4D Staff!
Thankyou very much Robin. I keep meaning to ask you where I can get that SC4PIMX tool that I need to begin qualifying for LEX but it always seems to find it's way to the "forgot about" basket...

Quote from: mightygoose on February 01, 2010, 04:33:24 AM
congrastulations, now lets see if  we can't turn a few heads
Yay!  I'm so pleased we're both on OSITM at the same time.  Have fun!

Quote from: tooheys on February 01, 2010, 04:47:37 AM
Damn, knew we should have paid that bill  :D Well done CSGdesign, have a great month.
Thankyou tooheys. Hope you enjoy mah MD.

Quote from: canyonjumper on February 01, 2010, 04:52:11 AM
Congrats!
Spanks!

Quote from: metarvo on February 01, 2010, 06:18:28 AM
Congratulations on OSITM, CSGdesign!  :thumbsup:  The level of detail and planning in this MD is very good, and I'm ready to see what you have planned for this month.
Hey me too!  :shocked2:

Quote from: mrtnrln on February 01, 2010, 06:51:46 AM
It could've happen anytime that Natural Growth would get the OSITM. It's well deserved! Congratulations!
Thankyou so much.  You sound as though you've read through some of it already?  I don't remember seeing any comments by you?  Welcome and I hope you enjoy it.

Quote from: Faded Glory on February 01, 2010, 07:42:53 AM
Nice update (as usual). I like how you can see the overview; it gives it a sense of accomplishment. Also, thank god I have an SC4D account, or else I would sorely miss this CJ on Simtrop. Keep up the good work!  ;D
That's one of the reasons why I made that first timelapse - I'm working on a much more complex one at the moment that shows milestones as an overlay... it should be an interesting addition... especially once these highways are done. I'm glad you have a SC4D account too... but for everyone on ST that doesn't, I'll be publishing the journals in full, CJ style, on my blog.  Just figuring out all the nesting, popdown menus, page templates, etc, then BAM ppl will be able to read and lurk without ever having to register.  And if a reader wants to comment, all you need is a username, email address, and password.  Easy peasy.

Quote from: Jmouse on February 01, 2010, 08:26:04 AM
Congratulations, CSGdesign! I have a feeling I'm going to wish February had a few more days - it's going to be an exciting month in OSITM! :)

Later...

Joan
Haha well thankyou Jmouse - I hope I can live up to your expectations.
I'm feeling a bit overwhelmed at the moment to be honest.

Quote from: Battlecat on February 01, 2010, 08:46:06 AM
Congratulations on your OSITM!  Glad to see your excellent work here is being recognized!  I quite like the style of those maps, the region is exploding with highway construction now!
Yeah they're all being built simultaneously...
What's going to be REALLY interesting is the reactionary changes to the region as a result of these highways.  One of which is featured in my very next entry, in fact.  Well... the lead-up to it anyways.  These highways are really going to make for an interesting set of circumstances to Naturally Grow from.

Quote from: GaBoR on February 01, 2010, 09:05:23 AM
Nice regional overview!, canpt wait to see your new highway system!
Me too!   ;D

Quote from: Tomas Neto on February 01, 2010, 09:06:53 AM
Great update again, and congratulations on OSITM!!!  :thumbsup:
Thankyou very much Tomas!

Quote from: rhythmandjays on February 01, 2010, 09:25:14 AM
Excellent updates...a great, new presentation! It's no surprise that this MD would receive an OSITM honor. Congrats on the achievement!  &apls  &apls  &apls
Man every now and then I look back at my previous entries... I've been doing this so long I sometimes forget about just how many entries and images I've made.
It's easy to forget, when you've having this much fun.

Quote from: bat on February 01, 2010, 10:02:39 AM
Congrats for the OSITM-award! And looking forward to more updates... ;)
They's a-comin'... :-\

Quote from: naftixe on February 01, 2010, 11:26:02 AM
Wow, you have shocked me and the CJ/MD worlds :'(

Keep up the good work and I will try to keep up.  &apls

Feel free to PM me anytime. If you want I will give you my personal email to keep in touch ;D
Haha that was not my intent.
I look forward to your continuing to read and challenge me with great ideas and questions.
I'm very sorry to have buggered up your rating chart, but that was one of many bridges I had to burn.

Quote from: ecoba on February 01, 2010, 03:05:02 PM
Congragulations on OSITM! Natural Growth really is an amazing MD!

Ethan
I'm still amazed that it has drawn the attention it has since I published it.
It all started with me just trying to visually show why I thought working a city without grids and "planned perfection" was more fun for me, and its kind of taken on a life of its own.

Quote from: marsh on February 01, 2010, 04:14:32 PM
Congrats on the OSITM!
Just out of couriosity, why did you leave simtropolis?
Thankyou Marsh.  Here isn't the place to discuss that, but you're welcome to read what I have written in my blog, and can comment or ask questions there if you like.  I'd prefer to just keep it clean and move on to be honest - ST have a history of long drawn-out slagging matches and dramatic slur campaigns and I just have no interest in being part of one.

Quote from: jdenm8 on February 01, 2010, 10:26:52 PM
Nice highway update and congratulations on the award. Had to do a bit of searching to find this NG thread though.

(I am the same jdenm8 from Simtropolis in the unlikley event that you were wondering.)
Hi and welcome jdenm8!
Yes I'm sorry for the search - SC4Devotion have just given me the honor of highlighting my journal in their Of Special Interest This Month section.  There is a link to this journal from my blog, however, and it remains in place no matter how much they move my MD around?

Quote from: Maravone on February 02, 2010, 04:20:39 PM
What about my surprise when I found out that your CJ was no longer in Simtropolis!
Thankfully you have a blog!
I normally just use SC4D for downloading purposes, but guess I'm going to start popping up a LOT more here! ;D

Congrats on all the recognition and awards (OSITM) you just got!
Keep up the damn good work and keep on connecting those loose dots in the sea of connections that is Boston's transportation map!
Yeah I made the blog (http://www.csgdesign.com.au/blog/) to tie all my stuff together... it gives readers a chance to know a bit more about me, and comment, question, and inspire me at another level if you guys feel inclined to.  It's doing surprisingly well - there's heaps of traffic and quite a few registered and unregistered lurkers - all VERY welcome.

Quote from: DarthViper3k on February 02, 2010, 08:04:16 PM
When you think about it its rather easy... Makes a lot of sense to me at least.

Hes running his own company... thats time consuming as it is... playin SC4 enough to do a new journal entry each 2-3 days I think he said... and then hes posting it on 2 different forums and Simtropolis' CJ section... all very possibly using slightly different BB code for links and images making copy and paste more work than it should be.  And then to respond to all of his hundreds of fans he has to visit 3 different boards.

Personally I envy him... between programming, 2 kids.. I barely have enough time to make 1 journal entry a week.


Oh.. Congrats on the award their CSG... Your style of city building has created its own cult following.  So much so that as much as I used to want CitiesXL... not having all the custom content to do a NG city in the game might be a big deal breaker for me until its out there.

Then again thats just me.
While I do have my own business, I mostly work in business hours only - a forced decision.
I generally update the journal every 2-3 days, and yes the code on ST is slightly different to everyone else but that's ok... no big deal... that was not a factor in my decision at all.
Most of my time doing this is during the evenings when most people would be watching that brain-sapping, time-eating idiot box the television.  The amount of time that is sucked out of your life by that thing is scary.  So I use that time to produce entries and respond to comments and such, and I find it far more entertaining than being advertised to in between mind-numbing nothing TV shows.  Did I mention I don't like TV?  No?  I don't like TV... okay you get it.  ;D
I have a toddler - quite the handful - I don't think people that don't have kids can quite understand just how time consuming they are.  But so worth it, aren't they?  Just the most amazing source of pleasure and joy and inspiration and rejuvenation.  Wouldn't trade her fer every gram of gold on the planet, and that's a fact.

I was a big avid wide-eyed excited fool for CitiesXL, and really wanted it badly.  Everyone said "no dont bother" and I poo-poo'd them and bought it.  I gave it a week... I mean I really blinded myself to the problems and just plowed through giving it every chance to prove itself, and in the end had to take it back... it was such a dissapointment I cannot express how over-marketed it is.  My opinion.

Quote from: marsh on February 02, 2010, 08:59:34 PM
darthviper: actaly i just saw... on CSG's blog he said that it was cause the moderators there were.... i'm guessing... a pain in the ass
Pretty much.  Now let's move on.

Quote from: mightygoose on February 03, 2010, 01:59:46 AM
Guys reasons for leaving are not for discussion in public, if you want to send CSGdesign a PM and ask him there thats cool, but the thread must stay on topic.
I agree.  Thankyou MightyGoose.


Ok well entry #71 is coming guys but I'm not big on teasers.  If you DO want a teaser, you can visit my blog (http://www.csgdesign.com.au/blog/), and feel free to comment there too if you like.
Thanks for reading, and I hope you enjoy my stories.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: rooker1 on February 03, 2010, 05:12:40 AM
Now that CSGdesign has replied there will be no more talk about where his MD is now and why.

Great stuff so far.  You and MG have piqued my curiousity. 
I can't wait to see what you two are up to.

Robin  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Shadow Assassin on February 03, 2010, 06:52:05 AM
Whoa, a big lot of replies...

Anyway, I don't post often in the MDs section here at SC4D, instead preferring to work behind the scenes at the NAM team forums further up the page... anyway congratulations on your OSITM, and I'm looking forward to many more updates that will be coming about... it's a shame you had to leave ST, but this isn't the place nor time to discuss it anyway.

I've been reading through your blog, too - it's really grown since the last time I paid a quick visit a couple of days ago.

Can't wait to see your next update - your highways really are growing at a cracking pace!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: deathtoall on February 03, 2010, 05:59:37 PM
Nice update CSG. I havent been checking in recently with your updates but that elevated interchnage from the previous update was briliant. Enjoying following your work again.
Title: #71 - Making Boston Smaller
Post by: CSGdesign on February 04, 2010, 04:16:01 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Quote from: rooker1 on February 03, 2010, 05:12:40 AM
Now that CSGdesign has replied there will be no more talk about where his MD is now and why.

Great stuff so far.  You and MG have piqued my curiousity. 
I can't wait to see what you two are up to.

Robin  :thumbsup:
Thankyou Robin. While I really do appreciate the support, let's just all move on - I'm here and happy and if you come across anyone that can't read it here for some reason please point them to my blog (http://www.csgdesign.com.au/blog/), which requires no log-in to view.

Quote from: Shadow Assassin on February 03, 2010, 06:52:05 AM
Whoa, a big lot of replies...

Anyway, I don't post often in the MDs section here at SC4D, instead preferring to work behind the scenes at the NAM team forums further up the page... anyway congratulations on your OSITM, and I'm looking forward to many more updates that will be coming about... it's a shame you had to leave ST, but this isn't the place nor time to discuss it anyway.

I've been reading through your blog, too - it's really grown since the last time I paid a quick visit a couple of days ago.

Can't wait to see your next update - your highways really are growing at a cracking pace!
Haha yeah what's with that??  Easilly the most replies I've had from one entry.
It's only because of the OSITM thing though I think.
It is a shame I had to leave, but I've had a steady and growing number of people register for my blog, and now that the journal is being published there I hope that will snow-ball.  So at the end of the day, no problem.  In fact it should be beneficial in many ways.
Ya the highways are growing fast - they've been being built for 2.5 game years now, and are on track to be finished at the end of the forth... fast paced I know but I want to get them done so I can deal with the interesting repercussions of having them and how it affects the Natural Growth process.  This following entry hints at one such repercussion.

Quote from: deathtoall on February 03, 2010, 05:59:37 PM
Nice update CSG. I havent been checking in recently with your updates but that elevated interchnage from the previous update was briliant. Enjoying following your work again.
DTA!  Glad yer here buddy.
Come and join me on my blog!  It's a lot bigger than you'd think and it's getting more juicy every time I add stuff... which is daily.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG71%2FNG71%2520Banner%252001.jpg&hash=65274b7a3ef2b11c03523b6fdd3b15bdc617c4cb)

The SimNational Highway project has had an unexpected benefit for me.

I've enjoyed my yachting lifestyle in Kelly Bay, but the commute Spankton is long and during peak can be very crowded, and it's really having a major impact on my quality of life.

Well imagine my delight when I heard that Boston is building it's very first water-front living estate, just a little north and with easy access to the new highway (when it's done).  I contacted the number in the advert and two days later this brochure arrived, showing me the new estate, where it's located, pricing, the available releases... although they haven't specified the actual lots yet but it says that's only months away from approval and I can buy right off the plan.

The area being developed in a small bay north of here, I think it used to be called Mudgrove but they're renaming it to Skipper Bay.  Probably a good marketing decision.
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The brochure's very nice - I really hope this is as good as it looks because with the third pay-rise I got recently I've got a lot of expendable cash and to be honest its quite a drag trying to figure out new things to spend it on.  A nice big house, a yacht, and my own mooring would be just delightful.
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Decent prices, but that's always for some battle-axe block stuck in the middle of the main turn-off or something... we'll see what the average house and land package is worth.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG71%2FNG71b.jpg&hash=42239779ecb2caa0c140cae54cc47c3afe257b81)

I particularly like this one.  The Silbermann.  There are a lot of nice ones, but this one just says "I'm a pompous twat with too much money" and that's just exactly the message I'm going for.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG71%2FNG71c.jpg&hash=f405c4d01e1406ac8b4025f6e94976d4e3e2a7c7)

All my friends at the country club are gonna be so jealous.

Want more?  Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: deathtoall on February 04, 2010, 04:19:24 AM
I already have your new blog CSG. Im excited about the prospect of your canal estates. I cant wait to see you finish them. Then on to greater things heh?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: ecoba on February 04, 2010, 04:32:46 AM
Hehe, a watefront estate, eh?

Well I guess there has to be one in every city, and starting from only 258000? Wow! In Boston it seems it would be something along the lines of 700K.

I also noticed that you used New Zealand dialing on the brochure, the number should have 10 digits.  :thumbsup:

But, all in all I like the work that's coming from you, it really shows excellence!

Ethan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: mightygoose on February 04, 2010, 06:09:33 AM
be careful you may start recieving phone enquiries, legitimate ones. that is some superb work.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on February 04, 2010, 08:12:40 AM
I want one of those :D! Great work!

            -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on February 04, 2010, 08:15:26 AM
Thats a very professional looking brochure!  Looks a lot nicer than the ones that get included with development applications here at work.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Shadow Assassin on February 04, 2010, 08:52:11 AM
Oh, totally. I'm so jealous about that lovely house.


Euro tileset, right?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: DarthViper3k on February 04, 2010, 10:17:11 AM
Awesome 3d work there CSG love how it looks. Though if you're using USD there I would suggest raising that price. My parents owned a home that was no bigger than 3bed 2 bath for $300k. If you're wanting rich scale water front homes I would say that number would realistically be closer to 800k
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on February 04, 2010, 01:37:02 PM
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Quote from: deathtoall on February 04, 2010, 04:19:24 AM
I already have your new blog CSG. Im excited about the prospect of your canal estates. I cant wait to see you finish them. Then on to greater things heh?
Yeah I'm looking forward to them as well - I think it will work out really well from what I've seen from my tests.

Quote from: ecoba on February 04, 2010, 04:32:46 AM
Hehe, a watefront estate, eh?

Well I guess there has to be one in every city, and starting from only 258000? Wow! In Boston it seems it would be something along the lines of 700K.

I also noticed that you used New Zealand dialing on the brochure, the number should have 10 digits.  :thumbsup:

But, all in all I like the work that's coming from you, it really shows excellence!

Ethan
You must remember the year the game is set in at the moment.  1991.  Houses that are now $700k were $220k and less, back then, depending on the suburbs.  In Brisbane at least.  It's only a fictional figure really, very vaguely associated with reality more for a reader to associate with than for realism.
Same with the phone number - purely random fictional number (so some poor sucker doesn't get calls in the real world and wonder what its all about).

Quote from: mightygoose on February 04, 2010, 06:09:33 AM
be careful you may start recieving phone enquiries, legitimate ones. that is some superb work.
Haha I made the phone number totally bogus so that won't happen.  :P

Quote from: canyonjumper on February 04, 2010, 08:12:40 AM
I want one of those :D! Great work!

            -Jordan
Me2!!  Stupid cheap Boston tradie workmanship probably has no internal faces and there's probably vertexes missing from all the corners.  Get a good builder, or all your splines will slide to one end of the room.

Quote from: Battlecat on February 04, 2010, 08:15:26 AM
Thats a very professional looking brochure!  Looks a lot nicer than the ones that get included with development applications here at work.
Thx Battlecat.  I've personally never seen one this dimension (they're always A4) but I was originally going to make that front cover as an advert in a magazine and then I converted it to a brochure and altered the story halfway through doing it.

Quote from: Shadow Assassin on February 04, 2010, 08:52:11 AM
Oh, totally. I'm so jealous about that lovely house.


Euro tileset, right?
Correct as always, you know your game.

Quote from: DarthViper3k on February 04, 2010, 10:17:11 AM
Awesome 3d work there CSG love how it looks. Though if you're using USD there I would suggest raising that price. My parents owned a home that was no bigger than 3bed 2 bath for $300k. If you're wanting rich scale water front homes I would say that number would realistically be closer to 800k
For 2010 or even back to 2003 I'd agree with you.  But this is set in 1991 still, and prices were very, very different back before the 2003/2005 boom. If you do a quick search on any water-front estate in Brisbane at least, such as Pelican Waters or Raby Bay you'll see that this price is reasonably accurate for the bottom-end of the scale at that time (which is what I was going for - the "starting from" price).  It's only meant as a vaguely relate-able figure... I could make Bostonian Sims trade shells and corncobs, but I want it to be a bit more able to be related to than that.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Faded Glory on February 04, 2010, 03:38:25 PM
I LOLed at the asterisk. "House and Land packages may not actually exist. Please don't read any more of the fine print before purchasing."
If anybody noticed I bet the developers would be something like  :-[ . Keep adding in the detail; it makes it refreshing! As always, nice update, and the highway's really coming along!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: jdenm8 on February 04, 2010, 03:42:09 PM
Great work with the brocheure. I especially love your 3dsMax(That's what you're using for the 3D models I think you said in your blog)/Photoshop work. It makes it look much more realistic.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Ditro on February 04, 2010, 05:43:00 PM
Nice to see a new subdivision develop; ought to be interesting.  I guess I'll follow your MD here from now on.

