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Simtropolis Returns! 05/26/2026
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MellowMoth joined the community
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Overheating, frequent CTDs, long loading times are making it harder to play SC4 on my old ThinkPad 400. I even suspect -thought this may not be so- that the recurrent problem I get with no-job zots might be caused by poor computational power. In any case, I'm starting to look around for a new laptop, and hearing good opinions about the Acer Nitro V15 and similar. Would this be a good choice, or can you recommend even better ones for a comparable price? Thanks a lot!
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Working on ancient city of Sidi
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Town of Sidi
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Thorvarich joined the community
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elkombo_rd_09 joined the community
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Came across these old in-progress images from @primary01
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I believe so. Delete the Jobs Satisfied property in the andels_LM_0051657d.SC4Lot file.
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Take a peek here. I use the radical one from this. That means under non-stressed load all Maxis Power Plants will last 4,702 years iirc. Now for other CC Power Plants I just set them to zero degradation so I don't ever have to rebuild. (Eventually I'll make an all zeroes one for Paeng's.) Yep. You are on the same page. Playing neighboring city tiles (and their neighbors too) and back and forth to your original city tiles lets the demand info propagate back and forth and it helps a lot. As a Player you zone and grown all your R, C, and I zones and you manage the budget so you don't go bankrupt. A city Painter tweaks in billions in city funds and plops everything for a beautiful visual affect. They will then Growify those Lots so they are much less likely to abandon. Neither approach is right or wrong. It's a matter of style. I'm closer to a player, but I have specific ways I cheat. There's the aforementioned power plant non-rebuild policy and I set my game so my Ag pays 5x what the taxes would otherwise be (without them getting the least bit upset). Since I play natural growth with a bunch of rural development, this allows me to generate enough funds for all I need without having to build a huge population. From there I do balance my budget as I play, but that 5x is a huge cheat in the eyes of a purist.
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That would the Those Stretchy RCI Graph Demand Bars. ^ This is an incredibly powerful tool to control who grows. I like to tweak so the ones I'm currently shunning go one tick negative. By that I mean the exact tenth of a percent which pushes them from slightly positive to whatever amount negative it accounts for. There's no set tax amount that does it. It's based on how strong the demand is in your local economy when at normal rates. So you could have +500 for R$$$ at 14.0% and then at 14.1% they could flip to -3000. That's fine because just a little improvement in their eyes and the demand will climb to positive from there. The important part is at that tax rate under those conditions none of them will move out. New Sims looking in won't build, but existing ones are not so mad as to pack up bag and baggage and leave. (Some peeps yank taxes up to 20% to discourage new construction. That's over kill and will have bad side effects.)
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Water Supply Company: Algae Plot and Industry Captain 2 (Game Release)
LudbaMuyyaq posted a topic in General Off-Topic
Hello. I developed Water Supply Company: Algae Plot and Industry Captain 2. It is free to play. Water Supply Company: Algae Plot: https://algae-plot-water-tycoon.ai.studio/ Industry Captain 2: https://industry-captain-2.ai.studio/ Tell me what do you think of these games. -
Thanks for further clarification. Mayor rating, land value, desirability, lack of traffic, education level, healthcare level. But, the more I research...the more I realize these might not be that relevant to what we are discussing. I've been reading your thread. Most notably the pinned response from Naomi57. It made me look at wealth levels, something I ignored. I had a split of 10k R$, 85k R$$, 20 R$$$. I read about how every building employs every wealth level. And indeed, many many of my places were only halfway staffed, presumably lacking R$ but having no R$$$ slots. So the fix: I remember what you said about spending a large amount of demand in a small area. I raised taxes on R$$ and R$$$ to isolate demand on R$. I repeatedly bulldozed just 1 jobless R$$$ building at a time and waited for them to rebuild. Lo and behold giant R$ high rises formed in those small spaces housing thousands. And the jobs are there for them. I also learned to use the historical button to lock these down so they don't get developed away. I noticed to get these giant builds I had to have the zoned building a certain size, like a 2-by-3. Unfortunately, again, this had another unintended side effect. My demographics completely flipped! Suddenly I had 90k R$ and about 10 R$$. It was the higher taxes that did it. A blunt instrument for change indeed. I reverted that and it flipped back to normal plus some higher R$ portion. As a side note, wanted to include that I deleted all that hi tech in the neighboring region and indeed all the abandoned hi tech in my main city lit up again. So now I understand why there were no jobs and how to fix it for the most part. However, in terms of continuing to develop the region to greater density and have hopes to acquire skyscrapers and such, I discovered a much larger problem. I read from the thread about the importance of traffic near commercial zones. I noticed in many of the tutorials and in Naomi57's Jamaica Bay the tendency to avoid grids. There is usually some deliberate separation of residential and industrial in such a way to bottleneck traffic through commercial in the middle. I...uh...didn't do that. I have a big fat grid where all roads lead to all other roads. Traffic is actually pretty low almost everywhere! Which apparently I now see is not necessarily a good thing. In the few areas that do have traffic, commercial is indeed larger. However, most other places have low traffic, low customers. I don't really have a good plan for how to condense it further in this grid. I think it might be a good idea to start over in a neighboring region with that in mind. I now have a population of about 140k that will let me have a high growth stage starting point.
