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  • Undella bay. a city story.
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  • Alister
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  • NAM 32 won't install
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  • A New State Will Rise SOON !!!!!
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  • Anvers, Diamonds and Containers
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  • The & Region
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  • THE UNITED SIMNATIONS (Est. Jan 2006)
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  • Murder in Rum Rock Harbor!
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  • Building an Ore City
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  • REPUBLIC OF GRAMHAND
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  • The Holy Federation of Ararat
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  • (SC4)。Gwaanjyut。関越。
  • SC4 Fan
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  • Japan Recreation(日本作成日時)
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  • Federal Republic of Siculia((OLD VERSION (1.0))CLOSED)
  • FUTURE CITY JOURNAL
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  • region borgo
  • City of Rockport
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  • Vista Del Mar: Simcity 4 Artiste
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  • COLUMBIA
  • Mymyjp's City Journal
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  • Cities Skylines: First Look at Gameplay
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  • SC2013 Smokestack Alley
  • (CSL) The Principality Of Gabtoria
  • Let's Play Cities: Skylines
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  • Welcome to Lakewood
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  • Arkaden Journal
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  1. Version Version 35

    15,363 Downloads

    NOTE: Due to some technical issues, the file is not directly hosted on the Simtropolis server. The download button presently will take you to an off-site, registration-free mirror at ModDB, which can also be accessed here. We hope to have the file available directly through the STEX again shortly, and apologize for any temporary inconvenience. The Network Addon Mod (NAM) combines all transportation network-related fixes, additions and new creations that have been released so far. It will add countless new features to the existing network tools, such as new overpasses, highway onramps, intersections, ped-malls, a ground light rail network, roundabouts and turning lanes. INSTALLATION This is the Mac version of the NAM. For the Windows version, see here. NOTE: In order to install this mod, you will need to have an archiving utility capable of opening .7z files (Keka is one free option). To install NAM 35, unzip the file "NetworkAddonMod35_macOS.7z". Inside it, you will find the file "NetworkAddonMod35_macOS.app". This app file is a Wineskin over the Windows installer, allowing it to run on a Mac. Run it as normal, selecting "Yes" when asked about porting to a Mac. It will install to Documents/SimCity 4/Plugins/Network Addon Mod and Documents/SimCity 4/Plugins/z___NAM. Note that the Controller Compiler cannot be called from the installer on a Mac, so the full NAM Controller will be installed. The Controller Compiler can be run manually by going to Documents/SimCity 4/NAM Auxiliary Files/Tools/Controller Compiler, and running the file NAMControllerCompiler.jar. DO NOT, UNDER ANY CIRCUMSTANCES, UNINSTALL YOUR PREVIOUS NAM VERSION if you are an existing NAM user. The NAM installer can detect your previous installation options by reading the folder, and as such, it is safe (and recommended) to install NAM 35 on top of your old version. If you remove the previous install, however, you may not remember exactly which options you had selected, which could potentially cause issues in your cities. The Aspyr re-release is known to have a quirk in which the number of files (not their size) contained in the Plugins folder can cause crashes to desktop. This issue is inexplicably triggered with a much lower number of files if the user is running the game while not connected to the internet. To avoid these crashes, we recommend that the user use a tool like the cross-platform JDatPacker in order to combine the NAM files. REQUIREMENTS While the Windows version requires the EP 1 Update 1 patch (Version 1.1.638), Aspyr has never released a comparable patch for the Mac version. An additional file has been included to compensate for the lack of the transit pathing fixes included in EA/Maxis' official patch for the Windows version, and no other patches are required. Tech Support: Since NAM 35 is now the most recent release, technical support for NAM 34 and earlier is no longer available. Special Thanks: The NAM Team would like to extend its sincere thanks to all the members of the community for their continued support over the past 12 1/2 years the mod has existed.
  2. I was wondering if there is any custom content that would help me build an L in a RHW system like in Chicago? Here, some lines run in the middle of highway with stations on overpasses.