-Ditro (from ST)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: nedalezz on February 05, 2010, 02:44:20 AM
Waterfront living, eh? Cant wait to see what that looks like. So Im curious as to what some of the biggest companies/employers are in Boston.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on February 05, 2010, 04:50:19 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Quote from: Faded Glory on February 04, 2010, 03:38:25 PM
I LOLed at the asterisk. "House and Land packages may not actually exist. Please don't read any more of the fine print before purchasing."
If anybody noticed I bet the developers would be something like  :-[ . Keep adding in the detail; it makes it refreshing! As always, nice update, and the highway's really coming along!
Haha you liked that.
Every now and then I'll chuck some little easter-egg like that in - I find it interesting to see who gets it and who misses it.

Quote from: jdenm8 on February 04, 2010, 03:42:09 PM
Great work with the brocheure. I especially love your 3dsMax(That's what you're using for the 3D models I think you said in your blog)/Photoshop work. It makes it look much more realistic.
Ya 3dsmax. The whole point of this journal (for me) is to recreationally exercise my set of tools, which includes 3dsmax, photoshop, illustrator, premiere, and a few others.
Glad you like - cuz I enjoy doin the 3d work - I've got some pretty big plans fer it in the future.

Quote from: Ditro on February 04, 2010, 05:43:00 PM
Nice to see a new subdivision develop; ought to be interesting.  I guess I'll follow your MD here from now on.

-Ditro (from ST)
You can follow it on my blog (http://www.csgdesign.com.au/blog/) too if you like, as you know.  Anyway, I'm glad yer here and that I didn't shed all my readers in the move.

Quote from: nedalezz on February 05, 2010, 02:44:20 AM
Waterfront living, eh? Cant wait to see what that looks like. So Im curious as to what some of the biggest companies/employers are in Boston.
Much of it is featured in previous entries.  The single biggest business in town is Grimey Industries.  They control much of the industry, including every mining operation in town.  At the moment that has only manifested itself in Tunnings Quarry and the White Sands Inlet Silica Mine but there are many others being planned for development, with rights paid for decades in advance.


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Skipper Bay was a direct result of the SimNational Highways Project bringing the region together, making travel time shorter, and in essence making Boston smaller.  This meant that a drive from the CBD to what used to be a remote area was now a short and easy drive down the highway, which really opened up a world of opportunities for developers.

The first of these opportunities to be really noticeably taken advantage of, was Skipper Bay... Boston's first canal water-front living estate.
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Built on an area previously dominated by farmland, Skipper Bay was to completely transform these flats into a thriving high-wealth retreat.

In turn this would prove a boon for the local community as far as commerce and probably industry was concerned, so approval for the project was short-tracked, and marketing material was distributed in accordance with the release plan.  The entire project would be released in two releases, the first being the mouth of the canal network, "Skipper Island" commercial district, and the southern-most section of canals.  The second release would come some years later, and involve a second hill-top commercial district and the northern-most canal networks.  The entire project would cover an area almost 6 square kilometers.
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The first release was approximately half this, and would be available to build on just as the highway itself to the area was due for completion.
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Step 1, as always, is the resumption of properties.  Since most of these were farms, this was a reasonably inexpensive process for the developers.
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The only thing left undemolished at the end of this phase was the road itself, as it was the only coastal means of travel north and south, without a VERY long detour a few kilometers to the west.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG72%2FNG72e.jpg&hash=31a51b352dfa7bb41dc22aae0b938fb7a5c0989e)

This was important, and was one of the conditions imposed by council.  The new road must be fully in place before this old one can be demolished.  This posed a few challenges for the developer, but none that money and good engineers and urban planners couldn't get over.


Want more?  Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: jdenm8 on February 05, 2010, 05:42:06 AM
Nide to read about the development of Skipper Bay. I have a feeling that this is going to be more of an excersise in teaching us how to use your canals. What I generally do (as I am too lazy to pause the game nowadays) and what I think they do in real life is build a road that (eventually) encompasses the entire stage of the estate. When the estate is expanded, just demolish the perimeter road as roads through the estate would already be taking the load.

(on a different note, I had a problem with your fences that you had on Simtropolis before you left. I tried PMing you here but it didn't seem to work.)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on February 05, 2010, 08:56:13 AM
Looking good!  I'm looking forward to seeing how this all comes together, particularly with those canals you're working on!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: bat on February 05, 2010, 10:59:43 AM
Great work on your two new updates! :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: nedalezz on February 05, 2010, 08:58:39 PM
That looks like prime real estate there, especially by the bay. Also looks like a fantastic location for a golf course, actually!

Great update.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on February 05, 2010, 09:45:42 PM
Great stuff! Interesting to see what this will turn out like!

                   -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on February 06, 2010, 08:43:56 AM
Great updates, very nice work!!!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: naftixe on February 06, 2010, 09:40:34 PM
Can't wait to start the development of that little area. Can we get a nice casino strip in there ;)

EDIT: Welcome to Page 13!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on February 09, 2010, 10:10:05 PM
Congrats! Nice from the start I think.
Title: Entry #73 - Keen To Commute
Post by: CSGdesign on February 10, 2010, 07:44:36 PM
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Quote from: jdenm8 on February 05, 2010, 05:42:06 AM
Nide to read about the development of Skipper Bay. I have a feeling that this is going to be more of an excersise in teaching us how to use your canals. What I generally do (as I am too lazy to pause the game nowadays) and what I think they do in real life is build a road that (eventually) encompasses the entire stage of the estate. When the estate is expanded, just demolish the perimeter road as roads through the estate would already be taking the load.

(on a different note, I had a problem with your fences that you had on Simtropolis before you left. I tried PMing you here but it didn't seem to work.)
Naw it wont be a tutorial, although I will include one on my site once I've released the set.
At this point I dont have a set, so how to use it is not known even to me... no way for me to make a tut for it just yet.
I was however going to document Skipper Bay as it progresses - for example many of the canals are now dug and are being lined with rock embankments to prevent erosion.
I agree regarding your road around the estate - once it was completed the roads running through the estate were allowed to be demolished to allow further development.
The problem with the fences appeared to be the black-hole-bug, solved by going into Zone View and then back again - is it fixed now?

Quote from: Battlecat on February 05, 2010, 08:56:13 AM
Looking good!  I'm looking forward to seeing how this all comes together, particularly with those canals you're working on!
Me too!   ;D

Quote from: bat on February 05, 2010, 10:59:43 AM
Great work on your two new updates! :thumbsup:
Thx Bat.

Quote from: nedalezz on February 05, 2010, 08:58:39 PM
That looks like prime real estate there, especially by the bay. Also looks like a fantastic location for a golf course, actually!

Great update.
That is true, but this land is being developed into a canal estate... more will likely follow in the years to come.  It was too far out of town to be developed before, but the highway has made it far more accessable...

Quote from: canyonjumper on February 05, 2010, 09:45:42 PM
Great stuff! Interesting to see what this will turn out like!

                   -Jordan
I'm also keen to see how it works out.

Quote from: Tomas Neto on February 06, 2010, 08:43:56 AM
Great updates, very nice work!!!
Thx Tomas!

Quote from: naftixe on February 06, 2010, 09:40:34 PM
Can't wait to start the development of that little area. Can we get a nice casino strip in there ;)

EDIT: Welcome to Page 13!
Haha gambling isn't legal in Boston v2. So it's unlikely.
Who knows what the future holds, though.

Quote from: 976 on February 09, 2010, 10:10:05 PM
Congrats! Nice from the start I think.
I'm glad you're enjoying it 976! Hope I can continue to give you an interesting read...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG73%2FNG73%2520Banner%252001.jpg&hash=14179cf2636e7240d986b98487f7a25f39f3be44)

Boston's Highway Project was much the way to being completed by the end of September, 1991... but still had a long way to go.

Nevertheless much of it was now open to public use, and the sims of Boston were quick to take up the advantage of such a marvellous piece of infrastructure.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG73%2FNG73a.jpg&hash=6a14ac1ccfb8f4b85cb914defb106955a1557791)

Sims in South Central Boston were now connected directly with the northern parts of Sound Way, by an intersection located just on the western edges of Blattvale.

The highway didn't yet connect with the southern part which wrapped all the way around Kelly Bay's west, but it was only about a year away from being complete, and the main roads still cleanly connected these two pieces of highway, allowing an interrupted but still vastly faster means of traveling between the central and southern parts of Boston City.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG73%2FNG73b.jpg&hash=547abbd4a3bb9ca9deffe3ff1eac35d247d9fda0)
Translation: Resident Sims from distant suburbs are traveling into Boston South Central to work - via the new highway.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG73%2FNG73c.jpg&hash=906bafa6e0ad25e4bf7e512d1a2cc47f6bf07595)
Translation: Resident Sims in Boston South Central are using the new highway to travel vast distances to other more remote parts of Boston City.

The sims of Boston are voting with their feet (and cars, and bikes, and skateboards) - the highways are a massive success story, and they haven't even finished being built yet.

This can only mean one thing - Boston is about to enter a Golden Era of growth and prosperity.

Want more? Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on February 10, 2010, 08:12:28 PM
That's great! It wouldn't be very good if it was unused would it :D?

            -Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: deathtoall on February 10, 2010, 09:17:34 PM
Nice update CSG. Is there any word of a potential ring road being constructed to avoid having to drive into Boston's outer suburbs?.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: jdenm8 on February 10, 2010, 09:48:23 PM
Nice to see the residents behaving like they would in real life, (mutters) for once.
Going to Zone view did fix the problem from what I remember. I haven't played SC4 in a while, I'm starting Uni and its sign this here, date this here, click this here, click this there, search this here, blah, blah, blah and I just haven't had time.
Evidently my PM didn't work again.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: mightygoose on February 11, 2010, 06:00:35 AM
it is great to see sims adopting the new faster routes, i cannot wait to se you develope the ringroad that will join these freeways up.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: metarvo on February 11, 2010, 06:11:26 AM
Good update, CSG.  This is turning out to be a realistic city.  I'm looking forward to seeing more of the highway construction.  ;)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on February 11, 2010, 09:28:57 AM
Very cool interpretation of those game notifications! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Maravone on February 13, 2010, 03:12:13 AM
Good to see that the highway is already up and running and having already a good use!  ;) And it is still so much to finish in the project yet!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Swesim on February 14, 2010, 04:16:16 AM
I wonder how I managed to miss this MD entirely before, but now I that I managed to find it I will surely keep a close eye on it...
Your blog is also a very nice thing, I enjoy reading it just as much as the actual MD, so keep it going.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on February 14, 2010, 06:37:33 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Quote from: canyonjumper on February 10, 2010, 08:12:28 PM
That's great! It wouldn't be very good if it was unused would it :D?

            -Jordan
Well the simulator has some limitations - the Eternal Commuter loop for example is particularly annoying and unrealistic... so yeah it's satisfying to see these highways are being used as they are intended.
On a side note I believe I've found a way to kill the Eternal Commuter loop just by playing a particular way (no mods required)... I'm going to test it more thoroughly before I state how, though.

Quote from: deathtoall on February 10, 2010, 09:17:34 PM
Nice update CSG. Is there any word of a potential ring road being constructed to avoid having to drive into Boston's outer suburbs?.
Well my home town of Brisbane doesn't have "ring roads" as I've seen in other journals/diaries online.  In fact it's a new concept to me altogether.
I will be upgrading roads to carry traffic around the CBD, yes, but they'll be reactionary and are a local council project, not part of the SimNational Highway Project at all.
I intend to have specific events lead up to their planning and execution.

Quote from: jdenm8 on February 10, 2010, 09:48:23 PM
Nice to see the residents behaving like they would in real life, (mutters) for once.
Going to Zone view did fix the problem from what I remember. I haven't played SC4 in a while, I'm starting Uni and its sign this here, date this here, click this here, click this there, search this here, blah, blah, blah and I just haven't had time.
Evidently my PM didn't work again.
I agree, it's a rare thing and satisfying when it happens - it will be interesting to see how long it lasts.
I have gotten two PM's from you.

Quote from: mightygoose on February 11, 2010, 06:00:35 AM
it is great to see sims adopting the new faster routes, i cannot wait to se you develope the ringroad that will join these freeways up.

It will be some time in the making, but they will come.

Quote from: metarvo on February 11, 2010, 06:11:26 AM
Good update, CSG.  This is turning out to be a realistic city.  I'm looking forward to seeing more of the highway construction.  ;)
I'm focusing heavilly on canal BAT making at the moment, so it's slowing me down a little, but I'll be posting more of the highway construction soon.
I want to bounce around a bit - not focus on just one aspect of Boston v2's growth... so this entry takes a break from the highway (and also Skipper Bay).

Quote from: Battlecat on February 11, 2010, 09:28:57 AM
Very cool interpretation of those game notifications! 
It's what they mean isn't it?  Perhaps I've interpreted them wrongly/differently to their intention?

Quote from: Maravone on February 13, 2010, 03:12:13 AM
Good to see that the highway is already up and running and having already a good use!  ;) And it is still so much to finish in the project yet!
Yeah it's awesome - when it's a free-flowing system from north to south, east to west, it will be interesting to see how sims travel about, and what effect it has on the city's growth.  A very cool infrastructural change to Naturally Grow in reaction to.

Quote from: Swesim on February 14, 2010, 04:16:16 AM
I wonder how I managed to miss this MD entirely before, but now I that I managed to find it I will surely keep a close eye on it...
Your blog is also a very nice thing, I enjoy reading it just as much as the actual MD, so keep it going.

It's a pretty new diary - only been published here for a few months but was previously on Simtropolis since I think July last year?
Glad you like it - I look forward to feedback and questions from you... nice to hear from a lurker on my blog.  My traffic census tells me I'm getting between 4000 and 6000 page reads per day, with between 1000 and 2000 unique visitors per day, which is cool.  I'm happy to have a site that has silent visitors (lurkers) - I don't need comments or ratings, and the visitors numbers keep climbing so that's good enough for me.

Having said that I really enjoy answering questions you guys n gals have, and seeing what you think of this and that specifically.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG74%2FNG74%2520Banner%252001.jpg&hash=d39832f1580011e0aa63cf4c6825241894e43c14)

Franklin State Forest - declared a protected State Forest in 1910, is facing a growing tide of problems that are forcing governments to re-think their strategy for this land.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG74%2FNG74a.jpg&hash=af834b0a71aa5ba1cfdf10d39054e1cf4666f975)

In 1910 the SimNational Government with the recommendation of the then Boston Shire Council declared a small 1 square kilometer patch of native coniferous forest as a State Forest.  This effectively prevented development of this land, but also prevented sims from taking or altering it in any way, or trapping, hunting or otherwise infringing on the habitat of the native fauna.

At the time this was a noble gesture on behalf of the Boston Shire Council, and one which made everyone feel all warm and fuzzy.  Aww... hugz?

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Franklin State Forest - circa 1920 g.y.

However as time went on and Boston rapidly spread, this little pocket of no-go-zone quickly became isolated in a sea of human "improvement".

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Franklin State Forest - circa 1973 g.y.

To combat the impact this was having on native wildlife in the State Forest, during the 60's, 70's and 80's Boston City Council had allocated a "wildlife corridor" which stretched to the west to the river, and beyond that to the undeveloped wilderness that the city had at that time not affected.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG74%2FNG74d.jpg&hash=a5f2972e660d7c9e3e42fb2014ca7e6a1ca4622c)
Franklin State Forest - 1991 g.y.

By the early 1980's however this had been undercut steadilly by this little proposal here, that little bribe there, this little government scandal here, that little forest fire there, until eventually the wildlife corridor had completely been consumed by human greed and development, utterly isolating Franklin State Forest and any hope that the wildlife there had to escape.

This was made worse by the fact that in its infinite wisdom the governments of the day had defined a rediculously small area as state forest, so that even a drunk squirrel with only three working legs and missing tail could still wander from one end of the forest to the other in a day or so... making it simply too small to support any wildlife for any real conservation purposes.

The road-kill in the surrounding suburbia (and later on the major 4-lane avenue) was testament to the horrible mistake that had been made trying to isolate and preserve nature in such a small prison.

Whereas once Franklin State Forest had been host to a myriad of native animals, like the South-Eastern Hay-Face Llama:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG74%2FNG74h.jpg&hash=1c85c7d3f96a2f0e003638471a14483887dd2492)
South-Eastern Hay-Face Llama - "Llamarus Hayfacii"

... and was a beautiful living showpiece of the native flora of the time:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG74%2FNG74e.jpg&hash=34d066b427d8d21a4cc96fa86bbb508e5c293675)
Franklin State Forest as it was in the 1920's to 1940's

Now traffic, isolation, and a shrinking gene pool have made the larger animals in Franklin State Forest all but dissapeared, and humanity has brought with it a new threat:

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SpiderLegs - "Bigbadass infestimuch"

The introduced climbing plant "Spiderlegs" (Bigbadass infestimuch) was well suited to the climate. With the native environment's lack of controls (such as insects and disease), Spiderlegs quickly took over much of the surrounding forest. In particular Franklin State Forest where human interference and pollution stressed the forest to the point that it could not compete with the introduced climber.

As a result, Spiderlegs became so prolific that it actually blocked out sunlight and quickly stifled new seedlings and under-canopy trees, quickly leading to Franklin State Forest becoming even more devoid of life than it was before.

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Spiderlegs infestation near a walking track in Franklin State Forest - 1987 g.y.

So Boston City Council had little choice but to recommend a drastic approach to Franklin State Forest, which was clearly failing (with no hope for change) to act as a naturally preserved sample of the previous glory that was the native forests.

The Federal Government and Boston City Council had a series of long public discussions, to determine what should be done.

Proposals included:

    * Converting Franklin State Forest into a grand central park.
    * Spending hundreds of millions of simoleans removing Spiderlegs, fencing the zone off completely from the public, and operating it as a sort of "zoo" with isolated walkways and staff and huge maintenance costs (everyone got nervous at this idea, as it was a lot more expensive than just naming an area protected).
    * Developing Franklin State Forest as an eco-resort or as a huge new botanical gardens, and rezoning a new and much, much larger area as state forest much further out of town.

