By YayieFor Offline use only.
How to Install
Download files Once download is complete, extract rar files. (right click > extract) Simply copy and paste OFFLINE-ONLY_Project_Orion_3k_Extended_Boundary.package in C:\Program Files (x86)\Origin Games\SimCity\SimCityData Start SimCity > Play new map > Choose city tile > Save > Quit SimCity (not work if exit to Main Menu) Re-Start SimCity > Resume Game Wonders Must have Mods for Orion
Project Akar : UI Enhancements UniDirectional Networks Coastline and Waterways Tools Regional Bridges Regional Tunnels Regional Water Roads Regional Maglevs Regional Bulldoze-able Path CamMod Issues that have been plagued players since the game's release is now answered. Some says it is the holy grail of all mods. Some says this mod + buy game/reinstall. That's right, 3k extended border aka "bigger city".
Understanding the mechanics of Orion 3k Extended Boundary.
1. Upon entering 3k extended map. based on (Image #1), The 3k map extended on North and East. Use right click mouse button or middle mouse button to bring up the compass.
2. Regional Roads are needed to draw them outside 2k map. Such as Project Akar : UI Enhancements, that offers almost every roads available to be drawn outside 2k.
3. Regarding Land Value, please refer the image below. There a lot of misunderstanding as well as misconceptions about the land value data, that was viewed in the map data.
The Actual Land Value EFFECTS are still intact as they are. It does not resized regardless in or outside 2k. Believe it or not. It still the same. There are claims that users may have experiences getting different wealth RCI in certain unwanted areas. These confusions is only because we can't determine the actual "spot" of land value throughout 3k extended border, and the data from the Land Value map seems false but not entirely false information. It was compressed 4:1 This also applied on Pollutions, Ground Pollutions, Futurizations etc. 4. Regarding Resources. Unlike Land Value/Pollutions etc That was compressed 4:1. All Resources are stretched 1:4, see Image #3 and #4 to get better understanding on them.
This 1:4 stretched map data also effects oil, water, coal and ore.
Lag and memory issues
Its common knowledge that lags or frame-rate drops are known for almost every game that pushes its limits unless the users has a high-end computers. It covers almost every aspect from 3D rendering, physics (engine), memory calculations that the game generates etc. Orion (3k Extended boundary) does not lag the game itself, only that the additional space it provides for users to built in and as the city developed and getting dense - it'll stress your computer hardware.
We cant blame the game for the lags, it just happen that once we push the game to its limit, we might as well be done with better hardware.
The Game's Limitations
1. All trees outside the default border cant be remove, because there is no tree, its a facade. Only way to remove them is to edit the region map files.
2. The game already provide its regional transit, from air to land and water. We can't add Maglevs/Subways/EL and Streetcars to work between two different city vice versa. Please "make do" with the given features of each city tiles carefully.
3. There's a limit count of how many roads/buildings that can be drawn/build per city tile
Roads : 1024 RCI : 2048 Base Buildings : 4096 (not yet confirmed) Special Thanks to SkyeStormes for a video review
For Offline use only.
By xoxideOne Way Roads and Freeways Elevated and Ground Level
NEW USERS TO THE SITE BE AWARE YOU MUST BE REGISTERED AND LOGGED IN TO BE ABLE TO DOWNLOAD THIS OR ANY MOD. THIS IS A REQUIREMENT I HAVE NO CONTROL OVER.
Will add more detail Later on.. but welcome. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode)
9/3/2014 - 1.9 Minor / Major Update from 1.8 to fix some problems with Upgrades and Downgrades that were being explored from version 1.8 with Yayie and HinataaHyuga. Those have now been completed and seem to be stable enough to update and release to the general public as a fix.
2.0 is currently in planning mode with 5 and 6 lane ave with zone and express ways for greater regional interactions.
8/20/2014 - 1.8 MAJOR Update Release to work with New Akar and Akar Roadsets along with a number of improvements and changes by members of the SUGC. Icon and Graphic Improvements by Ban, Script and Upgrade Improvements by Yayie and HinataaHyuga with Regional Additions which in Akar now have a new menu structure to make the Regional Aspects easier to understand.
8/22/2014 - 1.9 is in the works to fix some bugs and issues. Reported problems due to Bi-Level Mod by max due to using an UDON path to create his. He is working on a fix. Upgrade and downgrade side effects being worked on introduced in 1.8. 5 and 6 lane roads are being looked at to introduce into version 2.0 . Instructions are simple drop it into the same folder as it was originally listed and REMOVE the old one. I keep all my versions of updates online and in the download button so you may go back if you have issues that you find a little overwhelming due to new directions and changes being looked at. However we are on top of them as a group and working to make all of them play nice with each other which was the whole reason for Akar and the SUGC team being formed to begin with.
8/14/2014 - 1.7 was uploaded and all other files tested ok even though someone reported issues.
Today 7/7/2014 - Version 1.6 has incorporated our new Icons and Images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the Original games look and feel. Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new efforts in creating an identity as our graphic artist and champion of our new identity and graphic art on this subject and with all our mods that have been release and our future releases to the community. These will be added to Akar and each individual mod as are required and represent the first update of many in a series that will unify mods and our interfaces. We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments. Both Regional and UDONS updated to 1.6 for that specific update.
Today 6/23/2014 - Version 1.5 Uploaded Online Beta Testing edition. (May Cause Roll Backs At 20 Minute Points) Uncertain need more testing have at it. ( DO NOT USE WITH EXTENDED BOUNDARY OR ALL RCI PLOP AT THIS TIME IT WILL ROLLBACK IF YOU DO). CoTs may be required EP to prevent Roll Backs .. do not yet know for certain.
Today 5/17/204 we have been listening and watching so many people so there have been reports of issues and odd behavior which we have now been able to contribute to some ODD corruption of the actual installation unfortunately. Some crashes and issues have and are not the mod but brought out by the mod itself. Uninstalling mods one at a time can temp solve the issue however the ultimate fix was installing a clean copy of the game unfortunately... I would put the percentage at less than .5% of the installed base have reported this drastic step but wished to be as honest as possible with you incase you have any issues.
OMG there is so much that needs to be said and needs to be given out on this mod and its features but MOST of the features speak for themselves.. THERE ARE TRICKS to use
Connections can be tricky.
HOWEVER .. I NEED TO THANK ALOT OF PEOPLE LIKE IT OR NOT OR THIS WOULD NOT BE POSSIBLE.. since that can't happen in the normal way THANK YOU EVERYONE WHOM HELPED MAKE THIS HAPPEN.
10.1 made it possible by adding some foundations that have and were needed to even allow ONE WAY possible. SO THANK YOU MAXIS and UPDATE TEAMS for adding the core code that make it possible to do this type of mod and make it a reality that took 6 months. FEW will every realize how much it took or what went on onto make this happen.
AS I have already been reminded there are many many details I need to post on use to help you all and I will over this weekend.
