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Game Mods

Modifications to the core game engine for SimCity (2013). Anything designed to circumvent DRM is not permitted.

215 Files

  1. One Way Roads and Freeways Elevated and Ground Level
     
    NEW USERS TO THE SITE BE AWARE YOU MUST BE REGISTERED AND LOGGED IN TO BE ABLE TO DOWNLOAD THIS OR ANY MOD.  THIS IS A REQUIREMENT I HAVE NO CONTROL OVER.
     
    Will add more detail Later on.. but welcome. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode)
     
    9/3/2014 - 1.9 Minor / Major Update from 1.8 to fix some problems with Upgrades and Downgrades that were being explored from version 1.8 with Yayie and HinataaHyuga.  Those have now been completed and seem to be stable enough to update and release to the general public as a fix.
     
    2.0 is currently in planning mode with 5 and 6 lane ave with zone and express ways for greater regional interactions.
     
    8/20/2014 - 1.8 MAJOR Update Release to work with New Akar and Akar Roadsets along with a number of improvements and changes by members of the SUGC.  Icon and Graphic Improvements by Ban, Script and Upgrade Improvements by Yayie and HinataaHyuga with Regional Additions which in Akar now have a new menu structure to make the Regional Aspects easier to understand.
     
    8/22/2014 - 1.9 is in the works to fix some bugs and issues.   Reported problems due to Bi-Level Mod by max due to using an UDON path to create his.  He is working on a fix.  Upgrade and downgrade side effects being worked on introduced in 1.8.  5 and 6 lane roads are being looked at to introduce into version 2.0 .  Instructions are simple drop it into the same folder as it was originally listed and REMOVE the old one.  I keep all my versions of updates online and in the download button so you may go back if you have issues that you find a little overwhelming due to new directions and changes being looked at.  However we are on top of them as a group and working to make all of them play nice with each other which was the whole reason for Akar and the SUGC team being formed to begin with.
     
    8/14/2014 - 1.7 was uploaded and all other files tested ok even though someone reported issues.
     
    Today 7/7/2014 - Version 1.6 has incorporated our new Icons and Images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the Original games look and feel.  Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new efforts in creating an identity as our graphic artist and champion of our new identity and graphic art on this subject and with all our mods that have been release and our future releases to the community.  These will be added to Akar and each individual mod as are required and represent the first update of many in a series that will unify mods and our interfaces.  We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments. Both Regional and UDONS updated to 1.6 for that specific update.
     
     
    Today 6/23/2014 - Version 1.5 Uploaded Online Beta Testing edition.  (May Cause Roll Backs At 20 Minute Points) Uncertain need more testing have at it.  ( DO NOT USE WITH EXTENDED BOUNDARY OR ALL RCI PLOP AT THIS TIME IT WILL ROLLBACK IF YOU DO). CoTs may be required EP to prevent Roll Backs .. do not yet know for certain.
     
    Today 5/17/204 we have been listening and watching so many people so there have been reports of issues and odd behavior which we have now been able to contribute to some ODD corruption of the actual installation unfortunately.  Some crashes and issues have and are not the mod but brought out by the mod itself.  Uninstalling mods one at a time can temp solve the issue however the ultimate fix was installing a clean copy of the game unfortunately... I would put the percentage at less than .5% of the installed base have reported this drastic step but wished to be as honest as possible with you incase you have any issues.
     
    OMG there is so much that needs to be said and needs to be given out on this mod and its features but MOST of the features speak for themselves.. THERE ARE TRICKS to use
     
    Connections can be tricky.
     
    HOWEVER .. I NEED TO THANK ALOT OF PEOPLE LIKE IT OR NOT OR THIS WOULD NOT BE POSSIBLE.. since that can't happen in the normal way THANK YOU EVERYONE WHOM HELPED MAKE THIS HAPPEN.
     
    10.1 made it possible by adding some foundations that have and were needed to even allow ONE WAY possible.  SO THANK YOU MAXIS and UPDATE TEAMS for adding the core code that make it possible to do this type of mod and make it a reality that took 6 months.  FEW will every realize how much it took or what went on onto make this happen.
     
    AS I have already been reminded there are many many details I need to post on use to help you all and I will over this weekend.
     
    THIS IS AN OFFLINE ONLY MOD DO NOT USE ONLINE
     
    ---------------------------------------
     
     
    CREATIVITY is key.. how you build and what order you build things is what matters
     
    There are some aspects to how you use the direction of drawing as the direction of the one way.  Make sure you build ELEVATED prior to Transitions or it will not connect but practice makes perfect
     
    10.1 added new paths to the game that allowed this to be possible.
     
    As mentioned by Niclistin on Reddit one of the mod testers like buggi and yuttho.. there are ALOT of aspects to this mod that take time to use and understand but the complexity is beyond imagination .. REALISTIC is not the word for it.
     
    2 Lane Roundabout
    4 Lane Roundabout
    2 Lane, Low Density One Way Street
    4 Lane, Medium Density One Way Street
    4 Lane, High Density One Way Road
    1 Lane Freeway Ramp
    1 Lange Ground to Elevated Freeway Ramp
    1 Lane Elevated Freeway Ramp
    2 Lane Freeway Ramp
    2 Lane Ground to Elevated Freeway Ramp
    2 Lane Elevated Freeway Ramp
    2 Lane Freeway
    2 Lane Ground to Elevated Freeway
    2 Lane Elevated Freeway
    4 Lange Freeway
    4 Lane Ground to Elevated Freeway
    4 Lane Elevated Freeway
     
    If you DO NOT use a roundabout but use a 2 or 4 lane ELEVATED you can manually make an Elevated ONE WAY and actually intersect with it (trick)
     
    TIP and Suggestions: Camera Angle, Angle of Road draw and stretching out the draw before going to desired position can help you draw things the way you wish.. going big and back to smaller size in circles and turns.  Going UP with M or DOWN with N can help connectors.  Remember to use your transitions sometimes its just a matter of drawing it a longer distance so the engine thinks its smother than it really is.  We have to work with the engine not against it to get things to work and function.
     
    XoXiDe

    260,126 Downloads

       (208 Reviews)

    466 Comments

    Updated

  2. For Offline use only.
    How to Install
    Download files Once download is complete, extract rar files. (right click > extract) Simply copy and paste OFFLINE-ONLY_Project_Orion_3k_Extended_Boundary.package in C:\Program Files (x86)\Origin Games\SimCity\SimCityData Start SimCity > Play new map > Choose city tile > Save > Quit SimCity (not work if exit to Main Menu) Re-Start SimCity > Resume Game Wonders Must have Mods for Orion
    Project Akar : UI Enhancements UniDirectional Networks Coastline and Waterways Tools Regional Bridges Regional Tunnels Regional Water Roads Regional Maglevs Regional Bulldoze-able Path CamMod Issues that have been plagued players since the game's release is now answered. Some says it is the holy grail of all mods. Some says this mod + buy game/reinstall. That's right, 3k extended border aka "bigger city".
     