Public input was invited before any decision was made.
So... public... what do you think?

Want more? Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: soulchaser on February 14, 2010, 10:25:40 PM
I's suggest a mixture of 1 and 2. some real park on the outside, more (cleaned up) nature on the inside.

Great update as allways, by the way!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: dedgren on February 14, 2010, 11:59:45 PM
I am seriously impressed.

...note to self: get out more, missing too much great stuff...


David
Title: Re: CSGdesign's NATURAL GROWTH
Post by: scott1964 on February 15, 2010, 08:19:24 AM
Nice nature pictures to go along with the growing problem.  :)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on February 15, 2010, 08:36:55 AM
Beautiful photos!  Nice to see a big block of forest preserved like that! 

I've never been entirely sure about those game notifications.  I've gotten them in some circumstances where it really doesn't make sense.  At least they make sense for your region!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: bat on February 15, 2010, 10:41:53 AM
The pictures are really nice! Looking forward to more... ;)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Maravone on February 15, 2010, 12:15:38 PM
I know a lot of people already supported proposal 3 for the forest, but I just want to give it yet more support by me! Turn that place into a Large Botanical Park now! It will be lovely.  :thumbsup:

btw, can someone tell me why the hell do I find Llamas heads stupid yet extremely comical?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: marsh on February 15, 2010, 01:44:47 PM
Maravone: This is why

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.jaunted.com%2Ffiles%2F3873%2FLlamaTeeth.jpg&hash=21ab08381aeb8a5dd5bc8891d1d1769abeb68202)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on February 15, 2010, 05:36:59 PM
Great pics, CSG!

           -Jordan :thumbsup:
Title: Entry #75 - Where Me And Daddy Live
Post by: CSGdesign on February 15, 2010, 06:30:49 PM
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Quote from: soulchaser on February 14, 2010, 10:25:40 PM
I's suggest a mixture of 1 and 2. some real park on the outside, more (cleaned up) nature on the inside.

Great update as allways, by the way!
That ties in nicely with a suggestion MightGoose made, where the park actually spreads out into suburbia to create green corridors to help fight off pollution and other impacts from suburbia (like predatory pets).

Quote from: dedgren on February 14, 2010, 11:59:45 PM
I am seriously impressed.

...note to self: get out more, missing too much great stuff...


David

Thanks David  ;D

Quote from: scott1964 on February 15, 2010, 08:19:24 AM
Nice nature pictures to go along with the growing problem.  :)
Cool glad you like - non-sc4 pictures add atmosphere and perspective to the story I think.

Quote from: Battlecat on February 15, 2010, 08:36:55 AM
Beautiful photos!  Nice to see a big block of forest preserved like that! 

I've never been entirely sure about those game notifications.  I've gotten them in some circumstances where it really doesn't make sense.  At least they make sense for your region!
It's not that big of a block really, it's about 800 meters by 1500 meters I think - roughly a square kilometer.  Nice as a park, but pretty much useless as a preserved State Forest.

Quote from: bat on February 15, 2010, 10:41:53 AM
The pictures are really nice! Looking forward to more... ;)
Cool Bat, lots more comin.

Quote from: Maravone on February 15, 2010, 12:15:38 PM
I know a lot of people already supported proposal 3 for the forest, but I just want to give it yet more support by me! Turn that place into a Large Botanical Park now! It will be lovely.  :thumbsup:

btw, can someone tell me why the hell do I find Llamas heads stupid yet extremely comical?
I tend to agree, but with the Botanical Gardens keeping a large area as natural as possible, and sort of cleaning it up, making it weed free, but adding a parks and recreation aspect to it instead of a non-interference State Government aspect to it.  I think it would be nice to have paths and picnic areas winding their way through natural forest, with gazebos here and restaurants there...

Yeah Llamas are funny.

Quote from: marsh on February 15, 2010, 01:44:47 PM
Maravone: This is why
Haha I lol'd.

Quote from: canyonjumper on February 15, 2010, 05:36:59 PM
Great pics, CSG!

           -Jordan :thumbsup:
Ha cool.  More comin yer way right.... .... .. NOW.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG75%2FNG75%2520banner%252001.jpg&hash=e40faa6f04bf993acee9684f0398cfa0c3b89139)
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Hello.
I am Samantha.
I am four and a half years old.
I like blue and chickens and my favorite chicken is Betsy because she is round.
This is where I live.  My town is called Whatstha.  It is very pretty.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG75%2FNG75b.jpg&hash=a2db7dbd662f57ccba04620345e7d0429c9c7f91)

Come on I'll show you!
This is Whatstha Point.
I live here but my Mummy doesn't.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG75%2FNG75c.jpg&hash=9f43ea2bf5a9bc7a6bfea771a3d42b7e5369416f)

Daddy also likes chickens but he says his favorite chicken is Korma.
I dont know where Korma is but he says he loves Korma and her best friend puppy dumb.
I think that's a mean name but daddy says he loves puppy dumb a lot.

This is where Daddy works.
He says hay is heavy but I have seen hay and its very light. I think Daddy is silly but he's funny.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG75%2FNG75d.jpg&hash=56214bb650cbb75830a98087ac94d4987695b030)

This is Uncle Jeff's farm.  He makes the best scrambled eggs ever.
This is where Betsy lives.  Daddy says Korma comes from here too but Uncle Jeff just laughs when I ask where Korma is. His eyes wrinkle when he laughs.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG75%2FNG75e.jpg&hash=96a7b848af39dc072e8c884283118967dc11e43c)

On the far edge of town is a farm that Daddy doesn't like me going to... he says Mr. Plebbit is mean.  I've never met Mr. Plebbit but Daddy says he's mean.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG75%2FNG75f.jpg&hash=d867c0fdd0950fb27c24cb2ece221ce40594dabc)

Sometimes Daddy and me go to the next town... Merry Vill... um... Meril ... I can't say it but Daddy can.
We take our truck and also our lawn mower to this place to be fixed sometimes if it breaks and Daddy can't fix it himself.
Normally Daddy fixes it but sometimes it breaks too much and he needs someone else to fix it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG75%2FNG75g.jpg&hash=8e0c551c75c3363f04ec21f6abc8bf84e83024a7)

It's not far to the next town which I can't say properly but it takes us awhile because Daddy drives slowly.
He says he likes the air and to take his time.  He always smiles when we drive so I smile too.

One day Daddy says he will take me to see the big city.  Daddy came from the big city you know? Before I was born. Daddy doesn't smile when he talks about the big city but he promised to take me when I'm bigger.  I want to go but I can't take Betsy.

Want more?  Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Faded Glory on February 15, 2010, 06:33:59 PM
Ohh another poll! I love these!  ;D I vote for a mixture of 1 and 3; zone a protected forest out of the way, and convert the existing zone into a central park. It would make sense when development finally makes its way south from the main city itself. Keep up the amazing work! (See what I did there? New adjective  :o )
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on February 15, 2010, 07:16:36 PM
Sweet!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: jdenm8 on February 15, 2010, 11:25:58 PM
That is the kind of girl I would expect to see on some foreign Orange juice commercial.
Nice way to introduce some new towns.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on February 16, 2010, 10:12:02 AM
Nice update, again!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on February 16, 2010, 03:48:11 PM
Great update, CSG! Whatstha Pt. is an interesting name ;D!

              -Jordan :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on February 16, 2010, 07:46:33 PM
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Quote from: Faded Glory on February 15, 2010, 06:33:59 PM
Ohh another poll! I love these!  ;D I vote for a mixture of 1 and 3; zone a protected forest out of the way, and convert the existing zone into a central park. It would make sense when development finally makes its way south from the main city itself. Keep up the amazing work! (See what I did there? New adjective  :o )
Haha you posted this only a few minutes after I posted my last entry - you must have been reading as I was writing.
I agree with your suggestion - we really need a new State Forest, there is no question of that... regardless of what is done with the existing Franklin Park (it's been renamed as the jurisdiction has now been handed over by the SimNational Government to Boston City Council).  It has become Boston's sole responsibility to develop this site in any way Boston City Council sees fit.  With such high profile public awareness of the site, it will need to serve a conservational as well as a recreational value, so as to carefully balance the cost of maintaining and reforming it with the heritage and conservation value that has been its sole reason for existing for almost 100 years now... something that can't just be abandoned overnight.  It's an interesting problem to solve.

Quote from: 976 on February 15, 2010, 07:16:36 PM
Sweet!
Haha.

Quote from: jdenm8 on February 15, 2010, 11:25:58 PM
That is the kind of girl I would expect to see on some foreign Orange juice commercial.
Nice way to introduce some new towns.
Well that's because in 1992 (only a few short months after writing this entry) she got a contract with Daily Juice Company... you've probably seen her on TV.
Turns out Samantha's got a flare for show biz.

Quote from: Tomas Neto on February 16, 2010, 10:12:02 AM
Nice update, again!!!  :thumbsup:
Thanks Tomas!

Quote from: canyonjumper on February 16, 2010, 03:48:11 PM
Great update, CSG! Whatstha Pt. is an interesting name ;D!

              -Jordan :thumbsup:

Haha yer the only person that seems to have noticed that.   ;D
The easter egg behind the tractor repair place's name, and the Chicken Korma ones seem to have been missed tho... many are but that's kind of the point of them.  Hidden little details that some find and some don't... makes writing it more fun to bung a few in.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: jdenm8 on February 16, 2010, 08:34:28 PM
She actually reminded me of some orange juice ads that seemed to dominate the advertising space on JR's trains when I was in Japan last. It had a young (western - possibly french) boy playing with floating bubbles of (rather opaque) orange juice.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: deathtoall on February 17, 2010, 01:07:06 AM
Quote from: CSGdesign on February 16, 2010, 07:46:33 PM
Haha yer the only person that seems to have noticed that.   ;D
The easter egg behind the tractor repair place's name, and the Chicken Korma ones seem to have been missed tho... many are but that's kind of the point of them.  Hidden little details that some find and some don't... makes writing it more fun to bung a few in.


Not everyone misses the little "easter eggs" CSG. Rather, they are taken, smirked at, and left alone :P Nice update on one of the outlying areas of Boston.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on February 17, 2010, 02:10:53 AM
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Quote from: jdenm8 on February 16, 2010, 08:34:28 PM
She actually reminded me of some orange juice ads that seemed to dominate the advertising space on JR's trains when I was in Japan last. It had a young (western - possibly french) boy playing with floating bubbles of (rather opaque) orange juice.
I haven't seen it.  Just struck me as a good pic to show an innocent country girl to put a face behind the narration.   :)

Quote from: deathtoall on February 17, 2010, 01:07:06 AM

Not everyone misses the little "easter eggs" CSG. Rather, they are taken, smirked at, and left alone :P Nice update on one of the outlying areas of Boston.

I know there are many that don't miss em... you, Benedict and ShadowAssassin in particular are very good at spotting them.
Putting something not-so-obvious behind the story adds another depth that makes a story more interesting to write, and hopefully to read too.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on February 17, 2010, 09:00:06 AM
That was a very entertaining update!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: deathtoall on February 18, 2010, 10:48:28 PM
Quote from: CSGdesign on February 17, 2010, 02:10:53 AM

I know there are many that don't miss em... you, Benedict and ShadowAssassin in particular are very good at spotting them.
Putting something not-so-obvious behind the story adds another depth that makes a story more interesting to write, and hopefully to read too.


Flattery will only get you so far CSG  :D But they do contribute quite an amount to the story and make for an interesting read.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: rooker1 on February 19, 2010, 04:43:46 AM
Interesting month so far....funny updates.

Please include your replies with your updates as movement through the MD sections is based on post count.

Robin  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on February 20, 2010, 03:55:51 AM
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Quote from: Battlecat on February 17, 2010, 09:00:06 AM
That was a very entertaining update!
Thanks Battlecat!  :)  Hope you like this one.

Quote from: deathtoall on February 18, 2010, 10:48:28 PM

Flattery will only get you so far CSG  :D But they do contribute quite an amount to the story and make for an interesting read.
Flattery gets you anywhere you wanna go.   ;D

Quote from: rooker1 on February 19, 2010, 04:43:46 AM
Interesting month so far....funny updates.

Please include your replies with your updates as movement through the MD sections is based on post count.

Robin  :thumbsup:
Oh my bad - I thought you could write reply messages or entries on a daily basis... I'll limit replies to entries only from now on then.
This next entry isn't as funny as others you've read.  A bit more sober.

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Boston had grown very fast in the last few years, and in fact the last two years alone had seen Boston's population grow by the same amount that it had grown between the years of 1925 and 1965 - by over 140,000 sims.

These sims traveled - by car, train, boat, and of course by plane.  In recent years especially, aircraft traffic had become a more and more affordable and popular means of travel, and had made the entire SimGlobe a very small place.

But Boston's aging airports were becoming more and more burdened by increasing traffic, despite leaps in equipment and training.
Flight 86H, tragically, was simply a matter of time.

Flight 86H - a routine flight from Boston v2 to Washingsim, stopping off at Everglades en-route.

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But on this one routine trip, something went terribly wrong.

Shortly after take-off, Flight 86H radioed Control with the following message:

    "Control, we have a fire in Engine One.  We are declaring an emergency - request immediate clearance to land. Over."

Control of course provided immediate clearance, however a few seconds later the following and final transmission was received from Flight 86H.


    "Control, we have lost all control of elevators, we are in a steady descent bearing 311. Altitude 3000 feet and falling. We are unable to pull up.  Mayday Mayday."

The eery automated beeping and the artificial voice of the cockpit controls could be heard in the background of the transmission repeating "Pull - Up. Pull - Up."

Shortly afterwards all communication with Flight 86H was lost.
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Two other flights in the region saw Flight 86H decend and strike the forests of the Ilium Range on Boston's distant south-west, about 7 kilometers south of Carver Hills.  They radioed the location to Control, and reported that a fire and smoke could be seen in the area.
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Recognising the need to stem a forest fire that could easily take over the area and kill any survivors as well as potentially threaten Boston itself, a remote Fire Fighting crew was dispatched from the Airborne Fire Brigade in Boston East Central.  It was not hard to locate the site of the crash - an alarming thick black smoke surged from the area.

The fire was a massive scar on the forest, with greasy dark smoke billowing angrily into the sky so thick that it cast a shadow on the forest for kilometers.
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Controlling the blaze took two days, during which time any search and rescue was completely impossible not only because of the noxious black smoke but the danger of further air-crashes due to the semi-controlled nature of the aircraft in the sky over the area.

The fire left little hope for survivors, and dealing with the fire was first priority both for the city, and for any survivors that may have evacuated the area into the neighboring forest.
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The public outrage, shock, and fear during this time was electric.
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Shock, followed by anger and immense sadness had officials and the SimNational Flight Safety Regulation (SFSR) squirming and struggling to find answers that ensured this disaster didn't land in their lap, so to speak.

When the fires were out, the true horror of the scene was laid bare for the entire nation to see.

Flight 86H was utterly destroyed, with a huge ruinous trench having been smashed into the Ilium range by the fallen aircraft.  There was no hope for survivors.
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While SimNation mourned, the SimNational Airforce dispatched three heavy air-lifts to assess the possibility of survivors and to set ground-crews at the site to begin documenting the crash.
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As expected, no survivors were located, and the state of the wreckage indicated that there was essentially zero chance anyone could have made it out alive.

As soon as was practical the area was searched and each piece of the wreckage was carefully documented and relocated to a federal crash investigation hangar, where the cause of the crash was to be determined.  The blackbox was recovered without incident and verified much of what was already known.

The SFSR had some serious heat from the press, but for the moment there was no specific word on what had caused this horrific disaster - the worst aviation disaster in SimNational History.
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284 souls had perished in the Flight 86H Tragedy.
Someone was going to be responsible.

Want more?  Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: warconstruct on February 20, 2010, 04:03:37 AM
wow very good update  &apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: nedalezz on February 20, 2010, 08:52:57 AM
Tradegy indeed :(

It kind of hits a soft spot because although I live in Africa (Ghana), I am a Lebanese national, and I was in Lebanon when the Ethiopian Airlines crashed into the sea last month. In fact, my home just to the south of Beirut is situated on a hill and overlooks the sea and the area where the plane crashed, and there were a few people whom were acquiantances on the plane. So yeah, :(
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Faded Glory on February 20, 2010, 08:56:57 AM
Nice update, though very somber indeed. I love how you can manage to take both the good and the bad from your region and turn it into well-written stories. Also, that bottom picture looks a lot like an older version of Sarah Palin. Lol
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on February 22, 2010, 04:20:18 AM
Very realistic the fire on the forest!!! Fantastic update!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on February 22, 2010, 10:01:15 AM
Quite the sobering update today, although it's very well done.  You've done an excellent job with the images here. 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on February 22, 2010, 03:57:44 PM
What a tragedy. Great pictures though.

                 -Jordan :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: ecoba on February 22, 2010, 05:44:13 PM
Ah, something not completely expected, I'm sure. But, anyway it was still a nice update. Also, the update with the little girl's perspective was, interesting. Yeah, I'll put it at that.

Ethan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: planetechef on February 23, 2010, 06:28:57 PM
Like very much the way you make your presentation, it's more then a simply city growing, it's a great story to follow  &apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on February 27, 2010, 12:54:27 AM
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Quote from: warconstruct on February 20, 2010, 04:03:37 AM
wow very good update  &apls
Thankyou warconstruct - I'm glad you liked it.

Quote from: nedalezz on February 20, 2010, 08:52:57 AM
Tradegy indeed :(

It kind of hits a soft spot because although I live in Africa (Ghana), I am a Lebanese national, and I was in Lebanon when the Ethiopian Airlines crashed into the sea last month. In fact, my home just to the south of Beirut is situated on a hill and overlooks the sea and the area where the plane crashed, and there were a few people whom were acquiantances on the plane. So yeah, :(
I'm very sorry to hear about that.  It must have been very difficult for you.

Quote from: Faded Glory on February 20, 2010, 08:56:57 AM
Nice update, though very somber indeed. I love how you can manage to take both the good and the bad from your region and turn it into well-written stories. Also, that bottom picture looks a lot like an older version of Sarah Palin. Lol
Haha yes now you mention it, she does look a bit similar.
I try to show a lot of variety in as many aspects of the story telling as possible, from writing style, subject, location, political angle, etc... makes it more fun to write.