  3. I thought it's time to get my own topic running as I started some more advanced, larger project a day ago. Besides the vehicles I created before I started working on some vanilla-style modular airport, based on the vanilla airport and international airport assets. Due to my quiet limited time caused by real life don't expect extra-fast progress Still I've got to update my "old" vehicle assets too, but the vehicle editor seems to be kinda messed up since the last patch - anyway I'll look into this too by time as I already promised! For now I got the following types of buildings planned for this airport set which is heavily inspired by the AC teams set for Sim City 4 functional terminal block with three "small" gates functional terminal block with two "large" gate non-functional terminal filler pieces with gates terminal piece with control tower (RICO Office) terminal block without gate (RICO commercial low) monorail / (elevated) metro / train terminal pieces terminal block with taxi stands (AD required) terminal block with bus hub (to be connected to the tarmac and without airport functionality - just to connect aircraft stands in some nice way ) terminal block with road maintenance service building (connected to the tarmac side to simulate road-traffic on the airport ) functional terminal with concourse (4 + gates using sub buildings) "T - style" functional concourse piece (featuring gates on both sides, will probably require network extensions as it has to be entered on foot from the underground using pedestrian "roads") eye candy ends for concourse, left and right eye candy transition piece between one-level and two-level terminals (maybe even RICO - enabled, we'll see) two-level functional terminal blocks (will be a challange to be set up - I try to set the entrances on the upper level, the exits on the lower level) two-level terminal with control tower (probably RICO office + functional (using sub building - I don't know yet if something like this is possible)) large fake-entrance piece for two-level terminals (RICO commercial high) (so especially when using rush hour many people gonna go into this one) monorail / (elevated) metro / train two-level terminal pieces two-level terminal block with taxi stands (AD required) two-level terminal block with bus hub (to be connected to the tarmac and without airport functionality - just to connect aircraft stands in some nice way ) simple helipads with one of each natural disasters helicopters working doppler radar dome (requires ND - a non working version is available on the workshop) stand-alone ATC towers surface movement radar tower some props like (enhanced) vanilla jet bridges, stand guidance displays and other small things which will be pretty Special features: rotating radar domes for ATC towers and the radar tower (gotta look into this!) usage of the "vehicle rotor" shader discovered by @Ronyx69 for large glass parts of the terminals (I try to work around the lod-problem) stock-game style as I use the textures and models from the game as my start-point usage of the "loading screen mods" benefits → as I use the same texture with the same name most of the times it will be loaded only once into VRAM when using this mod - which is great! living airports by the use of RICO settings - which you don't have to use at all (those buildings will work as an landmark if you don't use that mod ) more space between planes and terminals due to longer jet bridges - you'll be able to draw some road in between using the anarchy tool of your choise Downsides: jet bridges will disappear after a certain distance as I'll convert them to props. I decided to do so to increase flexibility on creating different terminal types and styles by using many working two-gate assets ingame the airport will get really congested! That's the reason for me to include non-functional versions too. Later on I might create a mod to enhance the vanilla runways and taxiways. I looked up the networks in mod tools and changed some values to test something which turned out to be possible: different wide runways (40m up to 65m for realistic regional and international airports - new network meshes needed) more realistic markings with lights on runways (probably by adding more segments to one network, segment[0] would be just asphalt to place some indicator like "20L", segment[1] would be the threshold, segment[2] would contain the dashed line only, segment [3] dashed line + precision marking followed by 2x (segment[2] again, then segment[3]) and finally segment[2] for the whole middle part to start in reverse after - dunno if that's possible at all) two-way taxiways (for special use-cases) taxiways with "shoulders" (a bit wider than now) and green lights in their middle taxilanes (taxiways with some flat mesh and without dirt-shoulders to be used on aprons. probably just the yellow line with green lights.) more realistic speeds for taxiways and taxilanes I gonna provide one screenshot just to show you the difference: On the left you can see the vanilla runway which is about 30m wide + 2m "shoulder" (mesh edge) → 32m footprint. The next ones footprint is 46m wide which would fit most regional/domestic airports. The one on the right is 60m wide which fits for large aircraft like the A380. ----------------------------------------snip---------------------------------------- First I gonna take off by showing you some first work I've done before starting this topic. This is going to be the first wall-to-wall terminal building featuring three gates (just like the vanilla airport). I removed the jet bridges and details on the left and right to save some polys and - of course - to get the bounding box right Next step will be to map those filled holes, after this I gonna cut the windows and create some basic interior as those will get some semi-transparent love they deserve
