A Perfect Circle Island

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Author: TinkerBell

Last revision: 14 Apr, 2020 at 22:40 UTC

File size: 10.03 MB

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Description:

A Perfect Circle Island
Vanilla, European Theme
UPDATED April 14th, 2020

>>READ BEFORE BUILDING<<
When you first load up the map, LET THE GAME RUN for ONE GAME YEAR to allow the waters to calm. This TEMPORARY FLOODING is an unavoidable side effect of free electricity, and it WILL SETTLE.

Planned work for the 3rd week of April, 2020:
Reworking the highway bridges above and below several of the hydro dams which also connect to the on / off ramps. They need to be cleaner. I have found a way to do this and now it is just a matter of implementing the changes across the whole map. Still have plans to re-work parts of the train network, mostly the train interchanges. I have ideas but we’re awfully close to the node limit and I’ll have to see what I can get away with. I might be able to free up some more nodes somewhere but at this point… Heh… We’ll see.

Planned work for the 4th week of April: < YOUR FEEDBACK GOES HERE >

All previous changes are noted in the change log. Super boring if you aren’t really into this sorta stuff, but it’s there. If you find any more problems, please, before simply downvoting out of frustration, leave a comment. I will read your comment. I will take it to heart. I will fix the problem. Thank you 🙂

Okay so here we go.

I’ve been working on this map for over a year. It has seen several major overhauls of virtually every aspect at least once, and two or three complete do-overs and is currently in live development as I near completion of a final version. I encourage you to follow its progress. Your valuable feedback has a direct influence on my work.

The goals are several:
a completely vanilla map with no mod or asset requirements or dependencies
neat, clean, and realistically buildable / physically possible. (no cheating)
Virtually Unlimited Hydroelectric Power
No Flooding
A fully functioning, feature complete road system right out of the box.
Absolutely Perfect Mathematical Precision in every angle, curve, elevation, and length for consistent and reliable snapping and uniform aesthetics.

It features modless SNAP-IN installations for 8+8+8+16+16+32 hydro electric dams, at the following respective elevations: 263m (8x), 213m (8x), 163m (8x), 138m (16x), 87m (16x), and 68m (32x). All this water comes from EIGHT FULL FLOW (max size, max height) water sources neatly arranged in the center ring.

The elevation of the terrain at the outside edge of the 5×5 square is 50m at a radius of 600u = 2.5 city tiles = 4,800m from map center and remains perfectly consistent following the circumference of the 4.8km radius for the complete 15.08km loop of gorgeous waterfront property along the island city’s official perimeter.

The elevation at the center of the city is 300m and gently slopes down toward the sea at a completely linear and perfectly flat rate throughout and in every direction. This gives us an angle of 2.98 degrees which is equal to a grade of 5.21%.

It features a fully underground highway system based on an underground stack interchange I designed. Each intersection includes a double stack roundabout, both also underground. The upper roundabout handles all traffic entering the highway system and neatly funnels it into the relevant highway. The lower roundabout catches all exit traffic and freely distributes it to nearby large roads. All on / off ramp surface accesses are as out of the way as I could get them while still keeping them relevant to local traffic. The rail system I’ve devised connects 8 pairs of in / out rails spaced 45 degrees around from center to three equally spaced distribution loops which allow radial selection and interchanging between lines.

To get started with your city, simply shade in and color between the lines, as every road as fully zoneable without any adjustments. Or, you can delete the lines and go wild! It’s up to you! Keep as much of it as you want, delete what you don’t. Use the existing roads as alignment tools and rulers to lay out anything you want with complete trust that everything you create will be just as perfectly placed as the source object. Use the middle of the map as a giant crosshair for dropping meteors (meteors not included), obliterating the hydroelectric dams, destroying all my and your work and a quarter million fictitious people in the process. However you decide to play my map, I hope it proves to be everything you hoped for and expected and your city grows beyond your wildest dreams. Before everyone dies in a catastrophic flood.

The water flow rate vs the grade vs the width of the channels is so finely tuned that it can take several game years for the flooding to subside after making modifications to the hydro-electric dam configurations. THIS IS NORMAL. Do not be alarmed and please plan accordingly. The electric production capacity after the water has normalized will be UP TO 45,000 MW depending on the placements of hydro dams. If you only place the 8 in the center, expect 12,800 MW. Each downstream dam reduces the efficiency of the upstream dams by a small amount, but it also stabilizes the water flow rate and therefor the power output, and further reduces flooding potential.

It should be noted that until recently my map had the player placing the hydroelectric dams manually. I recently discovered how to do this from within the map editor. THERE WILL BE SOME INITIAL FLOODING when you first load the map. this should subside after a few minutes of letting the time pass in game. If it does not I definitely want to know.

If you find any problems PLEASE leave a comment describing the issue, WHERE, and how you encounter it, and I WILL take a look. If you like my work, please upvote. Leave a comment. Tell me what you think. I *do* care what you think because I’ve put quite a lot of time into this and I built it for YOU (the community). If you *really* like it, and want to help me get my teeth fixed, please consider donating. paypal.me/TinkerBellx64

And thank you for checking out my map and reading this far down lol