Quote from: Tomas Neto on February 22, 2010, 04:20:18 AM
Very realistic the fire on the forest!!! Fantastic update!!!  :thumbsup:
Thanks Tomas.  Photo-shopped of course.

Quote from: Battlecat on February 22, 2010, 10:01:15 AM
Quite the sobering update today, although it's very well done.  You've done an excellent job with the images here. 
Cheers Battlecat, glad you liked em.  Ya it can't be all fun and games in a city over 1mil.

Quote from: canyonjumper on February 22, 2010, 03:57:44 PM
What a tragedy. Great pictures though.

                 -Jordan :thumbsup:
Someone will be held responsible for this... you can't have such a high profile disaster without someone taking the fall for it.

Quote from: ecoba on February 22, 2010, 05:44:13 PM
Ah, something not completely expected, I'm sure. But, anyway it was still a nice update. Also, the update with the little girl's perspective was, interesting. Yeah, I'll put it at that.

Ethan
How...cryptic.  ???
Haha glad you liked it... not sure what you mean about the girl's perspective one though.

Quote from: planetechef on February 23, 2010, 06:28:57 PM
Like very much the way you make your presentation, it's more then a simply city growing, it's a great story to follow  &apls
Glad you like it planetchef.
Even though it's a collection of seemingly unrelated short stories, they do knit together and refer to each other from time to time to keep the entire region in focus.

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The Tellequin Point - Tunnings Rail Line, completed in 1985, has served Grimey Industries very well for the last 8 years.

In addition to shipping ore and supplies between Tunnings Quarry and the industrial harbour at Tellequin Beach, the line also served to move workers between Tellequin and Tunnings, as not all workers chose to live in Tunnings (the town) itself.

But as Boston grew around Tellequin, Tunnings, Kelly Bay, Cape Noddi, Tranquillity Harbour, Oyster Cove and further east, demand for public transport in towards Tunnings grew.  With the advent of the SimNational Highway project connecting Kelly Bay to not only Boston CBD but the rest of SimNation, the need for a connection to Kelly Bay from the eastern most densely populated areas was made increasingly important.

A short rail-link was proposed that would connect Tellequin Beach and Kasmir Point to the existing Tunnings Line (also called the "Southern Rail Link"), with the long-term plan to connect that southern network to the existing central Boston rail network within the next five years.

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The proposal involved restructuring the existing passenger rail station (built, owned and operated entirely by Grimey Industries until now) with a higher capacity rail station that would allow passing train traffic.

The rail line would pass to the east of the bulk of the built up areas, through farmland (to keep costs down), up to the north of Eastlook, and across the inlet and into Kasmir Point, where it would terminate.

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This would involve the construction of Boston's second causeway, the first being a road across to Portsmouth Island some years ago.  Unlike the causeway to Portsmouth Island, this one would be significantly less expensive due to being a widening of an existing natural causeway over much shallower water, rather than the filling of a natural channel.

Tuckmore Marina were less than impressed with the concept due to the disturbance to their "pristine natural attractions" and the impact it would have on their business, but their protests were only one of many businesses to express input, and most businesses agreed that it would be a boon, especially in Kasmir Point.

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The existing passenger station next to the Tellequin Minor League station would have to go, being upgraded and replaced by a new and better station.

Several businesses and homes in the area would be resumed by the development, but the overall positives of the project greatly outweighed the disadvantage it put a few sims at.  The fews sims that were displaced were, as always, paid very fairly for their homes, and all objections were over-ruled by a lot of well-funded legal pressure.

Development always trumps "but I was here first" in Boston v2.

Want more? Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: ecoba on February 27, 2010, 07:19:02 AM
Haha, yeah I guess I was being a little cryptic. I'm like that, you'll find that out after a while. Anyway, about the one with the girl it was an, um... interesting read, I guess you could say. A little bit strange, but still good, is what I was trying to imply.

Anyway, it looks like you have some good plans in store for the train stations. Are you planning on using some non-maxis stations. ( ;)  :D )

Ethan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on February 27, 2010, 06:06:28 PM
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Quote from: ecoba on February 27, 2010, 07:19:02 AM
Haha, yeah I guess I was being a little cryptic. I'm like that, you'll find that out after a while. Anyway, about the one with the girl it was an, um... interesting read, I guess you could say. A little bit strange, but still good, is what I was trying to imply.

Anyway, it looks like you have some good plans in store for the train stations. Are you planning on using some non-maxis stations. ( ;)  :D )

Ethan
Haha strange.  Yeah I guess - I was trying to bring a completely new type of narration to the journal.
I do that from time to time.

Yes definately non-maxis rail stations.  All new stations for the last 10 game years or so have been new non-maxis train stations, starting with my own modification of the maxis one, then moving to the Marrast set.  I'm combing through various other available custom content ones too - but I don't want big grand ones, just humble realistic platform based ones (for now anyways).
I'd make my own but I'm committed to too many other projects at the moment so I might as well use some of the already available excellent custom content.

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On the heels of the SimNational Project Colorado Lumber and the Boston City Council had some unique opportunity to harness the public acceptance of large-scale woodland destruction to seal some important contracts that would last some years into the future.

Current contracts for Colorado Lumber were far out west, where by and large there were a lot of trees and the Wilderness Warriors had a weak argument when challenging this logging due to the fact that the logging operation affected such a tiny area of forest compared to the areas left untouched.

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Closer in to the built up areas, this was not the case.  Forests here were already under a great deal of pressure from expansion and property owners clearing their land to "improve" it, and so the added pressure of a logging operation was much easier for the Wilderness Warriors to gain public support against.

The SimNational Highway Project, in particular the M2 (formerly known as the Eastern Seaboard Highway South, or ESBH South) had created a lot of acceptance in Kelly Bay due to the destruction of forest being a desired alternative to the destruction of Kelly Bay's heart.  Readers may recall the protests against this project in Entry #59 "Kelly Bay Crossing Rejected" (http://www.csgdesign.com.au/blog/journals-2/journals/entries-51-60-the-simnational-highway-project/#Entry%2059).

The end result is a great weakening in public support for any protests the Wilderness Warriors have against logging and development in the immediate areas (especially around the highway itself).  This in turn means that now is a golden window of opportunity for Colorado Lumber to snatch up some contracts in the area, and for Boston City Council to make some good coin on the tailcoats of the SimNational Highway Project.

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These contracts represented around 20% of the contracts being evaluated by Boston City Council and Colorado Lumber.  The others were much more scattered than these contracts.  These logging permit contracts were evaluated and signed hastilly while the public remained reasonably accepting of major development in the area.

Effectively these contracts doubled the area of land that had been contracted to Colorado Lumber.  The terms of many of these contracts were that the logging needed to be completed within a few short years and started immediately, while the iron was hot, so to speak.

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This suited Colorado because they could invest in new staff and equipment and expand their operations in quick time.  It suited Boston City Council because Colorado was taking care of the deforestation of areas that Boston intended to on-sell to developers to cater for the population boom that the SimNational Highway Project was bringing...

Land always fetched a better price if it required less expense to develop.  Flat cleared land was far more valuable to developers than forested hilly land that required a lot of clearing and terracing.

Everybody won.
Boston's surrounding wilderness lost.

Hardly anybody noticed.

Want more? Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Faded Glory on February 27, 2010, 08:14:13 PM
Ahhh, anti-conservationism (?) wins again.  &mmm Ah well, it had to happen eventually. On an unrelated note, on that last pic, how did you get the SAM texture to end like that? It always spreads to the surrounding streets on mine.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: jdenm8 on February 27, 2010, 09:19:24 PM
I believe that the PEG dirt road texture doesn't have a custom texture for that configuration, so SC4 reverts to the default and does not carry custom onto other defaults past the problematic tile, nor does it force the default on the custom.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on February 27, 2010, 10:06:46 PM
Nice pair of updates.  What you've done with the forest lots in update 78 is very realistic!  Particularly the part about accelerated cutting of forest blocks isolated by highway construction.  Interestingly enough, much the same principal often applies to agricultural land.  Looking forward to more, especially those canals!  The development in your blog has been very interesting to follow!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on March 01, 2010, 04:25:15 AM
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Quote from: Faded Glory on February 27, 2010, 08:14:13 PM
Ahhh, anti-conservationism (?) wins again.  &mmm Ah well, it had to happen eventually. On an unrelated note, on that last pic, how did you get the SAM texture to end like that? It always spreads to the surrounding streets on mine.
It's a technique I developed shortly after starting to use SAM because I got irritated with that runaway effect you mention.
I discovered that it only extends a certain distance away from where you click, made less-so by multiple curves and intersections.

So to extend it whatever distance I want, I simply place the street first, then plop the SAM piece over the top of it at some point in the middle of where I want that SAM type, and then use the normal street tool and plop a street tile over the street itself on either side of the SAM piece, at some distance.  I see how far that makes the SAM convert the standard street.  If it's not far enough, then I'll plop another normal street tile on top of the converted SAM street, but a little further along, and generally that will extend the SAM conversion by the same distance... it's not an exact science, but I can generally get the SAM to stop within 1 or 2 tiles of where I want it to.

Quote from: jdenm8 on February 27, 2010, 09:19:24 PM
I believe that the PEG dirt road texture doesn't have a custom texture for that configuration, so SC4 reverts to the default and does not carry custom onto other defaults past the problematic tile, nor does it force the default on the custom.
That might be true, I never studied it, but the above technique means that for me it doesn't really matter...

Quote from: Battlecat on February 27, 2010, 10:06:46 PM
Nice pair of updates.  What you've done with the forest lots in update 78 is very realistic!  Particularly the part about accelerated cutting of forest blocks isolated by highway construction.  Interestingly enough, much the same principal often applies to agricultural land.  Looking forward to more, especially those canals!  The development in your blog has been very interesting to follow!
Thanks Battlecat.  I'm looking forward to doing the really cool tiles, like little jetties and boat ramps and culverts and things.

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Two months on and Colorado is certainly maintaining their end of the contract.
A little too strictly to the letter, actually.

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Contract #0801a is 65% depleted, and Contract #0801b is now almost 35% depleted.

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The contracts did not stipulate that the land needed to be rehabilitated in any way, so Colorado is leaving a swathe of destruction in its wake.

Stumps, stunned and terrified animals, and trees and shrubs too small to interest Colorado have been left behind the advancing chainsaws and machinery.

Needless to say, Boston City Council is less than impressed... the only thing it got out of this deal besides royalties was cleared land ready to sell for a good price to developers.

Now developers still needed to put in the same amount of time, effort, and machinery to prepare this land for sale, so the deal has become quite sour for Boston City Council.

Sadly, in its haste, all of the contracts around Kelly Bay have neglected to address a cleanup process, so Boston City Council is down many millions of Simoleans on what it thought it was getting out of the deal.

This will definately NOT persuade them to cooperate with Colorado Lumber Pty Ltd so willingly in future, but with the next 5 years of contracts laid out before it, Colorado will cross THAT bridge when it gets to it.

The merry sound of dozens of happy chainsaws,  and the cracking of falling trees is heard from sun-up till sun-down, every single weekday, in western Kelly Bay.

Want more? Visit my blog (http://www.csgdesign.com.au/blog/)!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: limeyfox on March 01, 2010, 08:03:42 AM
I am still very much enjoying following this journal!  One thing that impresses me the most is how you come up with settlement/landmark/geographical names.  Do you have a technique for generating a place name, or do you just make them up off the top of your head?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: antimonycat on March 01, 2010, 08:16:09 AM
It's interesting that the slightest details, such as your use of typography on the 'Grimey Industries' and 'Skipper Bay' logos gives an image so much more character than if you just used a plain font.

You've put a lot of work into your MD overall, looking forward to the next update.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on March 01, 2010, 08:24:33 AM
Gotta watch that fine print when dealing with logging companies near cities!  Colorado Lumber is making out like bandits with no requirement to clean up after themselves! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on March 01, 2010, 03:27:46 PM
And there go the forests. Ah well, at least it made for a good update ;D!

                     -Jordan :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on March 02, 2010, 01:35:10 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Quote from: limeyfox on March 01, 2010, 08:03:42 AM
I am still very much enjoying following this journal!  One thing that impresses me the most is how you come up with settlement/landmark/geographical names.  Do you have a technique for generating a place name, or do you just make them up off the top of your head?
Hey again limeyfox... I'm really glad you're still enjoying this - you've been following it since pretty much I started transferring it across onto sc4d.
The names are completely impulsive, like my growing technique I'll look at an area and a direction for a road, location for a farm, or a name for a town will pop into my head and I'll use it immediately.  No fore-thought, only reaction.
Some of them are reactive to previous names... for example Tunnings Town was named after the Tunnings Quarry it was built to service, and Tellequin Harbour and Tellequin Point were both named as different areas of Tellequin Beach... turns out Tellequin Beach actually exists in a reader's home-town... total coincidence.

Quote from: Battlecat on March 01, 2010, 08:24:33 AM
Gotta watch that fine print when dealing with logging companies near cities!  Colorado Lumber is making out like bandits with no requirement to clean up after themselves! 
The thing about screwing someone is you wanna make sure it's not the law-makers yer tryna screw.  In the words of the famous adage - you can't beat the law.

Quote from: canyonjumper on March 01, 2010, 03:27:46 PM
And there go the forests. Ah well, at least it made for a good update ;D!

                     -Jordan :thumbsup:
Thanks Jordan.  :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG80%2FNG80%2520banner%252001.jpg&hash=e0dfca34149a3c31dc9793e4339c26520e25e252)

There's a delightful order to things.  A balance.
Some express it in terms of good and evil, right and wrong, dark and light.
It's all the same thing - water finds its own level. You can't push too far in one direction without forces coming together that force you back in the other direction again.

Colorado Lumber thought they'd gotten one over the City Council of Boston v2, for contracts stretching the next five years and worth many hundreds of millions of simoleans.

What Colorado Lumber failed to realize is that Boston City Council were are particularly well organised bunch, not the insipid poorly structured local government that Colorado had become used to dealing with in other regions of SimNation.

Colorado Lumber (and pretty much all lumbering companies of the era) relied on heavy machinery to rapidly process the forest into logs ready to be carted to a mill.

Much of this heavy machinery was in the form of log-moving and in many cases tree-cutting equipment.  Without this equipment men with chainsaws would cut a tree down, strip it of branches, and then be forced to use block and tackle or beast of burden (like oxen or Clydesdale horses) to wrestle each individual log onto a truck or train for transport to the mill.  Machinery made this process tens and often hundreds of times faster and therefore less costly.  Less cost equaled higher profit.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG80%2FNG80a.jpg&hash=6a1e0e6e66bbfa902201a49c6e4b9b00d9153d82)

The workhorse of Colorado Lumber's logging machinery was the Tigercat 726A, and the more recent model Tigercat 735A.  These machines were designed to grasp a tree at the base, saw it off near the ground, then roll the tree through a set of blades that stripped the tree down into a trunk, then carry the log to the nearest truck.  All without ever letting go of the tree from the jaws at the front of the Tigercat.  The entire process took less than 40 seconds, which was around a tenth the speed it would take a man with a chainsaw just to fell the tree to the ground, not counting the stripping.

Colorado Lumber as part of the contract process (in particular the stipulation about the contracts expiring in around five years) had invested in dozens of these machines - at a cost of about $750,000 simoleans EACH.  A significant investment.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG80%2FNG80b.jpg&hash=039c2f39178978581d880caa100f13cd9f43698d)

These machines were very wide - too wide to fit onto conventional trucks, requiring massive convoys to move them between sites or inter-region.  Fortunately for Colorado local road rules were such that providing these vehicles traveled on main roads, with a pilot vehicle, in the left lane to allow overtaking, and with lights flashing, they could travel without being carried by a semi-trailer.  Effectively there were dozens of these machines moving back and forth between sites throughout Boston more or less at will, saving Colorado Lumber many tens of thousands of dollars every time one of these Tigercats needed to move from one site to another.

...

Now, the official story is that it's a total coincidence that this happened less than a month after Colorado decided to play hard-ball with the council about clean-up stipulations in the contracts.

However, shortly afterwards new local road laws were passed that stated vehicles of this size could not move back and forth without being on a trailer, with an advance pilot, a trailer pilot, and a distant advance pilot, as well as a pre-registered route being submitted to (and approved by) council, as well as being limited to being moved between the hours of 2am and 4am on week-days only.  Effectively these Tigercats were on a lockdown at sites they were operating at, and could only be moved under EXTREMELY tight (and expensive) conditions.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG80%2FNG80c.jpg&hash=e34df0f89e3d2f1e84f1afec19a2516776db30e2)

This was made doubly worse in that there were only four vehicles within several thousand kilometers that were able to move these Tigercats, and all of them charged a LOT of money and started billing from the moment they left their home-base cities... whether the Tigercat was on board or not.

So costs to move these Tigercats went from almost nothing to many hundreds of thousands of Simoleans EACH, between every single contract site, and the limited number of vehicles that could move them combined with the conditions under which they could be move effectively meant that it would take months to relocate a fleet of them from one site to another.

The maths was simple - Colorado would be only able to lumber around 25% of the contracts they had acquired (and paid for) before they reached their tools-down date.  And each one would cost millions upon millions of Simoleans more than had been catered for to complete.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG80%2FNG80d.jpg&hash=a4dc17fcaf0ed0cc25f44a4f0a07c5bf59eec393)

And so it was that on the 14th of June, 1992 that Colorado Lumber generously offered to go above and beyond the terms of their contract and clean up their logging sites by grading stumps and reducing all sites to cleared earth when they'd finished operations.  They even offered to draft a new contract that included this clause.

Wasn't that lovely of them?
See? Big Business sometimes does do the right thing afterall.

Want more?  Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: BuildingUp on March 02, 2010, 01:43:33 PM
Hooray for progress! Great update, love the layout of things so far!  &apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Stray Cat on March 02, 2010, 02:31:56 PM
Simply awesome updates CSGDesign!  I love the detail of the story. I know nothing about logging and the logging business but I could very much believe that you are describing a real operation and the resulting difficulties there.  And the screenshots are awesome as well!  Great work!

Thank you.

Cheers!

