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 Post subject: Sebrinkley
PostPosted: Fri Oct 21, 2016 3:57 pm 
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Joined: Fri Mar 14, 2014 5:38 am
Posts: 1040
Location: Berlin
A small town in a Marsh setting...
It's a small map with little land to build on and even fewer trees, so the main goal was to preserve as much land and trees as possible. Structures on land are kept to a minimum, housing is all built on stilts... for some structures, land was reclaimed.

Another trial was to see how far mining for silver, gold and jewels can be taken... the results were not spectactular, but led to some brainstorming with Denis and a lot of new thoughts on how to turn them into a better chain... maybe we find a taker some day :winking:

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Some data...

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:big-grin:

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 Post subject: Re: Sebrinkley
PostPosted: Sat Oct 22, 2016 2:36 pm 

Joined: Fri Jul 04, 2014 7:01 pm
Posts: 48
Paeng, this is a beautiful town as always. I notice on this map several river entrances/exits. Is this typical of marsh maps? Are all of these "official" entrances or exits--that is, do merchants use all of them or only some of them? Which are entrances and which are exits? A lot of questions, but, as they say, inquiring minds want to know. :thinking:


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 Post subject: Re: Sebrinkley
PostPosted: Sat Oct 22, 2016 6:09 pm 
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Joined: Fri Mar 14, 2014 5:38 am
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Location: Berlin
No, the river is like in any other map, one in one out... right center to bottom center in this map, all the other "exits" are just normal creeks and will not take traders off the map :big-grin:

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 Post subject: Re: Sebrinkley
PostPosted: Sun Oct 23, 2016 6:39 pm 
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Joined: Fri Feb 12, 2016 10:14 am
Posts: 106
Wow that village is turning out great, I especially love picture 16 :thumbsup:


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 Post subject: Re: Sebrinkley
PostPosted: Sun Oct 23, 2016 11:16 pm 
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Joined: Fri Mar 14, 2014 5:38 am
Posts: 1040
Location: Berlin
:big-grin:

Yeah, the terrain is so rugged, we need to fight for every little stretch to build on... :winking:

I also love the one four pics further up (#12, the one with the 3 rice pads and the chapel in the back)...

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 Post subject: Re: Sebrinkley
PostPosted: Fri Oct 28, 2016 12:33 pm 

Joined: Sun Oct 12, 2014 2:00 am
Posts: 125
Location: Reno NV USA
I can't believe you have almost 400 people living on very little land. I love all the trees that make the area so lush despite the weathered buildings everywhere. #12 is my favorite. Who knew rice paddies could look so pretty.


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 Post subject: Re: Sebrinkley
PostPosted: Sat Oct 29, 2016 12:29 am 
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Location: Berlin
purringcat wrote:
so lush despite the weathered buildings everywhere

Yeah, it does have that nicely aged, long-lived-in look, doesn't it?

* I have begged, cajoled, demanded, pleaded for weathered buildings (what I call "grunge") as long as I have been playing, modding or just designing towns... still, the majority is usually all shiny and brandnew...

:nono: :roll-laugh:

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 Post subject: Re: Sebrinkley
PostPosted: Sun Oct 30, 2016 10:24 am 
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Joined: Fri Feb 12, 2016 10:14 am
Posts: 106
Paeng wrote:
purringcat wrote:
so lush despite the weathered buildings everywhere

... I have begged, cajoled, demanded, pleaded for weathered buildings (what I call "grunge") as long as I have been playing, modding or just designing towns... still, the majority is usually all shiny and brandnew...


Thank you :smooch:

New buildings are great in their own way, but when you are trying to build a village that's meant to be 40 - 50 - 60 years old having buildings that actually look like they have withstood 40 years of winter storms, etc is magic

:big-grin:


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