     
    Understanding the mechanics of Orion 3k Extended Boundary.
    1. Upon entering 3k extended map. based on (Image #1), The 3k map extended on North and East. Use right click mouse button or middle mouse button to bring up the compass.
    2. Regional Roads are needed to draw them outside 2k map. Such as Project Akar : UI Enhancements, that offers almost every roads available to be drawn outside 2k.
    3. Regarding Land Value, please refer the image below. There a lot of misunderstanding as well as misconceptions about the land value data, that was viewed in the map data.
    The Actual Land Value EFFECTS are still intact as they are. It does not resized regardless in or outside 2k. Believe it or not. It still the same. There are claims that users may have experiences getting different wealth RCI in certain unwanted areas. These confusions is only because  we can't determine the actual "spot" of land value throughout 3k extended border, and the data from the Land Value map seems false but not entirely false information. It was compressed 4:1 This also applied on Pollutions, Ground Pollutions, Futurizations etc. 4. Regarding Resources. Unlike Land Value/Pollutions etc That was compressed 4:1. All Resources are stretched 1:4, see Image #3 and #4 to get better understanding on them.
    This 1:4 stretched map data also effects oil, water, coal and ore.  
    Lag and memory issues
    Its common knowledge that lags or frame-rate drops are known for almost every game that pushes its limits unless the users has a high-end computers. It covers almost every aspect from 3D rendering, physics (engine), memory calculations that the game generates etc. Orion (3k Extended boundary) does not lag the game itself, only that the additional space it provides for users to built in and as the city developed and getting dense - it'll stress your computer hardware.
    We cant blame the game for the lags, it just happen that once we push the game to its limit, we might as well be done with better hardware.
    The Game's Limitations
    1. All trees outside the default border cant be remove, because there is no tree, its a facade. Only way to remove them is to edit the region map files.
    2. The game already provide its regional transit, from air to land and water. We can't add Maglevs/Subways/EL and Streetcars to work between two different city vice versa. Please "make do" with the given features of each city tiles carefully.
    3. There's a limit count of how many roads/buildings that can be drawn/build per city tile
    Roads : 1024 RCI : 2048 Base Buildings : 4096 (not yet confirmed) Special Thanks to SkyeStormes for a video review
     
    For Offline use only.

    173,836 Downloads

       (100 Reviews)

    404 Comments

    Updated

  3.                                                                                 R C I Sim City
     
                                                                               Residential
     
                                   Tax / Tax             Populations   /   Populations                                 Ratio RCI / Ratio RCI
     
    Low Density   $        9/18        X2          4/2/2                 8/4/4                    X2                     3 1 1           3 1 1
    Mid  Density   $       63/135     X2          40/20/15          80/40/30                 X2                     3 1 1           3 1 1
    High Density  $      189/378    X2          400/200/100   800/400/200              X2                     3 1 1           3 1 1
     
     
                     Tax / Tax             Populations   /   Populations                                   Ratio RCI / Ratio RCI
         
    Low  Density  $$     18/36         X2        2/1/2                4/2/4                        X2                     3 1 1          3 1 1
    Mid   Density   $$    162/333     X2       20/10/10          40/20/20                    X2                     3 1 1          3 1 1
    High Density $$     216/441     X2       200/100/50      400/200/100                X2                      3 1 1          3 1 1
     
     
                                Tax / Tax             Populations   /   Populations                                   Ratio RCI / Ratio RCI
     
    Low Density   $$$    45/90          X2              2/1/1             4/2/2                   X2                     3 1 1          3 1 1
    Mid  Density    $$$  189/396       X2              7/3/4             14/6/8                  X2                     3 1 1          3 1 1
    High Density   $$$   252/520       X2            67/33/30       140/70/60               X2                     3 1 1          3 1 1
     
     
    All changes are made water, sewage, electricity and garbage. Increased twice….. taxes are taken from 9 percent… as far as all parts of a commercial is also increased to twice. Water, electricity, sewage ... also increased employment minimum of two times ... also have increased freight twice and goods twice.
     
    Now we have a much better work on the game, because it will be less buildings and more worker and shoppers and our game will go smoothly… no more lags…
    I also added a real population. Now you will know exactly how your buildings have a total population of workers and students Shopper. The real population will be much easier to work
    I also added a low,Mid And High Tec Industrial which means you will have more Freight.. I changed everything when it comes to concrete industries. Pollution of air and soil pollution, increased garbage and I've increased employment, minimum twice..
     
     
     
    How to install: 
     
    Unzip the files, copy and paste Origin Games/SimCity/SimCityData  
     
    which means that the consumption of water and electricity have doubled ... the point of this new RCI is that the two buildings are in one building and save space and increase the amount of people

    Important thing in the existing cities where you do not have an effect. You need to start a new map or region to take effect

    103,454 Downloads

       (35 Reviews)

    86 Comments

    Updated

  4. Offline-Only Mod: “MagLev as Subway”
     
     
    This mod add a new set of MagLev tracks and stations to the game, so they mimic a Subway system rather than an elevated rail one.
    The stations do not need the Academy or ControlNet in order to get unlocked and running. They do not futurize the areas around them.
     
    You will need to have Cities of Tomorrow in order to see the stations and tracks in the MagLev palette.
     
    Much like for the MagLev system, you'll need to place the stations on roads first and then connect the tracks between them.
     
    Subway tracks should show up with a green highlight while in the Maglev Palette or while using the Bulldozer tool.
     
    To install this mod, just extract the rar file into your SimCityData folder.
     
    Thanks to all the DevTesters who tested this mod. Thanks MaxisLime for the station art.
     
    What you need to know about this mod:
    This mod is for offline mode only, and will cause rollbacks if played online. Make sure your remove the package file before going in multiplayer games. You need to have Cities of Tomorrow in order to use this mod. The subway tracks are tunnel paths, and therefore cannot cross the sea level. It may be difficult to use the mod in low-altitude cities. Make sure that the transition path is flush with the MagLev track when drawing it, or you'll get some missing art.  

    61,300 Downloads

       (58 Reviews)

    65 Comments

    Updated

  5. This mod adds a new set of Coastline and Waterways path and tools.  These paths can be used to place the trade port's docs or ferry docs where ever you want.  They are most practical when used in conjunction with mods that let you change where the water graphics are (ie Sky Storm's Regional Freeway Mod) and you want the functionality to match.
     
    The coastline paths are needed to be drawn from left to right when looking towards the land.  This is to ensure proper orientation to the docks.
     
    7/7/2014 - Version 1.1 has incorporated our new Icons and images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the original game look and feel.  Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new identity and graphic art on this subject and with all our mods that have been released and our future release to the community.  These will be added to Akar and each individual mod as are required and represent the3 first update of many in a series that will unify mods and our interfaces.  We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments
     
     
    THe waterways paths need to be connected to the regional path that's located outside the city in order to bring the boat traffic.  These paths come in 2 flavors, a narrow, 80 meter path and with one boat lane going each direction and the wide, 100 meter path which two boat lanes going each direction (so two boats can go on it side by side passing each other)
     
    the coast line paths will show as wide green lines while the coast line tool is active, and so will the waterways paths when the waterways tools are active.  You need to make sure that the greens for the coastlines and the waterways don't intersect or you won't be able to place docs on the coastline.
     