THIS IS AN OFFLINE ONLY MOD DO NOT USE ONLINE
CREATIVITY is key.. how you build and what order you build things is what matters
There are some aspects to how you use the direction of drawing as the direction of the one way. Make sure you build ELEVATED prior to Transitions or it will not connect but practice makes perfect
10.1 added new paths to the game that allowed this to be possible.
As mentioned by Niclistin on Reddit one of the mod testers like buggi and yuttho.. there are ALOT of aspects to this mod that take time to use and understand but the complexity is beyond imagination .. REALISTIC is not the word for it.
2 Lane Roundabout
4 Lane Roundabout
2 Lane, Low Density One Way Street
4 Lane, Medium Density One Way Street
4 Lane, High Density One Way Road
1 Lane Freeway Ramp
1 Lange Ground to Elevated Freeway Ramp
1 Lane Elevated Freeway Ramp
2 Lane Freeway Ramp
2 Lane Ground to Elevated Freeway Ramp
2 Lane Elevated Freeway Ramp
2 Lane Freeway
2 Lane Ground to Elevated Freeway
2 Lane Elevated Freeway
4 Lange Freeway
4 Lane Ground to Elevated Freeway
4 Lane Elevated Freeway
If you DO NOT use a roundabout but use a 2 or 4 lane ELEVATED you can manually make an Elevated ONE WAY and actually intersect with it (trick)
TIP and Suggestions: Camera Angle, Angle of Road draw and stretching out the draw before going to desired position can help you draw things the way you wish.. going big and back to smaller size in circles and turns. Going UP with M or DOWN with N can help connectors. Remember to use your transitions sometimes its just a matter of drawing it a longer distance so the engine thinks its smother than it really is. We have to work with the engine not against it to get things to work and function.
UdoN Connection Chart.pdf
By xoxideThis mod adds a new set of Coastline and Waterways path and tools. These paths can be used to place the trade port's docs or ferry docs where ever you want. They are most practical when used in conjunction with mods that let you change where the water graphics are (ie Sky Storm's Regional Freeway Mod) and you want the functionality to match.
The coastline paths are needed to be drawn from left to right when looking towards the land. This is to ensure proper orientation to the docks.
7/7/2014 - Version 1.1 has incorporated our new Icons and images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the original game look and feel. Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new identity and graphic art on this subject and with all our mods that have been released and our future release to the community. These will be added to Akar and each individual mod as are required and represent the3 first update of many in a series that will unify mods and our interfaces. We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments
THe waterways paths need to be connected to the regional path that's located outside the city in order to bring the boat traffic. These paths come in 2 flavors, a narrow, 80 meter path and with one boat lane going each direction and the wide, 100 meter path which two boat lanes going each direction (so two boats can go on it side by side passing each other)
the coast line paths will show as wide green lines while the coast line tool is active, and so will the waterways paths when the waterways tools are active. You need to make sure that the greens for the coastlines and the waterways don't intersect or you won't be able to place docs on the coastline.
To install this mode extract the rar into your simcitydata folder.
NOTE / TIP.. There are routes always in place already when you are on any map with water that exists. Is not always seen in the map your actually editing but can and is there outside the map area. These Waterways act as visual guides and route guides for the ships and boats. They are more visual than anything however to impact and have value for trade and visitors.
You must connect to these routes that pre exist just like you would a regional road or else traffic would and will not flow down the path you create for these new routes.
As demonstrated by someone already you will notice that the boats do not care if you are on LAND or WATER they will go under ground if needed to get to a port if you plop one. Visually its not what we want but functionally its very much what everyone wants in some ways.
Water is not always where you want it and neither are plop points for ports and other such harbors.
We are working on better ways to create waterways that will allow a more realistic perspective of water as you plop ports and docks.
By MaebeKnotSingle Player mod only.
With the new modeling tools and an renewed interest in this game I'm looking to enhance my own experience (and others) with SimCity through this mod. As a person that has always had an interest in game mods and who is currently in school to develop video games I thought I would finally create a mod to share with the public. After several hours of looking through the code of SimCity I started to make changes and see what I can do to effect balance and numbers. What started as an attempt to fix the broken traffic in SimCity has bloomed into something completely different. At this time I can't say for sure what this mod's final release will change into. Yet, I can share the progress along the way. The only limits being what my imagination and tools will allow. All changes I make in this mod will try to keep balance and capability in mind. Yet, after spend far to many hours looking at the code I've had to implement an unorthodox method to make the changes I want. So please TAKE SPECIAL NOTE TO INSTALL INSTRUCTIONS. This method will make this mod incompatible with updates it is not designed with, as well as not compatible with mods that target the same package file. Yet, at the time of this post, any mod posted on this site should work with mine. So without further a due here is what my mod will do....
Bus Stops and Street Car Stops - Now can hold 2x the passages waiting for public transportation.
Bus and Shuttles - Now have 150% of default capacity. 120 max passengers on Bus and 60 on Shuttles.
Landfill - set to hold 100k garbage per dumb zone, Incinerators now burn at 150% of default rate, Incinerator max set to 6.
Oil Well, Ore Mine, Coal Mine (Not Adv Coal Mine) - Max module for resource extractors set to 150% of default.
All Casinos - Now 200% of default module cap. Let me know if this is to much and if 150% would be better. (I haven't played around with gambling cities much to know which was a better number).
*Trade Port and Depot - Increased module max to 9 and 6 respectively.
*Storage - All buildings that store goods have had capacity doubled.
*Water and Sewage Plants - have had module max set to 8 and 9 respectively. Will not affect already built ones.
*Maintenance costs - All buildings that are not in specialty tab have been set to 90% of default maintenance cost. This should make it easier to build cities around population. Buildings placed before installing mod will show the decrease in cost when selected but will not reflect in budget. Sorry but you have to replace them or start a new city to get this change. Cities already built will still get decreased maintenance cost on new buildings.
*University - Dorm module limit increased to 5. Will not affect already built Universities.
*Shuttle bus depot - has plots that allow 14 modules but game limits it to 8 (maybe for balance?). Well I've bumped it to 14, now you can get the most out of your depot
*Recycle center - Previous buff was a little to extreme, now processes materials at 150% of default rate.
*Landfill - Slightly increasing garage capacity per lot
*Car/Sim Speed - Readjusted all speeds. They now have 110% of default max speed and accelerator at 300%. This should help the flow of traffic without everyone being speed demons.
Dropped from original plans.
*I will no longer be tweaking energy and water needs of buildings. To much work for little pay off. Instead I've increased the amount of modules you can place in water and sewage plants. I will consider increasing module limits on power plants if community feels it is needed.
*I may increase taxes generated by buildings by 5-10% if my maintenance cost drop still has not made enough of a difference towards population based cities. Let me know what you think. May even only do this on higher density buildings since my small and medium density cities always seem to generate more money then the high density ones.
