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Challenge 3: Separatists and Exiles

Started by Splime, April 19, 2009, 11:52:15 AM

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Splime



Recently, a new federal highway was built to connect the NE of the region to the rest of the region, as well as connect the mining areas by road as well as rail. The result was Highway 11, the third federal highway to be built in the region. Unlike Routes 10 and 12, Route 11 does not bear the "Int'l" designation, and instead simply says "Vlat", as it stays within Vlatixa for its whole duration.

While the town and regional governments had not played much of a role in the northern mining towns, they were at least technically in charge. That recently changed, however, when a few leading executives decided to take over the Northern half of the Bordertown Region, declaring that the area would be under the direct control of a new company, the Vlatixa Corporation (VlatCorp). The governments weren't going to complain, as sidelined as they already were, but the new corporate government decided to deport all of the people associated with these governments, along with anyone else they didn't like. These people were forced south of the Grand River, into territory not formally controlled by any nation.



There were 3 bridges that connected the north and south of the river, and two of them were cut off from all usage. Above is the Route 12 Bridge, where VlatCorp mercenaries dug out a chunk of the ramp up to the bridge. Fences were erected to prevent any vehicles from driving around the roadblock, and stairs were built to allow soldiers to cross the bridge if necessary. Observation posts were built in order to keep watch over anyone who didn't get the message.



In Splimoville, the Grand River Crossing remained open to traffic, though it was closely guarded by observation posts.



At the Rail Bridge in East Splimoville, a large chunk of railroad was torn up, and fences erected. Originally, such a setup was deemed unnecessary, until someone tried to drive their car over the rail bridge, and would have made it if it weren't for a few VlatCorp mercenaries patrolling the area.



Before the separatists took power, the mining companies in the area decided to expand their operations east of Westridge, creating a new mining and mineral processing area much like the original Westridge. The mining companies knew about the plan to separate, but waited until now to go through with it, as they were using government funds to build their mines.



Faced with exile, the regional government had to build a new power plant, since their old one was stuck in VlatCorp Territory. Most of the workers in the GRV Utilities Housing were pro-separatist, and abandoned their houses to move north. Their houses were knocked down and replaced with a new geothermal power plant, with similar specifications to the plant in Vlat's Bend (Tile A). New housing was built at the intersection of Route 12 and the Utility Access Road.



This is an overview of Splimoville, where the region's major city will be. The site was chosen because it had access to the sea, and the islands could be useful for building a complex port. (Also, I thought it had to be built there. Oops.) To the north is the original town, and to the south is the village the exiles built.



This is an overview of North Splimoville, established because Vlatixan Industry needed a more open area for their factories to be built, as area near the mines was filling up with factories and housing.



Finally, this is South Splimoville, a small village established by the exiles. The exiles were lead by Former Mayor Largo of the Westridge Town Council, who became the mayor of South Splimoville. (The southern part of the region would later be named Largonia, after him.) As issues like jobs had to be dealt with quickly, the town was built right by the Grand River Crossing, and the first farms formed a square around the central village.

mattb325

I really like the way that you have blocked off Route 12 at the end of the bridge and the checkpoints along the Grand River. It's clear a lot of thought went into both - well done!

frostwolf

#2
I really like this method of forced seperation, rather than "we want to be seperate."  :thumbsup: Wish I'd thought of something like that. Oh, well. :P

mrbisonm

Thank you for your update.

We have now taken note and copied the pictures of your challenge 3, it will be judged after the deadline.
Now you can do whatever you wish to do within your regionhalf only, but make sure not to overbuild it comparing to the rest of the region. It might give you some serious problems later on.
You do NOT have the right to touch anything of the part that belongs to the Separatists.

Challenge 4 will be partially given by your adversary and you will give a challenge to someone else. Who will be challenging who and the matter of the challenge will be discussed in the Challenge 4 thread once everyone has turned in their part of this challenge.

Are you ready to be told what to do by a Separatist and a Governor? Good luck and we hope you enjoyed this one.

Lynn and Fred


....Uploading the MFP 1.... (.........Finishing the MFP1)

jmyers2043

I enjoyed looking at the Route 12 roadblock. I especially enjoyed reading how someone tried to drive their car over the railway. The dirt trail which you used to replace the tracks is brilliant.

I also see that you've managed a couple of stage 5 farms and the mining town looks great.
Jim Myers  (5th member of SC4 Devotion)

lynncanox

Challenges are getting harder to do, so does the judging, and we soon need more time to judge the challenges. I know this took awhile but we have been working on it for quite awhile and since our judging is being done separately, we have to bring them together before presenting the final results. Thank you for being patient. So here they are.

A.  There was a slightly better way to place route 11 by just having lowered it a bit to the south and covering tile L also, the only tile that hasn't federal access. We gave you a solid 4 for the route challenge.
B.   Although the separation should have been sudden and done overnight and building the fences would have been impossible to build overnight, they still look very nice and are well done. Simple and small things added like the trail on the missing railroute and well placed and chosen Watchtower models made us change our mind to give you 5 points for the cutoffs challenge.
C.   Amazingly well done minertown, well placed roads and streets and naturally looking location and the farming lands together with the rest of the developpments did push us to give you the max for the regional works challenge of 5 points.

A Total of 14 Points were added to your challenge.

Good story, nice regional developpments and good choices of location gave this region a very good start. Good luck with the separatists now. Btw, we both liked the way you plant trees.

Lynn and Fred
judge of GRV 2 Challenge