    To install this mode extract the rar into your simcitydata folder.
     
     
    NOTE  / TIP.. There are routes always in place already when you are on any map with water that exists.  Is not always seen in the map your actually editing but can and is there outside the map area.   These Waterways act as visual guides and route guides for the ships and boats.  They are more visual than anything however to impact and have value for trade and visitors.
     
    You must connect to these routes that pre exist just like you would a regional road or else traffic would and will not flow down the path you create for these new routes.
     
    As demonstrated by someone already you will notice that the boats do not care if you are on LAND or WATER they will go under ground if needed to get to a port if you plop one.  Visually its not what we want but functionally its very much what everyone wants in some ways. 
     
    Water is not always where you want it and neither are plop points for ports and other such harbors. 
     
    We are working on better ways to create waterways that will allow a more realistic perspective of water as you plop ports and docks.
     

    50,576 Downloads

       (53 Reviews)

    33 Comments

    Updated

  6. This mod adds a new set of Pedestrian Paths to the parks palettes.  This paths carry pedestrians, power, water and sewage.  As a result, the lamp  posts on the park light up at night.
     
    You can plop all the parks that don't have parking lots along these paths, along with trees and university modules
     
    you may also build bridges and Tunnels with this path.  The paths do futurize as well when CoT park is placed along or near them.
     
    To install this mod, just extract the rar file into your SimCityData  Folder.
     
    THIS IS AN OFFLINE ONLY MOD and will cause rollbacks if played online.  Make sure you remove your package before playing in multiplayer games.
     
    New version allows for Double Wide Service Road with ability to protect Sims walking and give a clean MALL look

    47,696 Downloads

       (89 Reviews)

    63 Comments

    Updated

  7. Hi all 
     
    This is my first Simcity Mod 
     
    it makes the camera zoom out more for more viewing.
     
     
    How to install
     
    extract the RAR
    and place the package file in
    C:\program files(86)\origin Games\SimcityData
     
    i would thank MaxisGuildaume for helping me finding the right stuff
     
    to come
     
    • make a Wernerbrothers water tower
    • make the CamMod zoom in a bit more
    • and make the roads Simcity2000 & 3000 like
    • make a few simcity 2000 buildings
    • higher Clouds, hopefully  
     
    i am not responsible for any damage or errors caused to the game or PC
     
    please tell me if there is anything wrong  

    41,225 Downloads

       (31 Reviews)

    24 Comments

    Updated

  8. A fully working developer mode with the latest patch! Currently working on both Single Player and Multiplayer!
     
    Note: This mod was INSPIRED by TrixisOwned, however uses NONE of his work!
     
    I was at first trying to get Trix's mod to work but it seemed to not work anymore.. Therefore I spent a couple hours putting this together and with some effort, even fixed the connection loading issue! Please give credit to me if you decide to mirror or re-post this.. I would like any re-posts to have a link to this thread.. And now without further ado... I give you Kayaba's Patch.... with pics obviously!  :P
     
    I moved it to this instead of my mega for several reasons... Sorry guys
     
    THIS WORKS ON THE NEWEST PATCH... :)
     
    If you need help, join the site's Live Chat and I'll be glad to help you..

    40,805 Downloads

       (11 Reviews)

    30 Comments

    Updated

  9. I've been working on this one for weeks, but it's finally here; the elevated railway based on MaxisGuillaume's 'Maglev as Subway' mod (http://community.simtropolis.com/files/file/29428-maglev-as-subway/). This mod uses the maglev network to create a Chicago/New York style "EL-Train" with tracks and stations that can be placed above roads.
     
    Can I still use the maglev?
    Yes, this mod exists as a completely new network - however, due to how the game is implemented, the EL-train vehicles replace the default maglev ones. So, you can still build the vanilla maglev tracks and stations, but the vehicles that will travel on them are EL-Trains.
     
    Can I use this in combination with MaxisGuillaume's Subway?
    Yes - while this mod is inspired by his, it exists as a completely separate entity, although just like with the maglev, the new EL-Train vehicles will travel on the paths - of course, in case of the subway this might actually be preferable if you want a more realistic subway. For the time being you can't connect the two networks together yet, but I'm planning on making this possible.
     
    (Many thanks to MaxisGuillaume for helping me to get this to work)

    38,001 Downloads

       (63 Reviews)

    74 Comments

    Updated

  10. megatower



    <p>&nbsp;</p>
    <p>&nbsp;</p


    <p>&nbsp;</p>
    <p>&nbsp;</p
     
    Installation notes
    Extract Files to . .\SimCity\SimCityData

    Copy Files from . .\SimCity\SimCityUserData\

    “SimCityDLCEP1-Scripts_287520926.package”
    “SimCity-Scripts_287520926.package”

    Paste Files to . .\SimCity\SimCityUserData\Packages
    Not working? use . .\SimCity\SimCityData

    31,582 Downloads

       (27 Reviews)

