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  • (SC4)。Gwaanjyut。関越。
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Found 73 results

  1. Version 1.0.0

    96 Downloads

    SM2 Abandoned Train Stop. This train stop has been sitting in my hard drive for too long. Time to release it!. Best plopped in those seedy parts of town....or industrial areas perhaps. Plop cost 3000 Bulldoze cost 300 Power req 44 Capacity 7500 It still acts as a passenger station plus it will let freight trains go through it. No dependencies and as a bonus it is also Maxis vanilla rail compatible. Works like a charm! Enjoy. Simmer2
  2. I recently reinstalled sc4 and found out that the previous link where I got my Maxis files at https://screwpiledevelopments.com/screw-pile-exchange-spex/maxis-files/ has been taken away? Whenever I click on the links for something such as "Buildings as Props" etc it takes me to a dropbox page stating the files aren't there anymore. Anyone know what the deal is or where I can find these files? Thanks!
  3. Version 1.2.0

    340 Downloads

    An application for post-nuclear technological civilization. 8 (width) x 4 (depth) Lot Size. Power and Water produced: 8,000,000 MWh/ Gal. per hr. Water Treatment and Recycling: 1,000,000/ 60%, Maintenance Cost: 0, Monthly Income: 50000. Landmark and Park Effect: 10 over 20, Pollution Reduction -10 over 50. Transit and Network enabled. Maxis Night Lighting. Location: Power Menu, Business Deals, Trash Presort Ordinance The textures file below is no longer a dependency. I've extracted the 4 metal textures and included them in the folder containing the lot. If the texture file below is used then delete the 'BaseTexturesElements_Metal.dat' (40K) file in the 'Cosmic Neutrino Power Plant' folder as the textures don't need to be loaded twice. (The metals textures .dat file may be freely used and included in works other than for the purpose of this lot.) Dependencies: Base Textures Vol 1 Elements for metal base textures. NO DEPENDENCIES FOLDER: Cosmic Neutrino Power Plant There are now 2 sub-folders containing 2 versions of the power plant, one has the 50K business deal, and the other has a 50K cost for plopping the lot but no business deal. Use either the 50K PlopCost folder or 50K BusDeal, not both. Select one and delete the other. The lots are copies of each other so the game will not separate them into independent lots. Neither have maintenance costs. Description: What this power plant (hypothetically) does is filter neutrinos from the origin of the universe that are the background static before all construct of atomic matter. The series of high power super-cooled magnetic plates slow down the neutrinos until they exert inertial force which is converted to thermal energy driving electric generator turbines. For the electric power needs of the entire world, only one of these plants is required as its capability of generation of power vastly exceeds what the demand would ever be for civilization on Earth. This power plant requires no use of any other fuel and produces no waste or radioactivity. There are no costs involved in either construction or maintenance as the power plant, once operating, eliminates the need for any form of abstract valuation of property, labor or resources. There are no security risks in the operation of this power plant as there is no excess of source, transmission or storage of energy. Dedicated in memory of March, 11, 2011. Install: To install first open the Cosmic Neutrino Power Plant folder and choose one of the versions, delete the other sub-folder. Copy and paste the Cosmic Neutrino Power Plant folder into your User\Documents\SimCity 4\Plugins folder.
  4. Version 1.0.0