  4. Hey Guys! One year ago, I was hunting for some "in the median" bus stations to make a BRT concept, that lately I developed and showed here: Well, I wasn't able to find it, and I realize that I should change my concept of what a BRT should look like in SC4. With the help of rsc204(that did the hard work and I have to say thank you, again) , I was able to use a Station that looks like the real thing and attends the diagram of a BRT Station, being scaled: (Scale in meters) Some real world images: Aerial Images of 2.0 concept What Brings me to the main reason that I am opening this, expanding and making the project popular. This topic will unite evolutions in the concept, links to Stations/Terminals that should be useful, and custom creations of transit stations, terminals and hubs, that would increment style in a lot of cities. So, that's it, and welcome! Little video to explain the concept:
  5. I have 0 modding experience with Cities Skylines. I can 3D Model fairly decently but I am not a programmer. Anyway onto my questions. I wanted to eventually make a mod that literally allows users to "plop" custom Highway Signs instead of having to 3D Model them or custom make them for each interchange. It could be completely modular or it could work with the currently existing "Street Name" mod. So lets say for example that you have a stretch of highway and it has an interchange. The mod would do the following things for each interchange: Remove the existing Cities Skylines Highway Sign Prop By default, place a modern / realistic gantry or sign post near the exit ramp. Upon its initial appearance the post will be incomplete and will not have a sign attached to it. The user will select the post and will be brought to an interface to assign the sign's data and other specifications. User will select the type of post. Whether it be an overhead gantry that spans across the entire carriageway, or a post on the side of the road. The street name, route number, herald, exit number, direction, control name can all be set for the sign in this interface If a user has the street name mod, the sign can be set to automatically detect the name of the street at the end of the ramp to pretty much automatically generate a sign. Multiple sign boards on one gantry would be possible. (For example a sign over the main carriage confirming the router number / direction advising that you're traveling in, and another board to the right (or left UK) advising the information for the current exit) Provide the ability to generate approach signs. By default their distances would be set to 1/2 mile and 1 mile (like real life) but they can be altered aswell. Approach signs would also be modifiable to include other information If two approach signs are within 1/4th of a mile of each other, they will automatically be merged to avoid cluttering. The Mechanics: The interface will use pre-fabbed sign boards (so the game will not have to create shapes / 3D models in-game) and will use the data the user enters to determine which sign board is most appropriate according to size. In essence, everything will be built to fit in the smallest board possible, but if a larger board is needed, it will use a larger board. Approach signs will automatically merge if they're too close to each other, however; it will be possible to customize approach signs or de-merge them if necessary. Approach signs will also merge onto the control sign at a previous exit if its within 1/4th of a mile of the previous exit. Signs will avoid spawning under overpasses, but they CAN spawn on bridges. Users can import their own Heralds and define in the game how the route numbers will be placed on those Heralds The mod would be made to support multiple Heralds. The mod would be made to support automatic exit numbering, with an offset number aswell for interstates leading into your city (I.E. the first exit for your city is Exit 50 instead of Exit 1) Can be controlled by mile OR by actual exit. 2 Lane Highways will Generate a Rural Post (on the side) by default. 3 and 4 Lane Highways will Generate an overhead Gantry by default. Basically the idea is to provide a way to generate highway signs for those who don't want to 3D model a sign for every exit they have. Once again this is all still theory. Nothing is in the works yet. This thread is asking if my idea is even possible, and if it is..where would I begin?
