


8:13 am
August 31, 2011

With my recent purchase of Guslandia, and the influx of new players with intended new towns, I have decided to rebalance the prices Capetown and Guslandia charge. The prices I had to think up ended up being evaluated to Guslandia's and considered more expensive but fair. However, now that I control both and new places have lower prices, I'm going to lower the prices. Not too low, I have no interest in undercutting new players, but still a decent pricedrop.
Another change will be to Capetown's apartments. Originally 3 of Capetown's streets were designed with the same concept: A 2-in-1 apartment building with split basements. Unfortunately, this could not be done without manual sales, because two subzones would be required per player.
Another downside is the identical layout. Four of the houses can't have windows in the back, due to leaning against the city walls? Then none of the apartments sell with ability to modify the backwall. Houses near the wall can't be higher than the city wall? Then no house can be higher than the city wall. Not to mention the amount of space required for the double staircases to roof+basement.
Now I have decided to change all that. The near-identicalness of the apartments will be torn apart, each street and even halfstreet will have different properties, the mansion area will be made more friendly. I even will allow some places to build higher, making more use of Capetown's max-15 height, one currently only used by the Mall.
The exact plans are in the next posts.
8:13 am
August 31, 2011

To explain the plans best, let me show the current city layout. Because it's used in the next post too, I'm showing it at the bottom of this post.
First off, the City Wall will be raised 2 blocks, to a total height of 12. Additionally, a spider-shield will be installed in this extra height, existing of ironbars that spiders can get stuck in while climbing the walls.
Second, there are plans to expand the Port, to support a fleet of roughly a dozen portalships. The black arrows point to the two areas in which the port will be expanded.
While we're at it, the street around the city can be wrapped up entirely now that an illegal Residence near the city's SW corner was removed.
A Wanderer Hotel will be built in the mansion area, using a total of 4 plots. The current construction is merely a concept and will be torn down once it's finalized, then remade with slightly different materials and slightly more to the West wall.
The remaining 6 Mansion plots will be redone. Rather than obsidian with 4-high ironbar fences, 2-high leaf-hedges will be used for a more friendly image. For the rest, these plots won't really change, the same rules and sizes will apply.
There's also plans for the Mall but those require more info on future shop plugins. As for the Warehouses, the second load will be constructed in the Harbor. The wood ones will be put for rent, the stone ones for sale.
The next post contains the details on the normal houses.
8:47 am
August 31, 2011

1a: The 2-in-1 concept isn't that bad, but basing every apartment on it seems bad. This half of First Street, however, will turn this concept into a better one. Rather than having a shared basement, the buildings will be expanded with an attic. The Ground Floor apartment will get the basement, the F1 apartment gets the attic. This results in 2 9x12x7 apartments per building, excluding back/sidewall. With 4 buildings the total will be 8 of these apartments. Basement/attic access will be done by ladder, though an owner can easily change this.
1b: These will also receive an attic and have 1 of the two staircases knocked out, plus the wall surrounding the staircase, having an open staircase instead. They will no longer be 2-in-1, instead having a total of four floors including basement and attic. This gives as much space as an entire 2-in-1 building in a single residence, allowing you to even change the amount of floors. Backwalls will be included in the residences.
2a/2b: Rather than having a 2-in-1 concept, these will become 1-in-2. The eight doubles will be combined into four single big ones. Additionally, these will receive full building limit, allowing one to build as high as the nearby mall. The basement will also be doubled in size and be completely devoid of subfloors, meaning no need to knock out a floor before you can remodel. This means Second Street will exist of 4 20x13x(15+8) where only the wall inbetween each set of two houses won't be demolishable.
3a: These will become flatbuildings with a staircase outside in the street. Each building will exist of 3 flats of 9x(13+3)x3, including front/backwalls and a balcony/yard at the back, with view on the Redbrick district.
3b: With two owned and 2 free, these will not be refurbished, nor put on the open market. I might sell one to someone who wants to buy a warehouse behind it, or knock out the walls and use them as my own place.
Stone Brick / Red Brick: No changes will be made to these. This means their prices will be dropped significantly.
Slums: The slums themselves won't be changed, aside from removing the vinesfarm from it. However, they will eventually be put on the market for rent at $$5/week or something comparable. New players who haven't decided on a place to go yet will be able to rent one or two for a bit of storage area while they gather resources and decide on a place to live.
9:36 am
August 31, 2011