    497 Downloads

    In this installment of the Maxis renewal series, the basic Maxis civic services, as well as some government related rewards, have been re-loted. As usual, changes include general lot redecoration, like most flora seasonalized and SCILT sidewalk textures, among other things. Lots overridden: Small and Large elementary schools, Small and Large high schools, City college, Basic and Mayor art museums, Local and Central Libraries, Private schools, Opera, Police kiosk, Small, Large and Deluxe police stations, Small and Large fire stations, Clinic, Medical center and Disease center, City halls, Courthouse, Stock exchange and Bureau of bureaucracy (Back shown in the screenshot) As usual, these overrides require a considerable amount of dependencies: CityHalls Mod Reward Fix (Needed for the City Hall Overrides. Make sure the overrides load after this!) Opera House Fix (Recommended) Maxis buildingprop Vol 1 and 2 OR T-Wrecks' Maxis prop name and query fix CP's SCILT (Linked to maxis default version, choose any version you want) PEG MTP Super resource pack SHK Parking Pack BSC Textures Vol 01 BSC Textures Vol 02 BSC Textures - Cycledogg Vol01b BSC MEGA Props - CP Vol 01 BSC MEGA Props - CP Vol 02 BSC MEGA Props - D66 Vol 02 BSC MEGA Props - DAE Vol 01 BSC MEGA Props - SG Vol 01 BSC MEGA Props - Gascooker Vol 01 BSC MEGA Props - JES Vol 01 BSC MEGA Props - JES Vol 02 BSC MEGA Props - JES Vol 04 BSC MEGA Props - JES Vol 05 BSC MEGA Props - JES Vol 07 BSC MEGA Props - JES Vol 09 NUTs prop pack A
  5. There are problems with the Maxis Beach and FRV Ski Resort. community.simtropolis.com/files/file/1224-frv-ski-resort/ The first, beach. The Beach textures don't show up at all- literally, either it shows up as dark bricks, or not at all. And only the sand portion too... How do you fix this? Meanwhile, the FRV Ski Resort seems to be broken- it won't modify it's shape to the terrain, as it should... how do I fix this effect
  6. ok so I reinstalled my NAM and chose custom installation to install features I might have missed. and...I got this... 1) the rail textures remain unchanged despite having the SFBT texture installed. and therefore, that ugly dirt texture is still there even on adjacent high density commercial zones and i hate it. 2) the RHW has completely overriden the Maxis highway and when I try to build a cloverleaf, the Maxis cloverleaf appears instead. and honestly I hate the override. Did I do something wrong? If so, how can I fix this, and what are the individual files, so I can delete them, instead of reinstalling the NAM all over again?
  7. I know about the fiasco with SimCity 2013, but it still sold pretty decently (better than 4) and about the same as Cities Skylines ~2 Million (though SimCity 2013 sold a bit more due to being out longer). Is SimCity 2018 or even SimCity 6 likely (probably outsourced, Maxis Emmeryville has been shut down). Plus, major SimCity games generally release ~5 years- not to mention SimCity has (barely) not been killed off, since EA at least sees some money in it, potentially due to the relative successes of SimCity Social and SimCity BuildIt, along with Cities Skylines. Hopefully, this time, the better computers of 2018 will permit Glassbox with bigger maps, and a NAM-style traffic controller. And please no forced online. Please. It would be funny to see Paradox make SimCity 2018.
  8. I know this isn't probably the correct way to use the real highway mod. As of the moment I still suck at using it lol... But how do you do a height transition on this part where I drew a white arrow? it's a level 2 RHW-4, and I want to raise it a level to go through those roads. It's basically an exit from the bridge and entrance to where the future airport will be. When I try to use any RHW on level 3 or 4, all I can see is just the pylon, or nothing, when I plop the starter piece..no road part at all. I looked everywhere for transition pieces, I found nothing. How to do this?
  9. the page for the download link on this freight station did not list any ground texture dependencies, but there are missing textures, and it's such an eyesore especially in this soon-to-be industrial zone.
  10. how do you do a ramp or terrace effect on these highways and/or walls? I don't know how to make a transition on these: on the first photo, I want to make a transition from viaduct to "wall". but I don't know how to do it. same as the second photo but using highways. I want to make like, a ramp or terrace effect but I don't know how to connect them
  11. Hello. Whenever I play SimCity 4, I feel like there's a lot of room for improvements so open sourcing would bring enthusiasts that would improve the game for free. As we know, EA usually post SC-series games' code after a long period of time from their release. I think that happens just because the game is still selling and if they had made it open source and free, then nobody would've been buying it. They buy it despite the fact that there's a free hacked pirate version on the net. Why wouldn't they download and use it instead of buying? I think because it is illegal. So why can't we get the codes and still buy the game (let's make it illegal to use any SC4-based content without buying the game on Steam)? Thus EA makes money (even more because new content will definitely bring more people) and we get ability to do what we want.
  12. is there a mod that allows you to plop the Maxis growable buildings? not the one that I have to enter a code. that mod that places ALL growable Maxis buildings in the Landmarks section? I remember that mod used to be here, I just cant find it.
  13. Version 1.1.0