  6. Now I stopped modding for a while and decided to "play" the game. I forgot how additcing it was. While working on my city, I decided to a bit vertical and build a residential zone on a hill. The main type of transportation is currently trams, going to the local train station and cims are being distributed to the rest of the city. Railwhales are pretty good handling the high amount of cims and their train variants are hauling cims to the main station or nearby stations connected to metro networks. The concept is working but I intend to improve it, thus this idea came up. The main issue with trams is the fact that they do not cover the same zone as metro network. Trams works fine on a street level, but when you want to deliver "transport" to a small district, they fail, even if you create walkways between streets and through apartments to increase the accesibility. Metro does that well. You can transport crapload of people between districts and since it's underground there's no traffic. I like metro because of this. The problem with metro though, just like train stations, you can't build them on slope. Even if you do, they will look weird just like below (ignore the budget, free public transportatin is killing it) So that's where this idea came in; funicular. Funiculars are basically sloped trains or metros, consider how you will. While they are not widely popular around the world, they still have use. I live in a country which most of the cities are built around hills and thus we use funiculars a lot. There are 2 cases I'd like to talk about: 1. Istanbul, where funicular is still used but somewhat integrated into metro network. 2. Lausanne, where funicular line is upgraded into Metro network. So while the system is currently a metro network (with metro cars and all that, it actually operates on old funicular line) I know that it's imposible to build slope train stations (smh), but stops can be added on sloped roads if it's bus or a tram station. So 2 possiblity comes to mind: a. Create a new road connection (just like tram only roads) call them funicular line. Since they are roads, stops can be added on sloped terrain. There will 3 issues to settle: 1. Underground stops 2. Adding proper stations 3. Giving them same coverage as metros b. Use existing metro network. This one is better but a bit hairy because of: 1. Will require MOM mod. So it will not be compatible with existing cities or will require to destroy metro tunnels and rebuild (some issue I had in my playthrough, they clip the terrain when there are too close to the ground level) 2. Will require underground metro depots for funiculars. 3. New stations will have to be made, which they wont be long default stations but much shorter so it won't look weird on sloped terrain. (4 or 5 units long perhaps) 4. I don't usually care how tracks look like so current MOM style would be fine. Cars have to be modeled, obviously.
  7. Replies: @korver: I appreciate your comment! I always strive to excel at my MMP work in this journal. @Ln X: Haha, I promise you that the beaches are only going to get better with each little experience I learn. @kschmidt: Thank you! Yes, I am thinking about implementing more ploppable buildings rather than the growable ones into my work. @_Michael: Thanks! This next one will surely elaborate on this theme! @raynev1: Always thankful for your comments! I guess this makes Mistral Isle the #1 place for sim beachgoes around Simtropolis perhaps? @kingofsimcity: Thanks! I am always fascinated with creating idyllic small towns and beaches, those are always themes I like to play around with when I start the game. @Takingyouthere: I agree, I like scaling things to realistic levels. Indeed, one of my focuses on this CJ is realism, both on scale and scene alike. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Continuing along the OHB: Longbeach Greetings to you all! For what it seemed to be a looooong while, I have stopped playing SC4 in order to take a break from a near burnout I was experiencing. But as time progressed, my interest in continuing my CJ had waxed and waned until I was invigorated with the reminder of the reason of starting it in the first place: to share my work with the rest of the community. Additionally, I had a life long goal of actually finishing a region in SC4 and so that only added my excitement in coming back to create again. Without further interruption, I present the next entry in this CJ. Further east from Blythe, we hit the outskirts of Longbeach, a small suburban community that sits along the beautiful beach line south. In actuality, however, Longbeach is part of the greater Birdwater city area, but for this entry we will explore its scenes and views. We hit a local interchange that leads to the original main street of Longbeach. Since then, the community has grown to encompass the surrounding areas in support of the neighboring districts. Main Street. Below Main Street is the beach houses along the shore in the dawn of morning. We keep going along eastward, often taking in the rows of houses and farmland, which has started to recede in favor for more suburban housing. Some more additional interchanges taken from dusk. This is the second interchange, a rather interesting diamond variant unique for this situation. At night... Third interchange along the OHB. Similar angle, but at night. (The Nightshift has begun.) There is always fun in the sun and water in Mistral. (I apologize for the jagged edges on the waterline, for I am not sure how to fix that.) Lastly, here is some more pictures for you to enjoy. Some Additional Info: The next entry after this will be bigger in scope and detail, but will consequently require more time to create, polish and finish. However, I am not very far off from finishing the neighboring city east of Longbeach, and the entry will probably be in during the end of the year, if not next year at January. For you to keep on your toes, I have three teaser shots for what might be hinting in the next entry. *wink* *wink* That will be all folks! - Artimus
