For some reason, starting a city with a highway connection off the bat is extremely difficult. After Witsandbaai (white sand bay) https://forum.paradoxplaza.com/foru...a-to-sprawling-metropolis-screenshots.854572/ became unplayable due to mod incompatibilities with the update, it took me a long time start a new city I really enjoyed. These proto-cities allowed me to play with some interesting concepts, but they just didn't do it for me.
In hind-sight, the thing you need to enjoy this game, is the right balance between order and chaos. Too much order, and your city becomes boring. Too much chaos, and it becomes unmanageable. I think I might've struck the golden balance with Drievallestad, so I decided to start a new journal.
The first thing is to get the right map. The same rule apply: You want the terrain to be manageable, but it should also be interesting so as to create problems that would require interesting solutions. I downloaded this map called "peninsula" by Calzetines.
It's a really nice map: Enough flat areas to build on, but not too flat as to become boring. However, I felt his river lacks imagination. So, I decided to do some editing. Behold. Waterfall Bay:
Before the game was released, the dev team released a screenshot of a city near a beautiful waterful. This map is ideal to recreate such an environment.
So, with such a beautiful, picturesque setting, It's time to start my city!
Saved Game 1:
I like to save my city in a different file everyday, so I can go back and see the evolution of my city. The pictures in this journal is based on what was saved in each file.
I like to start with a nice overview.
I like to start my city off with a grid. The inner city is usually the part where the high rises will be, and grids just add to the downtown feel. However, grids can become boring pretty quickly. The way you spice it up a bit, is to have competing grids collide with each other. Where they come together, that's where the interesting and fun stuff happens.
I decided on 15 x 15 tile blocks. This is smaller than my 22 x 22 tile blocks of my previous city, which will create some problems as a lot of buildings will not fit in those grids. But as I said before: That's where the interesting things happen.
As you can see, I used the shoreline of the river as a base for my grid. Where the shoreline makes a slight bend, I followed suit, causing my grid to split in two. (see more below) This is also where I chose to make my city entrance.
Then I also wanted a round-about, where major arteries comes together. You can see a diagonal avenue splitting off from the roundabout, which becomes the base for a 3rd grid. Notice how I deal with diagonal roads running through a grid. To prevent 6 way junctions, or junctions occurring too often, I replace the grid with a 90 degree curved roads. The first curve cross the diagonal road in one direction. The next curve crosses the diagonal road in the opposite direction. The 3rd curve away from the diagonal road, and does not cross it. Then repeat the pattern. I'm not sure if the pattern is so clear in this example, as the diagonal road is very short, so that the pattern occurs only once. But I will employ it multiple times in the future.
The view from behind the third, diagonal grid. This is where my industrial area will be, so I built my power plant and my rubbish dump in this area.
(Look at the beautiful waterfall in the back ground. Note the rock that splits it into 3 sections, hence the name of the city.
Here is where the bend in the river caused my grid to crack in two. And where two grids collide, interesting things happens. I decided that where these two grids come together would be the ideal place for a church square. And note the entrance to the city run straight into it. I love that plaza with the military monument. It's just what any city square needs.
Here, you can better see the colliding grids. The area behind the church makes an ideal place for a central park, with lots of walking trails. You can also see my round-about with the 5 early axes. Unfortunately, my axis collided with my park, and I didn't want either one to be interrupted by the other. Fortunately, a bridge solved that problem.
The main road running next to the river shore, which forms the base of my grids. With such a nice embankment, this road will become a shopping district.
My round-about. The diagonal road will take you right through the middle of the industrial district.
Here, you can better see how the industrial district will be distinct from the rest of the city.
And that's it for today. There are - as of the time of writing - 9 more saved games, and I will post them as I get time. Watch this space, and feel free to comment. When I finished this road layout, I already knew I was on to something. I hope you will enjoy watching how this city unfold as much as I enjoyed building it.
In hind-sight, the thing you need to enjoy this game, is the right balance between order and chaos. Too much order, and your city becomes boring. Too much chaos, and it becomes unmanageable. I think I might've struck the golden balance with Drievallestad, so I decided to start a new journal.
The first thing is to get the right map. The same rule apply: You want the terrain to be manageable, but it should also be interesting so as to create problems that would require interesting solutions. I downloaded this map called "peninsula" by Calzetines.
It's a really nice map: Enough flat areas to build on, but not too flat as to become boring. However, I felt his river lacks imagination. So, I decided to do some editing. Behold. Waterfall Bay:
Before the game was released, the dev team released a screenshot of a city near a beautiful waterful. This map is ideal to recreate such an environment.
So, with such a beautiful, picturesque setting, It's time to start my city!
Saved Game 1:
I like to save my city in a different file everyday, so I can go back and see the evolution of my city. The pictures in this journal is based on what was saved in each file.
I like to start with a nice overview.
I like to start my city off with a grid. The inner city is usually the part where the high rises will be, and grids just add to the downtown feel. However, grids can become boring pretty quickly. The way you spice it up a bit, is to have competing grids collide with each other. Where they come together, that's where the interesting and fun stuff happens.
I decided on 15 x 15 tile blocks. This is smaller than my 22 x 22 tile blocks of my previous city, which will create some problems as a lot of buildings will not fit in those grids. But as I said before: That's where the interesting things happen.
As you can see, I used the shoreline of the river as a base for my grid. Where the shoreline makes a slight bend, I followed suit, causing my grid to split in two. (see more below) This is also where I chose to make my city entrance.
Then I also wanted a round-about, where major arteries comes together. You can see a diagonal avenue splitting off from the roundabout, which becomes the base for a 3rd grid. Notice how I deal with diagonal roads running through a grid. To prevent 6 way junctions, or junctions occurring too often, I replace the grid with a 90 degree curved roads. The first curve cross the diagonal road in one direction. The next curve crosses the diagonal road in the opposite direction. The 3rd curve away from the diagonal road, and does not cross it. Then repeat the pattern. I'm not sure if the pattern is so clear in this example, as the diagonal road is very short, so that the pattern occurs only once. But I will employ it multiple times in the future.
The view from behind the third, diagonal grid. This is where my industrial area will be, so I built my power plant and my rubbish dump in this area.
(Look at the beautiful waterfall in the back ground. Note the rock that splits it into 3 sections, hence the name of the city.
Here is where the bend in the river caused my grid to crack in two. And where two grids collide, interesting things happens. I decided that where these two grids come together would be the ideal place for a church square. And note the entrance to the city run straight into it. I love that plaza with the military monument. It's just what any city square needs.
Here, you can better see the colliding grids. The area behind the church makes an ideal place for a central park, with lots of walking trails. You can also see my round-about with the 5 early axes. Unfortunately, my axis collided with my park, and I didn't want either one to be interrupted by the other. Fortunately, a bridge solved that problem.
The main road running next to the river shore, which forms the base of my grids. With such a nice embankment, this road will become a shopping district.
My round-about. The diagonal road will take you right through the middle of the industrial district.
Here, you can better see how the industrial district will be distinct from the rest of the city.
And that's it for today. There are - as of the time of writing - 9 more saved games, and I will post them as I get time. Watch this space, and feel free to comment. When I finished this road layout, I already knew I was on to something. I hope you will enjoy watching how this city unfold as much as I enjoyed building it.
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