Sadiema̋rkt: Capital of Calliesanyo

Posted by Reece202 on 20 March 2016 in English.

Having been unsatisfied with my previous attempts at drawing the capital, which all desceneded into grid-madness, I’ve started building the city using the historical progression method similar to the way Wesmandy is going. As such, here is Sadiemarkt ca. 1200-1350ish. I’ve only worked on the area within the city walls for the moment, as I wanted to get some opinions before I went too far. Future expansion plans put the central business district stretching from the current center (within the walls) out to Trakẙ de Carrighi̋sa (south of the walls)

For context, I’ve redesigned the terrain for the whole country, of course matching at the borders, but I haven’t redrawn things except around Sadiemarkt and Cape Aritsom (across the estuary and along the peninsula to the north), so thats why the rivers are broken to the west of the city and other terrain mismatches.

–Reece

Location: ꦩꦸꦮꦫ​ꦱꦶꦪꦏ꧀ Muara Siak, ꦩꦸꦮꦫ​ ꦱꦸꦔꦻ Muara Sungai, ꦩꦗꦺꦱꦶꦪ Majésia

Discussion

Comment from wangi on 21 March 2016 at 01:13

Silence longer than normal - folk think it’s not quite right, but it’s got all the right bits in the right places and don’t know what to say… ;)

So, … Personal opinion as it is…

  • Streets are too dense, too uniformly “random”
  • The city was founded as the crossing place over the Beck Zelban from the S and SW, later augmented by a bridge slightly upstream. I can see that in the main roads, but,… Need a stronger link from the W direct to the ford, likewise from the S to augment the one from the SE.
  • (bridge and ford should be closer?)
  • The main roads need to be historically linked to the ford; other roads radial from main features - churches, market etc.
  • Those roads might well have “long lots” off the back of them? Thereby a very different land pattern from the later infill?
  • The reclaimed Porto - pretty straight roads would work good
  • If the Beck Grikola gets culverted it’s probably with a road on top?
  • Allotments?!
  • Centre the focus down at the crossing
  • … Stick in some sort of defensive formation, other than the wall

Comment from isleño on 21 March 2016 at 08:39

I think it looks really good — wangi is right that it’s hard to know what to say.

The main roads need to be historically linked to the ford; other roads radial from main features - churches, market etc.

For me, this would be the most important suggestion. Jumbled old roads may look random, but they often tend to radiate from and connect between places of importance. So you could move a little bit more in that direction, and if things start to look too “neat” you can always increase the messiness in the side streets: more overly big/small blocks, more dead ends, more crooked alleyways, more gaps where a road is missing, more weird little squares, etc. Lots of fun to be had with stuff like that.

I think the historical approach is great btw, I’m really glad to see more people exploring it. :-)

Comment from Sarepava on 21 March 2016 at 10:39

Needs some kind of castle or defensive structure, as almost all major settlements of this period would have been a seat of power.

Comment from Reece202 on 21 March 2016 at 12:34

I’ve made some changes

  • Removed some of the smaller roads in the original section to reduce the street-density, although I think I probably should do some more.
  • Replaced the allotments with the main temple. (I had originally used the allotments as the nearest analogue to peasant farmland, although just tagging as farmland would have been less confusing)
  • Expanded the city towards Riko Farsa so the market square is more central
  • Changed the wall to a building for greater detail and visibility (Why does barrier=city_wall not show up until zoom 16?)

Also, I realised that since I don’t have Ingerish names tagged, I should list some translations

  • Kammen: Common land
  • Platzei Markt-Zeiban: Central Market Plaza
  • Corsa Ompiraiya: Imperial land (Here the grounds of the Imperial Palace)
  • Porta de Garda Ompiraiya: Imperial Guard Post
  • Yesie̋utrianden: Meat-cutters (The Kammen is where livestock is brought prior to butchering, with the shops nearby)

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