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Myrmarachne Kingsport lighthouse May 2019

Myrmarachne

Well-Known Member
Messages
110
Tossing in the deathclaw gauntlet!

Kingsport Sus fave.jpg
The city plan starts as a defensive outpost, constantly at war with the neighboring children of atom. But at level 3 they have changed tactics, building a church to Atoms glory on top of the warf to appease the children and encourage trade rather than violence.

DefensiveWall.jpg
The early defensive wall dominates the settlement to the north.

TheMarina.jpg
The church, safely built outside the main settlement.

EntranceWhore.jpg
The entrance to the church is reached through a seedy whorehouse, and sits directly atop a nuclear bar- both efforts to dampen the aggressive spirits of the more violent apostles.

20190525163521_1.jpg
The whorehouse interior, with the bar being hinted at through the doorway to the right.

Skybar.jpg
The main settlement, with a sky bar to the left. The metallic building behind it houses the city planners desk.

Nook.jpg
Cramped living. The city plan goes over the vanilla build limit, so beware.


Playerhome.jpg
The entire lighthouse works as the player home, here is a shot of the workshop area.
20190525163812_1.jpg
Overview from the north.

Overview.jpg
Top down view. The intent was to keep the warf as a separate part, and make the rest of the city feel like a fortress. All the three farms and both the martial plots are situated outside the walls.
 
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Wow.

It looks like there's hardly a right angle in the entire place!
 
Wow.

It looks like there's hardly a right angle in the entire place!
It is one huge sepsis-inducing nightmare of rouge nails and splinters. In the middle of building it my screen started shaking violently, I turned around and there was this joker with a bloody chainsaw trying to cut me in half. I think the Gunners oppose the entire build based on the lack of right angles.
 
This is insane! I'm incredibly impressed with what you've accomplished with this one, Myrmarachne. I think the side-shot of the temple is my favourite part. I'm having fun trying to figure out just what pieces you used where.

Of what's been released, you certainly will have my vote!

-asp
 
Wow.

It looks like there's hardly a right angle in the entire place!

Well, engineers are probably in short supply... nor are their talents recognized by the jet fueled crazies.... wasteland survival is probably don't tell anyone you know sh*t.

But I love the look @Myrmarachne

John
 
Well, engineers are probably in short supply... nor are their talents recognized by the jet fueled crazies.... wasteland survival is probably don't tell anyone you know sh*t.

But I love the look @Myrmarachne

John

Believe me, my comment was meant as praise.

The Workshop being grid-based, squares are the path of least resistance, a path from which I have to fight to deviate. @Myrmarachne's defiance of the grid is epic and inspirational.
 
Believe me, my comment was meant as praise.

The Workshop being grid-based, squares are the path of least resistance, a path from which I have to fight to deviate. @Myrmarachne's defiance of the grid is epic and inspirational.

I know bro! I love the scrappiness... :)
 
Love the organic feel, looks like it has naturally developed and fits in brilliantly. Looking forward to seeing this build, I'm getting quite a collection of Myrmarachne cities in my current game.
 
All my love of the ramshackle appearance of this plan aside, what really sings here is that it tells a story.

The truly outstanding city plans do this. There is a sense of growth not just of the physical structures, but of the community that builds it.

I have yet to build a settlement that does this. I invariably succumb to the tyranny of The Grid, or my uncanny talent for breaking the game intervenes.
 
All my love of the ramshackle appearance of this plan aside, what really sings here is that it tells a story.

The truly outstanding city plans do this. There is a sense of growth not just of the physical structures, but of the community that builds it.

I have yet to build a settlement that does this. I invariably succumb to the tyranny of The Grid, or my uncanny talent for breaking the game intervenes.

One starts with good intentions... then it goes to hell. I do the immersion - I stay away from concrete structures... objects like railroad cars hoisted up 2 stories... or anything the would off gasoline. Pretty sure after 200 yrs, all the sources would have dried up. I like the oil rig in industrial revolution for this reason - you have to have oil.. pumping at least makes sense - though in the level 1, my personal thought it would be run by windmill/etc till level 2 when oil has been pumped and converted...

I think this all falls with the sense of growth - time to develop... even pumping of water - from canals to fancy treatment plants - the path of technology is arduous and not so simple.

But, I generally break the game - playing in sanctuary - so much space and so easy to break before you realize it.

John
 
Speaking of this, are there water planes in the PBP build menus?

John
 
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