Hi Community! We're almost there for our March goals! I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.
Ok. This is my first creation. First, I want your honest opinion. It`s a bit messy and you might need to change some roads but everything should be working. If you have any ideas how I can improve this junction, please tell me.
This is the story of a humble little town with big dreams, dreams to become a metropolis, and overcome major obstacles.
In this journal, the Mayor (Me) will take on the challenge of starting with the zero simoleons mod, and build a city that will reach 1 million sims population, from nothing! (On hard mode of course)
I can't take this on alone without sharing this, so I will document every step and every obstacle I encounter to ultimately achieve such a huge undertaking, and I will need all the help I can get! Together, we shall do this, test your knowledge of this game and help this city grow.
The screenshots will be a mix of unedited with UI, and more aesthetic ones for the story. This journal will go in depth into the struggles the mayor and how he builds a city in an unforgiving world.
The World... Also, these cities are in the same planet as The World Journal!
Where does this take place?
Note that this does not take place on Earth but on another Earth-like planet that hasn't been discovered in real life. There will be way more information on this later on in the story, including space shots but here's the general summary:
It is close to our sun as well in our Galaxy. The differences in these worlds are, it's slightly smaller than Earth, (gravity 95% of Earth, 100 pound on Earth = 95 pounds on here). The planet is referred to as "Earth" by it's inhabitants, but we have no name for it yet. It has two smaller moons as opposed to one, and due to it's tilt and moons, every 10-20 years, there is major climate instability for about a year. Instead of Countries, it is divided into several republics their sub-divisions. The two main ones to worry about are the Blue Republic and White Republic. Cities can register once their considered a "city" to them depending on their political affiliations. (Democratic, etc.) There are many cultures around the world. White republic are primarily English/American-like, while Blue Republic are more European, English, Italian, French, etc. There are wars, there is famine, and problems just like our Earth, with the climate leveling the playing field every decade or two.
I will be using no cheats, no demand mods or any major game-altering mods (other than the zero simoleon mod). Only NAM with CLASSIC traffic controller (the standard Maxis one) installed. Basically, this is almost the same UN-modded SC4 deluxe game but with cosmetic mods and buildings.
Before I start, I choose my starting Mods, NAM being the first one of course:
Note the classic traffic Simulator is selected, to make it harder for me
Here is the plugins folder I'm using for all this:
If there's any mods you guys recommend, please don't hesitate to tell me! (unless it's a cheaty-mod!) Basically...this is it for now. All the mods I need.
I will add many more mods to this game, whether this could be larger custom BAT schools/hospitals or fire/police stations. The only rule is: No Cheat mods or anything that gives me an "unfair advantage." If it makes the game harder however, then I'll take it!
We start out on a large map, with plenty of land for 1 million sims, and a beach south east. It has lots of forests, a few small hills and large plains. The only downside is that the location of the map is highly conductive to super-cell thunderstorms, making it highly prone to tornadoes and waterspouts (kind of like tornado alley), flooding and electrical storms.
The settlers find the perfect spot, a nice little patch surrounded by beautiful lodge poles, oaks and many other types of trees:
Take note, there is absolutely NO money to start with. How is this possible, you may ask?
With a nice little $5000 loan of course!
The city shall be named "Woodland Metropolis II"
With no other choice, we will have to start our city in debt!
We'll have to spend our money wisely, and we shall start very small...
A small simple street.
It's all we need for now. The Windmill seems like the perfect plant to begin with. We lower the budget to 10!
A challenge like this really makes you keep mind of your budget, and to truly minimize your expenses. It'll be a while before I become profitable!
We have a nice, small little town! Unfortunately, we're already at a loss...We're losing $30 a month, most of which is coming from the loan payments!
Two small shops, a few houses and two farms makes up this quaint little village. It's hard to believe that one day, this place will have 1 million sims!
