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Fertilepress

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Wow! Just found your thread and read the whole thing. I love your city. I don't have the patience to see a city grow very large. I begin to hate it and decide to just start a new one. So kudos to you!

What are those small huts sitting on the waters edge? Very cool.
 

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April 5th, 2016: Growth on hold, population rebalance. Pop: 228K.

Since the last update I had some troubles with Hearses and Garbage trucks AI... I suscribed to the latest pop mod (Citizen Lifecycle Rebalance), which is great but add some early deaths - not that much but enough to overwhelm those stupid hearses. I tried the Districts mod but eventually had to roll back to Central Dispatch Service to handle Hearses and Garbage since it was even worse. I spent 2 gaming sessions trying to figure out what was wrong with Hearses, and eventually found that the culprits were a handfull of vanilla cemetaries not working properfly, taking assignments but dispatching confused hearses that eventually vanished or drove back empty, displaying a dull "picking a corspe" without saying where it's heading first. As soon as I disabled those cemetaries all remaining functionning deathcare buildings happily took care of the missed assignements and everything got back to normal. But in the meantime I lost 15000 pop mainly due to abandonned buildings not treated in time.
Now I'm emptying and bulldozing the bugged cemetaries and people is moving back to town. Pop went from 234K down to 219K and then now up to 228K.

Since I haven't expanded at all I just took random screenshots of the city, I hope you'll like them.

This is Grosbourg, focusing here on infrastructures:
AG1FO2v.jpg


8NRGsMx.jpg


9SNtKqj.jpg


T48ERiK.jpg


f0R77ZE.jpg


Next to Grosbourg: Carménaron.
CoU6JDB.jpg


L'ile des Pins:
3whkrgy.jpg


Reboncourt:
Y06RVuM.jpg


MU9EWhX.jpg


And some dusk pictures, with Clubs and Cinemas getting ready for the night:
9DI8YiX.jpg


5RRv49H.jpg


mgQNpXo.jpg


YJAVtYr.jpg


LiZbaOK.jpg


tINdNUG.jpg


Sun sets down in Paradise:
5thklTf.jpg


La Louvette Golf Club catching the last rays of sun:
2VYDcAw.jpg



That's it for today, thanks for the visit !
 
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Mottoth

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Nice, what colour filter are you using?
Realistic Warmer LUT and Classic Daylight mod. To be fair all pics in the previous update were taken with low sun during the "golden hour", which favors eye-candiness.
Fog removed except edge fog.

I experienced my first flooding, most probably due to heavy rains. This was totally unexpected: I have no running waters on the map and no canals, so I never messed with water. I had to pump the water off this sunken highway between Poulevin and Port Lambic:
ZCREoNN.jpg


Of course traffic was disrupted:
cVSh2fc.jpg


And a preview of a new district I am working on:
orktWxV.jpg


That's it, see you soon !
 
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muttonnoir

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Realistic Warmer LUT and Classic Daylight mod. To be fair all pics in the previous update were taken with low sun during the "golden hour", which favors eye-candiness.
Fog removed except edge fog.

I experienced my first flooding, most probably due to heavy rains. This was totally unexpected: I have no running waters on the map and no canals, so I never messed with water. I had to pump the water off this sunken highway between Poulevin and Port Lambic:
ZCREoNN.jpg


Of course traffic was disrupted:
cVSh2fc.jpg


And a preview of a new district I am working on:
orktWxV.jpg


That's it, see you soon !
Thanks for replying, another great set of pics- keep 'em comin'!
 

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April 21st, 2016: New Horizons. Pop: 254K.

Hello and thanks for your words. Been very busy lately, could only spent some decent time ingame yesterday for the first time in two weeks.

