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      March goal: We're almost there!   03/20/2017

      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.

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  • (SC4)。Gwaanjyut。関越。
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Found 553 results

  1. Version 1.2.0

    148 Downloads

    MAP FILES INCLUDED: Folder: Earth Grayscale Heightmaps 01_Earth_257x257_1x1_Signature.bmp 02_Earth_513x257_1x2_Hemispheres.bmp 03_Earth_513x513_2x2_Squared.bmp 04_Earth_769x513_2x3_Continents.bmp 05_Earth_769x513_2x3_Relief.bmp All files listed above and below are in the same sequence as the previews. Folder: Regions 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. INSTALL INSTRUCTIONS: 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. --/--
  2. Excuse me, if same topic exists, but my drunk bear going to crack my door, so I have no time. My map has 5x5 large cells, without 2 cells (cause I've deleted them, there were just water) planted trees (AErden tree controller) and some transportation (under this red circles, it's just connections, so except this, there not more transportation). So, I've zipped it, but i got 108 megabytes file. I think, it'll be too large to upload it to STEX. I've tried to compress it better, but it still is 108 megabytes. How to compress it to save trees and transportation?
  3. Version 1.0

    2,178 Downloads

    This is a huge real scale map of the whole of Rhode Island, plus a bit extra around the edge!   78km x 85km
  4. Version 1.0.0

    183 Downloads

    This is the map of the Quito City, Ecuador. The size of the map is 12x20. Installation 1. Download the File RAR. 2. Unzip the file. 3. Copy the File in Documents/Simcity4/Region 4. Open the game and play. ----------------------------------------------------------------- Este es el mapa de la ciudad de Quito, Ecuador El Tamaño del Mapa es 12x20 Instalación 1. Descargar el archivo RAR. 2. Descomprimir el archivo 3. Copiar la carpeta en Documentos/Simcity4/Región 4. Abre el juego y a jugar.
  5. (Region map contrast) - I saw a mod, but cannot find it again! The other night I was browsing around. I saw a map that is supposed to enhanced the level of the images of your cities as seen from the region map. I failed to download it. But now I want it, and I have no idea what it is called or how to find it again. HELP!!! Thanks.
  6. Content Creation BATs, Lots, Mods or Maps. No rules except build anything! Season 3 - Challenge #20 - Custom Content (47 days) Results Announced Here! Thanks to @MushyMushy for the challenge idea. In the world of SimCity 4, the huge library of content is the main reason for the game's longevity. It continues to push the limits to what is possible, and allows the creation of more realistic and diverse structures & landscapes. Yes, it's time for the ultimate test of creativity! In the final Content challenge of the season, we're basically throwing away the rule books... For this challenge, you may create any SC4 content you can imagine, not just limited to lots. Maybe an elaborate map, an intricate mod, or a magnificent BAT -- even a combination of these things. Because for the first time, up to 3 separate items of content may be entered if you'd like. You choose the item(s) you'd like to create, along with the method and techniques to get there. With Trixie nominations just around the corner, an open canvas awaits! Once completed, a screenshot should be taken showing the content functionally present in the game. Daytime is preferable for this, unless the item contains dominant night lighting effects that you'd like to present. Specifications Anything! This is a Custom Content challenge running for 47 days. Requirements To qualify, please make sure each entry complies with the following requirements: This challenge is only open to SimCity 4 Deluxe / Rush Hour. The content must be an original item (created by yourself), and not previously released on the STEX or other public exchange. You may submit a maximum of 3 content items, each following the below Submissions process. a. All your entered items will be eligible for voting, however only your highest rated item will be used in the final ranking. So basically there are 3 opportunities to gain a place in the results, with no downside to submitting more than one. b. In the event of items having an identical rating and votes, the earlier submitted item will be selected. Submissions As this challenge involves creating content, submitting entries is slightly different than a regular event. For each item, there is a two-step submission process; using the STEX for uploading and the Gallery for voting: On the STEX The content uploaded in the STEX Challenges category below. The upload has a full title. A description with basic information, including any dependencies used. At least one in game screenshot of the content. Leaderboard Rankings A new leaderboard system is currently running for this season. This has been designed to incorporate all challenges, linking with each set of results. Each place in a challenge has points on offer -- the higher you finish, the more points you gain. Then at the end of the season, prizes will be given out to the top 10 in the final standings, with the winner being crowned the Grand Champion! This Custom Content challenge is eligible for the "Overall" and "Monthly & Custom Content" leaderboards. Full details and the current standings can be viewed in the following topic: The winners will be the top 3 ranked images. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. As usual for this Custom Content challenge, rep prizes will be distributed slightly differently. The top 5 placed entries will earn reputation, along with points for the "Overall" and "Monthly & Custom Content" leaderboards. As this is a longer challenge, the amount of rep and points will be greater (depending on the number of entries). After the challenge has concluded and the winners announced, all submissions will be kept available for the community to enjoy. Good luck everyone, let's make this an epic showdown!
  7. When I try to load an existing city or create a new one it loads for a few minutes and then the game crashes and i get the following error. I tried to find a soloution online but disabling all custom content and reinstalling the game didn't fix anything. Maybe one of you had the same problem and knows the soloution.
  8. Version 1.0.0

