Wuphons Reach - Kirkenes

Port city along the western bay. Neighbors are Weedzuck to the north, Jenza to the east-northeast, Tulinick to the east-southeast, Westview to the south, and Bayview to the west.

2070 - 73k population

This is an overview shot showing the fire trucks heading back to their station after putting out a fire along the north edge.

Fire trucks on their way back to base.

2091 - Stock Exchange Reward


Stock Exchange reward building.

2122 - 100k Population

This is the first layout of this city, back when it first hit 100k population in 2122. Notice the lack of a highway from Westview.

2122 - first layout design 2122 - first layout design
2122 - first layout design 2122 - first layout design

2133 - First section of highway

This is one of my early attempts at using the SC4 highways. I'm figuring on a 3-tier road system (highway-road-street) with commercial and industrial zones being on the outside of large sections created by placing roads on an approximate 40 block by 40 block grid system. Inside of each section will be high density residential hooked up to streets (to reduce road noise).

First attempt at using highways.

2167 - The start of a complete rebuild.

In the mid-2100s, after discovering in Westview that sims like to "cut corners" when it comes to finding their route, I started rebuilding Kirkenes from scratch. When I started the project, I had around 90k to 95k population and $650k in the bank. By the time I finished circa 2210, population had dropped as low as 82 people (and bounced back to 75k pop.), I had rioting in the streets for a while, lots of fires due to abandoned buildings in poor fire coverage areas, and my bank balance dipped below $75k.

The key to this re-design is to see whether a sectional approach to roads would work. Notice that each section can only reach another section by using the highway system (or rail). This keeps the sims from overloading a road that might connect two areas (which is what happens in a grid-based road system). So far it seems to work, but the city is only at 75k population.

Clearing the decks for the rebuild. Northeast corner - dense industrial section.

2170 - Residential pockets

Another strategy that I'm trying out is to place hospitals and elementary schools with ambulance and bus funding cut to zero (which is why they have such small radii of operation. From what I can figure, this is the cheapest per-unit cost that can be attained for health and education, plus it really compresses the residential areas, making it easier to apply modifiers such as parks / rewards.

Close-up of an education and health residential pocket. The 3 residential pockets in the southeast map corner.

2170 - Zones and traffic

Here is probably the easiest to understand diagram of the sectional road system. Traffic looks very clean except for the one section in the central-north, but since it's a localized problem, it can be fixed on a local level (cheers!). Passenger rail was an after-thought (oops, I forgot it) and ended up wedged between the sections.

Traffic density overlay. Zone plan

2209 - Zones and traffic, part 2

Mini-maps of zones and traffic flows.

Zone map Traffic density map.

2212 - Graphs of the rebuild era

Okay, here are all of the nitty gritty graphs of what happened to various aspects during the circa 40 year rebuilding.

Water supply vs requirements. Power supply vs requirements.
Commute times Jobs and population.
Air pollution Water pollution
Education Life expectancy
Average residential income Fund balance
Income vs Expenses City budget balance sheet

2232 - the results

Population is around 75k, and the budget is about $2k/mo profit. There's still a good bit of tweaking to be done to the zone positioning in order to get the population back above 100k, but it's off to a decent restart.

After the rebuild in 2232.








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