    585 Downloads

    In this first* installment of the Maxis renewal series, most of the basic Maxis parks, as well as some related rewards, have been re-lotted. Changes include general lot redecoration: most trees replaced with CP's seasonal and semiseasonal variants, sidewalk textures replaced with CP's SCILT textures and the green park's base replaced to match the open grass area, among other things. Lots overriden: Green parks, flower gardens, plazas, sportsfields, beach, minor and major league stadium facelift, mayor statues, farmer's market. Optional standalone lots included: koi pond garden, fenced sportfields, beach promenade extensions. These overrides require a considerable amount of dependencies: Buildingprop vol1 and 2 OR T-wrecks' Maxis Prop Name and Query Fix Maxis Parthenon and Stonehenge plugins SCILT (Linked to Maxis default version. choose any SCILT version you want) PEG MTP Super Resource Pack SHK Parking Pack Porkie Props Vol1 Paeng Textures V104 BSC Textures Vol02 BSC MEGA Props - CP Vol 01 BSC MEGA Props - CP Vol 02 BSC MEGA Props - D66 Vol 02 BSC MEGA Props - DAE Vol 01 BSC MEGA Props - SG Vol 01 BSC MEGA Props - Gascooker Vol 01 BSC MEGA Props - JES Vol 03 BSC MEGA Props - JES Vol 05 BSC MEGA Props - JES Vol 09 NUTs prop pack A *Technically second, as I consider the Grand Rail Station Facelift as part of the series Enjoy!
  14. Version 1.0.0

    1,171 Downloads

    KOSC presents: Maxis Mansion Overhaul Introduction Ah, Maxis mansions. In the early days, it was one of the first signs of a flourishing city. If you had a few of these large plots sprout up in your neighborhoods it often meant that your city was growing well! However, the fact remains that throughout the years, improvement with custom content and detail in general have left the original Maxis lots in the dust. One of the biggest problems with the vanilla lots is they often contained vast amounts of well...nothing! There's some occasional shrubbery and a pool here and there, but for the most part, the lots are grossly under-detailed. Furthermore, the tendency for these larger lots to sprout up in the midst of your nice R$$ neighborhoods meant that your detail level takes a pretty significant hit! Pretty odd considering the richest of Sims could easily take advantage of the vast property spaces that they have. Taking inspiration @T Wrecks' fantastic Industrial Revolution Mod and more recently @Manuel-ito's Maxis Renewal, I present to you Maxis Mansion Overhaul: A full set of override lots that replaces all default Maxis mansion lots. This is also including some of their larger medium-density counterparts. Package Overview This set contains a grand total of 60 lots. These are all broken down according to the categories that Maxis determined: 18 "A Class", 18 "B Class", 18 "C Class", 3 "D Class" and 3 "E Class" mansions. These re-lots fundamentally change the original mansions in the following ways. better realism and detail: gated homes, larger driveways, and much more flora (fully seasonal). all lawns are not made equal: You may find patches of wildflowers, dirt, or even poorly watered grass in these lots. No one has time to maintain perfect grass in those corners! better slope support: many of the original lots had that ugly full lot foundation at certain slopes. These are more friendly overall but some discretion is still required as the tennis courts are model-based. the rich get richer: the largest lots boast private tennis courts (all kinds of angles), massive driveways, huge pools and gardens. asymmetric lot design: not every yard has to come in a square. Some lots are enclosed with angled hedges and have open space for a better blend between the lot and the wild. all kinds of pavement: gone are the days of every lot having bright and pearly tiling. Now you can have everything from dark brick to different colored stones. There are a few things to keep in mind when using this set. Read the following section carefully. There are two different packages included with this lot, the OVERRIDE version and the STANDALONE version. The standalone is for those who prefer to not disrupt lots in their developed cities. This is also suitable for people that use Maxis blockers and only want to see the mansions (and nothing else). The override set is recommended if you don't care about bulldozing acres of existing Maxis mansions or if you're starting a fresh region or city. If you're using other mods like CAM or Maxis blockers that modify the original mansion exemplars as well, make sure to load this override set last. Alternatively, you can look tweak those files with Reader. Make sure to find exemplars starting with instance ID: 30000710 and ending at 300008f1. Simply deleting those will remove any potential block on these lots. For those of you that downloaded my Maxis Mansion Facelift lot for the Facelift challenge, that lot is now obsolete. General Stats All lots boast the same dimensions, growth stage, and road orientation as their original counterparts. Install Instructions Drop the files in your My Documents/SimCity 4/Plugins folder. Dependencies Due to the larger amount of content here, the dependency list is a little heavier than usual. However, most of them should be pretty commonplace if you've downloaded any of my lots beforehand. Textures SuperSHK MEGA Parking Textures BSC Textures Vol 1 BSC Textures Vol 2 BSC Textures Vol 3 BSC Texture Pack Cycledogg V01 Props SHK Parking Pack AnyOne for Tennis LBT MEGA Prop Pack Vol. 1 BSC MEGA Props SG Vol. 1 BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 Huge thanks to @rsc204 for coming up with these amazing model-based tennis courts! Enjoy!
  15. Source: http://www.polygon.com/2015/9/24/9392697/ea-maxis-lucy-bradshaw-departs-mobile
  16. I'm always interested in those stories about games that were planned but never made or released. So it got me thinking did Maxis ever consider or start work on a sequel to SC4 in the 2000s? I remember being 11back in '06 and thinking SimCity 5 was just around the corner. And even earlier just after my dad getting SC4 for us in 2003 thinking SC5 would be the greatest thing ever. What on earth happened to the development of SC4 after Rush Hour?
  17. challenge upload

