Wuphons Reach - North Bend

After an unfortunate incident in Dartmoore involving a civil engineer with a mad passion for building very large and useless bridges, it was decided to wipe the slate clean and rebuild the city from scratch. Neighbors are Montessa to the west, South Bend to the south, and Eaton Gorge to the north.

Since this is a redo of an existing city tile, I don't have to go through the process of making sure I can run rail lines to the other city tiles (been there, done that). Instead, I can skip right to laying out the starting rail lines and zones, with stubs left in place where I'm going to send bridges across the river. (See Dartmoore if you're looking for the initial rail/road network planning.)

Starting the city

Gotta have beaches! If you'll notice in the lower left corner of the one screen shot, I went ahead and placed 3 beaches along the river shore where they would fit. Other then that, it was a pretty standard city layout, with a semi-dense network of rail lines and streets. I zone with streets to start since they have half the maintenance costs of roads, and only upgrade to roads when the streets are bottlenecked with traffic (and I'm not able to remove the traffic through mass transit). The other advantage of streets is that since sims always take the fastest mode of transporation, it puts more of an encouragement on them to use the rail stations.

initial zone plan for North Bend Watching the starting zones populate.
Happy New Year! Year 10 zone layout.

Working on the railroad

Here's some close-ups of various rail line intersections that I've used. Sometimes you have to fudge it if the slope of the land won't accomodate a standard 3-way or 4-way intersection.

4-way rail connection, non-standard standard 3-way rail connection
standard, 4-way rail intersection

Budget and Graphs '13

Some years you make money, others you lose money and get offered a federal prison and army base. The slide toward bankruptcy averted by a timely pair of business deals.
Jobs, raise the taxes too high and watch your population flee. Water pollution, solved by installing a water filtration plant.
May '13 - A balanced budget.

Year '14 and '20

Not much to say about these 2, just a continuation of growth, attempting to break the 10k population mark without busting the budget.

Population 8000 Population 10k

2039-2049 - Da Plane! Da Plane!

I dropped my first airport in at around 27k population.

Adding my first airport to the city. Night view - year 2049

2049 - Services

Population is around 35k to 40k here. Here are some shots of various services (health and education), my traffic problems, and my water distribution system.

Layout of my healthcare system (comprised of health clinics) and the effect on the city population's health levels. An educated sim is a happy sim... at least as long as school's not in session.
Gridlock - checking on my traffic levels, finding out where I have problems. Water pipe layout and coverage.

2056 - Water Pollution

(also known as keeping the environmentalists happy)

This is an example of overkill when it comes to water treatment plants. What I'm finding is that any score below 50 seems to be okay(ish) with the population, so I don't add a water treatment plant until I get above that point. An even better idea is to ship that nasty industry to the next city tile and let your residents commute.

Prior to adding yet another water treatment plant. After adding a water treatment plant.
Water Pollution graph.

2066-2072 - A maze of twisty passages... all alike

4 shots of my not-so-pretty city around the 40k to 50k mark.

2066 - night life 2066 - night life, south east corner
2068 - 60k population - focusing on the West Point section of the city. 2072 - connections to Montessa


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