I finally connected the last remaining outside highway to the city, and with it comes a large area in the northwest corner which was so far beyond reach due to mountains. With the highway now servicing the whole area I added a metro connection (extension of line A to the north) and train connections (passenger to downtown, cargo to circular line).
Here is an overview of the new built area in the distance, seen from the highlands. The highway on the right is crossing the map's northern boundary.
Td3UmTG.jpg


Two more shots of the new towns of St Hérouain (right) and Trouville (left) at an early stage of developpement:
329Fupu.jpg


St Hérouin with its small CBD, connected to downtown with metro:
5ai2p9B.jpg


Back to downtown, the central train station is now getting more and more busy and crowded:
89WvQgJ.jpg


Commuters transferring between metro and train:
jPbBPl4.jpg


A global view from the northern edge of the map: St Hérouain and Trouville at the bottom, highland settlements on the left and downtown area in the distance:
1DqPS7e.jpg


Trouville (right) is on the the few square grid designed district on this map where flat area is seldom.
St Hérouain and Trouville are divided by a large greener area near the Berlin TV Tower replica.
yoQuBQc.jpg


IxzHhIf.jpg


Ulrwl60.jpg


87IVTJA.jpg


I made a large use of RICO enabled assets on this part of the map, as they become more and more popular. Here is St Hérouin with plopped offices and russian modern residential highrises:
lnYZrJ9.jpg


Trouville: tourism specialisation near the beach, high residential everywhere else:
dywX196.jpg


Those districts based on russian-like tennements are actually a common sight in french suburbs, they were meant for cheap housing for the masses during 60's:
1vxWrjO.jpg



That's it for today, thank for reading !
 
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Mottoth

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April 26th, 2016: Ile de la Passion, a new leisure / turism island. Pop 252K.

Hello, since last update I colonized the hills above St Hérouin.
GAphTCa.jpg


A bit later on:
nx9DOiy.jpg


LaYEqBf.jpg


And later on...
fkaNqb1.jpg


pqcMElv.jpg


4J81MQW.jpg


dwKn6gO.jpg


Overview, from the north-west corner:
YHwznQD.jpg


From the south-west:
Cqpt1FT.jpg


Now here's the island named Ile de la Passion. Actually they are 2 districts, one with entertainment specialisation and on with turism. I built this elevator to space thing here not knowing precisely what it meant... Despite being highly unrealistic I see it more an amusement a la disneyland's space mountain than an actual teleportation thing. Apart this, this new island gave me the opportunity to add some yet-still-unusued assets like the ferris wheel or this rollercoaster, in the same amusement park spirit.
Nightclubs, marinas and hotels are completing the picture:
zi2JjFe.jpg


vl3aLxN.jpg


It's connected to the rest of the world with one highway and 2 train lines, one of them going direct to downtown central station.
U4Dk05E.jpg


In the meantime my pop is stable at 251 - 254K, I was expecting more growth (I could be easily at 280K now) but I must have some sorts of abandonnement issues due to Deathcare inefficiency, unless the Realistic Pop and Consumption mod updated and tweaked the numbers down. I'm afraid I'll have to investigate one more time on this...
Thanks for reading !
 

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May 3rd, 2016: Slow expansion to the north-east, first event at United Arena. Pop: 262K.

Now that the work in the northwest corner is alomst done, back to where I stopped 3 weeks ago:
And a preview of a new district I am working on:
orktWxV.jpg

This area around l'Ile de la Passion has now expanded, with high density residential on the shores and low density inland:
81sKVO5.jpg


This area has a lot of infrastructures, especcially different trains lines to downtown (airport line, passion line) and cargo network... hence it was tricky to fit all additionnal structures for local service, in the end I'm rather pleased with the result:
SYzBEES.jpg


TS0WD2q.jpg


TJrDPDu.jpg


From the airport:
vkuiwaC.jpg


Here is an aerial view from the west, at sunrise, with downtown on the right and Trouville/St Hérouin at the bottom left:
lGTbCjX.jpg


And some pics of the crowd gathering to the first big game at the United Arena:
tOELG3b.jpg


LrvVHoM.jpg


g6yqyEv.jpg


That's it for today, thanks for reading.
 