    Version 1.0.0

    396 Downloads

    KOSC presents: Maxis Mansion Facelift Introduction This is a simple re-lot of the small Maxis mansions using a 4x6 lot size restriction. Package Overview The revamped Maxis small mansion boasts an exceedingly large amount of front driveway, including a fountain roundabout to show your neighbor that indeed, your place is cooler than theirs! The backyard contains ample patio and lawn space, a private tennis court as well as a pond with a gazebo. Thick clumps of trees also provide plenty of shade space during those hot summer months. Included in the following package is a single growable 4x6. This lot uses the Maxis "16x20" mansions as the building family so you may grow any one of the different color/tileset variations. To plop the lot with ExtraCheats.dll, use "lotPlop" and look for "R$$$1_4x6_Mansion_Facelift" as the beginning of the exemplar name. 9/27/16: This single lot version is now obsoleted. Go here for the full set. Install Instructions Drop the file in your My Documents/SimCity 4/Plugins folder. Dependencies Texture/Prop Resources SHK Parking Pack SuperSHK MEGA Parking Textures BSC Textures Vol. 1 BSC MEGA Props SG Vol. 1 BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 As with before, if you've downloaded any of my previous lots, you should have most if not all of the required texture/prop dependencies. Enjoy!
  18. Version 1.0.0

    769 Downloads

    The Seaport Re-lot file is based on the stage 3 seaport as saved from the Maxis Lot Editor. I could not save and load either stage 1 or 2. The maximum capacity was realized for stage 1 in-game but no upgrade was automated. There are 2 lots in this zip file. One lot is the seaport at stage 3 as is, and the 2nd lot is the expanded version I made using the Lot Editor. The user interface of both lots report about 50% efficiency, but neither reports any usage of capacity. NO DEPENDENCIES MAXIS SEAPORTS According to the BSC Seaport Controller "If your seaport funding is 100%, and the usage exceeds 95%, the seaports will upgrade on their own." BSC Seaport Development Project Version 3.1 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1663 However, with the PEG CDK Seaport Controller also installed, no such effect was realized. As well, prior to installing either the BSC or PEG mods, the seaport did not upgrade automatically. Following is a list of resources used in the creation of the preview images: Drunken Water Mods, The Blues and Greys. In HD! PEG CDK3 SP Container Seaport 110 Lighthouse 2x2 Lot Pack 1.0.1 Stanley Seawalls 1.0.0 BSC Ploppable Ships (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2406 Container Carrier 1 PEG CDK3 SP Ploppable Ships Pack 1 1 Authentic Shipping Containers 1.0 Neither of the 2 lots in this zip file replace the in-game stage 1 seaport and will appear in the seaport menu with their own unique icons. The stage 1 seaport should be used as the primary seaport for the purpose of moving freight. The stage 3 lots are intended more for the purpose of creating an active and visually complex seaport.
  19. Version 3.0