The Capetown Port will be greatly expanded. The initial draft was:
While no longer correct, it gives a rough idea of what the new port will be like.
When done, the port will contain about fifteen ships, including 3 Large ships, 5 mediums, 6 smalls and a Nethership. All ships, aside from the existing Baywalk one, will have lapis embossing and cyan sails, with 1 sail coloured in the destination colours. While this will make navigating a bit hard, it means that at the other cities you will immediately be able to identify a ship that leads you to Capetown. The goal is to make Capetown a big centralhub and also make it easier for some places to get a portalship.
Speaking of an easily identifiable aspect, the Wanderer Hotelchain will start construction in 1.2. Each hotel will have an identical layout which requires roughly a 30x30x30 block. Additional space will differ per location and will be used for gardens.
The concept is one that can easily change materials, so that its looks can be adjusted to fit in with its location. For example, Sandstone at Vetra, Stoneslabs+Cobble at Bonavista, Smoothstone+Redbrick at Capetown. The goal is to give people a familiar place to relax wherever their journeys lead them.
Each Hotel will have six rooms and a penthouse. Pricing system and rent/buy is still to be debated. Also, whether or not each place will actually sell food in the restaurants will depend on future shop plugins.
9:41 am
August 31, 2011

A sidenote: Capetown's refurbishing will also affect Guslandia in three ways, four if you include the portalship that will go there.
First off, Guslandia's plots will only become available for purchase once new prices for Capetown and Guslandia have been decided on. The only estimate I can give right now is a rough halving of prices.
Second, some public buildings will be demolished and a Wanderer Hotel will be built at Guslandia.
Third, Guslandia will most likely no longer feature any shops. Because Guslandia will also be connected to Capetown, and Capetown already has a mall, it makes little sense to have two different shopping districts in two different cities. Thus, no new shops will be sold in Guslandia and attempts will be made to clear out all existing shops. However, nothing is certain until more info on the next shop plugin will become available.
10:45 am
August 31, 2011

Status update:
I have removed all subzones aside from all sold/givenout property and a few special ones. This to both fit the new subzonesizes and to order houses into streets. (So you'd get subzonenames Capetown.streetid.houseid.roomid, roomid only for flats and slums.)
Capetown.ww was made for the Wooden Warehouses, since Icyspawn owns one. Streets aren't yet subzoned, they will be after refurbishing.
Street 1 has been completely refurbished, the second floor was added everywhere and ladders were put in place instead of staircases. Capetown.1 was made, with 1a+1b up to 8a+8b as subzones.
10:51 pm
August 31, 2011

Status update:
Street 2 has been completely refurbished. Second floors were added, walls were knocked out, the quadruple staircases were replaced with open single ones and an open roof was put in place. These houses also received a lot of windows to give them a nice open feel. 4 have been made, of which 2 have been reserved.
Current status:
Street 1: Done. 16 2floor apartments, subzones size 9x12x7.
Street 2: Done. 4 4floor houses, subzones size 20x13x19.
Street 3: Flatbuildings have to be refurbished. Apartments won't be touched because they are private property.
Mansions: Iron bars have been torn down. No hedges and subzoning yet.
Rest: No changes.
Most Users Ever Online: 734
Currently Online:
7 Guest(s)
Currently Browsing this Page:
1 Guest(s)
Top Posters:
Emulated: 3206
ryanpitts: 1300
Dalferes: 747
Pherian: 660
Okarim: 594
Member Stats:
Guest Posters: 10
Members: 27937
Moderators: 3
Admins: 2
Forum Stats:
Groups: 8
Forums: 45
Topics: 6229
Posts: 27413
Newest Members: Darebosek, CherylGob, Scdler, DavidSlize, deznicas, Carlosmus, HomeRenodus, SAgot, dezinnic, CoursEditorcib, RichardJuide, Barbaraquami, drgnmoney, obojforum, obojpost, BonnieGep, Josephtussy, iconicJoutt, PeteroqUiet, KennethJedly
Moderators: terrorisly: 424, mudwog: 127, LightWarriorK: 2154
Administrators: meatbawllz: 2475, frelling: 3264