Scott
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on March 02, 2010, 03:21:45 PM
Ahhh, that was fanastic!  Very well done by Boston City Council.  Only problem there is it's a lot easier to get a law onto the books than it is to get it back out again! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Faded Glory on March 02, 2010, 03:23:22 PM
Haha, City Council is doing what they do best; revenge. Take that, Colorado Lumber! On a side note, this law would definatly help in the future to reduce congestion.  :thumbsup:  Second side note; will Skipper Bay recieve an update before you finish your canals, or afterwards?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: scott1964 on March 02, 2010, 04:07:47 PM
Nice deforestation  $%Grinno$% Where did you get the props? Your areas look very good.  :)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Shadow Assassin on March 03, 2010, 03:11:19 AM
Heheh, this is when council does something right for once.

I bet the people of Kelly Bay are happy about this (especially considering how they almost got screwed over by the SimNational highway project) as it means that the land left behind can actually be cleaned up and sold off to developers for a nice price which then can be reinvested back into the region.

The question is, though: parklands or housing developments? I'm sure most people wouldn't really want to live near a highway though...

Just seen Entry 81 as well - I'm interested in seeing how that pans out for the southern part of the region in future updates beyond that one.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on March 03, 2010, 03:18:23 AM
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Quote from: Stray Cat on March 02, 2010, 02:31:56 PM
Simply awesome updates CSGDesign!  I love the detail of the story. I know nothing about logging and the logging business but I could very much believe that you are describing a real operation and the resulting difficulties there.  And the screenshots are awesome as well!  Great work!

Thank you.

Cheers!

Scott
Well I'm very glad you're enjoying them!

Quote from: Battlecat on March 02, 2010, 03:21:45 PM
Ahhh, that was fanastic!  Very well done by Boston City Council.  Only problem there is it's a lot easier to get a law onto the books than it is to get it back out again! 
That is true... generally.
Turns out the laws being passed had not reached their final stages and were "amended" shortly after the new contracts were drafted... a side story not worth including in the journal.  These vehicles are still limited when and how they can travel, but it's far less expensive and restricted now.

Quote from: Faded Glory on March 02, 2010, 03:23:22 PM
Haha, City Council is doing what they do best; revenge. Take that, Colorado Lumber! On a side note, this law would definatly help in the future to reduce congestion.  :thumbsup:  Second side note; will Skipper Bay recieve an update before you finish your canals, or afterwards?
It will help a little, but most congestion is due to heavy peak traffic, not large lumbering logging machines.  The machines can only travel on main roads at night now, which helps a lot.
Re: Skipper Bay - yep - read on.  :)

Quote from: scott1964 on March 02, 2010, 04:07:47 PM
Nice deforestation  $%Grinno$% Where did you get the props? Your areas look very good.  :)
Those are Pegasus Ploppable Logging Scenes. Very useful for this type of update.
I'm happy you like my area!  :)

Quote from: Shadow Assassin on March 03, 2010, 03:11:19 AM
Heheh, this is when council does something right for once.

I bet the people of Kelly Bay are happy about this (especially considering how they almost got screwed over by the SimNational highway project) as it means that the land left behind can actually be cleaned up and sold off to developers for a nice price which then can be reinvested back into the region.

The question is, though: parklands or housing developments? I'm sure most people wouldn't really want to live near a highway though...

Just seen Entry 81 as well - I'm interested in seeing how that pans out for the southern part of the region in future updates beyond that one.
Well hi!
I haven't heard from you in ages!
I spose the main time I spoke to you was in ST chat rather than in the journal, so there's prolly no difference in that regard.
There's a lot of housing going into the region, but you're right building right next to the highway (at least without some sort of sound-barrier) is not a good idea... people hate highway noise.
It will almost certainly be development rather than parklands, but at this point I have no idea what... I never do until the last second.  Most likely suburbia, but it will need some kind of anti-highwaying... maybe a raised and planted out embankment topped by some sound walls...  Developers haven't made any plans yet.

Ya Skipper Bay will be an interesting development - I don't think this has been done before in a journal so I'm trying to do a thorough job of it...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG81%2FNG81%2520banner%252001.jpg&hash=e131b493d08112515a6291f46ff2c661d8387a9f)

Construction had been going on in the new Skipper Bay canal estate for some months now, and good headway was being made.

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After the site had been carefully surveyed and marked, the canals were grading gradually down towards sea-level.  Even at this early stage it was clear how the layout of the canal estate would go.

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This was the heart of the Skipper Bay Canal Estate, Skipper Island.  It lay between what would be the two entrances to the canal estate.

This was to be one of two commercial districts being built in the canal estate.  Skipper Island would host the new Skipper Bay Marina, as well as various upmarket and somewhat nautical themed commercial ventures.

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Skipper Island was to be intersected by a main road, which would cross the two canal entrances by flat unassuming bridges.  These bridges were carefully designed to allow ferries and small masted vessels passage.  The northern bridge has not yet been built.

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Most of the canal structure lay further north, up the main chanel which was still being constructed.

Much of this estate would be built after the initial release of Skipper Bay, which would include Skipper Island and pretty much all the area shown in this picture.  The second and larger inland commercial district would be built on a natural hill that had been made higher by the fill cut from the canals themselves.  This would result in a spectacular local raised commercial district - Boston's first artificial hill - which would overlook the entire canal estate and out across the bay.  This district would be finished alongside the second release, which would include the canals further up the chanel to the north, wrapping slightly around the new commercial district hill.

It was a grand and spectacular development - Boston's largest development undertaking to date - and was sure to bring a lot of wealth and growth to the city.

And it was all thanks to the SimNational Highway Project.

Which, by the way, was drawing towards completion...

Want more? Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: limeyfox on March 03, 2010, 04:34:25 AM
That canal estate is going to look fantastic, great imaginative development!

What density will the development be, and what public transportation networks will be provided?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: nedalezz on March 03, 2010, 05:47:58 AM
Ohhh, canals :) This should be really interesting. Im also curious to see what type of developments there will be next to the canals.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on March 03, 2010, 08:47:10 AM
This really gives a good view of how large the canal system is going to be!  The walls are looking great!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: metarvo on March 03, 2010, 09:04:06 AM
It's interesting to see how the city council is dealing with realistic city planning scenarios.  Keep up the good work, CSG!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on March 03, 2010, 04:20:08 PM
This is looking great! I can't wait to see how it looks when it's finished ;D

             -Jordan :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: mightygoose on March 03, 2010, 05:30:41 PM
excellent work with the canal.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: M.M.Malwin on March 04, 2010, 05:35:17 AM
Superb! I really like this presentation pre-project! it's very original!  :thumbsup:  ;)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Faded Glory on March 04, 2010, 04:41:20 PM
Quite nice. I like seeing your stuff in action, as it looks very much at home here. There is one thing I'm confused about, however. Is the main chanel in the north different (in functionallity/appearances) than the canals? I like to visualize your well-drawn plans, and that is the only grey spot.  :D Anyways, great stuff.
~Faded Glory
Title: #82 - Sunderson's Legacy
Post by: CSGdesign on March 05, 2010, 04:45:02 AM
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Quote from: limeyfox on March 03, 2010, 04:34:25 AM
That canal estate is going to look fantastic, great imaginative development!

What density will the development be, and what public transportation networks will be provided?
Most of this estate will be medium and high wealth.  Therefore most public transport will be wasted.  The commercial districts and most of the main intersections in the canal estate will have bus-stops (like any other suburb). No rail lines or subways stretch to this area, although it does lie in between the two currently existing rail lines so it is only a matter of time until they connect and run past this area.

Quote from: nedalezz on March 03, 2010, 05:47:58 AM
Ohhh, canals :) This should be really interesting. Im also curious to see what type of developments there will be next to the canals.

Mostly high-wealth suburbia at this point in time... not sure about the future when things get higher-density.

Quote from: Battlecat on March 03, 2010, 08:47:10 AM
This really gives a good view of how large the canal system is going to be!  The walls are looking great!
Thanks Battlecat.  This canal estate will be larger than a small city tile in total area.

Quote from: metarvo on March 03, 2010, 09:04:06 AM
It's interesting to see how the city council is dealing with realistic city planning scenarios.  Keep up the good work, CSG!  :thumbsup:
Cheers metarvo! I have quite a few surprises up my sleeve yet.

Quote from: canyonjumper on March 03, 2010, 04:20:08 PM
This is looking great! I can't wait to see how it looks when it's finished ;D

             -Jordan :thumbsup:
Thanks Jordan. I'm looking forward to seeing how it turns out too.

Quote from: mightygoose on March 03, 2010, 05:30:41 PM
excellent work with the canal.
Thanks Goose!

Quote from: M.M.Malwin on March 04, 2010, 05:35:17 AM
Superb! I really like this presentation pre-project! it's very original!  :thumbsup:  ;)
Thankyou M.M.Malwin... I'm not sure I've seen non-plop-water canals done before... so it'll be interesting to see how they turn out.

Quote from: Faded Glory on March 04, 2010, 04:41:20 PM
Quite nice. I like seeing your stuff in action, as it looks very much at home here. There is one thing I'm confused about, however. Is the main chanel in the north different (in functionallity/appearances) than the canals? I like to visualize your well-drawn plans, and that is the only grey spot.  :D Anyways, great stuff.
~Faded Glory
Yeah the main chanel is just that - a thoroughfare for incoming and outgoing boats... a bit like a road compared to a street.
The canals will have lots of jetties and moored boats, while the main chanel is slightly wider and will have fewer of these jetties, and probably a couple of ferry pontoons.
It will be more obviously different when it's completed... for now all of the chanels look the same.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG82%2FNG82%2520banner%252001.jpg&hash=5ee3e2d3cccebf14fd2075bfc827126fd9ce3c8c)

James Sunderson, originally born in Margoree, studied in Belgriffe City, and then moved to Cove Ville (the home town of his wealthy Aunt Hadley) at the age of 24.

In Cove Ville James opened a used car lot and shortly afterwards married a beautiful young woman, Nancy Cartwright.  Nancy and James had two children, Sarah and Trevor, and both showed great promise in their studies and social skills.

This all changed when in July of 1941 Cove Ville was all but leveled in the terrible earthquake that rocked most of the nation of Palu.  Ten thousand people perished in the disaster, with James' wife, two children and aunt all being counted among them.  The story of this event is covered in DarthViper3k's journal "Palu State - Natural Growth (http://www.simtropolis.com/cityjournals/?p=view&id=1147&page=9)".

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Sunderson was destroyed emotionally by this terrible event, and it completely changed his life.  In one of life's little ironies the event also made James extremely wealthy through inheritance and insurance passed on from his lost family.

His world completely taken away from him, but at the same time made incredibly wealthy, Sunderson moved to a small cozy town called Cradle Bay, on the northern edge of a young Boston v2.

When the Palu Earthquake of 1941 destroyed Sunderson's home and family, it left James with a growing respect for the power and majesty of nature, and his own insignificance compared to it.  Sunderson commented once that it was during this time that he had an epiphany about his place on the earth and purpose in life.

So it was that in the summer of 1944 James Sunderson founded what came to be known as the Wilderness Warriors - an environmental group that would defend the voiceless plants and animals of mankind's environment from the onslaught of an uncaring, all-conquering humanity.

The Wilderness Warriors grew to be a mighty force, tackling governments, businesses, corporations, developers, anyone and anything that would take and destroy without thought of consequence.

By 1990 the Wilderness Warriors were self-funded through a range of programs such as environmental education, environmentally friendly tours, eco-resorts, and a host of investments.  By this stage Sunderson was more of a figurehead than a decision maker in the Wilderness Warriors, but the entire group (right down the guys packing seeds into palettes to germinate for next year's planting season) looked to James Sunderson for passion, enthusiasm, and a love for all things wild.

It was therefore a very sad loss when James Sunderson passed away one night in his bed from a stroke, although many remarked that going to sleep at the end of such an eventful life and never waking up was a damn fine way to go.

James Sunderson's personal estate included only his home on the southern shores of Vieseldorfe Point.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG82%2FNG82a.jpg&hash=b10fdd7a5b3981bb2c4f466b8bde7404d571eeff)
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For around three years prior to Sunderson's passing the Wilderness Warriors had been engaged in discussions with state government about an area of forest being gradually dissected and developed to Boston's north.  The discussions and negotiations were such that this area - being home to some of the most unique ecosystems in SimNation - should be declared a national park and preserved for future generations.

With the great weight of respect granted to the Wilderness Warriors by governments and sims all around SimNation, these negotiations had proceeded reasonably well - due in no small part to the organisation, research, and passion of the Wilderness Warriors which in turn was due in no small part to the efforts and funding of James Sunderson.

It was therefore very well received when the SimNational State Government granted protected National Park status to the area (without reservation) that had been negotiated by the Wilderness Warriors, and named it the Sunderson National Park, in James Sunderson's honour.

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Rest in Peace James.  You earned it.

Want more? Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: jdenm8 on March 05, 2010, 05:31:06 AM
Much bigger than Franklin! All looking good.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on March 05, 2010, 12:56:44 PM
What an excellent legacy for someone who's lived such a busy life!  That's a great spot for a national park! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on March 06, 2010, 05:56:42 PM
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Quote from: jdenm8 on March 05, 2010, 05:31:06 AM
Much bigger than Franklin! All looking good.
This is one of a few National Parks being discussed for the region.
Another much larger one includes the area that Flight 86H came down into... again motivated by reverence for the dead.

Quote from: Battlecat on March 05, 2010, 12:56:44 PM
What an excellent legacy for someone who's lived such a busy life!  That's a great spot for a national park! 
It's getting tough to find places in Boston v2 for National Parks - I honestly NEVER thought I'd say this... but I'm running out of room in this region.  :o

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Colorado Lumber had completed the logging of the two contract sites between the new highway and Kelly Bay suburbia.

It was, therefore, time to move on.

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Now, while Boston City Council had significantly relaxed its laws in regards to moving the Tigercats between sites, it had not abolished them altogether.  A movement plan was still required, a pilot vehicle was still required, and traveling in the early hours of the morning was still required to minimise impact on traffic and risk of accidents.  The Tigercats were allowed to travel under their own power, without the requirement of a semi-trailer, which greatly reduced costs.

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6 of the 7 Tigercats working on Contract Site #0801a would be relocated to the new site across the highway, #0802b.  The other Tigercat from #0801a and the 5 Tigercats from #0801b would be moved south, across the highway, to the site next to Tunnings Town - #0802a.

The movement plan for the northern site was simple - keep to the backstreets until the highway, then travel north up the highway, past the incinerator power plant, through the town of Daedalis, and to the northen edge of the site.  Logging machinery would then work the site from the north to the south.

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Colorado upheld their end of the bargain (it was afterall now written into the redrafted contracts), and plowed all stumps out of the ground, piled them, and burnt them, leaving behind a reasonable clean cleared earth.  The neighborhood kids loved it, and dirt-bike sales had a spike.

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So that made two sites cleared and in the process of being cleaned up.  But Colorado had many more lined up.

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The other site being cleared was of course the Tunnings Town site, #0802a.  It would also be logged from the north towards the south.

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The landscape around Kelly Bay had changed drastically these last three years.  The SimNational Highway that sliced so cleanly through the forest to Kelly Bay's south had brought with it destruction for huge swathes of forest on either side of it.  Such is the price of development.

Want more? Visit my blog (http://www.csgdesign.com.au/blog/).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on March 06, 2010, 06:21:23 PM
Another great update my friend!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Shadow Assassin on March 06, 2010, 06:33:00 PM
Hmm, I wonder if the highway will get duplicated to the other side of the Tunnings Town logging site...

It'll be interesting to see what you finally decide to do with all that cleared land... and it's also good that the south of the region is having some attention paid to it with the last few updates. I wonder if we'll see more of Orthanc and Broadbeach (it is Broadbeach in the south-east isn't it?)

I should comment more often, but I do lurk. :P
Title: Re: CSGdesign's NATURAL GROWTH
Post by: nedalezz on March 06, 2010, 07:05:35 PM
Great update! So what of the area cleared by the logging company, what is the plan for it?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on March 06, 2010, 07:10:18 PM
Great update! I'm curious to know what you're going to do with the empty spaces. Probably develop them, I'm guessing?

              -Jordan :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Faded Glory on March 06, 2010, 08:33:44 PM
Very nice pair of updates. As the development reaches towards the highway, will we be seeing some higher density buildings as space becomes scarce? Also, glad to see the Council decided not to be completly lax on the contract; those stumps won't move themselves, ya' know. Anywho, enough rambling. Great stuff.
:thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Swesim on March 07, 2010, 03:09:17 AM
Having been away for a while I noticed several updates of various kinds.
It is nice to see how the community grow and the problems it brings with it.
How did You change the buildings names in the queryboxes?

I am also eager to see how the canal estate will develop, I guess I´ll head over to Your blog right away...
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on March 11, 2010, 09:33:56 AM
Somehow I missed this update!  The stumps being cleaned up will make the land much more appealing to developers!  It's actually fairly realistic that it's getting hard to find space for large parks in the region.  I imagine the real world Boston Region has the same problem! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on March 11, 2010, 10:33:25 PM
Very good!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on March 12, 2010, 02:26:02 AM
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Quote from: Tomas Neto on March 06, 2010, 06:21:23 PM
Another great update my friend!!!  :thumbsup:
Cheerz Tomas!

Quote from: Shadow Assassin on March 06, 2010, 06:33:00 PM
Hmm, I wonder if the highway will get duplicated to the other side of the Tunnings Town logging site...

It'll be interesting to see what you finally decide to do with all that cleared land... and it's also good that the south of the region is having some attention paid to it with the last few updates. I wonder if we'll see more of Orthanc and Broadbeach (it is Broadbeach in the south-east isn't it?)

I should comment more often, but I do lurk. :P
Not sure what you mean by "duplicated on the other side"... the highway runs down to the east of that logging site and off the southern edge of the region.... but it converts from a RHW-4 to a RHW-2 somewhere just north of that contract site to the east of Tunnings Town.

Glad yer still lurkin!  I haven't seen you post anything on my blog site though - have you visited it?

Quote from: nedalezz on March 06, 2010, 07:05:35 PM
Great update! So what of the area cleared by the logging company, what is the plan for it?

No specific plan at this time, however the council has the intention of selling it off to developers - hence the battle over clearing it.

Quote from: canyonjumper on March 06, 2010, 07:10:18 PM
Great update! I'm curious to know what you're going to do with the empty spaces. Probably develop them, I'm guessing?