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May 6th, 2016: Expansion to the north-east, rapid pop growth. Pop 304K.

Hello,

to start this update, 2 more pics of the northwestern corner:
jYLyNNZ.jpg


Close up on Moustan, built on high ground above Trouville:
OTtK11s.jpg


On another corner, the northeast one, a new project has started:
893cr6M.jpg


4xIbhoi.jpg


Later on, 3 new districts are growing:
OUs4NMk.jpg


On the foreground: Plat des Dauphins. High density, low wealth, low educated workforce for my industries.
RmbH9Rn.jpg


HHkn9DD.jpg


ZiBssQU.jpg


The other populated district in this area is named Grapencourt, here on the bottom right. Between those 2 populated areas are 2 small industrial districts: seaside is a Ore district, and hillside is generic industry.
Zu015HL.jpg


I experimented something different in Grapencourt: sunken train stations (cargo and pax) along the sunken highway.
MqbSi56.jpg


hEpRzkx.jpg


fwwNvm3.jpg


Highway termination in Grapencourt:
jktGSfG.jpg


At this point I reached the 300K pop milestone. I found interesting to stitch a map of the whole thing, it was made with the new terrain visualisation tool on (Parc de Verger was the game auto generated district name, later ranemed to Plat des Dauphins):
iVNLulV.jpg


Here's a screenshot of the transportation hub in Grosbourg, connecting northeast quarter, southeast quarter, and downtown. I experimented with a set of assets that deserve to be more popular IMHO:
POC Modular Station
Here is the kind of stuff you can achieve with these modular assets: platforms don't have to be parallel to the road, actually you can fine-tune the orientation as you like, then connect platforms to a streetside entrance with underground pedestrian paths and then you get a fully functionnal hub. The green metro line goes to downtown, the brown one mainly serves the south-east, and train lines serve the north-east, the airport, La Passion district and the large industrial yard of l'Ile des Pins.
TUN905Q.jpg



That's it for today, thanks for reading !
 
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Mottoth

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May 12th, 2016: More farming, more industries, and associated cargo issues. Pop 302K.

Hello, since the last update I focused on industry (generic & farming).
Generic is needed to address the rising unemployement, currently not bad (5%) but slowly rising equally in all education levels.
Farming was needed since food was my main imports, and still needed since I intend to tranform the downtown farming district to a large park.
First I made small settlements on the hills over Trouville:
KTmUbGQ.jpg


Then I started a much larger agri yard on the northen highlands, here on the left handside of tis picture:
jSnfGZ4.jpg


Seen here from the north. Still WIP. In the meantime a new industrial yard developped attached to the northern cargo hub (at the bottom left):
GinOsgs.jpg


A closer look to it. I completed the highway loop all around my 25 tiles on this occasion:
eKGQ0gx.jpg


I went thru some troubleshooting in the meantime: first I noticed more and more garbage trucks disrupting traffic for no reason, then some passenger train lines started to behave weirdly, coming to a complete stop for no reason. I suspected the CPU load being to heavy, detrimental to AI. So I tweaked Traffic Manager President Edition to ease the load on the system, disabling most advanced AI: all problem went solved, but another one arised... TMPE was somewhat putting a leash on the train cargo system - I noticed after Snowfall that the amount of cargo trains significantely dropped but never took the time to investigate; now it appears that it's directtly linked to TMPE AI options.
With the whole cargo system now unleashed I soon came to almost a complete gridlock due to a bottleneck at import/export hub in l'Ile des Pins. To address this issue I upgraded l'Ile des Pins facilities with a 2nd cargo station:
7pp6kE4.jpg


TbJ1x2X.jpg


But this wasn't enough, and the next day the bottleneck was still there despite 2 operating cargo stations. On this mountaineous map space has been a problem from the start, and this time I had no other choice than building a polder to add a 3rd cargo station next to l'Ile des Pins:
aYmOUQj.jpg


The neighbors do complain about the noise and the extra heavy traffic but this was the only choice left :(
ncF9ZGw.jpg