*Traffic is broken - Everyone knows it including the developers. I wish I had a way to fix the AI traffic. As a student in game development I already know of 4 ways I could fix the bad traffic AI (which comes down to broken left turns). Yet, I have not seen where I can fix this. I'm hoping to fix this one way or another but no promises.
*Re"balance" resource extraction rate - My hope is to make resources last longer in the ground. There is no realistic reason that a player can place a mine down with no modules and the game tell them they have 2-3 years left of resources on that plot. I'm no expert in the field of natural resources but this seems unrealistic, at the least it is not fun. My hope is to change this. Ideally I would like to slow extraction rate while maintaining gain (so you get the same amount of resources but it leaves the ground slower). Yet, it may come in the form of extracting slower while buildings need less and they sell for more per unit. Either way I'm going to take a hard look at this.
Like I said above this mod is very different from what other mods are doing. To accomplish what I've done I've had to implement a work around to unlock changes that the launcher tries to lock out....
Long Install Story
Most mods will have you copy package file to SimCityData. This will not work for my mod and will only give you bugs. Instead this file has to go into SimCityUserData/EcoGame. When you launch the game the launcher will validate you have X files with X name in this folder. My file will replace SimCity-Scripts_287520926.package (Update 10) and SimCityDLCRomanCasino-Scripts_276985846.package. These files overwrite older versions and are the changes that EA makes with each patch. Sadly this is a must since these files overwrite anything in SimcityData and can cause problems (so I can't just put my changes in this folder). If a user adds any extra files to the EcoGame folder, the launcher will delete them. Yet, it will not validate the contents of the files. This is how I'm able to change things I don't think I'm "suppose to". This means This mod is NOT meant for online play as it effects "balance". So please use at your own risk (regardless that you gave EA money and they want to support mods blah blah). When I have more time to look into this issue I will see if there is a way to skip the launcher validation but I'm guessing the pirates have already fixed this.
Short Install Story
Copy files into SimCityUserData/EcoGame. Overwrite existing file.
Keep In Mind
This mod overwrites core game package. You may want to backup the package it overwrites yet you don't have to (see uninstall).
Delete SimCity-Scripts_287520926.package & SimCityDLCRomanCasino-Scripts_276985846.package, then run launcher. Launcher will see you are "out of date" and download this package for you. This is a 2MB file so shouldn't take to long. Otherwise keep a backup of original file and replace my file with it.
I hope you enjoy this mod and are as interested as I am to see where I can take this. Please leave any feed back and suggestions in the comments.
By xoxideThis mod adds a new set of Pedestrian Paths to the parks palettes. This paths carry pedestrians, power, water and sewage. As a result, the lamp posts on the park light up at night.
You can plop all the parks that don't have parking lots along these paths, along with trees and university modules
you may also build bridges and Tunnels with this path. The paths do futurize as well when CoT park is placed along or near them.
To install this mod, just extract the rar file into your SimCityData Folder.
THIS IS AN OFFLINE ONLY MOD and will cause rollbacks if played online. Make sure you remove your package before playing in multiplayer games.
New version allows for Double Wide Service Road with ability to protect Sims walking and give a clean MALL look
Offline-Only Mod: “MagLev as Subway”
This mod add a new set of MagLev tracks and stations to the game, so they mimic a Subway system rather than an elevated rail one.
The stations do not need the Academy or ControlNet in order to get unlocked and running. They do not futurize the areas around them.
You will need to have Cities of Tomorrow in order to see the stations and tracks in the MagLev palette.
Much like for the MagLev system, you'll need to place the stations on roads first and then connect the tracks between them.
Subway tracks should show up with a green highlight while in the Maglev Palette or while using the Bulldozer tool.
To install this mod, just extract the rar file into your SimCityData folder.
Thanks to all the DevTesters who tested this mod. Thanks MaxisLime for the station art.
What you need to know about this mod:
This mod is for offline mode only, and will cause rollbacks if played online. Make sure your remove the package file before going in multiplayer games. You need to have Cities of Tomorrow in order to use this mod. The subway tracks are tunnel paths, and therefore cannot cross the sea level. It may be difficult to use the mod in low-altitude cities. Make sure that the transition path is flush with the MagLev track when drawing it, or you'll get some missing art.
This is my first SimCity Mod
it makes the camera zoom out more for more viewing.
How to install
extract the RAR
and place the package file in
C:\program files(86)\origin Games\SimcityData
i would thank MaxisGuildaume for helping me finding the right stuff
• make a Wernerbrothers water tower
• make the CamMod zoom in a bit more
• and make the roads Simcity2000 & 3000 like
• make a few SimCity 2000 buildings
• higher Clouds, hopefully
i am not responsible for any damage or errors caused to the game or PC
please tell me if there is anything wrong
By SteveManxDESCRIPTION: This mod removes the blue-green astro-turf with seam lines that is used as grass on most of the ($$) and ($$$) parks. It replaces it with a natural look similar to what is used on zoned lots and the ($) parks.
DETAILS: This is my first mod. I personally found the default grass texture on the parks and other buildings to be very unattractive. The off color does not blend into any environment. In addition, the texture has obvious seams which make it look even worse. I created textures that use a similar system for the ground texture as the zoned house lots. I also added some subtle details which look different under different ground conditions. No two parks will look exactly the same and all should blend nicely into the local environment.
DISCLAIMER: This mod does not change anything other than two textures used for the grass and should be safe for online non-sandbox play. This mod is purely cosmetic so it can be added to and removed from any existing or new city. I have tested it but it is NOT tested under all conditions since I only own the base game. This mod affects every instance where the astro-turf is used on any park, building or landmark lot.
KNOWN ISSUES: ***UPDATE*** Due to the nature of the game, adding the Natural Parks mod also removes the system that stopped the grass that grows from the landscape from appearing. This could lead to some parks looking overgrown when viewed up close. I have created a seperate mod that addresses this issue and I highly recommend trying it. It is called "Cut the Grass", link below.
Link to Cut the Grass MOD
INSTALLATION: Copy the Manx_Natural_Parks.package file into your ...\Origin\SimCity\SimCityData\ folder. Just remove the same file to uninstall.
If anyone runs into any issues, just let me know.
By stevelowe1.4 - Omega Storage increased, workers needed and costs decreased. Attempted to make oil/ore consumption rate to be at 1200 oil and 12 tons ore per 2400 Omega made per factory, per hour.
NOTE: Please see special instruction for changes from version 1.1 to 1.2/1.3 regarding RCI
1.2 RCI Overhauled. Non-RCI version added. 1.3 R + C + I Growth Boost
Please be aware that the RCI Version alters the game quite a bit, and WILL affect the ratios of zoning.
If you do not want to adjust to changing the amounts of residential, commercial and industrial in your city please use the alternate version without these changes.