    104 Downloads

    This is the map of the Monterrey City, Mexico. The size of the map is 24x24. Installation 1. Download the File RAR. 2. Unzip the file. 3. Copy the File in Documents/Simcity4/Region 4. Open the game and play. ----------------------------------------------------------------- Este es el mapa de la ciudad de Monterrey, México El Tamaño del Mapa es 24x24 Instalación 1. Descargar el archivo RAR. 2. Descomprimir el archivo 3. Copiar la carpeta en Documentos/Simcity4/Región 4. Abre el juego y a jugar.
  9. Version

    2,057 Downloads

    [size=4][b]Zurich, Switzerland[/b][/size] a map by: blunder ------------- Installation: This map is in .sc4m format and requires either Terraformer or Mapper to import. 1. Navigate to your Documents/Simcity 4/Regions folder and create a new folder with your desired region name 2. Copy+paste the config.bmp file into the folder you just created. 3. Open SC4TF, open the new region, import the .sc4m file, save and quit. 4. You must open and save each tile for it to display your terrain mod instead of the terraformer/mapper elevation color overlay. ------------- Description: Zurich and environs are located in switzerland. The compressor tool was used in terraformer because the real shorelines of Lakes lucerne and Zurich are about 30m apart in elevation; in this map they are 4m apart. Also, the bottom of the valleys below the surface of lake Zurich have consequently been flattened. Although this loses some reality in the valley bottoms, more flat land is gained for building in a manner not too unrealistic; a decent trade in my opinion. This huge map is 72km x 80km and made from satellite data. It contains both a standard and a custom config.bmp, please choose only one. Map made using satellite data, image editing software, and drunkapple's invaluable advice. (I HIGHLY recommend using the high altitude + snow installation of Gobias' Alpine terrain mod found over at sc4d) For questions, comments, and requests please see my Map Thread over at simpeg.com Happy Gaming!
  10. 1. This will be at the end of the project an entire city. It will be a region-sized city. 2. The map is hand made by me 3. All the non forest tiles will be built 4. The region is 7x4 large city tiles + 16 small city tiles 5. All the coastal areas will have marinas (custom made) 6. In the left that is a river and a dam 7. In the center we will build a very large seaport with docks on both sides of the bay. I've done the jetties and the lighthouses 8. The almost round gap in the right in the forest is the spot for the Packard International Airport 9. In the right that is the river with the boardwalk and the river's exit in the bayou. that is the location of our Bayou district 10. What do you guys think. should i cut the forest from the islands in the bayou and build suburbs there? REPLIES: @raynev1 - thank you @JP Schriefer - thank you, indeed i love art deco from it's begining to it's streamlined/modernist end. Where i live there are hundreds of art deco/modernist buildings unfortunately most of them in a very very very bad shape that's the result of 50 years of communism and almost 30 years of eastern europe democracy almost all the heritage before 1950 is in a bad shape, neglected or even distroyed And there are no signs of things going in the right way... this was demolished in the 90's And this today looks like this @kschmidt - If you refere to the grid style network (the stoplights are on the wrong side of the road because i've installed the british version of the soplights mod - i repaired the issue) that is more common in the US and Canada. Well i'm not that good at doing traditional european street networks because my city despite its location in europe was build at the middle-end of 1800s by british/french and US companies so they've used the grid network and it's still in use today as the city expands. this is a map from 1916 ======================================================= and a small update on Bayou District
  11. This map here: Only has a config file and a bunch of city files. Is it possible to install this map without the greyscale image file?
  12. Version 1.0.0