    53,692 Downloads

    This mod adds fences to all low density residential lots (all wealth types) to build more realistic suburbs. These include wooden fences, picket fences, chainlink fences, and much more! This mod is also customizable, so you can choose which wealth level has fences or not. *Due to the size of this mod, The mod is uploaded in 2 parts, so they will be seperate files.* This is part 1 The mods are separate so this is the main mod that adds fences to all wealth. New in Version 3.0: -Fences added to High Wealth Back yards (part 1) -All Medium and High density buildings of all wealth can produce their own streetlights to light up the sidewalk. (part 2) -New alleyways for the low density residential areas (they are best used for bikepaths) (part 2) -1 realistic parking lot (part 2) For more pics and information, click this link to a youtube video: http://www.youtube.com/watch?v=HXTW4Hq7sNg Here's a link to part 2: To install, unzip file, and copy desired folders into documents\SimCity 4\Plugins Enjoy!!! EDIT: Here's something for those who don't want fences in all back yards: Customization: There are 4 folders: $$$wealthfences: adds fences to all Highwealth lots (including and stone and hedges) $$1- adds fences for 19 lots of the Middle wealth housing (19 lots) $$2: adds fences for the rest of the Middle wealth housing (37 lots) $1: adds fences for all lower wealth lots -For those who only want fences in low wealth: copy only the $1 folder -For those who only want fences in middle wealth: copy either $$1 or $$2 or both if you want fences in all $$ backyards - For those who only want the fences in highwealth: copy only the $$$wealthfences folders Part 2 is also customizable! Go to part 2 for instructions. For Exsisting cities, bulldoze all the neighborhoods and then they will build back with the fences. It's recommended to start a new city for the changes to take effect. No dependencies Version 4.0 development is underway! Upcoming features for Version 4.0 so far: -Commercial and industrial lots will be made realistic -There will be new types of trees on the lots and textures (which will require dependencies) -Growable parks? -New lots (some will not have fences since not all backyards have fences) -advanced version of alleyway/bike paths
  20. So, I developed the economy of my city, which means I could finally make it look pretty with the tons of spare cash on my hands. Then I realized that I don't know of a convenient way of turning the cartoonish, oval river banks into something presentable. I searched here and there, and I found some sea walls for download. I started plopping them, but it looked horrendous. So I was wondering, how do people deal with the extremely uncomfortable terrain of the regions? And if you have any tips for me.
  21. I got a file called udrive_opt.sc4 from the Maxis DLC downloads.... I have no idea where to put it. I think it's supposed to be a city file, but it's useless without a region, and placing it in another region results in an error upon loading the region... and I can't find anywhere on the internet that explains where it is put... help?
  22. Version 1.1.0

    655 Downloads

    In this installment of the Maxis renewal series, most of the basic Maxis utilities and transport have been re-lotted. As usual, changes include general lot redecoration, like most flora seasonalized and SCILT sidewalk textures, among other things. Lots overriden: Water pumps, Treatment plant, Incinerator, Recycling center, Nuclear and Solar power plants, Toxic waste dump, Passenger, Freight and Elevated train stations, Monorail, Bus and Subway stations, Elevated Rail to subway transition, Parking lot and Project Symphony style Maxis toll Booths. Standalone lots included: Compact Water Treatment Plant (50% less capacity), Compact Passenger and Freight Stations (25% less capacity), Train stops (very low capacity) and Passenger Rail Terminus Station (10% more capacity) These overrides require a considerable amount of dependencies: MHO PropOverride (included, make sure this loads after the '___NAM' folder!) Maxis buildingprop Vol 1 and 2 OR T-Wrecks' Maxis prop name and query fix CP's SCILT (Linked to maxis default version, choose any version you want) PEG MTP Super resource pack PEG Security Fencing Kit SHK Parking Pack BSC Textures Vol 01 BSC Textures Vol 02 BSC Textures - Cycledogg Vol01b BSC MEGA Props - CP Vol 01 BSC MEGA Props - CP Vol 02 BSC MEGA Props - D66 Vol 02 BSC MEGA Props - DAE Vol 01 BSC MEGA Props - SG Vol 01 BSC MEGA Props - Gascooker Vol 01 BSC MEGA Props - JES Vol 01 BSC MEGA Props - JES Vol 02 BSC MEGA Props - JES Vol 03 BSC MEGA Props - JES Vol 04 BSC MEGA Props - JES Vol 05 BSC MEGA Props - JES Vol 07 BSC MEGA Props - JES Vol 08 BSC MEGA Props - JES Vol 09 NCD Railyard and Spurs V102 (For Maxis and PEG Rail) OR RRW NCD BSC Railyard and Spurs Update V102 (For RRW) Includes readme in english and spanish. Enjoy!
  23. From the album Thrilling Traffic (S3-09-W)