              -Jordan :thumbsup:

Definately.  How and when remains to be seen.

Quote from: Faded Glory on March 06, 2010, 08:33:44 PM
Very nice pair of updates. As the development reaches towards the highway, will we be seeing some higher density buildings as space becomes scarce? Also, glad to see the Council decided not to be completly lax on the contract; those stumps won't move themselves, ya' know. Anywho, enough rambling. Great stuff.
:thumbsup:
Medium density generally springs up in the older and wealthier (or more crowded) areas.  For this reason most of Boston is sprawl around the edges of water, which eventually becomes small towers with sprawl stretching inland from the water (and along major routes).  It is extremely rare (but not unheard of) for medium density to be zoned with an initial development in Boston v2... unless its very close to the heavilly populated areas... such as a very old farm finally being bought out and converted into part of the surrounding suburbia.

Quote from: Swesim on March 07, 2010, 03:09:17 AM
Having been away for a while I noticed several updates of various kinds.
It is nice to see how the community grow and the problems it brings with it.
How did You change the buildings names in the queryboxes?

I am also eager to see how the canal estate will develop, I guess I´ll head over to Your blog right away...

The names can be changed just by clicking on them ingame and changing them like you would any other text.
Hope yer like my blogsite... it's becoming less of a blog and more of a major fansite every day haha.  I might need to consider renaming it soon... maybe even creating its own domain.  I'll setup a forum first and see how it fares before I spend too much money (and time) on it.

Quote from: Battlecat on March 11, 2010, 09:33:56 AM
Somehow I missed this update!  The stumps being cleaned up will make the land much more appealing to developers!  It's actually fairly realistic that it's getting hard to find space for large parks in the region.  I imagine the real world Boston Region has the same problem! 
No doubt - except that the real world Boston has filled many times over the space I have.  The entire region I have is suburbia and towers... I would have to re-check but I'm pretty confident there is ZERO wilderness in this region in the real world... even farms would surprise me... all city.  Boston v2 has a LOOOONG way to go to compare to that kind of development.

Quote from: 976 on March 11, 2010, 10:33:25 PM
Very good!
Spanks!

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Orthanc Quay - Boston v2's oldest northern neighbour within the local area - was still considered a remote location.  Especially now that sims had begun getting used to the cruisey drives afforded by the new (and very nearly completed) SimNational highway project.

The only way in and out of Orthanc Quay was still the original ferry pontoon (now very old) and the winding scenic Great Northern Bay Road which didn't access the new highway network until far west of Crystal Bay... quite a drive.

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As a result growth in this region had been slower than closer in to the heart of Boston, but the Orthanc Quay Council wanted all that to change.

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There was still plenty of room to expand both outwards AND upwards on this little point of land... all council had to do was make it attractive to sims to live and Orthanc Quay could benefit from the population boom that Boston v2 had already begun to experience.

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With the introduction of the new Orthanc Marina (privately owned and run by Flushing Floater Holdings) Orthanc Quay was becoming a very attractive city to live in.

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Prosperity had been creeping into this previously farm-dominated landscape for generations, and the council recognised that this was where the growth, development and most importantly of all - the Simoleans - would come from.  Not pumpkins.

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All it really needed was a bit of effort spent into upgrading and consolidating its isolated suburbs...

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...some active campaigning to promote its natural attractions...

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...and a big-ass road connecting it to the new SimNational Highway grid and Orthanc Quay would soon be called The Place To Be.

Hey maybe a jingle would help?

Orthanc! Orthanc! Come and see the Quay!

Water! Termites! It's the place to be.

...

..

Maybe the council should stick to their development plans and leave marketing up to the experts.

Want more? Visit my blog (http://www.csgdesign.com.au/blog/)!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: nedalezz on March 12, 2010, 03:02:42 AM
Given its location on the coast and with the construction of a new marina, I would not be surprised to see the rich start buying up second and weekend homes in the area. Great update!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on March 12, 2010, 08:51:38 AM
Great update!  Orthanc is a neat looking little community, lots of growth potential there!  Love the attempt at an advertising jingle at the bottom.  They'd better leave that one to the professionals! 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Faded Glory on March 12, 2010, 05:33:48 PM
Ohh yes. Termites definitely determine where I wish to live. *Warning- Heavy sarcasm used in prior sentence* Haha, anyways very nice. What have we learned today? People > Pumpkins, and government officals should stick to politics  ;D
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on March 13, 2010, 09:24:14 PM
Orthanc looks great! That's a great map!

                  Your friend,
                                 Jordan :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Bjarni on March 16, 2010, 03:30:39 AM
Spectacular!  &apls you're region is the best developed, most natural looking I've ever stumbled upon.
Actually been following this since ur post on deagon rail  ::) ;D
After seeing what you did here I got ALOT of ideas about how to develop my own region. So thank you for the inspiration, I am enjoying SC4 more and more with this playstyle.
And keep up the amazing work, I must say you really have some skills when it comes to designing and presenting your MD. Can't wait to see your end result  ;D :thumbsup:

oh and one thing... how do you take pics in game, and view them outside the game, I cant figure that one out.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on March 22, 2010, 03:25:53 AM
Well!

It's been a very long time since I wrote an update (compared to normal), but here it is.
I'm sorry for the delay, but I've been a very busy little bee setting up CSGforums (http://www.csgdesign.com.au/CSGf/index.php), which is the forums aspect of CSGdescussions (http://www.csgdesign.com.au/blog/) (my blog site).

Check it out some-time, I reckon you'll be surprised at what you find.

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Quote from: nedalezz on March 12, 2010, 03:02:42 AM
Given its location on the coast and with the construction of a new marina, I would not be surprised to see the rich start buying up second and weekend homes in the area. Great update!
It is a long way from the CBD, so growth here will be much slower than growth nearer the CBD on the coast.  Portsmouth Island for example is growing faster than I can zone for... it's going nuts!

Quote from: Battlecat on March 12, 2010, 08:51:38 AM
Great update!  Orthanc is a neat looking little community, lots of growth potential there!  Love the attempt at an advertising jingle at the bottom.  They'd better leave that one to the professionals! 
Yeah.  &mmm  Lucky feeding my family doesn't depend on my jingle-writing abilities...

Quote from: Faded Glory on March 12, 2010, 05:33:48 PM
Ohh yes. Termites definitely determine where I wish to live. *Warning- Heavy sarcasm used in prior sentence* Haha, anyways very nice. What have we learned today? People > Pumpkins, and government officals should stick to politics  ;D
Haha right.

Quote from: canyonjumper on March 13, 2010, 09:24:14 PM
Orthanc looks great! That's a great map!

                  Your friend,
                                 Jordan :thumbsup:
Thanks Jordan! Speaking of which I'm due to make a map of the entire region... if for no other reason than to prevent me from accidentally naming the same town twice (or more!)

Quote from: Bjarni on March 16, 2010, 03:30:39 AM
Spectacular!  &apls you're region is the best developed, most natural looking I've ever stumbled upon.
Actually been following this since ur post on deagon rail  ::) ;D
After seeing what you did here I got ALOT of ideas about how to develop my own region. So thank you for the inspiration, I am enjoying SC4 more and more with this playstyle.
And keep up the amazing work, I must say you really have some skills when it comes to designing and presenting your MD. Can't wait to see your end result  ;D :thumbsup:

oh and one thing... how do you take pics in game, and view them outside the game, I cant figure that one out.
Wow you've been reading since the second entry?? Amazing!
I'm really glad I'm able to give you some ideas.
As for end result... I'm not sure there ever will be one... you see I'm a total addict.  It's consuming my life.  I go to bed thinking about what I can do next to either write in my journal or improve my blogsite and (now) forums, and I wake up the next morning thinking about what to do first.  I think I need help.  Can you help? .....help.   %confuso


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As the end of 1992G.Y. drew near, the Kasmir Rail Link also drew near completion, having been erected in near record time by the now very well established and well organised rail-manufacturing industry located in Tunnings Town, only a couple of kilometers to the south west.

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Tellequin Minor League station was the first part of the upgrade, and it's construction was done in parallel with the rest of the track being laid.

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The bulk of the rail line was laid through two large privately owned farms, making the Kasmir Rail Link one of the single least expensive rail lines per meter ever laid in Boston v2, not counting the cost of the earthworks required to create a new artificial land-bridge at the northern end of the rail line.

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As the track headed north between Tellequin Beach and Eastlook, it passed through the administrative area of Tellequin Beach, very close to city hall.

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The Eastlook Station was installed almost across the street from the Tellequin Courthouse, and was expected to become the hub station of the entire point.

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The earth-works to widen the natural pass to Kasmir Point went largely without a hitch, as the entire point was founded on rock with only a superficial layer of sand having been deposited over the centuries.  There was some concern expressed over the erosive damage that might be caused by a 1-in-50 year storm event, and the problems it would cause if such a vital infrastructural link were severed, so council began considering options to curb this threat.

In the meantime only a few hundred meters of rail to the Kasmir Point Station remained, and the Kasmir Point Station itself.

The southern Boston coast was powering ahead, and would soon match the North-Eastern coastline for development.

Want more? Visit my blog (http://www.csgdesign.com.au/blog/).  Or check out our new forum site, CSGforums (http://www.csgdesign.com.au/CSGf/index.php)!

Title: Re: CSGdesign's NATURAL GROWTH
Post by: jdenm8 on March 22, 2010, 04:59:22 AM
I sense a once in fifty years storm event pretty soon!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: limeyfox on March 22, 2010, 05:19:09 AM
Hi CSG,

Sorry to bring this up in this topic, but I'm having a problem registering for your blog forum  ()what()

I've had about 10 attempts at inputting the Confirmation Code, I'm certain I'm getting it right but each time it tells me I've got it incorrect.

Has anyone else had this problem?

Cheers,

Limeyfox
Title: Re: CSGdesign's NATURAL GROWTH
Post by: nedalezz on March 22, 2010, 05:49:52 AM
Another great update. I am sure the rail link will ease travelling traffic significantly, and bring a developing city closer together. The CBD, due to easier access, should see more activity, and more people wanting to take jobs there, as well as better retail sales.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on March 22, 2010, 07:16:47 AM
Great stuff, and I bet the area is getting a big sales boom.

              Your friend,
                             Jordan :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on March 22, 2010, 09:40:29 AM
Looks great!  That low elevation rail segment is pretty risky as has been observed!  Some seawalls or something would be a good start to prevent erosion.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Faded Glory on March 22, 2010, 08:17:11 PM
Great update. Glad to see that the southern coast is starting to get some love, because we haven't seen much recently except Skipper Bay and Tunning's Quary/ Town. By the way, are the canal walls officially done, or are they subject to some tweaking? All and all, good luck with the new forums and I enjoy this MD CJ whatchamathigger. :P ;D
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Shadow Assassin on March 23, 2010, 02:49:05 AM
Quote
Glad yer still lurkin!  I haven't seen you post anything on my blog site though - have you visited it?

I visit the site regularly, just haven't signed up, that's all.

Anyway, looked at update 85 - it's pretty cool - also it looks like it's the first FAR segment you've done in this region... I like.

How is it going to link up to the rest of the rail network, is the question.


As for that duplication, I mean, is that RHW-4 going to get extended closer to Broadbeach in the future?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: scott1964 on March 23, 2010, 10:47:51 AM
Nice update.  :)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: RickD on March 25, 2010, 02:51:12 AM
Just wanted to let you know that I am still following your MD.  ()stsfd() It is fascinating to see the region grow.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Tomas Neto on March 25, 2010, 03:56:13 AM
Great update again my friend!!!  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on March 31, 2010, 11:55:06 PM
Nice a lot!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on April 08, 2010, 04:00:29 AM
Well my apologies for it taking so long to update... I've been very, very busy over at CSGforums (http://www.csgdesign.com.au/CSGf/index.php) setting it up the way we want it.  It's growing so rapidly I can't keep up, but it's all good now that I've recruited some help!
Come and check it out - we've got a file exchange which is set up a bit differently to everywhere else to try to help with searchability.  Plus live chat!  And a fun atmosphere... you'll all be extremely welcome.   :)

Soon we'll be announcing a quarterly awards system... that's right, every 3 months!
So get yer journals and images and content in for some well deserved recognition.

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Quote from: jdenm8 on March 22, 2010, 04:59:22 AM
I sense a once in fifty years storm event pretty soon!
Haha yer spidey sense is a bit off - there wont be any devastation ... not yet at least.

Quote from: limeyfox on March 22, 2010, 05:19:09 AM
Hi CSG,

Sorry to bring this up in this topic, but I'm having a problem registering for your blog forum  ()what()

I've had about 10 attempts at inputting the Confirmation Code, I'm certain I'm getting it right but each time it tells me I've got it incorrect.

Has anyone else had this problem?

Cheers,

Limeyfox
Hi Limeyfox... I dealt with this by PM and you've been on CSGforums fer awhile now.  If anyone else has any difficulty I'll be very pleased to help.

Quote from: nedalezz on March 22, 2010, 05:49:52 AM
Another great update. I am sure the rail link will ease travelling traffic significantly, and bring a developing city closer together. The CBD, due to easier access, should see more activity, and more people wanting to take jobs there, as well as better retail sales.
Thankyou nedalezz.
It has already brought a lot of growth, not even one game year on.

Quote from: canyonjumper on March 22, 2010, 07:16:47 AM
Great stuff, and I bet the area is getting a big sales boom.

              Your friend,
                             Jordan :thumbsup:
Yes it's already grown heaps!  :)

Quote from: Battlecat on March 22, 2010, 09:40:29 AM
Looks great!  That low elevation rail segment is pretty risky as has been observed!  Some seawalls or something would be a good start to prevent erosion.
They'll come - just got my eye on other balls atm.

Quote from: Shadow Assassin on March 23, 2010, 02:49:05 AM
I visit the site regularly, just haven't signed up, that's all.

Anyway, looked at update 85 - it's pretty cool - also it looks like it's the first FAR segment you've done in this region... I like.

How is it going to link up to the rest of the rail network, is the question.


As for that duplication, I mean, is that RHW-4 going to get extended closer to Broadbeach in the future?
I don't know how it will link up to the other rail just yet...  we'll see  :)
The RHW will be extended in many ways in the immediate future.

Quote from: scott1964 on March 23, 2010, 10:47:51 AM
Nice update.  :)
Thanks Scott! :D

Quote from: RickD on March 25, 2010, 02:51:12 AM
Just wanted to let you know that I am still following your MD.  ()stsfd() It is fascinating to see the region grow.
I'm very pleased that you're still reading!
Sorry it's taken me so long to update, I've been quite busy over at CSGforums (http://www.csgdesign.com.au/CSGf/index.php).

Quote from: Tomas Neto on March 25, 2010, 03:56:13 AM
Great update again my friend!!!  :thumbsup:
Thankyou Tomas :)

Quote from: 976 on March 31, 2010, 11:55:06 PM
Nice a lot!
Muchness of thankyous.   :D

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We have only been in Boston for a couple of days, for the Big Boys Toys exhibition at the Keoto convention, just north of our motel.

But my wife wanted to visit the home of the Boston Big Cats, the stadium in East Central Boston, across the harbour.

We'd heard that the new Boston Harbour Tunnel had just been completed, so we decided to take it to our destination... it's always fun to drive in a tube with no windows filled with stacks of other cars and no way out if the water comes rushing in while you're... *breathes heavily* it's ok, I'm ok...

So we asked for directions.

Turns out it was a lot simpler than we thought.

Simply follow the Boston Central Motorway until you pass the Greck Corporation building (can be seen easily from the Keoto Convention Center), then turn right at the main intersection.
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Immediately after that they're be a big signpost saying "Boston Harbour Tunnel" - it's really hard to miss actually.

That's the main road that will take you under the industrial docks and harbour and out the other side into East Central Boston.
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If you see the stock-exchange, you've gone too far... (We got some nice shots of it while we were there though, so it's all good!)

They didn't tell me it was a toll but whatever... it's only §4.20.
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Then you plunge into the tunnel itself... all that lovely claustrophobia, death pressing itself up against every window of your car... the sound of the tunnel creaking under the strain of the earth, ready to burst at any  ... it's ok, I'm okay.  It's actually really well lit and ventilated down there... you could almost forget that it wasn't a near-death experience!
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The drive is noisy and unpleasant (but I'm bias, I'm very claustrophobic), and lasts for around 5 minutes, until you pop up the other side to sweet fresh air and natural light.
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I'm not sure how much the tunnel cost the city, or how long it took but it's very fancy... nothing like that back where we live...

It's been quite a nice holiday... two more days and we go home.

I'm thinking of buying that flying car I saw at the Big Boys Toys show... a very reasonable §780,000...
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Aspirin4o on April 08, 2010, 05:52:18 AM
Oh, a flying car! I think I will buy one also ;D
Title: Re: CSGdesign's NATURAL GROWTH
Post by: jdenm8 on April 08, 2010, 06:39:47 AM
Gee. The way you talked about it in CSGchat made it sound huge!  :o A good update and I should do one on my CJ... eventually. (Must out-do CSG. Must out-do CSG.)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on April 09, 2010, 04:06:48 PM
A flying car! Can it time travel too ;D? Nice use of the Big Dig lots, CSG!

       -Jordan :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: ComputerGuy on April 09, 2010, 06:24:11 PM
Ooh..the tunnel seems like an interesting concept.

I love your CJ so much that I dedicate my first SC4D post to you, CSG!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: dedgren on April 17, 2010, 05:29:45 PM
Just checking back in.  Can't wait for the next update!


David
Title: Re: CSGdesign's NATURAL GROWTH
Post by: marsh on April 18, 2010, 08:44:44 PM
Great idea With the tunnle  :thumbsup: Downtown is growing big, it was needed. ;D

Also, did you know that in reality that the Big Dig was in Boston? So this kinda fits  :P
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on April 19, 2010, 09:32:03 AM
Nice job with the tunnel!  That's a great addition to the area. 
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on April 22, 2010, 08:37:20 PM
Nice update! This MD is awesome!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on April 25, 2010, 06:08:14 PM
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Quote from: Aspirin4o on April 08, 2010, 05:52:18 AM
Oh, a flying car! I think I will buy one also ;D
Awesome huh.
I've seen a few at similar Big Boys Toys style shows and they're pretty damn cool.
Personal subs too.  I'd love a personal submarine.