IND should level up density much faster. IND medium and high density take much less workers - approximately the same a low density. This was so that the freight per worker ratio stayed closer to equal with density. I made the same "space" give you at least the same freight. This will GREATLY decrease the workers needed for higher density IND. I was not able to find the freight output to alter, so the changes in workers were the only way to adjust it. As a side effect, there should be much less traffic to IND zones. RES and COM medium and high density buildings give same tax per person as low density. This will make for increased revenue in cities, especially high density.
If you do not wish altered RCI do not copy the *cap.package files over.
A seperate files is included that has no RCI adjustments.
Important Notes on RCI changes! If you are using my RCI version, and then later decide you wish to remove it, please demolish any RCI areas BEFORE removing the mod, save the game, then remove the files before reloading. Also when updating from older versions that have the lowrescap.package file, to any new versions that include RCI, please demo any lowwealth residential zones using the above procedure. If you delete the file with exisiting RCI zones, they will continue to run with the changes from the mod, but if they are deleted, they do not update the population correctly. For example, in the previous mod lowrescap.package had added 200 workers to each high density building. If you do not delete the zone first, before removing the mod, when the zone is deleted later, it will not remove the full 800 workers, just the 600 that is in the new version.
Changes rate for ore and coal mines to tenfold speed and storage to 1000 tons.
Changes truck capacity to 100 tons. (Global trucks not affected)
Changed capacity of small trade port to 500 tons. Costs decreased.
Changed capacity of large trade port to 4000 tons. Costs decreased.
Changed cost of garbage facilities and increased plopables.
Increased incinerator burn rate by 25% -may not be burning fster. needs more testing.
Changed cost of water pumping station and increased plopables.
Changed cost of sewage station and increased plopables.
Changed filtration pump to process 50% faster than standard. Maintenance not altered.
Increased storage at oil derrick.
Increased ploppables at refinery and increased oil storage.
Smelter: Increased storage of raw materials and outputs. Doubled "oven" plopables.
Increased airport runways to 8. (Corrected (in v0.4 )airport to have just 5 terminals allowed, as you could not place more)
Ground scrubber 10% Controlnet Cost/purchase price
Garbage Atomizer 10% Controlnet, Price, increased burn rate to 4tons/hr (needs more testing, may not be faster)
Garbage incinerator and atomizer no longer cost power.
I felt they should be producing power like they used to in previous SimCity games, but compromised with not consuming.
Sewage Sanatizer: 20 "tanks" plopable. Less Controlnet per tank (and station). Cheaper tanks 50 Rate.
Label still shows 25 ish rate. Could not find the label.
Recycling: Increased capacity all around. Removed automatic plastic arm from coming with initial building. Attempted rate increase - not sure it is working.
Academy/Transmitter: Worker positions doubled therefore doubling ControlNet Output Capacity
CoT and Basic Water Tower: decreased cost Improved output
Elem School: More base students and double classroom plopables.
High School: Doubled Classroom plopables, Two Gyms, signs, flags and 6 bus garages
College: Double (to eight) annex plopables
Scrubber Crowns: Decreased Maintenance to 10%
Notes for version 0.6 series. follow:
mod-stomixer.package is a not meant to be included file that was accidentally included in the archive. (removed in version 0.6d) It contains keys that were not actually modified, but got left around when I was working on adding the Garbage Atomizer. It should not cause problems to keep the file, but it would be best to discard it.
This is just a beta, to see if there is a demand for altering these types of values.
Current rates and cost are not to be considered balanced in any way.
I will consider making several versions, to fulfill whatever changes the community would like.
Please provide feedback.
Clarified Install Instructions
Unzip the archive. Copy over all the *.package files that you would like.
You can pick and choose to your taste.
The files should be placed in the Origin\SimCity\SimCityUserData\Packages folder.
You will also need to copy the SimCity-Scripts_287520926 and SimCityDLCEP1-Scripts_287520926 (current patch files) from \Origin\SimCity\SimCityUserData\EcoGame folder to this folder.
Alternately, if using the SimRevision mod, place his file in the Origin\SimCity\SimCityUserData\Packages folder instead.
Sometimes you will not see mod effects until you close out the city to the main menu and reload it, or even more rarely, exit the game and re-enter. This seems to be an issue with the game not always loading files from the packages location.
Important Notes on RCI changes! If you are using my RCI version, and then later decide you wish to remove it, please demolish any RCI areas BEFORE removing the mod, save the game, then remove the files before reloading. Also when updating from older versions that have the lowrescap.package file, to any new versions that include RCI, please demo any lowwealth residential zones using the above procedure. If you delete the file with exisiting RCI zones, they will continue to run with the changes from the mod, but if they are deleted, they do not update the population correctly. For example, in the previous mod lowrescap.package had added 200 workers to each high density building. If you do not delte the zone first, before removing the mod, when the zone is deleted later, it will not remove the full 800 workers, just the 600 that is in the new version.
Disclaimer: - These files are intended for OFFLINE MODE. - Modifying files is still experimental and might lead to city rollbacks - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page
By xoxideThis will allow some of you to delete regional MAIN roads and freeways within the region to make modifications to your master cities.
This is being put up by request.
Thanks to the team for helping solve this little problem. As always Everyone involved behind the scenes and in front deserve thanks for making everything possible.
D O N O T
Delete huge sections of Original Regional Roads or you will crash your game due to hidden Paths and Units which must stay in place to make and keep the game functional. THIS MOD IS FOR EXTREME USERS AND THOSE WHOM WISH TO PUSH THE LIMITS. YOU MUST BE CAREFUL WHEN USING ANY REGIONAL DELETE TOOLS AS THEY WILL IMPACT OTHER ASPECTS PERIOD. WATER SEWER AND ELECTRIC OR EVEN CARS AND VEHICLES THEMSELVES COULD STOP FLOWING IF THE SINKS ARE REMOVED.
Use carefully as needed best results.
You can create and separate your Roads into sections to create master or main loops with UDoN's and other approaches to shift traffic loads and create new directions as a result and open up useable land if needed
But again is our team providing you with Rope to hang yourself if your not careful and do not listen to the warnings we give you.
By Nikola101R C I SimCity
Tax / Tax Populations / Populations Ratio RCI / Ratio RCI
Low Density $ 9/18 X2 4/2/2 8/4/4 X2 3 1 1 3 1 1
Mid Density $ 63/135 X2 40/20/15 80/40/30 X2 3 1 1 3 1 1
High Density $ 189/378 X2 400/200/100 800/400/200 X2 3 1 1 3 1 1
Tax / Tax Populations / Populations Ratio RCI / Ratio RCI
Low Density $$ 18/36 X2 2/1/2 4/2/4 X2 3 1 1 3 1 1
Mid Density $$ 162/333 X2 20/10/10 40/20/20 X2 3 1 1 3 1 1
High Density $$ 216/441 X2 200/100/50 400/200/100 X2 3 1 1 3 1 1
Tax / Tax Populations / Populations Ratio RCI / Ratio RCI
Low Density $$$ 45/90 X2 2/1/1 4/2/2 X2 3 1 1 3 1 1
Mid Density $$$ 189/396 X2 7/3/4 14/6/8 X2 3 1 1 3 1 1
High Density $$$ 252/520 X2 67/33/30 140/70/60 X2 3 1 1 3 1 1
All changes are made water, sewage, electricity and garbage. Increased twice….. taxes are taken from 9 percent… as far as all parts of a commercial is also increased to twice. Water, electricity, sewage ... also increased employment minimum of two times ... also have increased freight twice and goods twice.