    515 Downloads

    Download the following mods: LK Appalachian Terrain (dont select: No Erosion) LK Starter Set (dont install: LK_StarterSet_Water.dat) LK Terrain Textures PEG WATER MOD Windjammer This map required the following terrain and water files: LK_AppalachianTerrain_Snow_High_Jagged.dat LK_StarterSet_Beach.dat LK_StarterSet_Cliff.dat LK_TerrainTextures_01.dat LK_WeatherTuning_Stagnant.dat PEG_WATERMOD_Windjammer_205a.dat For all SC4 players from all places...
  13. From the album Krisman's Album

    © Krisman

  14. Version 1.0.0

    376 Downloads

    Deutsch-German / Österreichisch-Austrian / Schweizerdeutsch-Swissgerman Hallo Leute! Das Waldheimer-Tal (englische Version: Forest Valley) ist ein Tal der fiktiven Sorte, welches ich mit viel Präzision erstellt habe. Normalerweise sind die meisten Regionen groß, doch man kann ja auch mal ein bisschen Abwechslung gebrauchen! English (UK) Hello Guys! Forest Valley is a fictitious Valley, I've created it with a lot of precision basically are the most Regions large or medium-sized but a small one is nice too! Español-Spanisch (TEST) Hola! Región del Bosque o Valle del Bosque (version Inglés: Forest Valley) es un región ficticia, he creado con mucha precisión. Normalmente son los Regiónes gran o mediano, pero un pequeño región es tambíen bonito!
  15. until
    Content Creation BATs, Lots, Mods or Maps. No rules except build anything! Season 3 - Challenge #20 - Custom Content (47 days) Results Announced Here! Thanks to @MushyMushy for the challenge idea. In the world of SimCity 4, the huge library of content is the main reason for the game's longevity. It continues to push the limits to what is possible, and allows the creation of more realistic and diverse structures & landscapes. Yes, it's time for the ultimate test of creativity! In the final Content challenge of the season, we're basically throwing away the rule books... For this challenge, you may create any SC4 content you can imagine, not just limited to lots. Maybe an elaborate map, an intricate mod, or a magnificent BAT -- even a combination of these things. Because for the first time, up to 3 separate items of content may be entered if you'd like. You choose the item(s) you'd like to create, along with the method and techniques to get there. With Trixie nominations just around the corner, an open canvas awaits! Once completed, a screenshot should be taken showing the content functionally present in the game. Daytime is preferable for this, unless the item contains dominant night lighting effects that you'd like to present. Specifications Anything! This is a Custom Content challenge running for 47 days. Requirements To qualify, please make sure each entry complies with the following requirements: This challenge is only open to SimCity 4 Deluxe / Rush Hour. The content must be an original item (created by yourself), and not previously released on the STEX or other public exchange. You may submit a maximum of 3 content items, each following the below Submissions process. a. All your entered items will be eligible for voting, however only your highest rated item will be used in the final ranking. So basically there are 3 opportunities to gain a place in the results, with no downside to submitting more than one. b. In the event of items having an identical rating and votes, the earlier submitted item will be selected. Submissions As this challenge involves creating content, submitting entries is slightly different than a regular event. For each item, there is a two-step submission process; using the STEX for uploading and the Gallery for voting: On the STEX The content uploaded in the STEX Challenges category below. The upload has a full title. A description with basic information, including any dependencies used. At least one in game screenshot of the content. Leaderboard Rankings A new leaderboard system is currently running for this season. This has been designed to incorporate all challenges, linking with each set of results. Each place in a challenge has points on offer -- the higher you finish, the more points you gain. Then at the end of the season, prizes will be given out to the top 10 in the final standings, with the winner being crowned the Grand Champion! This Custom Content challenge is eligible for the "Overall" and "Monthly & Custom Content" leaderboards. Full details and the current standings can be viewed in the following topic: The winners will be the top 3 ranked images. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. As usual for this Custom Content challenge, rep prizes will be distributed slightly differently. The top 5 placed entries will earn reputation, along with points for the "Overall" and "Monthly & Custom Content" leaderboards. As this is a longer challenge, the amount of rep and points will be greater (depending on the number of entries). After the challenge has concluded and the winners announced, all submissions will be kept available for the community to enjoy. Good luck everyone, let's make this an epic showdown!
  16. Looking southwest across the Blue Gill Lake. Nearing the final stretch. After over two weeks of creating Blue Gill Lake, the finish line is near. Nearly all of the terraforming of the mountains, streams, rivers, and lake beds is complete, and the task of adding vegetation has begun. Still probably another few days are left before the map is completed. Items still left to complete are as follows: Adding all trees and other vegetation. Completing the remaining terraforming on the southern end of the map. Adding Highways, county roads, and rail connections. Fine tuning the lake beaches. Completing the marshlands where Blue Gill Lake drains back into the Blue Gill River. An overview map of the region with all points of interest labeled. Creating the story line for the region with a history of the lake. Customizing the current map theme. Looking towards the Northeast. Blue Mountain Lake near the southeast corner of the map. Shores of Blue Mountain Lake.