Quote from: jdenm8 on April 08, 2010, 06:39:47 AM
Gee. The way you talked about it in CSGchat made it sound huge!  :o A good update and I should do one on my CJ... eventually. (Must out-do CSG. Must out-do CSG.)
The tunnel is almost 1km long... and is the single largest crossing in Boston so far.
Originally I had it cross the same distance into the neighbouring tile and pop up on the east side of the suburbs but I wasn't getting any traffic so I tried making it smaller and it seems to have worked.
I've heard since that in fact it can cross city borders so I'll try extending it later on in Boston's time-line.

Quote from: canyonjumper on April 09, 2010, 04:06:48 PM
A flying car! Can it time travel too ;D? Nice use of the Big Dig lots, CSG!

       -Jordan :thumbsup:
No the flying car can't time travel.  You gotta buy a seperate time-traveling Delorian for that.
I likez the Big Digs - very very useful mod.

Quote from: ComputerGuy on April 09, 2010, 06:24:11 PM
Ooh..the tunnel seems like an interesting concept.

I love your CJ so much that I dedicate my first SC4D post to you, CSG!
Well thankyou.
Of course since this first post you've totally spammed our new forums to death.  :P  ;)
Glad to have you.

Quote from: dedgren on April 17, 2010, 05:29:45 PM
Just checking back in.  Can't wait for the next update!


David

Here 'tis!
A very warm welcome to CSGforums too.  Nice to have you. :)

Quote from: marsh on April 18, 2010, 08:44:44 PM
Great idea With the tunnle  :thumbsup: Downtown is growing big, it was needed. ;D

Also, did you know that in reality that the Big Dig was in Boston? So this kinda fits  :P
Ya downtown is getting out of control but the towers are still all small ones.
Mostly this is because of the complex street network, as outlined in the entry "Making Room For the Big Ones", but over time that will become a more and more gridded network to accomodate CBD traffic, like most CBDs worldwide... it's a steady process, one development project at a time... in a similar way to this entry, actually, except not just upgrading the road but often completely re-aligning it or removing it altogether.
I was aware of Boston's Big-Dig... in fact I have the Boston Big Dig lot, as well as a few others.  I intend to do much more tuneling in the future as Boston v2 grows.

Quote from: Battlecat on April 19, 2010, 09:32:03 AM
Nice job with the tunnel!  That's a great addition to the area. 
Thankyou Battlecat!
It works well - it now has more traffic traveling on it than the Carlson Esanda Memorial Bridge (the big avenue bridge that's been there for like 80 years).
It has also relieved a lot of traffic traveling from the CBD up north and then east into the western areas, creating a shortcut to the east.
I expect it to get much more used than it currently is... simply because it's a direct link to the second largest part of Boston v2 - the east.

Quote from: 976 on April 22, 2010, 08:37:20 PM
Nice update! This MD is awesome!
Cheers 976!
Nice to see yer still reading.  :)


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SimCorp Stadium, the first Stadium built anywhere in Boston, sat opposite the Keoto Convention Centre, just to the south of the Boston Central CBD.

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The road that ran between SimCorp Stadium and the Keoto Convention Centre (Milankovitch Road) had served the community well for many years, but as Boston Grew it became one of only a few roads leading off the main Boston Central Motorway into the western areas of Boston CBD and inner suburbs.  As a result it had become one of the more conjested roads in the city, and needed to be upgraded.

The Marsdom Stadium in Boston's inner northern suburb of Birdknob Park hosted the majority of games in Boston (due to its size and crowd capacity), making the SimCorp Stadium largely obsolete and used only for smaller and less popular games like Stuffed Poodle Hockey and Women's Soccer.

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In addition the Marsdom Stadium had better access (being right next door to a bus stop, subway and rail stations), and was located well out of the CBD, so that it wasn't on such valuable real-estate.

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As a result, after much debate about "historical values" and "the city needs to expand" and "won't somebody please think of the children" it was decided that SimCorp Stadium had served its purpose and the space was better used for the growing CBD, and to allow the expansion of Milankovitch Road to the western inner suburbs.

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So it was that SimCorp Stadium got the bag, and work was done to upgrade this section of Boston CBD, including the infrastructure... which was the whole reason this debate began.

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Milankovitch Road was upgraded to higher capacity, and a new subway line was installed.

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The first developer to take advantage of the new real estate was the Barrimont Family Trust, who constructed the Barrimont Tower as rented office space.  Construction was completed several months later.

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And so through death and rebirth, Boston continues to grow at an accelerating pace.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: marsh on April 25, 2010, 09:15:01 PM
I always loved that Barrimont Building. Alot of detail compared to other buildings by maxis. Its alos neat how two of the original buildings are still there at the base of that dense peninsula. Im egar to see even taller buildings in Boston since your updating more often now.  :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Aspirin4o on April 26, 2010, 12:20:10 AM
There's not much that can be said  :) Every update made by you, CSG, is pure genius  &apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: limeyfox on April 26, 2010, 01:18:19 AM
Nice update again.  Please can I request a subject for the future - a complete summary of the rail / subway network in Boston?

Many thanks!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on April 26, 2010, 04:14:28 AM
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Quote from: marsh on April 25, 2010, 09:15:01 PM
I always loved that Barrimont Building. Alot of detail compared to other buildings by maxis. Its alos neat how two of the original buildings are still there at the base of that dense peninsula. Im egar to see even taller buildings in Boston since your updating more often now.  :thumbsup:
The Barrimont Building is Maxis' Lucky Lizard Lofts.  Its the first that has grown for me.
Taller buildings will come soon - the CBD is spreading outwards fast and very large inner city blocks are beginning to form ... it's only a matter of time until very large towers like Xylo's awesome Oak Ridge begin to grow.

Quote from: Aspirin4o on April 26, 2010, 12:20:10 AM
There's not much that can be said  :) Every update made by you, CSG, is pure genius  &apls
Thankyou very much Aspirin4o!  :)
I hope to see you on CSGforums sometime  ;)
Now that we've set them up to a reasonably developed level I can afford to let it idle a bit while I focus back on playing and journaling - where it all started and where the real fun is.   ;D

Quote from: limeyfox on April 26, 2010, 01:18:19 AM
Nice update again.  Please can I request a subject for the future - a complete summary of the rail / subway network in Boston?

Many thanks!

That's a LOT of work but you're right it's long overdue and well worth the effort.
I'll put some thought into how I'd do it and whether I could.
Thanks for the awesome suggestion!

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Boston had grown a great deal in the two years since the Eastern Seaboard Highway Project was completed.

So much so in fact that traffic traveling in from out of town or passing though Boston was causing some real headaches in the inner city region.

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So an Inner City Bypass to the east was proposed, with the added benefit of further connecting the now thriving eastern suburbs.

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The key area of concern (besides the astronomical cost of the Gateway Bridge or underpass (not yet decided) was the passage through the eastern suburb of Hiccup and across Brackish Inlet to Oogley on the north shore.

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This was a very heavily built up area, with some complex infrastructure already in place.  As a result some very careful planning and most likely some of the most expensive infrastructural upgrades of Boston v2's history would have to be made.

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Development plans are open to public debate, before council starts drafting the final plans...
Title: Re: CSGdesign's NATURAL GROWTH
Post by: emgmod on April 26, 2010, 08:49:07 AM
I would recommend building a bridge. Besides the landmark effect of a bridge, buses and trucks can use them, unlike the Big Dig.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on April 26, 2010, 09:23:27 AM
Wow, the urban core of Boston is growing rapidly of late.  It looks great!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on April 26, 2010, 05:02:41 PM
I would recommend the bridge, not only (as emgmod said) because of the landmark status, and it will undoubtedly be easier and be more cost friendly.

                   Your friend,
                                  Jordan
Title: Re: CSGdesign's NATURAL GROWTH
Post by: limeyfox on April 27, 2010, 05:12:44 AM
With the limited space available, how will the ring road intersect with local roads of Hiccup?  Failure to provide a connection may see the area get left behind development-wise.  Better mind that high school east of the tower blocks as well!

Definitely a bridge job in my opinion BTW.  Why not follow the Public-Private-Partnership (PPP) model and allow the bridge to be built, maintained and operated by a private company, who can charge entrance tolls to fund its costs?  I predict it will pay for itself in a few decades given the expected level of traffic, and this relieves the council of much of the price.

Seb
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on April 29, 2010, 10:49:31 PM
Nice update!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Rady on April 30, 2010, 01:39:56 AM
I definitely opt for the bridge version. Not only for matter of costs, but the bridge would be a nice landmark on the entry point of that bay (given you will choose an extraordinary design for that bridge).

Apart from that - still love your MD!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: SeanSC4 on April 30, 2010, 04:13:55 AM
Since I live just north of Boston, I always find delight in reading your MD CSGdesign. Great work as always.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on April 30, 2010, 05:54:22 AM
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Quote from: emgmod on April 26, 2010, 08:49:07 AM
I would recommend building a bridge. Besides the landmark effect of a bridge, buses and trucks can use them, unlike the Big Dig.
I agree a bridge is the way to go.
Not only because it will make a great landmark, but also because the actual Boston has a tunnel running in pretty much that exact spot, so it will make a clear difference between the actual Boston and Boston v2.

Quote from: Battlecat on April 26, 2010, 09:23:27 AM
Wow, the urban core of Boston is growing rapidly of late.  It looks great!
Ya if you look at the dates in the banner of each entry you'll see that time between updates is progressing much more quickly now.
In addition, there is a major boom throughout Boston since the introduction of the highways.
To the point where there are actually more residential towers OUTSIDE the CBD than there are residential and commercial towers WITHIN the CBD... except they are scattered about a bit more... the CBD is still really dense and compact.

Quote from: canyonjumper on April 26, 2010, 05:02:41 PM
I would recommend the bridge, not only (as emgmod said) because of the landmark status, and it will undoubtedly be easier and be more cost friendly.

                   Your friend,
                                  Jordan
This is going to be an expensive project any way you look at it.
The difference between a bridge and a tunnel across the actual water pales compared to the cost of resuming all those towers and suburbia and re-aligning all the roads and building the interchanges and all the stuff that comes with the project.

Quote from: limeyfox on April 27, 2010, 05:12:44 AM
With the limited space available, how will the ring road intersect with local roads of Hiccup?  Failure to provide a connection may see the area get left behind development-wise.  Better mind that high school east of the tower blocks as well!

Definitely a bridge job in my opinion BTW.  Why not follow the Public-Private-Partnership (PPP) model and allow the bridge to be built, maintained and operated by a private company, who can charge entrance tolls to fund its costs?  I predict it will pay for itself in a few decades given the expected level of traffic, and this relieves the council of much of the price.

Seb
I don't yet know... but you're right some kind of interchange is required in the local areas to allow traffic to use the highway charging through their neighborhood.
Toll bridges were introduced on the tunnel and have been quite successful.
While none of my cities need extra revenue (quite the opposite) I would consider installing them because of the realism of the situation.

Quote from: 976 on April 29, 2010, 10:49:31 PM
Nice update!
Thanks 976!

Quote from: Rady on April 30, 2010, 01:39:56 AM
I definitely opt for the bridge version. Not only for matter of costs, but the bridge would be a nice landmark on the entry point of that bay (given you will choose an extraordinary design for that bridge).

Apart from that - still love your MD!

I agree - bridge is the way to go.
I hope you like my choice.
I had to do quite a bit of juggling to get this particular beauty in this space, but I think it works...?


Quote from: SeanSC4 on April 30, 2010, 04:13:55 AM
Since I live just north of Boston, I always find delight in reading your MD CSGdesign. Great work as always.
I'm very pleased to hear!
Look forward to providing more reading material for you... stop by our new forums (http://www.csgdesign.com.au/CSGf/index.php) some time... there's a bunch of stuff there.  It's growing rapidly and very active.  Lot's of high-profile members these days.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG89%2FNG89%2520Banner%252001.jpg&hash=4bb3b401f339d0ec7fd29b54df62ec43868162fb)

Part of building a bridge is placing the footings.  In Natural Growth this can be particularly awkward because you don't want to destroy existing suburbia if you can help it...

You're not building the bridge and then the city around it, rather you're building the bridge because the city has become dense enough to require it.

Therefore placing the bridge becomes quite tricky... you need to do it in such a way that you're displacing as few sims as possible.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG89%2FNG89h.jpg&hash=d483007b5d1864db52a7ffb9fa3a6a871f854c4d)

So here's a technique to do exactly that.

It (like most things in NG) is quite time consuming, but the results are realistic and with minimal disruption to your thriving metropolis.

Start off by selecting the approximate area you want your bridge to cross, to within about 10 tiles.

Bulldoze the hell out of it to give yourself a clear clean working space. Don't worry, this is just a test, you DON'T save this.  Drag your bridge and select which bridge and height you want so that you know where the end product will sit.

Take a screenshot of the footings and put the screenshot into photoshop or similar, like so:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG89%2FNG89b.jpg&hash=7e6c2a8de0a0546bc41b6dfdfbdc9092b6906fca)

Mark on your image where the bridge footing will be placed in a bright colour, like red.  Remember to ignore the raised mound, because this mark will be compared to the actual city landscape BEFORE you did you crazy-bulldoze trick.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG89%2FNG89c.jpg&hash=fd3c31a69e701f6bcaddbd614ce81e4fc34bbb9a)

Now close the city tile without saving your mass-bulldoze and bridge building efforts, and re-open it as your blank city ready for a bridge.

Now you can use your photoshop image as reference and surgically bulldoze all the roads and buildings you know are in the way of your up-coming bridge.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG89%2FNG89d.jpg&hash=3f87218528cdc8adbd1da31c48df2868eaaaf9fc)

Now that you've cleared the way, create yer actual bridge.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG89%2FNG89e.jpg&hash=dfba096264bb8f3f1c08e0ba14fc234a2b687f13)

Then re-align any out-of-alignment lots, put down some costmetics, and bam! you got yerself a new bridge with the absolute minimum damage possible to your neighbourhood.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG89%2FNG89f.jpg&hash=469e31101ef7fdbafbd02b42db9ac596fca32814)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG89%2FNG89g.jpg&hash=c85eb1a128a8409f9825f765364e2aa6d038ad69)

And it wasn't even that hard.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Rady on April 30, 2010, 12:22:02 PM
Nice technique! ANd yes - your choice of bridge type is pretty fine! I can imagine myself passing under that bridge when arriving at Boston with a cruising ship! SUre that would be a moment to take a photo!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Aspirin4o on April 30, 2010, 12:48:16 PM
That's one pretty interesting insight into the style of the greatest NG mayor out there ;D
I will be sure to utilize some of your sim-friendly ways of building in my MD, when the time is right. Quite exceptional again, Bravo! &apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on April 30, 2010, 04:47:07 PM
Ah, so you did go with this bridge ;D Great choice, and interesting method ;D

          Your friend,
                 Jordan :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: marsh on May 01, 2010, 12:13:02 AM
Great bridge! It looks so majestic across that harbor :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: nedalezz on May 01, 2010, 01:44:57 AM
Very nicely done. The bridge suits the area just fine. Another great update :)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on May 01, 2010, 04:38:46 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG%2520Reader%2520Replies%2520Banner%252001.jpg&hash=cea4ca9a3a14b9c6c2c0641c148f4dc7b35dc346)

Quote from: Rady on April 30, 2010, 12:22:02 PM
Nice technique! ANd yes - your choice of bridge type is pretty fine! I can imagine myself passing under that bridge when arriving at Boston with a cruising ship! SUre that would be a moment to take a photo!
I also like this bridge.
There's very limited choices for a bridge of this size, but this one is used much less often because of how monstrously huge it is... and let's face it, it's a pretty spectacular bit of custom content!

Quote from: Aspirin4o on April 30, 2010, 12:48:16 PM
That's one pretty interesting insight into the style of the greatest NG mayor out there ;D
I will be sure to utilize some of your sim-friendly ways of building in my MD, when the time is right. Quite exceptional again, Bravo! &apls
Thanks Aspiron4o!
When do you mean the time will be right?

Quote from: canyonjumper on April 30, 2010, 04:47:07 PM
Ah, so you did go with this bridge ;D Great choice, and interesting method ;D

          Your friend,
                 Jordan :thumbsup:
I think this bridge is the best of the options I showed in the Glimpses thread, yes.

Quote from: marsh on May 01, 2010, 12:13:02 AM
Great bridge! It looks so majestic across that harbor :thumbsup:
It's a nice bridge.  As it is a highway bridge it'll take a lot of traffic.
Later on when it becomes conjested I can always duplicate it like Brisbane's Gateway Bridge has had done recently... to double the capacity.

Quote from: nedalezz on May 01, 2010, 01:44:57 AM
Very nicely done. The bridge suits the area just fine. Another great update :)
Thanks Nedalezz  :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG90%2FNG90%2520Banner%252001.jpg&hash=9fa2738956a046138b43fd6f52738fda1bb0f2e9)

Let's take a look at the route the southern part of the East Inner City Bypass must take, and plan a route.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG90%2FNG90a.jpg&hash=8567ebb9f376c683e95f938af69bba38c2cf2f87)

The most logical place for the bypass to branch off the highway is the existing intersection marked here.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG90%2FNG90b.jpg&hash=ae018ce584fef0debe111bc7070b99634e2cc5d5)

From this interchange the highway needs to move more or less directly east.

The question is whether it should follow the existing avenue's path, or run parallel to it.

Also it will need at least one and probably two places where traffic can enter and exist the bypass on it's way to the bridge.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG90%2FNG90c.jpg&hash=58976e0a3eaa2fb841bb142828256ab2ab00386a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG90%2FNG90d.jpg&hash=e75ce3cf33ca10e8a281de246b01e71f5bbd735b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG90%2FNG90e.jpg&hash=c2deea0d0125fbf6b307bf60af37210557fe3c1a)

I recommend an exchange just south of the bridge, and somewhere around where that tree farm is near the highway.

What do you think?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: marsh on May 01, 2010, 07:08:43 PM
Alright, here is my proposition.

Blue=highway
Red=road/aveneau interchange
Green Dots=Avenue highway.

