
You are NOT the mayor any more...
Custom Content built for this CJ includes:
CSGdesign's Basic Concrete Seawall
CSGdesign's Basic Ferry Pontoon
CSGdesign's Small School House
CSGdesign's Cleared Earth Set v1
CSGdesign's Exposed Bauxite Set v1
CSGdesign's Chainlink Fence Set v1
[size=7pt](Please note these are all available on the Simtropolis Exchange, and I'll upload them to the LEX once I've got time to.)[/size]
Time Lapse animation of city from start till currently (the graphic will be refined once I get some time).
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.
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 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.
















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 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:


CLICK THE BELOW LINKS TO VIEW ENTIRE REGION AT FULL SIZE:
Game-year 1980
(Satellite View) 1980 - 4724 x 2409 pixels - 1.11mb
(Transportation Map) 1980 - 4724 x 2409 pixels - 653kb
Game-year 1981
(Satellite View) 1981 - 4724 x 2409 pixels - 958kb
(Transportation Map) 1981 - 4724 x 2409 pixels - 543kb
Game-year 1982
(Satellite View) 1982 - 4724 x 2409 pixels - 1.23mb
(Transportation Map) 1982 - 4724 x 2409 pixels - 813kb
Game-year 1983
(Satellite View) 1983 - 4724 x 2409 pixels - 1.23mb
(Transportation Map) 1983 - 4724 x 2409 pixels - 820kb
Game-year 1984
(Satellite View) 1984 - 4724 x 2409 pixels - 1.23mb
(Transportation Map) 1984 - 4724 x 2409 pixels - 824kb
Game-year 1985
(Satellite View) 1984 - 4724 x 2409 pixels - 1.25mb
(Transportation Map) 1984 - 4724 x 2409 pixels - 929kb
Game-year 1985
(Satellite View) 1985 - 4724 x 2409 pixels - 1.25mb
(Transportation Map) 1985 - 4724 x 2409 pixels - 929kb
Game-year 1986
(Satellite View) 1986 - 4724 x 2409 pixels - 1.25mb
(Transportation Map) 1986 - 4724 x 2409 pixels - 937kb
Game-year 1987
(Satellite View) 1987 - 4724 x 2409 pixels - 1.30mb
(Transportation Map) 1987 - 4724 x 2409 pixels - 950kb
Game-year 1988
(Satellite View) 1988 - 4724 x 2409 pixels - 1.27mb
(Transportation Map) 1988 - 4724 x 2409 pixels - 959kb
Game-year 1989
(Satellite View) 1989 - 4724 x 2409 pixels - 1.27mb
(Transportation Map) 1989 - 4724 x 2409 pixels - 970kb
Game-year 1990
(Satellite View) 1990 - 4724 x 2409 pixels - 1.25mb
(Transportation Map) 1990 - 4724 x 2409 pixels - 971kb
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.




















































































































