  17. Hiya everyone, and happy new year I'm soon getting my PC upgraded, and I've decided to sort of wait until then before posting more of Cathnoquey. That, and the fact that I want to do a Snowfall city at some point. Today's going to be a bit of a different entry. We're going to take a look at some of the maps of the setting! Hmm..It will be fun to map this! But let's begin with the setting itself. If you follow my CJ you've probably noticed it takes place in a modern version of the Elder Scrolls settings. Well, this is the political map of Tamriel in the (alternate) Fifth Era. Cathnoquey is pretty big isn't it? I'm quite happy with this map. Inkscape can be tricky I find. But let's look at some Tamriel maps first. Here's a road map of Cyrodiil in 5E112. The scale was "retconned" a bit later, but at the time it didn't matter, because this map only meant to give context to my Cities in Motion towns. Notice how the borders of Valenwood, Pelletine and Aquenina change in the map above. There was a war in 5E125 that I want to talk about later in the CJ, perhaps as a plot hook for military bases or more unconventional builds within Cities Skylines. Now this map was one of my first Inkscape maps, and you can tell as some things are just...out of place. Let's look at later and (IMO) better designed transit maps for some of the regions of Cyrodiil (usually those where you could download towns) : Two regions, two different styles. The Lower Nibenay one is a map of a very dense regions so showing all the modes was trickier. Colovia, beyond the urban cores, is a bit more empty, though there still are enough lines to make for a lovely and noisy map. :) The first one is meant to look like the old map for transport in NRW (I don't like the new maps at all), while the second one is more original. In both cases they were also challenges in how to present information and so on, for instance the thick stations being the more important onces in the second map. However, the most amazing map of Tamriel proper is the Imperial City subway. Now I've never done anything with the Imperial City in any game, but designing maps for it was a fun challenge. Here's the old 2012 version (my first foray into Inkscape) : Which is...messy. It is meant to mimick the NYC map, hopefully well enough, but it really was just a trial in wiggling lines around. However that's when I realised it actually wasn't difficult. In Inkscape you just drag your lines, and use a grid and some easy tools to help yourself with curves and bends. In 2015 I decided to redraw the map in the iconic Weekender style. Here are the results (here is the PDF for higher resolution) : I'm really happy with the way I make the Moscow style circle line (which is supposed to be a near actual circle) fit with the 45 degree angles in the rest of the map. Inkscape grids really helped here, along with layers. This map doesn't come alone; there's a commuter rail map too, in the style of 2000s Paris commuter maps If you look at the adjacent maps from Lower Nibenay or Colovia above you'll see the maps actually work with one another too. (PDF : https://www.docdroid.net/MomktAd/imperial-city-metrorail.pdf.html) Strip maps which, if you've been to Paris, should remind you a little of the metro and RER strip maps because they were made in 2014 none of them show the N line yet Let's now go to Cathnoquey! The first map is a bit low tech, but it is good for showing what Cathnoquey is and how it looks like. The island is actually from Cities XL, and I'm actually not sure at all whether the maps are randomly generated or not..but well Amesbury map just before the save file got corrupted Amesbury city map! I feel like I've never really stopped working on it, but it's been half a year already since I lost the save file. :/ I used CIMtographer to put the streets together outside of the game, but then I used Inkscape to really draw over them, so the map is not "from" CIMtographer. More artistic freedom that way, and I don't really get the Street Map thingy ^^ Amery County, showing the surroundings of Amesbury. It's to scale with both Amesbury itself and the CXL map from above. Moving on to Glenvale with a simple commuter map... Glenvale metro map! The subway still isn't completed, and with trams coming I'll have to work on that! (Yes I need to change the city council logo, but I still haven't gotten around to design one of my own.) Glenvale bus map! Here again the grid helped and I took great care with the width of each line - if it's thicker, more buses stop there. I'm not very happy with the way I draw the subway here however... Night map Schematic major roadways around Glenvale. It's a quick map and to be fair I only use it to keep my CJ consistant though. Finally, here's a map from Japanese-themed Akavir! This is a more or less original design, I wanted to make a bilingual map and also see how Japanese works to create slightly different labelling. I find it works quite well Anyway, let's move on a few other maps that have nothing to do with the TES universe but that I'm still proud of ^^ I thought I lost this map, but I actually found it back 1950 style bus map, though this one comes from another CJ. I've lost the pictures that went with it, sadly Here's a map I worked on for a d20 Pathfinder setting. I cannot find the Japanese version, which has more stylized labels. Anyway, that's all for now! For everyone who asks, I use Inkscape which you can find free of charge here and it's always been excellent. It's easy to use too and you can find tutorials pretty much everywhere. If you're serious about making maps or graphic design, Adobe Illustrator is another very good tool - but it's also very pricy. :/ Oh and if you want to see more transit maps, why don't you check the amazing (sort of) official map repositary here on Simtropolis or Cameron Booth's excellent transit map related blog? I hope this was interesting, and see you soon back in Cathnoquey! PS - Do not distribute my maps or use them for commercial purposes without my explicit permission.
  18. Version 1.0.0