In the meantime a 3rd - and tallest - skyscraper erected downtown, with 2000+ office jobs for the highly skilled yet unemployed population:
N8W6mOr.jpg


xhNx5Yt.jpg


9EiJa4r.jpg


RDX1FNo.jpg


I experimented a bit with different LUTs. I have found another one that looks great with low sun, here we go:
Before (btw this is the scenic road from Moustan highs to downtown):
H4jdQnS.jpg


With the new LUT (sorry can't remember its name):
3ygsbyZ.jpg


Some other random views with this LUT:
bsyZ1AH.jpg


L'Ile des Pins triple cargo hub:
vryKQMS.jpg


Overall view of downtown bay. Cool LUT, isn't it ?
6yCcUAj.jpg



That's it for today, thanks for reading !
 

Mottoth

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May 13th, 2016: More industries, more cargo, more issues, and thinking about the Furture... Pop: 298K.

Hello, since yesterday no big changes but only upgrades:
- Northern Industrial & Cargo yard came to its maximum expansion.
For the record here is a picture I posted on february 13th:
AQFXX2H.jpg


Now at maximum expansion:
ryx23XO.jpg


Traffic has reach its maximum, very close to gridlock but yet still functionnal:
QbfFPZA.jpg


On the left are the last large remaining chunks of available land on the map, I intend to set here more farming and a couple of small villages, nothing more.
WxZAv5v.jpg


At the same time troubles surfaced again on the train cargo network, with a bottleneck at the Port cargo station downtown. Again the obvious answer was to give more options so I upgraded the port with a 2nd cargo station.
Before:
Ugp8Djl.jpg


Now:
LAidu7K.jpg


It worked, with train traffic now splitting into the 2 stations congestion has now disappeared.
eHmmv7z.jpg


PkUyp3b.jpg


TdZMiMT.jpg



I completed l'Ile des Pins too, after the last piece of available land has been flattened to get soil to terraform the 3rd cargo station.
ZQJRFBV.jpg


A few days ago I was starting to think that I'm almost done with this project, with only a few rural spots left to build on the highlands.
But those last terraformed maritime/train cargo hubs kinda opened the 'Pandora box' and I'm starting to have big plans on what's coming next: I'm thinking of terrafoming the whole bay on the right side of the above picture, which is already almost closed, to set a new canal-themed district, with lots of water - something totally new to me. Actually I have issues that make me think that I'm not done with this map: The Commercial and Industry demand are still rocketing high despite low unemployement (3%)... Industry is complaning about the lack of buyers, so I'm experiencing that need for ridiculous huge commercial zones since it would rather sell goods to local market than export (currently the ratio between local and export is 50/50). I need more space to address those issues: a large commercial zone ("C" demand) and one last office zone ("I" demand, since industry is already maxed out and exporting too much). This new district would nicely fill the void, and I could easily make solid mass transit connections.

I have also reccuring issues with deathcare, after I save the game this morning I let it ran half an hour while I was away, and when i came back I had lost 15K+ pop, which was still falling at a rapid rate (-3000/week). No more deaths than usual (on average 200-250 deaths/weeks, less than the average 350-400 births/weeks), but lots of building abandonnement due to deathcare failure... I will try to tweak one more time the deathcare AI with mods, but I'm really considering suscribing to some kind of No Abandonement mod since despite green service coverage everywhere this game is still unable to cope decently with a normal death-rate.

Stay tuned, there's probabably much more to come for Caledaux :)

That's it for today, thanks for reading.

BTW the new LUT is called "Clarity".
 
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Mottoth

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May 17th, 2016: Demographic crisis, and a new canal district. Pop: 298K -> 252K -> 319K !