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Version 1.0.0
14 Downloads
Do your sims need a washer but can't afford one out right? What about that new zero turn lawn mower or TV they have been wanting? Look no further than Easy Rent Rent to Own! Here to take care of all your sims needs, no matter their financial situation!! Includes: 1x2 Growable Corner CS$ Lot Comes with a Ploppable Landmark with Jobs version as well! Dependencies: BSC Common Dependencies Pack SHK Parking Pack SuperSHK MEGA Parking Textures ACG Automobiles Choose your Version: Both Dark Nite and Maxis Nite are included, if you so choose the Dark Nite version, be sure to download the Dark Nite Mod to ensure the best gameplay! Thank You!-
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CUJ joined the community
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lexstein24 joined the community
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madnesslikeme joined the community
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This art deco apartment building in NYC (21 West St) has a lot of similarities with The Bradshaw from SimCity 4.
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wta joined the community
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yearofcarole joined the community
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Exporting and working on several different versions!
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Not all terrain mods are available on SC4pac, so they must be installed manually. For NAM, you need to install the NAM:network-addon-mod-lite package if you want NAM Lite, or the NAM:network-addon-mod package if you want the full NAM version.
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Google Adds Android busted ! This week being treated with multiple google advert bars down and up with various sizes I was fed up and itt was time to take action against these bars specially on Simtropolis ! Added Ghostery and Add lock Plus and finally released of these annoying occupation of my android tablet. Hope this will help with other sites too Sincerely yours, kschmidt!
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I'm so confused
TheMurderousCricket replied to darkscaryforest's topic in SimCity 4 General Discussion
First of all, I'm really happy you find my advice useful and I appreciate you report back! Believe it or not, but some players never bother to say a word of feedback after their questions are answered. Welcome to our Town! Just to clarify, what do you mean when you say "EE looking green?". Well, my first idea would be to replace excessive zones with other zones or just dedicate them for landscaping. Maybe it's evil corner-cutting, but I have to admit that in such situations, I usually erase the jobless buildings first... Both sides of equation need to be taken into account. You need more Sims in order to drive demand for CS, CO and Ind, especially if you wish to see futuristic glass and concrete downtown. However, you need appropriate jobs for Sims that are in your city right now. Otherwise you will see Sims becoming unemployed, not paying any taxes and eventually dropping down a social class, creating ugly, dirty, so-called "dilapidated" buildings. This is rarely good news. That's correct. Although native RCI graph turned out not to be 100% accurate... @CorinaMarie can show you an excellent piece of research she made, which can let you obtain more accurate information from RCI values. The zones will rebuild like mad but there is the most important catch... The game, sort of, simulates the developers' pathological eagerness to keep developing and upgrading neighborhoods in spite of local circumstances. In other words, buildings will grow because superficial conditions like demand, landscaping or desirability are good. However, developers do not care whether a Sim will actually be able to find a job... As long as apartment is sold, they no longer care. This system simply represents the trap of an unfounded enthusiasm in which the city grows too fast and then plunges into recession. This is why saving up some demand and then expending it where it counts is so important. Generally speaking, workplace and residential demands spin each other up. Whenever a commercial or industrial building is constructed, it calls for a specific number of Sims with particular qualifications and social level. For example, I-D factory will require uneducated R$ Sims to run. And the other way round - certain groups of your Sims will call for particular developer types that match their employment needs. Zoning itself, does not generate or quench demand - buildings do. Try starting with sparse zoning first - it won't eat too much of your demand but it will provide the jobs you need. Even small demand levels can lead to positive, accelerating demand loop described above. There is a whole science behind all what I'm saying, complete with charts and hard data but I don't put it here to avoid confusion in your first steps. You can find these in my thread when you feel like you're ready for it. I remember they were presented there.- 6 Replies
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Show us your Overview of your City/Town