  8. Well, it seems Ive finally tried the impossible. Ive always lived in hilly areas and it is very, very common to have roads/streets/rail what have you cross each other. I used the land bridge mod to create the bridge but cannot find any way to get a road/avenue/highway to plop (is that the right word?) under the bridge tile. My searching has revealed either it doesn't exist or it doesn't exist. I found a reference to a Japanese mod for under bridge extenders but the site redirects to dead locations. Does anyone know how to do this or where to find extenders? Or how to build roads under land bridges? I see there are tons of extenders for other items...just no roadways. Thanks in advance, John
  9. When we place subway stations right now, we are limited to either north south and east west orientation. But I think we should be able to rotate it so that it can also go in north east to south west and north west to southeast orientation. This gives greater flexibility in the way we lay our subway tracks. Subway stations should have multiple platforms to accommodate different lines that intersect at the same station. This is how subway stations work in most Asian metropolises and it is more efficient because it will reduce traffic congestion. Subway stations, trams stops, and bus stops (and other public mass transportation systems that may be released in the future expansions) should have some kind of integration functions. For example, currently airports have subway stations build into the airport structures. Similarly, we should have subway stations that have tram and bus stops/bust interchanges build into the subway station structures. That way, passengers who just got out of subway station can immediately get onto the tram stops or bus stops. In effect, I realize that this feature is probably not necessary because all one has to do is to lay a tram/bus stops right next to the subway station in order to accomplish the same goal. But I thought having something like this is a nice touch. Subway stations, and parks (including gardens, playground, basketball courts) shouldn't need to be placed right next to the road as long as they are accessible by pedestrian walkways. I recommend a new park feature where you simply paint the squares much like you would paint residential/commerce/industrial areas. The painted squares would automatically generate nicely manicured grass areas with walkways and road lights. I recommend this because in my experience of building cities, I usually find that there are gaps between strips of residential or commercial areas. I find it too tedious to place trees and pedestrian path in these gaps to beautify the area; but to leave it unfurnished is a shame. Having this feature would make it easier for us.
  10. UPDATE: Solved, see bottom edit. Hey guys, I'm trying to mod the regional transportation view, and while i've managed to get RHW to show (by copying the exemplar), i can't seem to figure out how to make it any other color than black. Now, i know Heblem did it awhile back, but by putting those exemplars side by side, there are no differences whatsoever, besides a few missing properties which seem to do nothing relevant. If i copy the exemplar from Heblem's mod, POOF! It's magically orange. It makes no sense, unless there's something reader just isn't telling me. I've used 1.5, and 0.93, and no dice. Documents\SimCity 4\Plugins\Network Addon Mod\Real Highway Mod\RealHighway_Regional_Transport_Map.dat Look at exemplar 0x6534284a,0x690f693f,0x4a0b68f3 in both. Yes, there is a color ramp property, no it does not do anything because it's missing in Heblem's mod and yet it's orange. Believe me, i've tested the hell out of both mods, modified, swapped exemplars, and the results baffle me. A little insight would be nice. EDIT: Just figured it out. If you go to the exemplar i mention earlier and change the color ramp property (i changed all 4, don't know which one does what) to your highway color. Just in case the colors confuse you, it's 0xAARRGGBB (alpha, red, green, blue). I left the alpha untouched. I still don't know why Heblem's mod doesn't have a color ramp in the 2nd exemplar. Oh well, at least i figured my end out.
  11. I thought that one of the best ways to demonstrate your city's success and your skills is through city data. For instance, how many riders use your transit systems. How are transit systems connected and how well do they work? How many people are in your city? what is your unemployment rate? Many city painters give us amazing close-up images. But they do not show the city's overall health. I'll start with my Metro subway statistics. One station, Empire Square, serves more than 1,240 riders per week. This has been the highest in Acacia City so far. At the Empire Square station, two Metro lines intersect, line 2 and 3. Empire Square is becoming the city's premier shopping and lodging district. So how many riders per station have you gotten?
  12. I have been noticing in a few of my city tiles that , a lot of my bus stops are not being used . Can you have too many bus stops in a city tile , is there a limit of how many can be plopped or is this some kind of a bug ?