    42 Comments

    Updated

  11. This mod attempts to balance and upgrade all of the SimCity Power Plants, including Cities of Tomorrow Fusion and Wave Power. It also focuses on improving environmentally-friendly power to sustain larger cities without taking up valuable land area.   New  - Decreased water consumption for all Power Plants by 25%  - Balanced air pollution on Coal and Oil Power Plants  - Balanced trash generation (decreased 50% on Coal, 25% on Wind, increased by 33% on Oil)  - Lowered Coal resource needs on Advanced Generator from 8.64 to 6.48 tons per day  - Increased Oil resource capacity on Oil Power Plant (2k barrels to 6k barrels)  - Increased power outputs and decreased air pollution on Coal and Oil Clean Generators (more incentive for research)  - Increased Nuclear Power Modules from 4 to 8 (version 1.0 only went from 4 to 6)  - Lowered power output on Horizontal Wind Turbines (version 1.0 double power was too much)  - Adjusted power output on Nuclear Power modules (slight decrease from version 1.0)  - Added individual package files for each power plant for more options   Features  - Balance and Upgrades to all 7 Power Plants and Modules  - Works with Cities of Tomorrow Expansion Pack  - Helps boost Wind and Solar power to be more sustainable with larger populations  - Includes a chart breakdown of all of the upgrades and changes to each building and module  - Includes package files for each power plant (allowing you to pick and choose power upgrades)   Technical  - Double module limits on each Power Plant (CoT Fusion Power Module limit cannot be increased to more than 3)  - Increase for all module's power output by about 25%, some more than others  - Triple resource capacity for Oil and double resource capacity for Coal Power Plants  - For CoT Expansion, ControlNet costs have all been reduced by about 20-25%  - Added capacity for one additional Power Plant Sign, increasing limit to two signs  - Cut the minimum workers for the Nuclear Power Plant by 25%  - Adjusted total jobs for each Power Plant (small increases on Oil and Coal, decreases on solar and wind, 120 new jobs for Nuclear)   Please see included Chart.png for more information and exact value changes for each building and module.     Planned Future Versions  - Reduce Plot Size of Wind Turbines and Concentrated Solar Arrays (to allow more compact arrangements)  - Separate "God Mode" Scripts which remove maintenance costs, reduce construction cost, lower resource consumption and remove pollution (for experimentation)  - More Balancing and Upgrade Abilities (with help from the community suggestions)  - Thanks for all of your feedback on the mod. I have re-balanced many aspects of the mod and will continue to work on creating a great mod!   Instructions (VERY IMPORTANT - PAY ATTENTION)  - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityUserData\Packages\ folder (not the \SimCityData\ folder)  - Be sure to include the most recent versions of the SimCity EcoGame Scripts. I have provided them for convenience.  - If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates.  - You may alternatively use the individual package files in the "IndividualFiles" folder to select which power plants to upgrade.   Please see included Folder.png screenshot if you are still unsure on how to install this mod.     Warning  - This script is intended for OFFLINE MODE. Using it on Online Mode may cause issues  - Modifying files is still experimental and might lead to city rollbacks  - There is no official statement from Maxis nor EA about using mods, so use at your own risk  - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page       This is a mod I have been working on for the past few weeks. Lots of testing, lots of searching package files to find all of the right components, lots of thought on how to give a nice twist on Power without affecting the balance negatively. If you have suggestions for the mod, please comment below or message me. Don't give a bad rating if you don't agree with certain aspects of the mod. Instead, contact me and let me know what your concerns are about the balance, let's work together on it. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy Modding :)   Parker       Skyestorme Review: https://www.youtube.com/watch?v=JRTF9hMFYDM   <iframe width="560" height="315" src="//www.youtube.com/embed/JRTF9hMFYDM?rel=0" frameborder="0" allowfullscreen></iframe>       Author: Parker W Young - http://www.parkerwyoung.com/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given.  
    Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/
    Special thanks to Tobse for testing non-CoT compatibility
    Special thanks to Skyestorme for an awesome YouTube review!
     

    26,054 Downloads

       (42 Reviews)

    78 Comments

    Updated

  12. DESCRIPTION:  This mod removes the blue-green astro-turf with seam lines that is used as grass on most of the ($$) and ($$$) parks. It replaces it with a natural look similar to what is used on zoned lots and the ($) parks.


    DETAILS:  This is my first mod. I personally found the default grass texture on the parks and other buildings to be very unattractive. The off color does not blend into any environment. In addition, the texture has obvious seams which make it look even worse. I created textures that use a similar system for the ground texture as the zoned house lots. I also added some subtle details which look different under different ground conditions. No two parks will look exactly the same and all should blend nicely into the local environment.


    DISCLAIMER:  This mod does not change anything other than two textures used for the grass and should be safe for online non-sandbox play. This mod is purely cosmetic so it can be added to and removed from any existing or new city. I have tested it but it is NOT tested under all conditions since I only own the base game. This mod affects every instance where the astro-turf is used on any park, building or landmark lot.


    KNOWN ISSUES:  ***UPDATE*** Due to the nature of the game, adding the Natural Parks mod also removes the system that stopped the grass that grows from the landscape from appearing. This could lead to some parks looking overgrown when viewed up close. I have created a seperate mod that addresses this issue and I highly recommend trying it. It is called "Cut the Grass", link below.

    [stex='29291']Link to Cut the Grass MOD[/stex]
     
     
    INSTALLATION: Copy the Manx_Natural_Parks.package file into your ...\Origin\SimCity\SimCityData\ folder. Just remove the same file to uninstall.
     
     
    If anyone runs into any issues, just let me know.
     
     
     
     
    Enjoy!
    SteveManx
     

    25,619 Downloads

       (59 Reviews)

    38 Comments

    Updated

  13. This will allow some of you to delete regional MAIN roads and freeways within the region to make modifications to your master cities.
     
    This is being put up by request.
     
    Thanks to the team for helping solve this little problem.  As always Everyone involved behind the scenes and in front deserve thanks for making everything possible.
    WARNING
     
    DO NOT
    D O   N O T 
    Delete huge sections of Original Regional Roads or you will crash your game due to hidden Paths and Units which must stay in place to make and keep the game functional.  THIS MOD IS FOR EXTREME USERS AND THOSE WHOM WISH TO PUSH THE LIMITS.  YOU MUST BE CAREFUL WHEN USING ANY REGIONAL DELETE TOOLS AS THEY WILL IMPACT OTHER ASPECTS PERIOD.  WATER SEWER AND ELECTRIC OR EVEN CARS AND VEHICLES THEMSELVES COULD STOP FLOWING IF THE SINKS ARE REMOVED.
     
    Use carefully as needed best results.
     
    You can create and separate your Roads into sections to create master or main loops with UDoN's and other approaches to shift traffic loads and create new directions as a result and open up useable land if needed
     
    But again is our team providing you with Rope to hang yourself if your not careful and do not listen to the warnings we give you.
     
    Enjoy.
     
     

    24,700 Downloads

       (19 Reviews)

    52 Comments

    Updated

  14. Single Player mod only.
     
    With the new modeling tools and an renewed interest in this game I'm looking to enhance my own experience (and others) with Simcity through this mod. As a person that has always had an interest in game mods and who is currently in school to develop video games I thought I would finally create a mod to share with the public. After several hours of looking through the code of Simcity I started to make changes and see what I can do to effect balance and numbers. What started as an attempt to fix the broken traffic in Simcity has bloomed into something completely different. At this time I can't say for sure what this mod's final release will change into. Yet, I can share the progress along the way. The only limits being what my imagination and tools will allow. All changes I make in this mod will try to keep balance and capability in mind. Yet, after spend far to many hours looking at the code I've had to implement an unorthodox method to make the changes I want. So please  TAKE SPECIAL NOTE TO INSTALL INSTRUCTIONS.   This method will make this mod incompatible with updates it is not designed with, as well as not compatible with mods that target the same package file. Yet, at the time of this post, any mod posted on this site should work with mine. So without further a due here is what my mod will do....
     
    Current changes
    *0.4*
    Bus Stops and Street Car Stops - Now can hold 2x the passages waiting for public transportation.
    Bus and Shuttles - Now have 150% of default capacity. 120 max passengers on Bus and 60 on Shuttles.
    Landfill - set to hold 100k garbage per dumb zone, Incinerators now burn at 150% of default rate, Incinerator max set to 6.
    Oil Well, Ore Mine, Coal Mine (Not Adv Coal Mine) - Max module for resource extractors set to 150% of default.
    All Casinos - Now 200% of default module cap. Let me know if this is to much and if 150% would be better. (I haven't played around with gambling cities much to know which was a better number).
     
