So, managed to put some time back into CSL after getting bored of my PS5 really quickly
It's all WIP stuff, but for the sake of keeping my momentum up...
Compass Junction
This massive 12 way rail junction was originally being filled in with refinery looking stuff because I was going to experiment with underground cargo railways to act as oil pipelines - I might still do that - but I needed somewhere well away from residential to put the Waste processing facility and its MASSIVE pollution area... needs padding out more, but it's a better solution in my mind.
Lakeside
It's coming along, so far if I lived anywhere on the map, it would be here! Still WIP.
Marston Cove
Trying to get ALL the fishing industry in this one area, so basically a rough layout of the waterfront, it'll have some low density residential overlooking the bay, but will be more of a fishing village than a town.
Croxstone Circuit
Progress is slow, it's pretty tedious. In my head it's escalated from more of a local circuit at an aerodrome, to an international circuit. It has a metro link leading to a site where a town will be - I need cars and cims to populate the place, so I'm using Entertainment service cubes in Procedural Object buildings, this attracted far too many people and overwhelmed the circuit and the local junctions, so the metro station should take up some of that traffic.
It has a ferris wheel now, which is part of two parks within the circuit, since they're parks they attracted people and generate money, unlike most of the venue which is PO's and props, and therefore 'dead' from the games point of view.
Burymont
Burymont is a new town on the southern border of the county. It lays a the foot of Henge Mountain, and primarily acts as workers for Henge Mountain Ore, and a hub for Cruise ship traffic and for the yet to be built ferry terminal that will link to the central main city on the map (yet to be started).
This station was a bit of an experiment, it's two compact single stations either side of an unmarked road. One station serves outside connections, the other links Burymont to the maps interior passenger rail network. Not sure if the station asset is bugged or not, but I had to delete a bunch of the rail outside connections and reconnect them before either station would get used.
On the subject of rail, this is the custom railfreight terminal at Henge Mountain Ore. It's near to Burymont Local/Intercity station, but is on a separate cargo loop that doesn't touch outside connections or passenger lines
directly.
Burymont and Henge Mountain Ore... all still Work in Progress.
G.Cole Shipyards
This complex contains the shipyard with supporting warehouses for materials, two cargo terminals and... a Barge link that runs across the estuary to
Marston Cove. The estuary actually cuts the bottom of the map in half, so when I talk about my interior cargo rail loop, it's actually got a break in it... because I didn't just want a massive rail bridge across the water again - it looked crap last time round. This actually works really well, the rail freight from the Eastern side of the map (Macuga Mining, SDV Oil, Lynch Farms, Martell Logging Co and Henge Mountain) are linked to the yet to be built Industry areas on the Western side of the map (so far just Marston Cove Fishing), by the cargo barges.
There's also an asset that acts as a warehouse, but looks like a car carrying ship and sits off shore, that will get worked in here also.
The Cruise ship port will go right at the bottom of the map... the amount of ships it generates can get nuts, and the ruin the look of everything when 5 of them are overlapping stuff... but to pad out the area of decided I'll put a Military port next to it, hence the aircraft carrier. Not really started yet.
@eran0004's port area from this post
https://www.gtplanet.net/forum/threads/cities-skylines-the-sim-city-we-deserve.325276/post-13259885 was excellent... mines going to be a little less sprawling, but that's good inspiration.
TSO-YRO a.k.a. Cooper International Rail Freight Terminal
So this is one idea that worked from earlier maps - in order to prevent my internal industry overwhelming internal infrastructure while trying to export to outside connections when the industry gets big (which it will). I use this technique...
Four rail cargo terminals: at the top is a one-way, incoming rail line from my interior rail freight loop, it feeds into a 'blank' rail cargo station, which in turn is linked to another blank rail cargo station... which is linked to a one way rail line thats linked to the outside connections rail network. Crucially, the road linking the two, isn't link to the road network of the map at all (the tunnels to the left simple disguise another loop underground to save space - I'll do the same on the right). This means that it forces the game to use the internal rail cargo network more in order to export, rather than clog up the roads. Each industry zone has it's own rail freight terminal (that's why I've been working on the custom ones so much), and that's all linked to CIRFT, so they can all export easily, without using the roads. The lower set is the same in reverse - this will have a toll road integrated at some point, so I can effectively leverage a toll on every truck involved in importing, by way of a customs Tariff... MuhahahahahahahHAHAHA...
Once the logistics are sorted out and working, the whole lot will be covered with Procedural object warehouses... so it'll just look like a vast distribution centre. I live near a real life rail freight terminal called DIRFT.. it'll take inspiration from that....
.. spot the two wind turbines
Anway, that's my update for now. I've cleared space for an airport on the Croxstone side of the map. Waiting for the Airports DLC before I start that now though.