Adressing the latest deathcare crisis was long and painfull: I lost 50000 pop leaving town due to this... and it bottomed at some point around 252000... And it was not even a 'deathwave' (since some mods I'm using avoid this), just an epic failure of the hearse AI, with 400+ cars not being able to pick up a thousand bodies in time :(. I set new AI strategies and currently the count of waiting bodies (approx from 350 to 400) is the lowest since a very long time ago... Normal count was around 700 before the crisis, and I topped at 1500 during it.
When eveything settled right people soon came back and I gained population at a fast rate, but the newcomers are young and mostly uneducated: I have a 80000+ highschool students demand for a capacity of 55000. I will take time to get back the workforce I had before, and meanwhile I have more than 15000 vacant job positions in town. Hence the industry cooled a bit and I had no more cargo trouble.

While patientely monitoring all these figures I had the time to achieve my latest goal: terraform a whole bay to set a canal district. It's called Baie des Anges and here is a top-down overview. It is enclosed in Grosbourg town, and served by a tram from Grosbourg train station. From left to right it's zoned as is: Residential, Office, Commercial (to buffer noise from cargo, ports and industries of l'Ile des Pins.
IiYiRfd.jpg


Viewed from the hills above Grosbourg:
OnkpkEG.jpg


skTk462.jpg


High-rise ban enforced, due to soft ground and low-flying aircrafts over the commercial zone. Here is the high density residential area:
GefSjIz.jpg


Low density modern housing:
VrbtIi0.jpg


I refrained from using the newest canal tools from v1.4, I have yet to test them someday... Instead I went 'old school' with some workshop assets:
JKa6eH9.jpg


ZHYQc8d.jpg


Here's a kind of downtown, greener, and with all public services.
oFicMUF.jpg


B3i82r6.jpg


First tram station, in business district:
CREjKiX.jpg


bihS4GS.jpg


Now some views of the commercial district next to the cargo port. Pedestrian bridge to the main island are busy all day long:
yrf4UOX.jpg


Aircraft flying low on short final to the airport:
rQSNH4W.jpg


Tram terminus right in the middle of the shopping area:
OvJ1Dz8.jpg


Some cool RICO stuff:
SLsOYXE.jpg


To finish, 2 views from the highlands, in a rural mood with new 2 villages. I have yet to visualy enhance this agri yard:
u82eFGt.jpg


EZZUfVS.jpg



That's it for today, thanks for reading !
 

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That looks amazingly good! May I ask what your PC specs are to be able to handle that?
Well, actually it's not that powerful, especially the CPU that is a 5-year old AMD 4-core and is the bottleneck in this game... the sim really gets very slow between 5 and 6am when every cim is waking up and computing their way to work/school.
Other specs are: 12 Gb of RAM, and a pretty new GTX 950 GPU with 4 Gb of RAM IIRC.
I have around 50 mods and 700 assets, which is the maximum my game can handle: when I have more than 750 workshop subscriptions the game won't load anymore.

This time I really completed my expansion on the whole map, and I'm currently refining things and adding beatifications:
- Pop is stabilizing around 313K, but I'm still having large fluctuations on my workforce so one day I have 10000 unemployed and the next day I have 20000 unfilled job positions.
- The downtown agri yard was closed after I set a 4th and last farming village on the highlands. There's now a new business center and a large park there.
- I spent a lot of time tweaking car and truck traffic on busiest highways. This aspect was neglected for too long but I eventually come to a nice flow all around downtown expressways. A new elevated expressway was built seaside to offer a bypass for transiting traffic.

I will try to find to time tomorrow to post pictures of those latest changes.
 
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Mottoth

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Jan 15, 2016
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May 22nd, 2016: Downtown reshaped. Pop 314K.

As I told you yesterday, a new elevated bypass was built downtown to ease the load on the central highway. I kept it the smallest as possible since it goes through historical 'old town', so it's actually an elevated 'national road':
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Soon it got very popular and as expected congestion on the main expressway vanished:
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People in downtown area are now more and more packed in highrises:
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The downtown agri yard is now history, and a brand new business center emerged:
In6ktAa.jpg


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I kept this area as much green as possible:
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Rooftop view:
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That's it for today, thanks for reading !