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Murkwater is my white whale November 2018

I am really having a hard time with this city. I have a wall and a apartment building but that is about all. I have squeezed in the other requirements but I am still short on jobs for the population and out of space. Maybe Thanksgiving will allow me to come up with a vertical solution. I do think I have wrapped that harpoon tether around my neck on this one.
 
We found in the RotC builds of these tiny settlements that we definitely had to use a few bluemen shop markers and vanilla scrap stations to fill out the job count.
 
Murkwater has plenty of height to work with. Going 3D leaves loads of room for building. Making high walls can eat up the build budget though without generous use of size manipulation.
 
I made some great progress. I have a population of 12 with 11 interior job plots, 1 external defense plot, and 11 residential interior plots. That means most of the site is under 4 large roofs. Most of my fence is pathetic but it more or less follows the entire perimeter. I need to get the companions and see if they can move around this mess.

If Murkwater has a theme it is stay dry if you can.

When is the closing date? I hope that I still have most of next week to debug it.
 
Closing date is 28th of each month. But as someone mentioned, we still need to leave ourselves time to get the lower levels ready as well.
 
I have some ideas on de-rating the buildings. With my character in 76 filling up the stash everyday I have an excuse to finish Murkwater while waiting for the merchants to get more caps.
 
Well I have ran out of time if not finished.

I took advantage of a rare sunny day to take some pictures. Since there is so much rain you need a lot of roof to keep dry.
murk-01.jpg

The site features a green house and fully independent power and water treatment system.

murk-02.jpg
murk-03.jpg

There is a raised walkway connecting the L shaped dual gate house and the expansion living quarters.

murk-04.jpg
Many of the apartments include a door and four walls, at an extra charge of course.

murk-05.jpg
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The gate house has some living quarters upstairs along with work spaces on the ground and a couple of shops on the upper level.
murk-08.jpg

The grounds are a bit crowded and messy but we did do a massive boardwalk to reclaim some of the area from the water.

murk09.jpg

Climb the stairs to the mayor's office in the center of town to become a new resident.

murk-10.jpg

If you want to explore it yourself look at this file.

https://www.dropbox.com/s/lqudpv3ov1ynxps/murkwater.7z?dl=0
 
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I'm glad to see all those railings on the elevated walkways. Safety is important!

Nice work!
 
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