  13. Version 2.0.0

    228 Downloads

    Includes 2 Garages, 3 Bus Stations 3 Parking Lots, a Bus Loop, 1x1 filler lot and a Taxi Stand. All lots found in the Transportation Menu indicated with color-coded icons. Dependency: SHK Parking Pack Required on all lots in this zip-file download for the base textures, lighting, many of the props, and most vehicles. Dependency Link: 3x3 Parkade Jobs: 6§, 50§§, 6§§§. Modular Parking - Asphalt - Parkade 3x3. Capacity: 5800.&nbsp; Plop: 650§, Monthly: 240§. Landmark: 20, 10. Pollution: 5, 5 Air/Water/Garbage. Consumption: 20 MWh/Gal. Transit and Network enabled. 3x5 Bus Loop Jobs: 6§, 60§§, 6§§§. Modular Parking - Asphalt - Bus Loop 3x5. Capacity: 3200. Makes Taxis. Creates 72 Jobs. Plop: 980§, Monthly: 260§. Landmark: 20, 15. Pollution: 10, 5, 5 Air/Water/Garbage. Consumption: 50, 20 MWh/Gal. Transit and Network enabled. 3x2 Parkade Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - Parkade 3x2. Capacity: 4800. Plop: 420§, Monthly: 180§. Landmark: 20, 10. Pollution: 5, 5&nbsp; Air/Water/Garbage. Consumption: 20, 10 MWh/Gal. Transit and Network enabled. 3x3 Parking Lot with Transit Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - Parking 3x3. Capacity: 400. Car Queue. Makes Taxis. Creates 54 Jobs. Plop: 250§, Monthly: 150§. Landmark: 10, 10. Pollution: 5, 5.&nbsp; Consumption: 10, 5 MWh/Gal. Transit and Network enabled. 1x1 Parking Lot Filler Modular Parking - Asphalt - Filler 1x1. Plop: 100§, Monthly: 50§. Landmark: 5, 5. Pollution: 2, 2. Consumption: 5, 5 MWh/Gal. 1x1 Bus Station and Taxi Stand Jobs: 6§, 40§§, 2§§§. Monthly Income: 100§. Business Deal, Capacity: 800. Makes Taxis. Creates 48 Jobs. Plop: 500§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 20, 10 MWh/Gal. Transit and Network enabled. 3x3 Pay Parking Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - PayParking 3x3.Monthly Income: 120§. Business Deal. Capacity: 600. Plop: 280§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 40, 10 MWh/Gal. Transit and Network enabled. 3x3 Park and Ride Jobs: 8§, 50§§, 2§§§. Modular Parking - Asphalt - Bus Stop 3x3. Capacity: 1400. Makes Taxis. Creates 60 Jobs. Plop: 400§. Monthly: 140§. Landmark: 20, 5. Pollution: 10, 5. Consumption: 50, 10 MWh/Gal. Transit and Network enabled. 3x1 Bus Stop Jobs: 5§, 10§§, 0§§§. Modular Parking - Asphalt - Bus Stop 3x1: Capacity: 900. Makes Taxis. Plop: 180§. Monthly: 100§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 30, 10 MWh/Gal. Transit enabled. 1x5 Bus Stop Jobs: 6§, 40§§, 1§§§. Modular Parking - Asphalt - Bus Stop 1x5. Capacity: 250. Makes Taxis. Plop: 240§. Monthly: 120§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 40, 10 MWh/Gal. Transit and Network enabled. 3x3 Parking Lot Jobs: 6§, 40§§, 8§§§. Modular Parking - Asphalt - Parking 3x3. Plop: 260§. Monthly: 120§. Landmark: 20, 10. Pollution: 5, 5. Consumption: 20, 10 MWh/Gal. INSTALL: To install copy and paste the Modular Asphalt Parking Bus and Taxi Ver. 2.0 folder into your User\Documents \SimCity 4\Plugins folder. Move or delete the text/html files and Previews folder as these should not be stored in the Plugins folder.
  14. From the album Modular Complexes (S3-15-C)

    Before voting, we recommend you download and try out this item of content: [Download Here] Networked and Transit Enabled Lots for use with SC4. Includes 2 Parkades, 3 Bus Stations 3 Parking Lots, a Bus Loop and a 1x1 filler lot. All lots found in the Transportation Menu indicated with color-coded icons. Capacities are shown in the queries in-game, and a few jobs have been added to the buildings. Dependency: SHK Parking Pack Required on all lots in the zip-file download for the base textures, lighting, many of the props, and most vehicles. All other props and textures are Maxis.