    5,770 Downloads

    This is my first map for this game. I spent about 7 hours making this map. The water in the river flows down stream perfectly, and steps down in elevation nicely to form a strong current. There is a generous bit of oil all along the coastline and on the large islands, and small islands as well. there is ore to the northwest/northeast in the mountainous areas of the map. there is some fertile land to the east, and large forest to the west. Enjoy.
  19. Version 1.0.1

    1,289 Downloads

    This is my version of Empire Bay from Mafia 2. It's a 4x5 large city tiles.
  20. Location In the southeastern corner of the state of New England is Alexandria, the state's capital and second-largest city. It sits at the mouth of both the Halifax and Seneca rivers. Boston is an hour to the north by train, and New York is two and a half to the west. History Alexandria was founded in 1636 by English settlers and was for many years a religious refuge. It remained a small city through the Revolution before growing rapidly in the mid-19th century, largely thanks to the banking industry. By 1920, over 150,000 people lived in Alexandria. Most of the banks left the city in the 1970s and 80s, but the emerging technology companies took over, driving a period of innovation and growth- the population grew from 250,000 to 325,000 during the 1990s alone. Alexandria Today Today, Alexandria is a center for innovation, rivaling even Silicon Valley on the West Coast. It currently is home to 460,000 people. Unfortunately, the city was hit hard by the 2008 financial crisis. Every bank that still had offices left the city, and unemployment reached 11%. The city is slowly making its way back up, but it will take time before Alexandria is the financial powerhouse it was. Transportation Alexandria's unique geography, with its downtown surrounded on three sides by water, has made typical American transportation planning difficult. As a result, there is only one freeway, Interstate 85, which runs around the East Side and bypasses Downtown to the north. To make up for this, Alexandria built a rapid transit system, the M (short for Metro), which opened in 1973. The combination subway-and-elevated rail network is unusually comprehensive for such a relatively small city.
  21. Started a new Region called Kanada, a very not-to-scale map of Canada. Any suggestions on how to improve the maps would be greatly appreciated. 8 Large cities West to East are Vancouver, Calgary, Edmonton, Winnipeg, Ottawa, Toronto, Montreal and Newfoundland. Running into trouble with Agriculture demand, starting new cities with no demand. I usually like to map all agriculture and then build RCI outward from the middle so outskirts are always Ag. How do I boost demand for just Ag without effecting other types? Is there an Ag MOD? I have SPAM but that does not seem to be working. :s Thanks!
  22. I might want all BIG maps, and increase the size of a region. Is that possible, even with mods?
  23. Europe East 1 Map name: Colony
  24. Version 2.0.0

    8,279 Downloads

    A bit late to the party, my first map*. Made using Google and Paint.net, it's basic, mostly flat and fairly large. Scale was beaten up and left for dead. *(Not even my first Big Earth Map! My bad - Please also see "Another Big Earth Map" too)