Springvalley learns that Game Anarchy's unlock option replaced the Achieve It mod, lines its highway parks with trees, fills Moor Park with low-rise homes, small offices, a school and library, gives it an 18-bus articulated biofuel line, adds crosswalks with Node Controller, then rethinks the industry plan around where oil, ore and fertile land actually are — needing more tiles before the old industry can move.
What happens in this episode
All the area in the middle will become a big downtown, so the outskirts start here. One discovery: the Achieve It mod isn’t needed if you have Game Anarchy, because its unlock option is on by default. I want to respect the achievements and milestones (I’m not at Capital City yet), so I’ll be mindful of what I use.
How it was built
Tree lines and parks
The Moor Park district from last time has a high-rise ban, a heavy traffic ban, encouraged biking and small business enthusiast. Along the highway, tree lines placed with a line tool block noise from the parks and homes, which is much faster than placing trees by hand. I still don’t like the power lines crossing the highway and park. Every park gets my standard set: two cafés for big parks, restrooms by the entrances, one info booth near the main gate, and gazebos. A pedestrian link between the parks will come later.
Low-rise Moor Park
More low-rise homes on bike-lane roads, some dead-end streets to keep houses small, schools, a doctor’s office, fire watchtowers, a small police station, offices nearby to keep commutes short, and a public library that needed one road removed. College funding went up for IT and engineering.
A district bus line
Moor Park gets several entries for realism and its own bus line, with only one stop on the arterial because stopped buses block traffic. It’s one-directional, uses 18 articulated biofuel buses, and is coloured dark green. Watching the buses roll out to their first stops is cute. Lots of people still walk across the bridge into downtown, which I love. Node Controller added crosswalks so pedestrians can reach the park entrance.
Rethinking industry
Looking at the resource map again, the planning session had a small mistake: some land I’d planned differently has oil, and fertile land and forest sit elsewhere. Districts are painted as reminders. The old industry in the west of downtown should go, but moving farms means losing their star levels. I need more tiles first. Lane rules fixed a U-turn hotspot.
Power and services
An advanced water treatment plant pollutes far less than I expected. An ocean thermal power plant went in, plus fire and maintenance buildings. Land value downtown is high. A new arterial follows the plan, a riverbank was lowered (with a brief flood), and 1.6 million in the bank went partly into healthcare and deathcare shares. I still don’t understand why the stock exchange isn’t improving.
Video chapters
- 00:00Achievements and the downtown plan
- 04:01Tree lines along the highway parks
- 08:17Park amenities and dead-end streets
- 12:47A library and a non-standard street layout
- 17:29The Moor Park bus line
- 21:45Crosswalks with Node Controller
- 25:47Re-planning industry by resources
- 30:36Why I need more tiles
- 35:12Ocean thermal power and services
- 39:24A new arterial and a lowered riverbank
- 48:10Recap and stock investments
Clicking a chapter starts the video above at that point.
FAQ
Do I need Achieve It with Game Anarchy?
No — Game Anarchy has an option (on by default) that unlocks achievements, so the separate Achieve It mod isn't needed.
Should bus stops go on arterial roads?
Avoid it where possible — a stopped bus blocks the arterial. I put just one stop there and the rest inside the district.
Can you move industry without losing its level?
Moving an industry area means rebuilding its buildings, so plan the new location before removing the old one — I wanted to show that once I had more tiles.