    *0.35*
    *Trade Port and Depot - Increased module max to 9 and 6 respectively.
    *Storage - All buildings that store goods have had capacity doubled. 
    *Water and Sewage Plants - have had module max set to 8 and 9 respectively. Will not affect already built ones.
    *Maintenance costs - All buildings that are not in specialty tab have been set to 90% of default maintenance cost. This should make it easier to build cities around population. Buildings placed before installing mod will show the decrease in cost when selected but will not reflect in budget. Sorry but you have to replace them or start a new city to get this change. Cities already built will still get decreased maintenance cost on new buildings.
    *University - Dorm module limit increased to 5. Will not affect already built Universities.
    *Shuttle bus depot - has plots that allow 14 modules but game limits it to 8 (maybe for balance?). Well I've bumped it to 14, now you can get the most out of your depot
    *Recycle center - Previous buff was a little to extreme, now processes materials at 150% of default rate.
    *Landfill - Slightly  increasing garage capacity per lot
    *Car/Sim Speed - Readjusted all speeds. They now have 110% of default max speed and accelerator at 300%. This should help the flow of traffic without everyone being speed demons.
     
    Dropped from original plans.
    *I will no longer be tweaking energy and water needs of buildings. To much work for little pay off. Instead I've increased the amount of modules you can place in water and sewage plants. I will consider increasing module limits on power plants if community feels it is needed.
     
    Considering
    *I may increase taxes generated by buildings by 5-10% if my maintenance cost drop still has not made enough of a difference towards population based cities. Let me know what you think. May even only do this on higher density buildings since my small and medium density cities always seem to generate more money then the high density ones.
     
    High Hopes
    *Traffic is broken - Everyone knows it including the developers. I wish I had a way to fix the AI traffic. As a student in game development I already know of 4 ways I could fix the bad traffic AI (which comes down to broken left turns). Yet, I have not seen where I can fix this. I'm hoping to fix this one way or another but no promises.
    *Re"balance" resource extraction rate - My hope is to make resources last longer in the ground. There is no realistic reason that a player can place a mine down with no modules and the game tell them they have 2-3 years left of resources on that plot. I'm no expert in the field of natural resources but this seems unrealistic, at the least it is not fun. My hope is to change this. Ideally I would like to slow extraction rate while maintaining gain (so you get the same amount of resources but it leaves the ground slower). Yet, it may come in the form of extracting slower while buildings need less and they sell for more per unit. Either way I'm going to take a hard look at this.
    *Anything else - I'm open to suggestions. Anything that will polish this game while keeping it balance I'm open ears for. Just please keep in mind I'm limited on what my tools will allow. This game is programmed in C++ and JavaScript which is not an issue for my understanding. The only issue is what EA/Maxis has locked for us to mod.
     
    Install Instructions
    Like I said above this mod is very different from what other mods are doing. To accomplish what I've done I've had to implement a work around to unlock changes that the launcher tries to lock out....
     
     Long Install Story
    Most mods will have you copy package file to SimCityData. This will not work for my mod and will only give you bugs. Instead this file has to go into SimCityUserData/EcoGame. When you launch the game the launcher will validate you have X files with X name in this folder. My file will replace SimCity-Scripts_287520926.package (Update 10) and SimCityDLCRomanCasino-Scripts_276985846.package. These files overwrite older versions and are the changes that EA makes with each patch. Sadly this is a must since these files overwrite anything in SimcityData and can cause problems (so I can't just put my changes in this folder). If a user adds any extra files to the EcoGame folder, the launcher will delete them. Yet, it will not validate the contents of the files. This is how I'm able to change things I don't think I'm "suppose to". This means This mod is NOT meant for online play as it effects "balance". So please use at your own risk (regardless that you gave EA money and they want to support mods blah blah). When I have more time to look into this issue I will see if there is a way to skip the launcher validation but I'm guessing the pirates have already fixed this.
     
    Short Install Story
    Copy files into SimCityUserData/EcoGame. Overwrite existing file.
     
    Keep In Mind
    This mod overwrites core game package. You may want to backup the package it overwrites yet you don't have to (see uninstall).
     
    Uninstall
    Delete SimCity-Scripts_287520926.package & SimCityDLCRomanCasino-Scripts_276985846.package, then run launcher. Launcher will see you are "out of date" and download this package for you. This is a 2MB file so shouldn't take to long. Otherwise keep a backup of original file and replace my file with it.
     
    PS
    I hope you enjoy this mod and are as interested as I am to see where I can take this. Please leave any feed back and suggestions in the comments.

    22,877 Downloads

       (37 Reviews)

    90 Comments

    Updated

  15. The education cheat is comprehensive and requires just the base game. You may experience issues if you have also installed other mods that affect any aspect of education, including the individual buildings of the university, grade school/high school classrooms, and buses.
     
    All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode.
    ** It's recommended that you tear down existing education facilities if you use this mod.
     
    The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:
     
    Modified instances: (see screenshot for SimCityPak).
     
    Classrooms (grade school)
    Classrooms (high school)
    College Sign
    Community College
    Dormitory
    Extension Wing (Community College)
    Grade School
    Grade School Sign
    Gymnasium
    High School
    High School Sign
    Public Library
    School Bus
    School Bus Lot (grade school)
    School Bus Lot (high school)
    School Bus Stop
    Schools of Business, Education, Engineering, Law, Medicine, Science
    University
    University Sign
     
     
     
    What this mod does:
    Number of workers required to start operating set to 1. No plop or maintenance cost Power and water requirements greatly reduced. Garbage requirements zeroed out. Increases capacity of the library to 1,000. Increases capacity for buses to 300 students per bus. Increases capacity of the school bus stop to 300 students. Increases number of buses per bus lot to 20 buses per lot. Increases capacity for classrooms to a maximum of 9500 for grade school and 10,000 for high school.  Increases capacity for the gymnasium to 50,000. Increases capacity for the university to 8,000 students and 5,000 students per each university school (education, medicine, science, etc.). Increases capacity for the university dorms to 5,000 per dorm building. Increases capacity for the community college to 5,000 and its extension wing to 5,000. Sets university research requirement costs to 1 simolean per researched item. Research for all university projects now only require 1 student each, making research time nearly non-existent.  
    Not affected:
    Job counts Museums Flagpoles University pedestrian roads  
    Note:
     
    High school has a base number of students at 8,000 and each classroom an additional 2,500, but maxes out at 10k.
     
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing education facilities. Same holds true if you remove the file.
     

    22,716 Downloads

       (7 Reviews)

    24 Comments

    Updated

  16. 1. Add of Menu : Bridge ,Tunnel, Streets 20m(above ground), UdoN 20m, etc.
    2. Change of bulldozer type : Bridge & Tunnel
    3. Upgrade of the road : road ←→ Bridge
    4. Add highlighting of bridge and Tunnels which can be connected to the road.