    back when i wasnt so experienced, i didnt plan my traffic with avenues and almost primarily used roads. it's like someone split red paint all over the city. taken on a mac, which is why i had to remove plugins and why there are brown boxes (a result of blank region bugs.)
  24. Maxis' 2013 reboot of the SimCity franchise will always be remembered for its disastrous launch more than anything else. But now, more than three years removed from that debacle, SimCity creative director Ocean Quigley told Game Informer that he's still proud of the game itself — even if publisher Electronic Arts' decision to require an internet connection ruined everything. Like the SimCity titles before it, SimCity was a single-player game, but it was designed as an always-online experience. At the launch of the game in early March 2013, hundreds of thousands of people flooded the servers, and severe connectivity issues created a mountain of problems. Players had to wait in hourslong queues to access SimCity, and Maxis tried everything to rectify the issues, even disabling certain "non-critical" elements of the game in an effort to relieve the load on the servers. SimCity originated with Maxis' desire to make a SimCity game in full 3D, and the studio's belief that the technology had finally gotten to a point that would support that, Quigley recalled on this week's edition of The Game Informer Show. EA greenlit the project, with a caveat: It had to be an always-online title, because that's the future that EA believed the gaming industry was heading toward. (Microtransactions were a part of EA's reasoning, said Quigley, but not the main impetus behind the decision.) "EA wanted to make it more of a platform, an ongoing platform, that they'd sort of build and develop on," Quigley explained. "And so that [...] mandated, kind of, the server and online stuff. Which, in retrospect — I mean, obviously — was the fatal flaw in it." Maxis had to figure out how to turn that onerous requirement into a feature that would deliver something useful to SimCity players. Networking allowed for elements like leaderboards, and opened up "interesting design-space possibilities" such as players being able to connect their cities with their friends' cities in a region. But Quigley wished those features had been optional, considering how SimCity's launch turned out. "The tech got ahead of itself," said Quigley, describing a server "meltdown" when a million players attempted to play at once. "We didn't have the back-end infrastructure to actually pull that off, obviously." Quigley told Game Informer that as SimCity's creative director, he and the design team were "pretty happy" with the game itself. The developers' pride in the product made the server issues that much more frustrating. "The back end of it all, sort of, collapsing in flaming server rooms was, well — it feels a little bit like being somebody on a sinking ship, and you've done a really nice job on your part of it, but it doesn't matter," said Quigley. "It doesn't matter if you've made all these beautiful things, because the rest of the ship is exploding." The failed launch became the storyline surrounding SimCity, and even worse, Maxis had to spend so much time fixing the server issues that the design team never got the chance to improve or expand upon the game. One of the major criticisms of SimCity was its limitation on city size, which was much smaller than in previous SimCity titles. Quigley told Game Informer that before launch, Maxis had big ideas for those land plots. "The eventual vision was that the whole region — the whole vast, 32-kilometer by 32-kilometer region — would be one potential city, and you could build anywhere in it," said Quigley. He added that while SimCity's simulation engine "would have let us scale, eventually, to larger and larger cities," the back-end server infrastructure was the bottleneck in the system that prevented that grand plan from coming to fruition. "I'd say that was pretty much the hardest part of my career, yeah," Quigley said of the SimCity launch. In March 2014, just over a year after SimCity's release, EA added an offline mode to the game. Quigley left EA in July 2013 after 18 years at Maxis. He later returned to the company to do consulting work, and departed in October 2015 for an indie studio called No, You Shut Up Games. Quigley is the creative director at the Berkeley, California-based company, which is making a space combat game called Atomic Space Command. He is also an accomplished oil painter, with works that have been showcased in galleries and museums. For much more on Quigley and his career, check out the lengthy interview that he did with The Game Informer Show. The full interview begins at 1:13:20, while the SimCity portion starts at 1:56:18. http://www.polygon.com/2016/5/20/11722342/simcity-launch-ea-maxis-ocean-quigley