In a desperate attempt, I zoned a small industrial factory just north of the two stores;
But this required raising the funding for the Windmill to supply the power to the hungry factory! We're making more money but we're also losing more money! This could be the beginning and the end, with only $273 left!
(Note how the main loss is from the loans, but we can't afford to wait can we?)
So here we stand, with our money dwindling, we are already losing this town. Is this the end? The shortest City journal ever to grace Simtropolis?
We have three options:
1. raise the taxes,
2. Take out another loan
3. Invest the rest of what we have and cross my fingers...
Woodland Metropolis II has over 90 Sims, all low wealth, with two shops, two farms and a factory.
We need your help! What can we do? Comment below for suggestions and we shall see in the next update if the crisis is resolved! Stay tuned...
MAP FILES INCLUDED:
Folder: Earth Grayscale Heightmaps
All files listed above and below are in the same sequence as the previews.
Earth Signature 1x1
Earth Hemispheres 1x2
Earth Squared 2x2
Earth Continents 2x3
Earth Relief 2x3
The following text is contained in the zipfile in readme.txt and HTML.
INSTALL the REGIONS
Folder: SC4M Earth 2x3 Relief
I have included an .SC4M map of the '05_Earth_769x513_2x3_Relief' map in a new folder. To load the map in SC4 Mapper, click on 'Create Region' and select 'Grayscale'. SC4 Mapper creates the city files and a config.bmp file by default, but not a region.ini file. A region.ini file is included in the folder which may be cut and pasted into the Region folder SC4 Mapper creates. Included above are 2 new previews (to the right) showing an image from SC4 Mapper, and the rendered map in 'SC4 Region View.'
FOR ALL OTHER MAPS using the SC4 in-game Map Renderer
From the unzipped 'Regions' folder select any or all of the sub folders, cut and paste into your user '/Documents/ SimCity 4/Regions' folder. Each of the Regions will then appear in your 'Region' menu in the game with the same name as the folder. Each folder contains a region.ini file and a config.bmp file, defining the name and layout of the region.
The 'Earth Signature' region is a 1x1 large city tile, containing only one large blank terra-formed tile. This folder also contains 1 city file (662k) named 'City - New City.sc4'. This region does not have to be rendered and may be viewed and used immediately in the game. The city has not been 'Start'ed so is still named 'City - New City.sc4'.
All other region folders only contain the region.ini and config.bmp files, the maps must be rendered in SC4 region view using the included grayscale heightmaps in .bmp (256 indexed grayscale 8-bit) format.
The grayscale heightmaps in this package were hand designed for use with the SC4 in-game map renderer using a popular color relief map. If you use SC4 Mapper or Terraformer, smoother surfaces and smaller file sizes may be achieved, but elevation interpretation is different, generally the water level is one increment shallower, some land area may go under.
Instructions for rendering the maps with SC4 can be found at the bottom of this page.
SCALING in SC4 3D SPACE:
The maps are not proportionally scaled either horizontally or vertically, they only represent a general idea of area and height.
Horizontally, the term 'tile' is used for both the grid of squares in the city view and the grid of cities in the region view. One city view tile is 16m x16m, and one large city tile in region view is 4km x 4km.
Grid lines in city view may be toggled on/off by pressing the 'g' key. Grid lines in region view may be switched on/off by checking/unchecking 'Show City Boundaries'.
Vertically, buildings are scaled in (cubic) meters, but land area and elevations are more often very disproportional. In my 'Earth Relief' map one increment of land in region view is about equal to 1800m, so 5 increments from sea level is the highest point on Earth at near 9000m.
There are 62 (62 x 1800m) increments from the bottom of the sea in SC4 to the top of its 3D space, sea level cannot be raised or lowered from its 6 increment setting. In terms of my 'Relief Map' then 6 x 1800m is the deepest surface below sea level at 10,800m, almost 11 kilometers. Actual scientific measurements indicate about the same depth.
