Aangland - Any ideas/help?

Posted by Jake Knight on 4 October 2017 in English (English)

I recently started building my island city Aangland, the capital of the Free Socialist Republic of Dogardland. I was wondering if anyone had any ideas as to how to draw effective buildings, and make it look a little more dynamic than it currently is.

The city would have experienced rapid growth in the 1950s from mainly oil exports from the dock, and has become the main hub, alongside the (very recently created) Kelder City. Before then, it would have mostly been centred around the Eastern Island (where the castle is) and grew westwards as people flocked to the city.

Any help, be it ideas for things in the city or you actually just building buildings, zoos, whatever takes your fancy within the city is much appreciated.

Cheers, Jake

Location: Daccister Street, Aangland, AA, Dogardland

Comment from Sarepava on 4 October 2017 at 20:17

First important point: Your country is sitting practically on the equator. It's going to have the climate of Mombasa, Ha Noi or Rio de Janero. This means the city would likely see monsoon rains, temperatures exceeding the high forties in summer, and any trees will be tropical varieties.

'Rapid growth in the 1950s' - that would likely mean slum areas, or at least commie block districts outside the city centre. There would likely be an indigenous language in use (particularly if the country is socialist, as colonial Inglish would be considered oppressive and capitalist). Did the country have a socialist revolution before or after the oil boom? Socialist governments liked to build lots of identical tower blocks on a grid pattern, and they would definitely have approved of JOSM, comrade.

General points: Railways need much smoother curves; public transport is going to be a lot more developed in a socialist state with fewer private cars; poor connectivity between the many terminus stations (too many in fact they could be condensed into one large central station); metro could be simplified to one or two lines that link important places by the shortest path; D1, D2 and D3 motorways are needlessly doubled a few miles apart.

If the city is a port then having marshland and lots of sandy beaches so close is highly unlikely. Ships need deep water and solid ground for docks. This is why seaside towns are never ports. Most oil travels by rail but the port has only a passenger station.


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Comment from Marcello on 5 October 2017 at 18:55

Your city looks a bit too rich / westerly / non-tropical to me. That is not a bad thing per sé, as the looks are pretty nice, but as you - as 'comrade Sarapeva' stated - are located in the tropics, you have to map poverty (a feature which I personally are also not quite good in, to be honest). It wll make your life easy (but dull), as it would involve a lot of repeating work.

Your rail infrastructure needs refining. Remember: one line is one track. The network should be re-thought and terminal stations detailed. There is some exquisite railway mapping to be found on OGF for inspiration. You need to choose on rail or road - and even a good number of countries calling themselves 'socialist' have never taken real steps to provide a good infrastructure - sometimes just because they were too poor to make the investments.

I would worry less about the port. I politely disagree with Sarepave on oil transport - in most regions tankers are a far cheaper option than trains, certainly in terms of capacity. You could throw in a refinery at portside.

Schools ? Definitely. And a university with campus (looks good). Sports facilities also help keeping your people happy.

happy mapping !


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Comment from Black Baron on 6 October 2017 at 16:24

@Marcello, I don't think that being in the tropics would be equal to poverty. Maybe in the real world, but not in OGF if you consider a different history. Although also located in the tropics, for example, Castilea Archantea is a well developed democratic country with wide economical sources and a very wide climate range due to its northern and central mountain ranges. So, geographical features are the most important to define at first time, in order to develop a historical background and construct the modern situation. Tropical is not equal to poverty at all.

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Comment from Marcello on 6 October 2017 at 18:52


Actually, you're right. I have 'Guns, germs and steel' in my head. Sublime reading for everyone here, by the way. But that is not necessarily a must on/for OGF. My sincere apologies to 'tropical' mappers here feeling even the slightest insulted.


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Comment from Jake Knight on 10 October 2017 at 16:35

Thanks all, this will much aid in the construction of a more sophisticated road/rail network. As the country is a NEE, borderline high income, I was planning on some poorer, more densely populated areas, and in hindsight could have designed the railway system better. I will look to improve it in the near future. However, for now I am focusing on placing schools and other Necessary public amenities in the city.

Once again, thanks for the help.

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Comment from Jake Knight on 10 October 2017 at 16:42

@Marcello - also, do you recommend any railway systems in particular? Much appreciated if you could give me the name of some :)

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Comment from Marcello on 10 October 2017 at 20:13

I give you a couple I reallyreallyreally like: This is Dunwic in Myrcia. Sanseverina in Brocelande. Gobras City. Mynninghamn in Ostermark.

All are pretty big agglomerations with an extensive - and exquisitely mapped - railway network. I hope you like them as much as I do - at least for inspiration.

happy mapping !


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