    File Description
    OFFLINE-ONLY_Bridge&Tunnel.package…… Add bridges and tunnels
     
    Please remove 
    00_OFFLINE-ONLY_Bridge & Tunnel.package.
    RegionalBridge_G40.package …… Add of menu : Bridge 40m
    RegionalStreets_G2.package …… Add of menu : Streets 2m, UdoN 2m
    RegionalStreets_G20.package…… Add of menu : Streets 20m
    RegionalStreets_G40.package…… Add of menu : Streets 40m
    RegionalUDoN_G20.package   …… Add of menu : UdoN 20m
    RegionalUDoN_G40.package   …… Add of menu : UdoN 40m
    RegionalBridge_W20.package …… Add of menu : Bridge W 20m(above sea level)
    RegionalBridge_W40.package …… Add of menu : Bridge W 40m
    RegionalStreets_W7.package…… Add of menu : Streets W 7m(The same height as the harbor)
    RegionalUDoN_W7.package…… Add of menu : UDoN W 7m
     
    Please remove all file If you want to uninstall. Error occurs the file is left.
     
    Optional file
    Mods_Udon_H20.package …… Change of UdoN Bridge height : 24 → 20
    00-ProjectAkar-2.0+Bridge&Tunnel.package……add a menu to ProjectAkar(Required screen width 1600 or more )
    For  screen width of 1600 or less
    00-ProjectAkar-2.0+Bridge&Tunnel-L150.zip
     
    I have uploaded file for ProjectAkar.(July 21)
    000 Akar2.0.1.2.1.0.5+Bridge&Tunnel.zip
    000 Akar2.0.1.2.1.0.5+Bridge&Tunnel Low.zip
     
    OFFLINE-ONLY_Bridge&Tunnel +UdoN&PedestrianPath.package
       ……Add bridges and tunnels(Required OFFLINE-ONLY_UniDirectionalNetworks_1.6 & OFFLINE-ONLY_PedestrianPath)
    OFFLINE-ONLY_Bridge&Tunnel +MaglevAsSubway.package  
       ……Add tunnels(Required OFFLINE-ONLY_MaglevAsSubway.package)
     
    Required file
    \SimCity\SimCityUserData\Packages\SimCity-Scripts_287520926.package
    .....Copy "\SimCity\SimCityUserData\EcoGame\SimCity-Scripts_287520926.package”
     
    Notes
    Priority is given to other MOD by having changed the name of this MOD into "OFFLINE-ONLY_Bridge&Tunnel.package" from "00_OFFLINE-ONLY_Bridge&Tunnel.package" by V1.1.
    (A priority is so high that it comes upwards in order of a file name)

     In this MOD, if there is no BulldozerMOD, almost all roads can be removed.
    3k_Bulldozer.package ........ removes the road in the building(Please install, only when required.)

    22,168 Downloads

       (20 Reviews)

    43 Comments

    Updated

  17. Hello everyone ... I'm very excited this is my fifth mod and I hope you will like it .... what this mod works.This was not easy people :) I changed everything as you will see ...Now would be really sick sims :)I added the module and looks great,changed capacity, which means there will be more costs in the beginning, but we will not have a problem with crude oil and ore will be consumed by quickly  ...and it is very important hevy delivery truck will deliver two times faster due to its capacity, drove me crazy in this game. if you have any comments or wishes feel free to let me know.....
     
     
    Construction Cost 5000  Before
    Construction Cost 8000  Now
    Power Consumer Capacity 28485
    Power Consumer Capacity 38485
    Air Pollution Transmitter Amount 49920
    Air Pollution Transmitter Amount 79920
    Air Pollution Transmitter Rate 16
    Air Pollution Transmitter Rate 20
    Ground Pollution Transmitter Amount 2080
    Ground Pollution Transmitter Amount 3080
    Ground Pollution Transmitter Rate 16
    Ground Pollution Transmitter Rate 20                            
    Garbage Production (Garbage Only) 150
    Garbage Production (Garbage Only) 400
    Module Limit1 4
    Module Limit1 10
    Module Limit2 2
    Module Limit2 2
    Module Limit3 8
    Module Limit3 16
    Oil Storage Bin Capacity 6000
    Oil Storage Bin Capacity 12000
    Ore Storage Bin Capacity 6000
    Ore Storage Bin Capacity 12000
    Processors 60000
    Processors 12000
    Omega Light Truck 50 capacity
    Omega Light Truck 100 capacity 

    22,000 Downloads

       (15 Reviews)

    13 Comments

    Submitted

  18. This mod attempts to make casinos a little more fun! It balances and upgrades all of the SimCity Casinos. It also gives larger casinos more of a competitive edge and makes them a worthwile investment.   Features  - Balance and Upgrades to all 5 Casinos and Modules, including Gambling HQ  - Helps boost the larger casinos to make them easier to maintain and invest in  - Includes a chart breakdown of all of the upgrades and changes to each building and module  - Significant increases to module limits (8 to 48, 4 to 24, etc)  - Includes package files for each casino (allowing you to pick and choose casino upgrades)  - OPTIONAL: Doubles the plop region (distance from main building) for standalone Casino modules  - OPTIONAL: Includes Special Edition Las Vegas Metro Police vehicles to complete your casino city   Technical  - Significant increases to module limits (more than double on some, quadruple on others)  - Huge increases to casino tourist capacity (gamblers) able to play inside the casino  - Increased sign and marquee limits to 2, 3 and 5 depending on available plop points  - Balanced building costs and maintenance fees, based on available tourist capacity  - Fixes to a few current casino bugs (sleek marquee maintenance fee too high, sci-fi had too many jobs, etc)  - Increase plop distance from 200 units to 500 units for all building modules   Please see included Chart.png for more information and exact value changes for each building and module.     Planned Future Versions  - Separate "God Mode" Scripts which remove maintenance costs, reduce construction cost and lower resource consumption (for experimentation)  - More Balancing and Upgrade Abilities (with help from the community suggestions)   Installation Instructions: Casino Overhaul  - Install by copying the .package file into your ...\Origin Games\SimCity\SimCityUserData\Packages\ folder (not the \SimCityData\ folder)  - Be sure to include the most recent versions of the SimCity EcoGame Scripts. I have provided them for convenience.  - If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates.  - You may alternatively use the individual package files in the "IndividualFiles" folder to select which casinos to upgrade.   Please see included Folder.png screenshot if you are still unsure on how to install this mod.     Installation Instructions: Casino Plop Extension  - Install by copying the .package file into your ...\Origin Games\SimCity\SimCityData\ folder (not the \SimCityUserData\Packages\ folder)     Installation Instructions: Las Vegas Police Vehicles  - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityData\ folder  - For each vehicle, there are three versions; Police Station, Police Precinct and French Police Station  - You may install one vehicle for each Police HQ (up to three files total)  - Do not install more than one file per station type, this may crash your game     Warning  - This script is intended for OFFLINE MODE. Using it on Online Mode may cause issues  - Modifying files is still experimental and might lead to city rollbacks  - There is no official statement from Maxis nor EA about using mods, so use at your own risk  - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page   Related Overhaul Mods  - Power Overhaul - http://community.simtropolis.com/files/file/29373-simcity-power-overhaul-power-upgrade/       In light of my recent trip to Vegas, I decided to take my experience and apply it to SimCity Casinos. Like the Power Overhaul mod, I wanted to give a nice twist on Casinos without affecting the balance negatively. If you have suggestions for the mod, please comment below or message me. Don't give a bad rating if you don't agree with certain aspects of the mod. Instead, contact me and let me know what your concerns are about the balance, let's work together on it. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy Modding :)   Parker       Skyestorme Review: https://www.youtube.com/watch?v=IrFLzIEkj_8   <iframe width="560" height="315" src="//www.youtube.com/embed/IrFLzIEkj_8?rel=0" frameborder="0" allowfullscreen></iframe>       Author: Parker W Young - http://www.parkerwyoung.com/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given.     Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Johnathan_Tycoon for initial request and testing Special thanks to Skyestorme for an awesome YouTube review!

