User:PortCal/Bliki/2018/02/28

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Oh hello there!

It's been a while! This is actually my first bliki of the New Year. Not much has been written since, but there were some interesting things mapped that I really want to show you, as well as some ideas that have been going on in my head for a while now. I also need your advice on some topics. So let's start.

Maritime Melwick

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Like I said in many Blikis, parts of Trevers did not feel right and were made quite a time ago, so I decided to transform it. I started with Melwick, the first district that I drew in Trevers. There is nothing left of the old Melwick and it's surroundings. Away with the street grids, far too narrow streets and far too tiny parks.

The new Trevers features a prominent new structure of water flowing through the west: the canals. What started as an experiment to see how it looks when there is water next to Manton Street, it extended a few times and is now almost touching Expressway 1. I think the canals make the area look different, and that's what I was going for. The water is just the first step because I want more space for natural features in the city itself. More spectacular and cosy parks, maybe even some forests like near Starford.

Ahhh, le nouveau Maritime Melwick. What was previously a dusty old harbour called Port Melwick, is now a developing creative commercial district, with the remains of the 18th-century port still visible. Lots of green, hipster restaurants, old authentic shipyards and houseboats along the canal. The Amsterdam atmosphere is very strong here. The main attraction in Maritime Melwick is, of course, the Trevers Maritime Museum, which is located in the old Ardoin House.

The district Melwick is now called Harbourfront (at least until I have a better name) and will look much more like older colonial cities in the RW. It will have a more Ingerish look.

Callonsbridge

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Welcome to Callonsbridge. Also established before 1600 by colonists going upstream the Callon river, the city has a more "European" look than others in Paroy until now. I started with the fort, and that went a bit overboard. In fact so far, that I'm doubting it fits in a colonized country like Paroy. But I still like it very much. I thought it was not such a bad idea, because there are also many forts in North America and other places outside Europe, but not often featured moats and fortified city centres. Also, notice the more European street layout. I tried to envision the roads as they would've been around 1650-1700.

So I want your opinion: is it possible a fortified city like this could have been established? It sure would help for protection against the indigenous folks, but I'm not sure it would work out and would play well with the rules of verisimilitude. But nevertheless, I'm still proud of the foundation.

The language issue

Then something else. Since the beginning, Paroy has had two parts, two languages and used to be part of two empires: the Ingerish and the Franquese. This always played well and I liked the idea of the mixed culture and the differences this would bring. But now, three years later, I feel like it does not make that much sense anymore. Although I still like the idea, some things have changed

  • The Franquese Beaudry, my neighbour on the peninsula, which was supposed to have a lot of influence in the history of the Franquese side of Paroy, is now Hudley, entirely Ingerish, and probably also colonised. Which makes me wonder
  • Where did the Franquese came from? In the documentation on the wiki there is something about Pretany, which is uncomfortably far away, and
  • There are not that many other countries nearby (anymore) that are Franquese and colonized. Meh.

So for a long time, I've been thinking if it was right to keep Franquese in the Paroyan culture. I like the idea of two cultures, and there are some things that are attached to that Franquese features that need to be fixed if I should decide to change it, but for two years already had been a struggle to figure out how such a history and both cultures would have been established.

What do you think about this problem? Suggestions or ideas are very welcome.

Up next

Starting in March, I will start applying my revision to Paroy in a changing OGF landscape. Many decisions about the country were made more than two years ago, and now I think some minor adjustments (but with a big impact, for me at least) are in place. For instance, Paroy will lose much of its US-like style, it will join the Ingerish Commonwealth, I will make a decision if Paroy keeps its partly Franquese colonial roots (hopefully with your advice), and – finally – the Paroy country page is going to contain some more useful information. Besides that, I'm thinking about changing the national flag. So, until the next Bliki!


PC (talk · bliki) 20:52, 28 February 2018 (CET)
The PortCal Bliki
2018

February · 28 Cities and Countries

May · 29 Slowly Shifting

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You have the Franquese-speaking Broceliande over the water, so maybe move your Franquese area to the waterfront and put Ingerish inwards. A fortified downtown area does look real, as Quebec City was a fort when Quebec was still New France, but the location is a bit irritating: A fort that is neither in the interior the country nor on large bodies of water seems unrealistic. Nice old port area. --Austinhuang (talk) 21:43, 28 February 2018 (CET)

Yeah, that was my initial idea too, but the things I've built are all on the west coast and it actually makes more sense that way, since the Ingerish first colonised Freedemia (1540) and then Paroy (1547), so it makes sense that they would come from the west. Maybe I should keep a smaller Franquese minority in the east and figure out later how they got there. If not, I can always remove it. I know about the fort in Quebec, but that's more like a city with a city wall, and with a military star fort inside it. Thanks! —PC (talk · bliki) 20:08, 4 March 2018 (CET)


Yeah, I wish I had followed everyone's advice on starting with smaller things first before moving on to cities... I wasted so much time in the long run because I would keep redrawing them, and I'm glad things seem to be finally coming together for your city and mine. Harbourfront is great except of the tram loop in front of the Maritime Museum, which is way too sharp (the diameter should be 50 meters at least.) For the fortress, I have no idea. I think if you want to draw a fort, you should go for it. You can always move it elsewhere if you don't like it.

The language issue I think every OGF user can relate to in some way. People come and go, some stick around for longer and some don't. In general, when coming up with background and history of a country, I'd recommend staying as vague and non-dependent on other countries as possible. I had to explain a lot of things about my country using a third party nation 'with unclear origin' I made up. Of course, since the origin of Franquese languages in the OGF world is still an unresolved topic, maybe you should just keep things as they are for now and wait. --Eklas (talk) 23:03, 28 February 2018 (CET)

Absolutely! I still regret not starting with smaller things. I've been struggeling with Trevers for such a long time now, but things are falling in place now. I follow Odrava every week, it's becoming such a beautifully detailed city. I can't wait to see our results!
I will leave the fortress in place, for now I think it makes the city look quite unique, even if it's in a weird location. I will also stick to the more European styles as those grids start to bore me. And you're absolutely right about the language issue and the country history. I hope to come up with a more coherent history, as I think it'll definitely help with building those cities like Trevers. The linguistic border I leave unresolved for now, as I'm not building there yet, but it will making up a history harder. Ah well. First things first. —PC (talk · bliki) 20:08, 4 March 2018 (CET)


I think one of things that has been missing from a lot of OGF cities has been realistic harbours and ports. Most people don't even seem to bother, so it's good you have added it in. Ports have also changed a lot over time, from simple wharves to the massive containerised ports we have today. In a country with a long-ish history, it's good to try and incorporate as many styles as you can.

Likewise with the fort. Forts change over time, but it is rare for a major city not to have some kind of militaria. Depending on the age of the city, you would go from castles, to star forts, to polygonal forts, to the bunkers and gun emplacements of the XX century. So if Trevers is about 350 years old, it would have the sort of fort you have built, and other more modern structures too, some of which might still be occupied by the army. --Turnsole80 (talk) 23:18, 28 February 2018 (CET)

Trevers is actually build around the harbour, and the entire west and south coast of the island (peninsula now) features different kinds of wharfs, as it was extented constantly. It's a very important part of the history of the city and even the country. I'll try to make the new harbour near San Mateo more detailed over time, but first I want to revamp all the existing parts of the city that don't make sense anymore. As for the fort, you're absolutely right. There were some defense mechanisms in Trevers like that, but I deleted them to start everything over. They'll certainly make a comeback. Thanks for the valuable feedback! —PC (talk · bliki) 20:08, 4 March 2018 (CET)


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