Jeffrey500 replied to 9gruntsand1hammer's topic in SC4 Showcase
The little mountain village of St. Anton in a white mountains valley. -
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Need help with sc4pac
NeveroddoreveN replied to NeveroddoreveN's topic in SC4 Bugs & Technical Issues
Hey there, CorinaMarie! Thanks for your response! How do I find and download NAM Lite? As for the other downloads you mentioned - Terrain, Rock, Beach, Water and Side Water - I am hoping I can find those on sc4pac. And I am supposing the Age Degradation mod would be nice. What did you mean by "managing cities and regional play"? I totally get running a city, and from what I gather, when you said "regional play", the player can link up multiple cities to interact. Am I correct on this? It's been a LONG time since I have played SimCity (the classic version, quite a while back), so I am pretty much starting out fresh, and am so excited to dive right into SimCity 4 Deluxe!! Oh, and what did you mean when you asked if I am game player or a city painter? I am not sure what you mean. Please explain!! Thanks so much for your help!! If there is anything else you can recommend for a newbie (me), please let me know!! -
i love windows texture
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Soon I need to create other building for X and W
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Hiya! I've been relotting KS_JPN buildings and I've hit a small snag with Akasaka Prince Hotel. Since this is a transit enabled lot I copied all the values from the original landmark lot to my PIM-X generated new lot (I did the same with building descriptor values). The original lot's first transit switch is falsely oriented and the automata despawns when entering the lot. After I changed the direction in the lot editor it's fine (after in-game testing), the automata doesn't despawn. Since I want to make a landmark with jobs (like the original lot has) I am wondering about the best practices regarding these values and updating TE Lots. So, my questions for the more knowledgeable among you are: Should I keep this lot as a TE Lot since the direction of the network going through is South to East and not one of the cardinal directions (North-South or West-East) that the other topics on this theme mentioned? Are the values of 0 for Transit Switch Entry Cost and Transit Switch Entry Capacity correct for a lot that is transit enabled but only serves as a visually pleasing path for automata to go through and not a real transit switch for traffic to use? Are the "Ride Train" values in the building descriptor okay? Do they matter for "eye candy" TE Lots or should they be switched and if, to what? Original lot on the left, relot on the right This is the original lot in the Lot editor with the wrong orientation Values copied from the Lot Values in the descriptor Properly oriented switches in the Lot Editor
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Nex-gen Energy Operating System (NEON) - Development and Support
Ulisse Wolf replied to Ulisse Wolf's topic in SC4 Modding - Open Discussion
Support for SC4pac will be added later. It doesn't exist yet, but it will be included later or will be included in the CAM Manual.- 4 Replies
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- simcity 4
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New Project International CV:
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As someone who doesn't know how to do anything, is there a way to remove the jobs from this landmark ploppable? https://community.simtropolis.com/files/file/29431-poznanskis-textile-factory/
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Etiquette in regards to uploading modified versions of other users maps?
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Recent Status Updates
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So i followed the path, in good faith and hope that the outcome implied would be my reality. But it wasn't. So i'm confused.· 0 Replies
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hey Wolf, since installing the latest NAM mods that you have listed, SimCity 4 still crashes at city load screen with the 4 GB patch installed.....· 1 Reply
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Thank you for creating and maintaining this site, admins !· 1 Reply
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As half of the Admin Team, thank you!
Now to put it in perspective: It's @Dirktator who created and owns Simtropolis. Then @Cyclone Boom is the techy guru admin who not only keeps the site running, but who has been actively coding new features for it.
And then there's me. I'm the chatterbox of the three and pretty much the voice of ST when it comes to site permissions or explanations or such. Ofc, anything too techy for me and I get the answers in private chat before I go on a posting spree.
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Shadowguardian91 » madhatter106
Thank you for all your hard work!!!!!! I'll Never stop loving your work.· 1 Reply
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Aww, thank you! I am glad you enjoy it, and I hope lots of my silly little creations grow throughout your cities...
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