So I think the highway should be built a little further south of the aveneu. There build a trumpet interchange. Through the area there is little interference to build the highway, so it would be much much cheaper. At the 2 avenues build only one offramp on each crossing. then finaly at the intersection, the RHW turns into whatever you where planning on doing with the avenue.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F2432%2Fng90c.jpg&hash=8bd1ee8d5794734e8e0fcb7b64a4874312220d5c)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Aspirin4o on May 02, 2010, 07:21:20 AM
I support marsh's plan. It will be much more cheaper to make the highway further south. Except that, the new highway will spur even more growth in this area of Boston.


About that...
Quote from: CSGdesign on May 01, 2010, 04:38:46 AM
Quote from: Aspirin4o on April 30, 2010, 12:48:16 PM
That's one pretty interesting insight into the style of the greatest NG mayor out there ;D
I will be sure to utilize some of your sim-friendly ways of building in my MD, when the time is right. Quite exceptional again, Bravo! &apls
Thanks Aspirin4o!
When do you mean the time will be right?
I mean that my city is still in her youth, and has a long way to go - few wars, Great Depression, the founding of the United SimNations is yet to come (spoilers :P). At this point, the citizens and mayors in the region are still rapidly expanding, cutting forests, with no regulations on the building processs - for now, the sky is the limit  :D  I'm sure that the mayors in my region will have to face the same problems as yours and will start to count every Simolean and every city tile, but for now they are soaring on the wings of Industrial revolution :D
Title: Re: CSGdesign's NATURAL GROWTH
Post by: emgmod on May 04, 2010, 01:42:00 AM
I agree with marsh's plan for the start of the highway, with the exception of the location. Even though the location is cheaper, there may be some weaving problems with the nearby interchange. Using the half cloverleaf interchange will allow easy upgrading to a full cloverleaf when the inevitable West Inner City Bypass is made.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: limeyfox on May 04, 2010, 05:11:57 AM
I agree that a separate interchange is better for the bypass.  If the existing interchange is required for local traffic only, converting it into a more complex layout with more diverging routes will only increase congestion in the locality and defeat the object.  Liking the positioning of the other proposed intersections to the bypass as well!

Seb
Title: Re: CSGdesign's NATURAL GROWTH
Post by: ecoba on May 05, 2010, 04:58:37 AM
I think that you should somehow revise the first interchange to make it somewhat limited access, and then elevate the bypass on a similar path to the avenue, but on a less windy path and then add frontage roads to replace the surface avenue.

Ethan  :)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on May 11, 2010, 08:23:44 PM
Very great region! &apls Also nice tutorial! Great updates!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: skitbil on May 25, 2010, 03:04:44 PM
Hey, I got an idea, CSG...

I'm thinking... did you ever think about embarking on a sort of pointless project? You know, something that screams "pork-barrel project"? I just thought about that. It wouldn't be practical, but it would realistic and would show us the grittier side of politics in Boston.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: greenbelt on May 26, 2010, 04:05:26 AM
I've just started reading your CJ/MD from the start.  I'll keep editing this post with my comments until I get caught up or until other people post below me.

1.  Is there a plug-in I need in order to see the animated growth of your region in the first picture...something I need to click?

2.  What are the packages supposed to be?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG31%2FNG31e.jpg&hash=3a99756aa946cd224b0f44c4b8c5ed831486b3cf)

EDIT:  found the you-tube animation and read the update about the contest.  lol.

wow a truly masterful journal!  It's the wee hours and I should go to sleep now.  Got caught up lurking at your blog site as well.  Had some trouble finding my way around at first.  I usually skim city journals, but I read yours like I would read a novel.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: emgmod on May 26, 2010, 11:16:20 AM
Quote from: skitbil on May 25, 2010, 03:04:44 PM
Hey, I got an idea, CSG...

I'm thinking... did you ever think about embarking on a sort of pointless project? You know, something that screams "pork-barrel project"? I just thought about that. It wouldn't be practical, but it would realistic and would show us the grittier side of politics in Boston.
How about we build an airport that doesn't help anything and takes up a huge swath of land? I like this idea.

(The CSGforums people will get the joke.)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: limeyfox on May 28, 2010, 01:15:13 AM
Alternatively, why not bid to host the SimOlympic Games?  Then LOTS of public money can be thrown away on consultants and lawyers, and some even on infrastructure for the event!

(Londoners will get this joke  ::))
Title: Re: CSGdesign's NATURAL GROWTH
Post by: threbos on June 13, 2010, 11:39:43 PM
this is awesome!  NICE work...im sure it has taken TONS of time.  AMAZING!

btw...ive seen those "dirt tracks" in other CJ's but cant seem to find them anywhere.  do you happen to know how i can get my hands on those?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on June 14, 2010, 04:52:37 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FREPLIES%2520BANNER.png&hash=86e133db6e315300c52f697da3aaaaec96fdfa78)

Well I apologise for my long absense but I've had a lot to deal with in the last few weeks.
But Boston v2 is powering ahead and Chapter 2 is here!
Long time readers will notice a new banner, reply banner, and image treatment.
That is because I've revamped the style manual applied to the journal.  You can look forward to not only a new angle in stories but a completely and radically new presentation as well.

Enjoy folks!  :)

Quote from: emgmod on May 26, 2010, 11:16:20 AM
How about we build an airport that doesn't help anything and takes up a huge swath of land? I like this idea.

(The CSGforums people will get the joke.)

That's a great idea.  :)
Don't be giving away plotline.  :P

Quote from: limeyfox on May 28, 2010, 01:15:13 AM
Alternatively, why not bid to host the SimOlympic Games?  Then LOTS of public money can be thrown away on consultants and lawyers, and some even on infrastructure for the event!

(Londoners will get this joke  ::))

Haha Limey.

Quote from: threbos on June 13, 2010, 11:39:43 PM
this is awesome!  NICE work...im sure it has taken TONS of time.  AMAZING!

btw...ive seen those "dirt tracks" in other CJ's but cant seem to find them anywhere.  do you happen to know how i can get my hands on those?

Hi threbos!
Those dirt tracks were made by me, and will eventually be released along with a bunch of other stuff I haven't released yet, on CSGfx (http://www.csgdesign.com.au/CSGf/viewforum.php?f=52).

The ones you've seen are part of the Bauxite Set, found here (http://www.csgdesign.com.au/CSGf/viewtopic.php?f=74&t=238).  Note that to blend into your surrounding terrain you will also need the Cleared Earth set, found here (http://www.csgdesign.com.au/CSGf/viewtopic.php?f=74&t=237).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG91%2FNG91%2520Banner%252001.png&hash=e364a3729b10c6857c2176341c76276411503170)

Boston v2 has grown a lot in the last couple of years.
It has begun to attract sims from far and wide, and is quickly becoming a large and well-known city, popular in a range of arenas.

One such attracted family of sims was the Burkestaan family, from SherridadFerry, from a small town in the southern parts of The Royal Gansbaai Kingdoms that had been their homes for many years.

Mr Jan Burkestaan, Mrs Myalli Burkestaan, and their two daughters Bjork and Blurk were from a poor walk in life with their eyes set on the "land of opportunity" - Boston v2 in Simnation.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG91%2FNG91a.png&hash=061b8e1f27d0c6d9f652e13034aece08b635f019)

The cruise was three weeks of little more than ocean views and tinned catfood, but eventually the Burkestaan's reached their destination.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG91%2FNG91b.png&hash=b17580988ff4fb0d95b6af1d2cc68566a122a339)

It was time for a new beginning for the Burkestaans.
It was time to leave behind their life of mediocre hand-to-mouth existence and really make something of their time in this world.



Title: Re: CSGdesign's NATURAL GROWTH
Post by: buncheesy on June 15, 2010, 12:23:22 AM
Ah finally another post ;D

I have been lurking here for a while now.  Your city journal inspired me to restart simcity third time round over all other game choices on my shelf.  So you get my first post to a city journal  ;)

I am a big fan of your natural growth roleplay style.  Dont know about the squigly streets myself but it does create a very realistic look at the regional and larger zoom views which is what hooked me back in.

PS love the new format.  look forward to more updates (especially planning related but heck I even read the human stories in your journal!)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on June 15, 2010, 09:34:47 PM
V2 have more intrest!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on June 16, 2010, 01:29:44 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FREPLIES%2520BANNER.png&hash=86e133db6e315300c52f697da3aaaaec96fdfa78)

Quote from: buncheesy on June 15, 2010, 12:23:22 AM
Ah finally another post ;D

I have been lurking here for a while now.  Your city journal inspired me to restart simcity third time round over all other game choices on my shelf.  So you get my first post to a city journal  ;)

I am a big fan of your natural growth roleplay style.  Dont know about the squigly streets myself but it does create a very realistic look at the regional and larger zoom views which is what hooked me back in.

PS love the new format.  look forward to more updates (especially planning related but heck I even read the human stories in your journal!)
Thankyou buncheesy! That's quite the honour.  :)
I wish that at a street level less griddish curvature was possible but I gotta work with what I got.  :)

Much moar development entries coming.

Quote from: 976 on June 15, 2010, 09:34:47 PM
V2 have more intrest!
:D  Thanks mate!


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG92%2FNG92%2520Banner%252001.jpg&hash=7d8162ed01a6bd30f1da274bd6305bb707fd0adb)

The Burkestaan's were not a wealthy family, by any means.
So they considered themselves extremely fortunate to find the residence that they did, near the new rail bridge that had extended the Daegon line out across the river to the western suburb of Goldfinch.
Imagine - seeing those huge trains rumble over this awesome bridge RIGHT OUTSIDE THEIR BEDROOM WINDOW (more or less).  A dream come true... only in Simnation!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG92%2FNG92a.jpg&hash=7ee496edbc79a368ae699569bc801de3a75a3393)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG92%2FNG92b.jpg&hash=4809a3dfa6a3dc0e428ae7f5fdc06600f7f0874a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG92%2FNG92c.jpg&hash=8549ead6e9100799a08ac06d545583bd32184ea7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG92%2FNG92d.jpg&hash=9ffbc1bcc5de0cfc2d9b48da8a45ee1aedf80dbb)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG92%2FNG92e.jpg&hash=c7203958b318e2d54c10efd44e41bbc4aaa77635)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG92%2FNG92f.jpg&hash=a02cba6dfbbf7c23933b8da02b7236e8298b3e92)

Such a beautiful place to live.
They even have music every night from their neighbours till 2am... FREE!  What a country.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: RickD on June 16, 2010, 02:39:50 AM
Interesting story. I like it.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: buncheesy on June 16, 2010, 03:57:00 AM
AS I was saying.....even the human stories are great in your journal :thumbsup:  Deep in the heart of suburbia...good luck to the Burketaan's &apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: greckman on June 16, 2010, 04:28:32 AM
You always have such nice stories, CSG. The new look looks great and it's nice to see some new updates. It was worth the wait.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: skitbil on June 16, 2010, 11:18:14 AM
Have you decided where the new HWY is going?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: sumwonyuno on June 18, 2010, 07:58:52 PM
It has been a very long time since I've visited, and I am still amazed of the region view, just like when I first saw it!   :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: io_bg on June 18, 2010, 08:23:51 PM
Great region picture, I also like the rail bridge approach! :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Ditro on June 30, 2010, 08:28:35 PM
Always great to read about Bostonv2! I enjoy your dry sense of humor. :D
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Nanami on July 01, 2010, 10:20:39 PM
Great update! &apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: CSGdesign on July 03, 2010, 06:51:29 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FREPLIES%2520BANNER.png&hash=86e133db6e315300c52f697da3aaaaec96fdfa78)
Quote from: RickD on June 16, 2010, 02:39:50 AM
Interesting story. I like it.
Thanks RickD!

Quote from: buncheesy on June 16, 2010, 03:57:00 AM
AS I was saying.....even the human stories are great in your journal :thumbsup:  Deep in the heart of suburbia...good luck to the Burketaan's &apls
Cheers Buncheesy.  Not all stories are human stories... this one for example is heavily focussed on development, and a major development too.
With the new Multiplayer Region Project we're setting up, it will most likely be heavily moving towards development since that's what the MPR is all about.  Except that readers get on board!
Basically it's like Boston v2 is now YOUR region to play, in any way you want.

Quote from: greckman on June 16, 2010, 04:28:32 AM
You always have such nice stories, CSG. The new look looks great and it's nice to see some new updates. It was worth the wait.
Thankyou Greck!

Quote from: skitbil on June 16, 2010, 11:18:14 AM
Have you decided where the new HWY is going?
That is being done as part of the Multiplayer Region Project.  It will be revealed soon.

Quote from: sumwonyuno on June 18, 2010, 07:58:52 PM
It has been a very long time since I've visited, and I am still amazed of the region view, just like when I first saw it!   :thumbsup:
Thanks sumwonyuno!  Hopefully a lot more new stuff to come.  I'm trying to bring a whole new aspect to the sc4 community with the MPR.
The idea is that if it's a success I'll host other ppl's MPR's too.

Quote from: io_bg on June 18, 2010, 08:23:51 PM
Great region picture, I also like the rail bridge approach! :thumbsup:
Cheers!

Quote from: Ditro on June 30, 2010, 08:28:35 PM
Always great to read about Bostonv2! I enjoy your dry sense of humor. :D
Thanks Ditro!  Look forward to giving you lots moar of it!  :P

Quote from: 976 on July 01, 2010, 10:20:39 PM
Great update! &apls
Swoit!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG93%2FNG93%2520Banner%252001.png&hash=bffebe792c782efbf8e3141d2089b065febfba87)
After the disaster of the 89H air crash, strong political pressure moved Boston v2 in a direction that resulted in drastically upgrading it's international air-traffic abilities.  Ultimately this lead to the submission of several tenders to producing an airport in the region, the contract being won by the Eurasian Multinational Group.

The EMG produced a number of drafted proposals, and began construction on Phase #1 of a multi-phase project that would see the region leapfrog into a national standing with what would ultimately become one of Simnations largest and most renowned airports.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG93%2FNG93a.png&hash=b8c08797497b2a1e9d8ab9b32aa614b35c3bc10a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG93%2FNG93b.png&hash=9084dff275f7ffea986ea4396377addec3a02da0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG93%2FNG93c.png&hash=8623e4bb3f8246393d9c3c36e80f38d5749eb569)

BEFORE DEVELOPMENT
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG93%2FNG93e.png&hash=3d5a1541c6459a88f07eae17d21f615c65cb0294)

AFTER PHASE#1 COMPLETE
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.csgdesign.com.au%2Fuploads%2FSC4%2FNG93%2FNG93d.png&hash=bf175364b4df997339e5aaf9bfd5e06208309e8f)

This airport was produced by emgmod (aka "Eurasian Multinational Group") as part of the Multiplayer Region Project on CSGforums (http://www.csgdesign.com.au/CSGf/viewforum.php?f=122).
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Luke09 on July 03, 2010, 03:15:20 PM
Very nice update  :thumbsup:.But those Industries close to the airport...talking in a realistic way,IMO they should be a little more distant form the airport to prevent serious accidents...but you decides it,and you do very well with being realistic in this game  &apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: canyonjumper on July 04, 2010, 04:40:40 PM
Great update CSG! emg did a great job with the airport ;D

                Your friend,
                                Jordan :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: sumwonyuno on July 05, 2010, 09:24:45 PM
Great job emgmod!   :thumbsup:  Maybe it's just me, but it seems like there should be more runways with that number of terminals and planes.  I'm sure the future phases will address it.
Title: Re: CSGdesign's NATURAL GROWTH
Post by: limeyfox on July 06, 2010, 04:57:42 AM
Quote from: sumwonyuno on July 05, 2010, 09:24:45 PM
Great job emgmod!   :thumbsup:  Maybe it's just me, but it seems like there should be more runways with that number of terminals and planes.  I'm sure the future phases will address it.

It seems about right to me?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: metarvo on July 06, 2010, 05:49:04 AM
It's good to see another update, CSG.  This update highlights one of the unfortunate but necessary facts of RL (and sometimes SC4): there's not always undeveloped land to build on.  In this case, the farmers gave up a good amount of land for airport construction.  If they were farming for a living, they might not like it at all that their land was taken away.  On the other hand, if they were doing it for a hobby, they might be more than happy to accept whatever payment they could get from the EMG.  Good work!

&apls
Title: Re: CSGdesign's NATURAL GROWTH
Post by: MandelSoft on July 06, 2010, 06:08:34 AM
Now the airport is there, you might consider to build an motorway to it (Natural Growth style of course) to handle all traffic from and to the airport. It might become (or maybe it is already) a busy route...
Title: Re: CSGdesign's NATURAL GROWTH
Post by: limeyfox on July 07, 2010, 04:55:46 AM
Quote from: mrtnrln on July 06, 2010, 06:08:34 AM
Now the airport is there, you might consider to build an motorway to it (Natural Growth style of course) to handle all traffic from and to the airport. It might become (or maybe it is already) a busy route...

How do you generate commuter traffic to/from an airport without skewing the jobs/population figures in the area to simulate real-world traffic levels?
Title: Re: CSGdesign's NATURAL GROWTH
Post by: marsh on July 08, 2010, 09:01:02 PM
Emgdmod did a great job on the airport. I can wait to see what else happens in Bostonv2!

,marsh :thumbsup:
Title: Re: CSGdesign's NATURAL GROWTH
Post by: travismking on July 12, 2010, 09:54:45 PM
Quote from: limeyfox on July 07, 2010, 04:55:46 AM
How do you generate commuter traffic to/from an airport without skewing the jobs/population figures in the area to simulate real-world traffic levels?

only way i can think of is to add civic jobs or soemthing to the airport, which probably wouldnt be a really good idea, might mess with demand, and thats not guaranteeing the jobs will be filled.
Also, great work CSG, awesome :)
Title: Re: CSGdesign's NATURAL GROWTH
Post by: Battlecat on July 14, 2010, 08:27:22 AM
Finally caught back up here!  Great batch of updates over the last month.  I like the before and after shots of your airport in the last update!
Title: Re: CSGdesign's NATURAL GROWTH
Post by: GrindPepper on August 20, 2010, 03:02:24 PM
Wow, I've followed this CJ since it began at simtrop. Great work.

Boston v2 seems like a very Australian city, especially because of the motorways only being built so far into the city's growth. Up until about 2005, Townsville (pop of nearly 200,000) only had two-three lane roads leading in and out of town.