Now we have a much better work on the game, because it will be less buildings and more worker and shoppers and our game will go smoothly… no more lags…
I also added a real population. Now you will know exactly how your buildings have a total population of workers and students Shopper. The real population will be much easier to work
I also added a low,Mid And High Tec Industrial which means you will have more Freight.. I changed everything when it comes to concrete industries. Pollution of air and soil pollution, increased garbage and I've increased employment, minimum twice..
How to install:
Unzip the files, copy and paste Origin Games/SimCity/SimCityData
which means that the consumption of water and electricity have doubled ... the point of this new RCI is that the two buildings are in one building and save space and increase the amount of people
Important thing in the existing cities where you do not have an effect. You need to start a new map or region to take effect
By oppieI've been working on this one for weeks, but it's finally here; the elevated railway based on MaxisGuillaume's 'Maglev as Subway' mod (http://community.simtropolis.com/files/file/29428-maglev-as-subway/). This mod uses the maglev network to create a Chicago/New York style "EL-Train" with tracks and stations that can be placed above roads.
Can I still use the maglev?
Yes, this mod exists as a completely new network - however, due to how the game is implemented, the EL-train vehicles replace the default maglev ones. So, you can still build the vanilla maglev tracks and stations, but the vehicles that will travel on them are EL-Trains.
Can I use this in combination with MaxisGuillaume's Subway?
Yes - while this mod is inspired by his, it exists as a completely separate entity, although just like with the maglev, the new EL-Train vehicles will travel on the paths - of course, in case of the subway this might actually be preferable if you want a more realistic subway. For the time being you can't connect the two networks together yet, but I'm planning on making this possible.
(Many thanks to MaxisGuillaume for helping me to get this to work)
By Mechalic* IMPORTANT UPDATE : 08/MAY/2014 *
After further testing, this modification will not work alongside this mod : http://community.simtropolis.com/files/file/29056-road-trench-raise-bridge-tunnel-mod-xoxide/
- If you run both these packages together, you will not see the smooth gradient on ramps to bridges that it delivers.
- This mod shares the same instance as XoXiDe's mod, and after changing TGI values on mine, the game will not recognise 3 amended instances.
- You have 2 options, either delete this mod and alter the values under XoXiDe's mod to match the same value.
- Or delete XoXiDe's mod and just use this one, as this shares the same values but only amends the bridges, though as full credit goes to him in the first place, I cannot recommend this option.
This mod changes the values on bridge construction,
normally when a bridge is built on a river or coast which is completely flat,
it won't let you proceed, or if it does it has a sudden jolt upwards, which just looks ugly and unrealistic.
Whilst building bridges between 2 elevated terrains would give a consistent gradient in the standard game.
A lot of cities have very flat coasts and rivers, especially the new desert regions, which makes bridge building rather difficult.
This should rectify that.
Wouldn't it be nice to have a beautiful gradient on-ramp, just like in the real world?
I did this by modifying some values and the result gives you just that. It's only a minor modification, but if your like me, and aesthetic infrastructure is important to you, then you'll like this.
This has been tested on dozens of cities, at times you have to draw from a further point back, but the end result is just beautiful.
Check out the pictures to see how your bridges can look with this mod.
As always extract the .package file into your SimcityData folder & It works with online & offline perfectly fine!
Many thanks to XoXiDe, he did all the hard work, I have just fine tuned the bridge tuning from his mod : Road ( Trench / Raise / Bridge / Tunnel ) Mod
By parkerwyoungThis mod attempts to balance and upgrade all of the SimCity Power Plants, including Cities of Tomorrow Fusion and Wave Power. It also focuses on improving environmentally-friendly power to sustain larger cities without taking up valuable land area. New - Decreased water consumption for all Power Plants by 25% - Balanced air pollution on Coal and Oil Power Plants - Balanced trash generation (decreased 50% on Coal, 25% on Wind, increased by 33% on Oil) - Lowered Coal resource needs on Advanced Generator from 8.64 to 6.48 tons per day - Increased Oil resource capacity on Oil Power Plant (2k barrels to 6k barrels) - Increased power outputs and decreased air pollution on Coal and Oil Clean Generators (more incentive for research) - Increased Nuclear Power Modules from 4 to 8 (version 1.0 only went from 4 to 6) - Lowered power output on Horizontal Wind Turbines (version 1.0 double power was too much) - Adjusted power output on Nuclear Power modules (slight decrease from version 1.0) - Added individual package files for each power plant for more options Features - Balance and Upgrades to all 7 Power Plants and Modules - Works with Cities of Tomorrow Expansion Pack - Helps boost Wind and Solar power to be more sustainable with larger populations - Includes a chart breakdown of all of the upgrades and changes to each building and module - Includes package files for each power plant (allowing you to pick and choose power upgrades) Technical - Double module limits on each Power Plant (CoT Fusion Power Module limit cannot be increased to more than 3) - Increase for all module's power output by about 25%, some more than others - Triple resource capacity for Oil and double resource capacity for Coal Power Plants - For CoT Expansion, ControlNet costs have all been reduced by about 20-25% - Added capacity for one additional Power Plant Sign, increasing limit to two signs - Cut the minimum workers for the Nuclear Power Plant by 25% - Adjusted total jobs for each Power Plant (small increases on Oil and Coal, decreases on solar and wind, 120 new jobs for Nuclear) Please see included Chart.png for more information and exact value changes for each building and module. Planned Future Versions - Reduce Plot Size of Wind Turbines and Concentrated Solar Arrays (to allow more compact arrangements) - Separate "God Mode" Scripts which remove maintenance costs, reduce construction cost, lower resource consumption and remove pollution (for experimentation) - More Balancing and Upgrade Abilities (with help from the community suggestions) - Thanks for all of your feedback on the mod. I have re-balanced many aspects of the mod and will continue to work on creating a great mod! Instructions (VERY IMPORTANT - PAY ATTENTION) - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityUserData\Packages\ folder (not the \SimCityData\ folder) - Be sure to include the most recent versions of the SimCity EcoGame Scripts. I have provided them for convenience. - If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates. - You may alternatively use the individual package files in the "IndividualFiles" folder to select which power plants to upgrade. Please see included Folder.png screenshot if you are still unsure on how to install this mod. Warning - This script is intended for OFFLINE MODE. Using it on Online Mode may cause issues - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page This is a mod I have been working on for the past few weeks. Lots of testing, lots of searching package files to find all of the right components, lots of thought on how to give a nice twist on Power without affecting the balance negatively. If you have suggestions for the mod, please comment below or message me. Don't give a bad rating if you don't agree with certain aspects of the mod. Instead, contact me and let me know what your concerns are about the balance, let's work together on it. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy Modding Parker Skyestorme Review: <iframe width="560" height="315" src="//www.youtube.com/embed/JRTF9hMFYDM?rel=0" frameborder="0" allowfullscreen></iframe> Author: Parker W Young - http://www.parkerwyoung.com/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given.
Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/
Special thanks to Tobse for testing non-CoT compatibility
Special thanks to Skyestorme for an awesome YouTube review!
By FelgardThis file will change how agents handle arriving and leaving buildings it lets all agents to cross over to the other side to enter or exit a Building.
This makes it so that a car will cross over the center line or divider to enter or leave a building which in turn lowers the amount of u turns happening they will still u-turn if needed at the end of the road but it is much less likely they will do so because they passed their destination or started off in the wrong direction
unpack and place in your "..\SimCity\SimCityData\" the files for the roads you want the mod to affect there is one file for all of them
By FelgardAdds a new street that can only be used by:
Pedestrians Buses Police Trade & Delivery Trucks Garbage Trucks Mayor Power Water Advance
Pedestrians Buses Police Trade & Delivery Trucks Garbage Trucks Mayor Power Water Trains Street Cars NOTE: If claiming a city after the mod has been install it can require a full restart of SimCity before the mod works in that city
Download the mod http://community.simtropolis.com/files/file/28744-street-for-busses/
Unpack the file Copy the "1_Universalstreet_Menu.package" to the "..\SimCity\SimCityData\" folder Chose if you want the basic or advanced version Copy the the file located in Base or Advanced folder to "..\SimCity\SimCityUserData\Packages\" The mod is now ready to be used but additional steps can be taken to get more out of it
In the "..\SimCity\SimCityUserData\EcoGame\" you'll find some files named "SimCity-Scripts_#.package" copy the file with the highest number to "..\SimCity\SimCityUserData\Packages\" Rename the copy of the file you just copied by prefixing it with "z_" so its name is "z_SimCity-Scripts_#.package" Note: only copy one file
Note: The z_SimCity-Scripts_#.package needs to be changed if SimCity upgrades
Doing the above two steps will allow you to build stuff along the street
Parks Bus stops Advance
Parks Bus stops Buildings Zone Wind Turbines Garbage Dumps Some Garages
The addons folder contains file that will allow a certain group of Vehicles to use my street.
1_Construction&moving trucks.package - Construction & Moving Trucks
1_Fire_services.package - Fire, HazMat and Fire Marshal
1_Health_Services.package - Ambulances and Wellness vans
1_sewage.package - Sewages
1_tech_pipe.package - Tech from Universities
To install the addons copy the file/s of your choice to "..\SimCity\SimCityData\"
How to find Origin Install folder
Start Origin Press "Origin" in the left top corner Press "Application Settings" Change the tab to Advanced The top most grayed out field contains the path to you origin install folder
By Papa_BearFirstly, here are the aspects of the game that I think need some tweaked. 1. Why tax income are very low, whereas country's revenue mostly come from tax. 2. Why goods are too few while shoppers are so many? 3. Why there are too many unfilled jobs? 4. Freight output seems can't fulfilled commercial needs. (Too many factory mean you need more workers/or zoning more residential, which mean zoning more commercial that need more freights, which mean zoning more industrial. This is a broken system.) So... guys, I made this mod, intended to make a balance to the game. I hope you like it. UPDATED TO : Version 1.2 Previous versions with some fix: 1. The population inside Medium Density Residential building has been slightly increased ( New Version : Default x1.5) . 2. Improved speed an acceleration of Industrial Freight Trucks / Heavy Trucks. HOW TO INSTALL : 1. Backup your previous saved games. 2. Delete your saved games located in "C:\Users\.........\Documents". 3. If you have any RCI mod or previous version of my mod inside your SimCityData folder, remove it. 4. Unzip / Extract v1.2-RCI-Mod.zip 5. Copy file "0FFL1NE-v1.2-[Papa_Bear]-SimCity2013-RCI-Mod.package" to "\Origin Games\SimCity\SimCityData" folder. 6. Copy file "SimCity-Scripts_287520926.package" to "\Origin Games\SimCity\SimCityUserData\Packages" folder. IN ORDER FOR THIS MOD TO WORK, YOU NEED TO : START ON A NEW REGION, CLAIM CITY/CITIES, PLAY (DON'T ZONING YOUR CITY YET) . SAVE, QUIT GAME, RELAUNCH YOUR GAME, LOAD YOUR SAVED GAME (YOU CAN START ZONING YOUR CITY) . THIS MOD ARE INTENDED FOR OFFLINE PLAY. PLAYING ONLINE MIGHT LEAD TO CITY ROLLBACKS! HOW TO REMOVE : 1. Delete "0FFL1NE-v1.2-[Papa_Bear]-SimCity2013-RCI-Mod.package" along with "SimCity-Scripts_287520926.package" from the installation directory. 2. Delete your saved game.
By xoxideTREE ANYWHERE
It allows you to select one of a couple variations of trees and place them anywhere you feel like it.
here are some of my screen shots showing you how it can be used as a tree line. It is to date the single smallest plop within the game and is part of the core code functions.
This opens that core function back up to users whom wish to use trees and place them anywhere you like.
MOD REPOST: Creator = ProcsKalone 8/22/2013
This mod is fully functional and not tied to updates. The item was removed since he was not going to be maintaining any of his mods any longer.
If needed I will update the mod going forward, however there is nothing to maintain in this specific one. After talking to one of the devs I decided to repost it and give him full credit since he was the one whom worked on the mod to begin with to put features back in the game and UI / UX that were coded to begin with.
By TheCraftKidWelcome to the world of riverforming! With this mod, you can make rivers, lakes, and canals very easily. It's very simple to use, and very simple to master. This opens up a whole new realm of gameplay in SimCity. You don't even need Project Akar or Skye Storme's Regional Freeway!
Mayor Yuttho actually used Riverformers in his new channel video with Project Shinjidai to make some canals/moats around the city-on-a-hill. Check it out:
Most of the time, you'll use the the Oceanformer. This is a path the size of a high-density street elevated 50 meters below sea level. This has the side effect of allowing water to show up on the surface. However, because of the game engine, water only appears at sea level. This means you can't create waterfalls or water in higher elevations.
If you use UDoN's streets, the Riverformer is a more precise way to create rivers. The Riverformer is a UDoN freeway ramp statically set to be drawn 45 meters below sea level. The tool is very precise, especially more than Skye Storme's Regional Freeway, and you don't have to use special tricks to get water to appear.