    21,397 Downloads

       (37 Reviews)

    49 Comments

    Updated


  19. Project Great Works is a SC2013 mod that makes the International Airport, Space Station, and the Arcology require no materials if you do not want to wait forever for the great work to be built!
     
    This mod has been a long time coming, and I'm really proud of it. I hope I can make more useful mods like this and if you have any problems, by all means, PM me. And also, yes, I am working on getting the solar farm to be added.

    Does this mod need any DLC or the CoT expansion? No
    Can I modify this mod to change it to my liking? Unless you give me credit for making the mod in the first place, no. This mod is under Creative Commons: Attribution-NonCommercial-ShareAlike
    Can I use this mod online? No, this mod changes certains attributes that will make your city rollback, crash, and much more!
     

    21,396 Downloads

       (25 Reviews)

    29 Comments

    Updated

  20. Does anyone NEED more freight?  No longer have the problem, finally more freight ... 
    With only a few factories, high density can be served whole town is not that awesome :))) I was also realistic to have high production due to its size and capacity ...
     
                                Before/Now
    Low Density  60 / 600 Freight
    Mid Density  120 / 1020 Freight
    High Density 240 / 2000 Freight
     
    Factory for production use more labor minimum 1,000 workers for the highest density and higher pollution ...
    And one more important thing like taxes on doubled because you will not be able to have a lot of factories and for their production ...
     
    Note that the mod had the effect you have to start a new map
      How to install:   
    Unzip the files, copy and paste the .package files into your SimCityData folder.  

    21,262 Downloads

       (16 Reviews)

    32 Comments

    Updated

  21. trafic

    This file will change how agents handle arriving and leaving buildings it lets all agents to cross over to the other side to enter or exit a Building.

    This makes it so that a car will cross over the center line or divider to enter or leave a building which in turn lowers the amount of u turns happening they will still u-turn if needed at the end of the road but it is much less likely they will do so because they passed their destination or started off in the wrong direction



    unpack and place in your "..\SimCity\SimCityData\" the files for the roads you want the mod to affect there is one file for all of them

    19,174 Downloads

       (43 Reviews)

    25 Comments

    Updated

  22. Welcome to the world of riverforming! With this mod, you can make rivers and canals very easily. It's very simple to use, and very simple to master. This opens up a whole new realm of gameplay in SimCity! You don't even need Akar or Skye Storme's Regional Freeway!
    But really, imagine how cool terraforming is in SimCity (2013)!
     
    (This is my first mod. :party:)
     
    Just be sure to read carefully.
    _____________________________________________________________________________________________________________
     
    Showcase :golly:
    Mayor Yuttho actually used Riverformers in his new channel video with Project Shinjidai to make some canals/moats around the city-on-a-hill. Check it out!
    [media]https://www.youtube.com/watch?v=Cwrmt6aXyP8&list=UUUtPBUczkqCmFl3rJG3CvRw[/media]
     
     
    What's a Riverformer? :yes:
    You should really be asking what this mod does, but -
    The Riverformer, the tool you will use to create rivers and lakes and such, is a UDoN freeway ramp statically set to be drawn 45 meters below sea level, but since roads can naturally transform the terrain, water appears above to satisfy the game's engine. The tool is very precise, especially more than Skye Storme's Regional Freeway, and you don't have to use special tricks to get water to appear! Just simply click and drag in a plot with water!
    You would use the Riverformer primarily for, obviously, forming rivers, but this tool requires UDoN, a mod you don't have to download to use the mod.
     
    The Oceanformer is just like a Riverformer, aside from the fact that it is really a low density street burrowed 50 meters below sea level.
     
    Try to experiment and see what effects you can make out of the mechanics of the mod!
     
    Oh, and make sure to read about the compatibility before using the mod.


    Compatibility :ooh:
    Game Compatibility
    Only certain city plots, around 30% of them, can be used with this mod and be successful at riverforming. Even the ones which are successful are subjected to the game engine, and they are limited to a certain range. Just be aware: if region has no water in it, you probably can draw magic freaking rivers through a city.
    Simply put, if a city doesn't have water near it, you can't use the mod there, but if you can, there are some limitations.
     
    Mod Compatibility
    As far as I know, there are no issues with the mods 90% of the users on this site use. Go wild with your cities and know almost nothing can mess them up!
    As for Project Akar, you don't particularly need it. If you use it, the Riverformer will be in the Waterways menu.
    For the non-Akar users, it will be somewhere in the Roads menu. [I set the variable to 500.] ;)


    How to Install (Always Updated!) :ohyes:
    Download the file named "Project Agua - v1.2.3 - January 2, 2015". Once download is complete, extract the .zip file. (Just right click on the .zip file, then click "Extract All".) Copy and paste 1-1B-Game_Mods-Project_Agua_1.2.3-Offline-TheCraftKid.package in C:\Program Files (x86)\Origin Games\SimCity\SimCityData (Your SimCityData folder.) ____________________________________________________________________________________________________________
     
    For the Optimistic :)
    Now I'm not making promises, but I might do these things.
     
    $$$ The Money-Making Additions $$$
    As a first, I will polish the mod with a new new icon image and marquee image. I just need someone on SUGC to help with that.
    I will find a way to make the road invisible, so your canal screenshots won't look like you cheated on the plot to make a city.
     
    %%% The Optimal Additions %%%
    Some higher roads, like only 7m below the water, might be added, along with the said roads being invisible.
    I know I would appreciate some dual-function waterways that act as boat-carrying paths and canalways. In fact, that will be the name. :)
    A new idea, Project Venice, may include:
    SUGC in-planning mod. On-the-water buildings. Multichannel shipping canals. New forms of gameplay (like MegaTowers, except different). More forms of river terraforming. This mod being merged into it! Much more I can't remember. ### The Unlikely Additions ###
    I don't think I can fix the water plot bug where the water only appears on certain parts of the map. That's probably hard-coded. Sorry! :(
    With that being said, waterfalls and water above the coast might only be a dream.
    To be optimistic, if I do find the properties which create the water plot bug, I will find a way to have water in high elevations.
     
     
    Coastline Tools :kitty:
    You don't need these, but if you're working near the water, you might want to use some of these mods to enhance usability.
    HintaaHyuga's Coastline Roads
     
    HintaaHyuga's UDoN Coastline Roads
     
    HintaaHyuga's Elevated UDoN Bridges (For water as well!)
     