  15. WORTHINGTON, January Yr201 – If you’re a mayor considering instituting a bus system in your city to relieve traffic congestion, you might want to do it for another reason: Public transit can make you a lot of money! Let’s take our Worthington City (WC) as an example. Its citizens enjoy a tax rate of 6.5% -- which is 28% less than the standard Sim 9%. WC enjoys a host of services, including plenty of well-funded hospitals (plus free clinics), schools, parks etc. Its Treasury takes in $134.1 million a month and has expenses of $128.8 million, for a monthly surplus of $5.3 million. What makes all those services possible at that price is the bus system. WC public transit takes in $27.6 million a month, with expenses of $0.9 million, for a whopping surplus of $26.7 million. Transit system profits make up almost one-fifth of the city’s revenue. Without that transit money, the tax rate would need to be increased to 7.8% (which is still low by Sim standards) to make up the difference. Toll plazas can make an even bigger impact. In the town of New Bain, the local government takes in $26.6 million a month, with expenses of $23.5 million, for a surplus of $3.1 million – this despite a residential tax rate of zero, and a miniscule business/industrial tax rate of 2.8%. Part of the reason for these extraordinary figures is New Bain’s small government philosophy – low taxes/fewer services. But most of the reason is the toll plazas present at all but one entrance to/exit from the city. Because almost roughly 70% of New Bain is made up of business districts, and because so many of the workers at these businesses live outside its borders, city fathers decided several years ago to shift more of the cost of running the city from its locals to commuters by charging tolls. They had no idea how profitable that decision would be. Last month, New Bain took in $15.8 million from tolls – 59.4% (!) of the city’s total revenue. It should be noted that unlike bus fares, which pay for a specific, optional service, tolls are in effect taxes. But they are a tax burden shared by those who work in the city as well as those who live there. PICTURED: A typical bus stop, this one at Gallery Plaza, the entrance to the National Gallery of Art in Worthington City.
  16. Welcome to the third update of my city experience! Daveopia the original city has taken a backseat to my new, beautiful city, built on the knowledge of the original Daveopia. Currently Daveopia 2.0 is roughly at 85K population, a 50 hour work in progress build. I would like to thank the prop makers cause I use a lot of them. Lots of pics from different times in my cities lifetime. Enjoy! Please comment! I want to hear your thoughts on this passion of mine. This is currently where Daveopia 2.0 is in development, roughly 85K. There is a growing central business district, airport and university system. City as a whole is expanding onto roughly 5 squares. View from my newest district in the foreground to the CBD. Aerial of the heart of Daveopia. The large entry loop and the serpent like elevated pedestrian pathway system seem dominate. Picture of the entry loop below. Entry Loop into the city. Far in the background are my satellite dishes, makes for an interesting backdrop. Large overview of the city. University System Love interchanges. Urban area, densely packed. Entertainment district, red light type of night. This might be my most satisfying picture. What your seeing is the culmination of roughly 8-9 bus routes, four metro loops and a network of elevated pedestrian walkways come together. Always busy, thousands of daveopians. Make sure to look at the "vintage" pic of this area in its infancy in the journal later. Airport System. Albeit extremely large for the city but it makes up for the lack of a seaport at the moment. Train. Yasss. Okay, now for a teleport back in time, below are pics from Daveopia 2.0's early stages! Times were easier then. Horse Farm still stands in same spot. One of my favorite shots. Farm Area. More, well, farm. This is the vintage transportation hub pic I was referring to earlier in the journal entry, same hub but very early on in the cities development. This picture reminds me of the 1980's for some reason. First expansion over the river in what will eventually become my most elite residential area. Growing city. I would say city population of 40K at this moment. Prison located far away from civilization, linked with a dirt road. Has its own water system and wind turbine. City Population roughly 45K at this point. Central Business District growing, highways expand out preparing for growth. Large cemetery in foreground. City Population 65K at the point, CBD grew a lot. Satellite stations overlooking Daveopia. ________________ Time for something special. This is my city from literately 2008 called Davidious. Crazy how graphics have changed. Thought some would enjoy. _________________ Hope you liked my city! Till next time.
  17. Version 1.01

    17,853 Downloads

    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.  