Consistently, the top of SC4 space is (62 x 1800) 111,600m, about 112km above the solid surface of the Earth. Objects below about 160km in orbit are considered to be below "Low Earth Orbit". The International Space Station orbits at about 3 times the height of SC4 space in the same spherical area defined as the 'Thermosphere' of the Earth.
1.) Launch SC4. In Region View use the Load Region scroll menu to locate and open the region you want.
2.) In Region View press CTRL-ALT-SHIFT-R. You should now have a window in the top-left corner.
3.) Navigate to the 'Earth Grayscale Heightmaps' subfolder in the unzipped 'SC4 Earth Maps 256 Grayscale' folder.
4.) Scroll to the bitmap (.bmp) corresponding to the region you have selected and click 'Okay'. (The exact file names of the region and map must match)
The simulator should begin processing the map. If successful, you will see the region with city layout. The processing takes from a few minutes to several minutes to complete.
No dependencies. All lots are 5x5 ploppables in the Reward menu, available at the start, are road connectable and transit enabled, capacity: 100. Maxis Lighting.
This project is inspired by Simcity Version 1 (Classic) now called 'Micropolis' developed in the 1980's and released as open source. The last preview is an image of a session of playing the Java version of Micropolis that is freely downloadable from github.com.
In Micropolis there are only three same-sized squares for RCI zoning. I've used the reward system in SC4 to lot 5 of the 6 largest commercial buildings, 2 of the largest high-wealth residential, 1 of the largest high-tech industrial buildings, and 1 agricultural building. All the lots are the same area size like in Micropolis.
The queries are the same queries used for the buildings as grown in the game --the associated reward will only be indicated in the reward menu as the item is selected and plopped.
The lots contain code for both the reward and the replacement building so apparently the lots provide the benefits of the reward as well as the operation of the building. The intent of making these lots is providing access to the buildings so I haven't evaluated the reward function, but the queries do report capacity usage for the replaced building --no 'goofy stat' for the reward.
Previews of Buildings Featuring Terrain Mods (see Preview.html in zip file)
Terrain Resources Listed in: Cori's Terrain Shoppe
1. Overview of 9 Buildings, Main Preview, 'Circuit' from Terrain Pack
2. Alvin's Acres Agricultural, Berner Oberland Terrain
3. Euro-American Residential, Pyrenean Terrain
4. Modern Commercial, Sudden Valley Terrain
5. High Tech Industrial, LBT Cumbres Terrain
6 Overview at Night, Sahara Terrain
Descriptions of the 9, 5x5 Large RCI and 1 Civic Building are included in the zip file:
Colons separate the building name, building type, and which reward I used for the lot. The buildings appear in the reward menu with a unique menu icon, the building and reward names, and the description. The Opera House, Farmer's Market and Tourist Trap rewards also appear in the Parks menu.
• Van Prooijen Trading: Commercial: Convention Center
• Ong Condos: Residential: Major Art Museum
• Hurt Enterprise Headquarters: Commercial: Tourist Trap
• Hogan, Wallace, and White Insurance: Commercial: Resort Hotel •Cahalane Communications: Civic: Bureau of Bureaucracy
• Lind Entertainment: Commercial: Stock Exchange
• Byall Tower : Residential: Opera House
• Tubing Facility: Industrial: Advanced Research Center
• Alvin's Acres: Agriculture: Farmer's Market
I've given this lot project the name MicroProject and made a logo for identifying the lots in the Reward and Parks menus. Each lot appears near the original reward, with a building icon and the logo overlay. The original reward is not replaced. The re-lots are available at the start of a new city.
Wiki SC4Devotion: http://www.wiki.sc4devotion.com/
Wikia SC4: http://simcity.wikia.com/wiki/SimCity_4
Diego Del Llano has become a hyper-productive, hyper-quality, artistic machine churning out an entire revolution of SC4 models that Maxis and EA could only reasonably bow in unworthiness before the throne of greatness.