    HintaaHyuga's Regional Ped. Path Coastline Roads
     
    _____________________________________________________________________________________________________________
     
    Acknowledgements ;)
    Xoxide101 - Oh my God this man. He is too amazing to pass up. Xoxide has helped me from my beginnings on DevTest to being an active moral supporter of SUGC. He has kept me going and away from death. I love him (not in that way :D), and I know how long he's wanted me to do this. Hugs to that man. Go give him a hug, everyone!
    Yayie - As much as I wish I was great at adding things at he was, he really tried to make an effort by helping me with some properties and giving some help when I needed it.
    HintaaHyuga - She's one of the only girl modders for this game, and she deserves some credit. Julia has given me all I need from testing the mod to what I should refer to when messing with paths. I'd be happy to work with her on future endeavors!
    So many more people from SUGC have unknowingly helped me in my quest to create my first mod. I hope for more, and best of luck to everyone!
     
     
     
     
    - The Craft is here. No need to fear

    18,461 Downloads

       (22 Reviews)

    29 Comments

    Updated

  23. * IMPORTANT UPDATE : 08/MAY/2014 * 
     
    After further testing, this modification will not work alongside this mod : http://community.simtropolis.com/files/file/29056-road-trench-raise-bridge-tunnel-mod-xoxide/
     
    - If you run both these packages together, you will not see the smooth gradient on ramps to bridges that it delivers. 
     
    - This mod shares the same instance as XoXiDe's mod, and after changing TGI values on mine, the game will not recognise 3 amended instances. 
     
    - You have 2 options, either delete this mod and alter the values under XoXiDe's mod to match the same value. 
     
    - Or delete XoXiDe's mod and just use this one, as this shares the same values but only amends the bridges, though as full credit goes to him in the first place, I cannot recommend this option.
     
     
     
    This mod changes the values on bridge construction,
    normally when a bridge is built on a river or coast which is completely flat,
    it won't let you proceed, or if it does it has a sudden jolt upwards, which just looks ugly and unrealistic.
     
    Whilst building bridges between 2 elevated terrains would give a consistent gradient in the standard game.
    A lot of cities have very flat coasts and rivers, especially the new desert regions, which makes bridge building rather difficult.
    This should rectify that. 
     
     
    Wouldn't it be nice to have a beautiful gradient on-ramp, just like in the real world?
     
     
    I did this by modifying some values and the result gives you just that. It's only a minor modification, but if your like me, and aesthetic infrastructure is important to you, then you'll like this.  
     
     
    This has been tested on dozens of cities, at times you have to draw from a further point back, but the end result is just beautiful.
    Check out the pictures to see how your bridges can look with this mod. 
     
     
     
    As always extract the .package file into your SimcityData folder & It works with online & offline perfectly fine!
     
     
     
     
     
     
     
    Many thanks to XoXiDe, he did all the hard work, I have just fine tuned the bridge tuning from his mod : Road ( Trench / Raise / Bridge / Tunnel ) Mod 

    18,190 Downloads

       (37 Reviews)

    41 Comments

    Updated

  24. As with my other mods, this mod accommodates my own incorrigible penchant for extreme cheating (cough) ease of play.  Not compatible with other RCI mods (RCI plop mods are fine). Tax building values are high, pollution levels are low, freight quantities and frequency of production are increased. 
     
    -- Offline only --
     
    For all RCI buildings:
    * Tax building value set to 100,000 simoleans.  
    * Minimum workers for operation for all buildings reduced to 1.
    * Garbage reduced to 0.
    * Water capacity set to 15 and water usage to 5 (or left alone if lower)
    * Power capacity set to 15 and power usage to 5 (or left alone if lower)
    * Self-ignite threshold property set to 500, up from either 45 or 90.  


    Additionally, for all industrial buildings:
    * Transmitter amount (volume of pollution) set to 0.  Occasionally, some industrial buildings show as polluting, but nothing comes of it.
    * Transmitter Rate (how frequently a building pollutes) set to every 10 hours (600 in-game minutes).
    * Skill threshold (number of educated citizens needed for tech level) set to 1 for low, medium and high residents. 
    * The delay, in minutes, for producing the next batch of freight set to 15 (down from 36, 48, and 72).
    * Freight production doubled.
    ---> Note:  More than likely, you will need to replop existing industry.

    This mod only affects RCI buildings, so transportation, utilities, trade, landmarks, etc., are not affected.
    Compatible with RCI Plop (003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package).

    Thanks to rzvsividra for identifying the instance ID#s of low tech medium density buildings, freight amount, and freight production delay.
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing industry.
     
     
     

    18,151 Downloads

       (4 Reviews)

    18 Comments

    Updated

  25. Transportation cheat requires both base game and the CoT expansion.  This mod zeros out plop and maintenance costs for most forms of transportation. Greatly increases passenger counts and busses per garage. Roads, rails, boats, and the airship are not modified so as to maintain some compatibility with other mods.
     
    What this mod does:
    Increases number of buses per bus garage.
    Increases number of passengers for the bus, train, maglev station.
    Increases number of passengers per bus stop.
    Reduces the amount of ControlNet needed for the maglev station to 1.
    Removes plop and maintenance cost of the airport, passenger terminal, and cargo terminal.
    Increases air cargo capacity from 54 to 540 crates of freight (does not increase the number of modules).
    Removes plop and maintenance cost of the streetcar depot.
    Increases number of passengers per streetcar depot to 2000.
    Increases number of passengers per streetcar to 2000.
    All above elements have had their power, water, and garbage greatly reduced.
    Reduces the number of employees needed to run any of the above to 1.
     
     
    Unaffected:
    Price of roads, rails, and maglev rails.
    Boats
    Airship
     
    Note: Experiment with how many garages you need at first. With 30 buses per garage, you can clog your streets really fast if you plop all of the garages. Two garages is a good number to start out and see from there. Also, because the number of buses are increased per bus garage, this mod may conflict with any mod that claims to reduce the number of agents.
     
    Note: If you do not destroy and then replop transportation facilities, and you have mods that increase the number of modules per facility, you may get weird plopping errors.  Have not tested against any mods that increase number of modules per transportation type.
     
     
    I do NOT have SUGPAK installed and therefore have not tested this against SUGPAK.
    However, this mod is compatible with the following, separate installations of:
     
    000 - OFFLINE - Roads -  Roads With No Traffic Lights - 1.5 - MaxvSk - 20140823.package
    000_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_Akar.package
    000_OFFLINE_Roads_Bi-level Streets Pack_2.0.175_MaxvSk_20141024.package
    001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0.5_AkarRoadsSet.package
    001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0_AkarDecoration.package
    002_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1_2_Avalon.package
    002_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_RegionalBridge.packag
    003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package
    6A-Buildings-HomelessTent-1.0-Offline-SUGC_TEAM.package
    Oppie_OFFLINE_CentralTrainStation.package
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing transportation facilities. Same holds true if you remove the file.
     

    17,841 Downloads

       (5 Reviews)

    8 Comments

    Updated