  18. Replies: @korver: Thanks! @Takingyouthere: Thank you! I am very glad that you have interest in my first undertaking for my city journal. Also, I am grateful for your advice and experience. You were part of my inspiration in my decision in creating a CJ. Likewise I'll take that wisdom to heart mate. @kingofsimcity: Thanks mate! It will be interesting as I learn new tricks and ideas in making cool scenes. @Akallan: Thank you! @MushyMushy: Domo arigato! Also, I have taken your suggestion and I am now using Imgur to upload my images for this CJ and abroad. @Ln X: I appreciate it! I am happy that you look forward for more. @raynev1: Thanks for your support man! I will be taking my time in making this city journal. I just hopefully don't convince myself to work harder than needed. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Welcome to the Mistral Isle: The Ocean Highway Belt Hello to all of you once again! Since the introduction of my teaser entry, I have been working on the Mistral Isle for its expansion and future updates. An area I focused on was along the southern coastline pictured below. Indeed, the locals have called the southernmost freeway the Ocean Highway Belt (highlighted in light red). It serves to connect the Mistral Isle from the eastern reaches of the country by road. Additionally, the dark red outline is an alternative route (nicknamed Mt. Nana Pass) but it is still under construction from the Mistralian federal government. Its purpose is to provide travelers from either north or east a route to the Isle. For this entry, we will be taking a look into two small communities that sprung up along the OHB in its wake: East Mistral and Blythe. East Mistral and its Villages: For most westbound travelers along the OHB, the villages in East Mistral go by relatively unnoticed. However, for those who are caught low on gas, these highway bound villages still offer a gas station for any needy highway traveler. Rural cannot be rural enough surely. Continuing westbound, the completed Mt. Nana/OHB trumpet interchange stands by as supply trucks go northbound to the construction sites north of here. Simple but effective nonetheless. (Shoutout to @Haljackey for his wonderful RHW tutorials, those helped me grasped the basics of building interchanges). Reverse view. Blythe: Small Town, Big Beaches Passing through East Mistral, the quaint, quiet town of Blythe is a small time stop and rest destination for those who need to catch a breath after a long trip in the OHB. Also, it is a great place to spend your summer days bathing and splashing in the white sandy beach in Mistral. The local interchange connecting the town and industrial center. Just some local beach-side houses. The land and property value is quite high in these parts for certain. Seriously, who needs a pool when you got the ocean right next to you? Both local and city dwellers flock here to experience the sea and sun at least once every year. Additionally, the numbers a growing steadily with each passing year as well. Alternative view. Additional notes: I am currently planning another entry in the Ocean Highway Belt mini entry series. Originally, this entry was supposed to be bigger, but this was cut down to by 1/3 of the original entry. I felt that it would be a little overwhelming for an entry. Regardless, we will still be looking into more communities and settlements that inhabit the Ocean Highway Belt and as well as soaking up the sun and sea while were at it. Here is a sneak peek for the next entry (note it is a work in progress and it is not the final product) : Have a good one! - Artimus
  19. (Spoiler-free) At one point during the main dream sequence in Inception, the driver of a van is pursued onto a vertical-lift bridge that had just started rising. One aspect I remember about that bridge was that it had retractable bollards built into the road for blocking traffic as a safety feature (one of the pursuer's cars had an entire wheel ripped from its rear axis when it drove over one of the rising bollards). I feel dumb for asking this, but I can't seem to find out what the name of the bridge is, or even its location (I was thinking it would be somewhere in the northeast United States). Does anyone have an idea?
  20. Version 1.0.0

    572 Downloads

    SM2 Rail Service Yard 2 Hello fellow player. Yard 2 is a tad older than Yard 1, there is even an old abandoned steam locomotive sitting in a corner just rusting away. Also you can see the rail tracks are really old as well. Train cars will come and go throughout the day as will workers. The base of this lot was repaved a few years ago with 3/4 inch crushed limestone when the economy had an uptick due to a local factory re-opening for business. Both passenger and freight trains will pass through the lot and like Yard 1, it is not a freight yard but a holding place for trains and it acts as a small repair facility for minor issues. It also provides 38 jobs. Very common dependencies, I bet you already have them all in your plugin. STR RRW format. Simmer2 Dependencies. BSC Mega Props - JES Vol01.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSC Mega Props jestarr Vol02.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338 BSC Mega Props - JES Vol03.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=339 BSC Mega Props - JES Vol04.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=791 BSCMegaProps - JES Vol05.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 BSC Mega Props - JES Vol06.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416 BSC Mega Props - JES Vol07.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1495 BSC Mega Props - JES Vol08.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1778 BSC Mega Props - JES Vol09.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2349 BSC MEGA Props - SG Vol 01.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 BSC MEGA Props - CP Vol01.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 BSC Mega Props - CP Vol02.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790 bldgprop_vol1.dat - http://sc4devotion.com/forums/index.php?page=9 PEG_Rail-Fleet_RESOURCE.dat - PEG-CDK3_PropPack_Vehicles_01.dat -