You would use the Riverformer primarily for forming rivers and other smaller water features, but this tool requires UDoN and will crash if you use it without the necessary dependency.
Only certain city plots (around 30% of them) work as intended with this mod and can be used for riverforming. None, however, will crash the game. Although, even the ones which are successful are subjected to the map's water table; they are limited to a certain range outside bodies of water. Needless to say, regions without water are almost guaranteed not to work with Riverformers.
TL;DR: if a city doesn't have water near it, you can't use the mod there, but if you can, there are some limitations.
As far as I know, there are no issues with the mods 90% of the users on this site use. As for Project Akar, you don't particularly need it. If you use it, the Riverformer will be in the Waterways menu. For the non-Akar users, it will be somewhere in the Roads menu, likely towards the end depending on what other road-adding mods you've installed.
Download the file named "Project Agua - v1.2.3 - January 2, 2015". Once download is complete, extract the .zip file. (Just right click on the .zip file, then click "Extract All".) Copy and paste 1-1B-Game_Mods-Project_Agua_1.2.3-Offline-TheCraftKid.package in C:\Program Files (x86)\Origin Games\SimCity\SimCityData (Your SimCityData folder.)
These aren't necessary, but if you're working near the water, these mods are great for making your cities appear more polished.
HintaaHyuga's Coastline Roads
HintaaHyuga's UDoN Coastline Roads
HintaaHyuga's Elevated UDoN Bridges (For water as well!)
HintaaHyuga's Regional Ped. Path Coastline Roads
(Possible) Future features
Now, I'm not making promises, but I might do these things.
$$$ The Money-Making Additions $$$
As a first, I will polish the mod with a new new icon image and marquee image. I just need someone on SUGC to help with that.
I will find a way to make the road invisible, so your canal screenshots won't look like you cheated on the plot to make a city.
%%% The Optimal Additions %%%
Some higher roads, like only 7m below the water, might be added, along with the said roads being invisible.
I know I would appreciate some dual-function waterways that act as boat-carrying paths and canalways. In fact, that will be the name.
A new idea, Project Venice, may include:
SUGC in-planning mod. On-the-water buildings. Multichannel shipping canals. New forms of gameplay (like MegaTowers, except different). More forms of river terraforming. This mod being merged into it
Xoxide101 - Oh my God this man. Xoxide has helped me from my beginnings on DevTest to being an active moral supporter of SUGC. He has kept me going throughout my time here. I know how long he's wanted me to actually release a mod, so massive props out to him. He deserves a hug.
Yayie - From the first time I asked a question, he's tried to make an effort by helping me with some properties and giving some help when I asked. I still wish I was great at modding as he is,
HintaaHyuga - She's one of the only girl modders for this game, and she deserves some credit. Julia has given me all I need from testing the mod to what I should refer to when messing with paths. I'd be happy to work with her on future endeavors!
Shout-outs to all the people in SUGC that have unknowingly helped me in my quest to create my first mod.
By BrenflakesPlease ensure you read the install instructions at the bottom.
So Mod number #2, and i admit this one is a bit crazy. I cant workout how to increase the number of towers, so instead I increased the existing towers stats to roughly triple their size without adding too much burden on the city itself. The towers are capable of being self sufficent, being able to use a mix of all level types to provide all the needs required or packed with residential for massive industry or commercial cities.
I've done a fair bit of testing, and overall the balance seems quite good. I had a 100k population 2 tower city using all levels available and it was self sufficient and making an overall profit. Traffic gets a bit hectic, so space out and provide enough services to the residents.If you have any questions, comments or requests for packs to be modified and uploaded separately, feel free to ask.
Update to 2.0
Major update to the mod. Completley repackaged into packs so you can pick and choose the ones you want to use.
New packs and features added, every single level has been modified to be more powerful. I've been testing mainly using 2-3 towers using all available levels and had quite manageable populations in very small areas, allowing more construction of non-residential stuff. The thought of 8 full megatowers with packed low weath residents is why i call this mod insane. used in moderation, it is also lots of fun.
High Wealth Residential
Residents increased from 300 to 900 Students increased to 100 Split 800 workers / 100 shoppers Cost $56000 Maintenence $3500
Medium Wealth Residential
Residents increased from 600 to 1800 Split 1600 workers / 200 shoppers Students Increased to 200 Cost $44000 Maintenence $2300
Low Wealth Residential
Residents increased from 1200 to 3600 Split 3200 workers / 400 shoppers Students increased to 400 Cost $4000 Maintenence $1000
Balancing of Shoppers and visitors to accomodate the higher residents. Increase in number of shoppers
Parks and Park Crowns capacities and visitor numbers increased
Elite - Increased from 2000 to 6000 Mega - Increased from 1200 to 3600
All jobs have been tripled
Safety Level Drones Increased from 10 to 100
Nuclear Level Converted to be the equivalent of a Neutron Reactor.
Cost $130,000 for 600MW output Controlnet requirement removed Water usage increased
Fusion Reactor Level converted to a 50% Advanced Fusion reactor.
Cost $250,000 for 1200MW output Controlnet requirement increased to 2500 Water usage increased
Crowns have been modified using stats from above, and their output is before the crown bonus. I added extra cost to compensate for the bonus. I can imagine 5 elite crowns would be total utter overkill.
Gen I Crown.
Cost $250,000 for 600MW output
Gen V Crown.
Cost $390,000 for 1200MW output
Air Scrubber Crowns
Cost $200,000 increased from 100 ton to 200 ton capacity. Controlnet requirement increased to 2000
Waste Reduction floors
Cost $120000 Capacity increased from 0.4 to 4
Tourism and Commerce Pack
Advertising crowns profits boosted
Tourism and SkyClops crowns visitors per day and capacity increased
For Offline Use Only
Installation Instructions :
IMPORTANT! if you are using the original mod i released, you need to delete the 2 brenflakes_insane_megatower_mod files! If you leave them in, they will probably do weird things. All Files are in the zip, and the file names start with Insane_megatower_mod. The pack name is at the end of the file, Simply drop the packs you want into your SimCityData folder. You may need to Copy SimCityDLCEP1-Scripts_287520926.package from SimCityUserData/EcoGame to the SimCityData folder. Results have been a bit mixed. if you get stuck, have a look in the comments or ask a question. Launch Game. Enjoy!
By CapTonNOTE: IF THIS DOES NOT WORK FOR YOU WHEN INSTALLING IN YOUR SIMCITYDATA FOLDER, PLEASE ATTEMPT TO INSTALL IT IN YOUR SIMCITYUSERDATA/PACKAGES FOLDER WITH THE SimCity SCRIPTS FILE.
Hey all I'm back with a new mod.
Now, in your offline-mode cities, you can have up to 230 landmarks!
