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    A long, long time ago...
  1. NAM: Requests

    There should be a smaller cloverleaf for avenue-highway and road-highway intersections. Most suburban highways have cloverleaf-style interchanges for even the most insignificant roads (at least the highways in my 'hood do). And yes I realize one could just turn the avenue to a ground highway to get a cloverleaf, but then it's huge; much too large to be used often on anything but a large map.
  2. Utilities Buildings

    Here you go pmiller: Heavy water is not considered toxic, but some metabolic functions require normal (light) water, so consumption of exclusively heavy water can cause illness. In particular, the substitution of hydrogen by deuterium interferes with stereo-specific organic reactions. The biological effect can be thought of as similar to inhalation of pure nitrogen, the primary component of air
  3. NAM: Requests

    I'm amazed people are still thinking up new things to ask for! Would it be possible to split a highway into two directions? In other words, is it possible to split a highway in the same way an avenue can be split into two one-way roads? I've seen that a lot in real life, and it could be especially useful in creating highways from one-way roads running through a gridlike city, or to avoid destroying large buildings / services / utilities when laying highways. Right now I'm thinking of Bayside from Need for Speed Underground 2, where the highway splits near the stadium. Also, the highway would only be one tile wide in each direction and could run above city streets, much like the elevated rail can now. It would be impossible to have exits on the one-tile portions, but I think it would be very effective for running a highway through downtown without destroying anything. Apologies if someone's suggested this before; I don't feel like reading 13 pages of suggestions.
  4. Utilities Buildings

    Hi everybody. [first post yay!] In order to properly colonize Mars, human settlers should also be focused on the long run, which means actually terraforming Mars. Thus, NIMBY power sources on Earth are actually the best bet for surface-based Martian power. I say this in defense of the Incinerator plant, which would be ideal for Mars since it gets rid of trash and produces greenhouse gases, which would warm the planet above its current frigid state. However, incineration won't power a whole colony. Looking at a book I'm currently reading [about the colonization of Mars], it says that deuterium, or heavy hydrogen is five times more common on Mars than Earth. When combined with oxygen, it makes [you guessed it] heavy water, which is heplful in moderating many nuclear reactions, including the types found in both normal nuclear power plants and in [future] nuclear fusion plants. When light water [read: normal water] is used in nuclear reactions, the uranium must first be enriched, but not so when using heavy water. Enter the human water supply. Obtained from electrolysis, specialized plants can filter out deuterium at the rate of one kilogram per six tonnes of water. Assuming a colony of 200,000 settlers with reasonable industries to match, electrolysis will produce 1000 tonnes of deuterium per year, enough to modulate 11 terawatts of electricity. The human race currently only consumes 10 terawatts per year. Thus, Martian deuterium production could power nearly the entire human race AND produce a ten-trillion-dollar gross income for the Martian colony. In terms of SimMars, that kind of surplus would make the game ridiculously easy, but this scenario could provide a guide for what the industrial sector will focus on, as well as an effective power source. Also, simtrooper, the book says that Mars does not have any large quantities of Helium-3, unlike the moon. Sorry. That book is The Case for Mars, by Robert Zubrin, if anyone's interested. It also contains information about possible metal-refinement industries on Mars, terraforming, and life-support systems. I'm citing this book as part of my 30-page paper on the human colonization of Mars and its future in space. I'm just an average SimCity user, but if I can be of any help in the science aspect of Sim Mars, don't hesitate to talk to me; I'd love to help somehow. Okay, nothing like your first post being a long one, lol. I'm going to make it just a little longer: I can't end this post without saying this project is massive and amazing. The concept is awesome, and the building designs I've seen are [pardon the pun] out of this world. Keep up the good work, all of you.