Note: I didn't create any new landmarks. I simply allowed you to plop 230 in one city.
How to install:
1. Unzip the file after downloading.
2. Copy and paste the .package file into C:\Program Files (x86)\Origin Games/SimCity/SimCityData.
Special thanks to:
MaxisGuillaume for showing me what I needed to do and giving me a head start on offline-mode only mods.
Enjoy! More are on the way!
Want to mod for SC2013 but don't know where to begin or how to do anything? Go here and apply for help! http://community.simtropolis.com/topic/62213-simcitydefined-offering-sc2013-modding-help-to-all/
Extract Files to . .\SimCity\SimCityData
Copy Files from . .\SimCity\SimCityUserData\
Paste Files to . .\SimCity\SimCityUserData\Packages
Not working? use . .\SimCity\SimCityData
By xordevoreauxAs with my other mods, this mod accommodates my own incorrigible penchant for extreme cheating (cough) ease of play. Not compatible with other RCI mods (RCI plop mods are fine). Tax building values are high, pollution levels are low, freight quantities and frequency of production are increased.
-- Offline only --
For all RCI buildings:
* Tax building value set to 100,000 simoleans.
* Minimum workers for operation for all buildings reduced to 1.
* Garbage reduced to 0.
* Water capacity set to 15 and water usage to 5 (or left alone if lower)
* Power capacity set to 15 and power usage to 5 (or left alone if lower)
* Self-ignite threshold property set to 500, up from either 45 or 90.
Additionally, for all industrial buildings:
* Transmitter amount (volume of pollution) set to 0. Occasionally, some industrial buildings show as polluting, but nothing comes of it.
* Transmitter Rate (how frequently a building pollutes) set to every 10 hours (600 in-game minutes).
* Skill threshold (number of educated citizens needed for tech level) set to 1 for low, medium and high residents.
* The delay, in minutes, for producing the next batch of freight set to 15 (down from 36, 48, and 72).
* Freight production doubled.
---> Note: More than likely, you will need to replop existing industry.
This mod only affects RCI buildings, so transportation, utilities, trade, landmarks, etc., are not affected.
Compatible with RCI Plop (003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package).
Thanks to rzvsividra for identifying the instance ID#s of low tech medium density buildings, freight amount, and freight production delay.
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 industry.
By parkerwyoungThis mod attempts to make casinos a little more fun! It balances and upgrades all of the SimCity Casinos. It also gives larger casinos more of a competitive edge and makes them a worthwile investment.
- Balance and Upgrades to all 5 Casinos and Modules, including Gambling HQ
- Helps boost the larger casinos to make them easier to maintain and invest in
- Includes a chart breakdown of all of the upgrades and changes to each building and module
- Significant increases to module limits (8 to 48, 4 to 24, etc)
- Includes package files for each casino (allowing you to pick and choose casino upgrades)
- OPTIONAL: Doubles the plop region (distance from main building) for standalone Casino modules
- OPTIONAL: Includes Special Edition Las Vegas Metro Police vehicles to complete your casino city
- Significant increases to module limits (more than double on some, quadruple on others)
- Huge increases to casino tourist capacity (gamblers) able to play inside the casino
- Increased sign and marquee limits to 2, 3 and 5 depending on available plop points
- Balanced building costs and maintenance fees, based on available tourist capacity
- Fixes to a few current casino bugs (sleek marquee maintenance fee too high, sci-fi had too many jobs, etc)
- Increase plop distance from 200 units to 500 units for all building modules
Please see included Chart.png for more information and exact value changes for each building and module.
Planned Future Versions
- Separate "God Mode" Scripts which remove maintenance costs, reduce construction cost and lower resource consumption (for experimentation)
- More Balancing and Upgrade Abilities (with help from the community suggestions)
Installation Instructions: Casino Overhaul
- Install by copying the .package file into your ...\Origin Games\SimCity\SimCityUserData\Packages\ folder (not the \SimCityData\ folder)
- Be sure to include the most recent versions of the SimCity EcoGame Scripts. I have provided them for convenience.
- If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates.
- You may alternatively use the individual package files in the "IndividualFiles" folder to select which casinos to upgrade.
Please see included Folder.png screenshot if you are still unsure on how to install this mod.
Installation Instructions: Casino Plop Extension
- Install by copying the .package file into your ...\Origin Games\SimCity\SimCityData\ folder (not the \SimCityUserData\Packages\ folder)
Installation Instructions: Las Vegas Police Vehicles
- Install by copying the .package files into your ...\Origin Games\SimCity\SimCityData\ folder
- For each vehicle, there are three versions; Police Station, Police Precinct and French Police Station
- You may install one vehicle for each Police HQ (up to three files total)
- Do not install more than one file per station type, this may crash your game
- This script is intended for OFFLINE MODE. Using it on Online Mode may cause issues
- Modifying files is still experimental and might lead to city rollbacks
- There is no official statement from Maxis nor EA about using mods, so use at your own risk
- For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page
Related Overhaul Mods
- Power Overhaul - http://community.simtropolis.com/files/file/29373-SimCity-power-overhaul-power-upgrade/
In light of my recent trip to Vegas, I decided to take my experience and apply it to SimCity Casinos. Like the Power Overhaul mod, I wanted to give a nice twist on Casinos without affecting the balance negatively. If you have suggestions for the mod, please comment below or message me. Don't give a bad rating if you don't agree with certain aspects of the mod. Instead, contact me and let me know what your concerns are about the balance, let's work together on it. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy Modding
<iframe width="560" height="315" src="//www.youtube.com/embed/IrFLzIEkj_8?rel=0" frameborder="0" allowfullscreen></iframe>
Author: Parker W Young - http://www.parkerwyoung.com/
License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/
You may modify and re-distribute these mod files only with appropriate credit given.
Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/
Special thanks to Johnathan_Tycoon for initial request and testing
Special thanks to Skyestorme for an awesome YouTube review!
By Metro02141. Add of Menu : Bridge ,Tunnel, Streets 20m(above ground), UdoN 20m, etc.
2. Change of bulldozer type : Bridge & Tunnel
3. Upgrade of the road : road ←→ Bridge
4. Add highlighting of bridge and Tunnels which can be connected to the road.
OFFLINE-ONLY_Bridge&Tunnel.package…… Add bridges and tunnels
00_OFFLINE-ONLY_Bridge & Tunnel.package.
RegionalBridge_G40.package …… Add of menu : Bridge 40m
RegionalStreets_G2.package …… Add of menu : Streets 2m, UdoN 2m
RegionalStreets_G20.package…… Add of menu : Streets 20m
RegionalStreets_G40.package…… Add of menu : Streets 40m
RegionalUDoN_G20.package …… Add of menu : UdoN 20m
RegionalUDoN_G40.package …… Add of menu : UdoN 40m
RegionalBridge_W20.package …… Add of menu : Bridge W 20m(above sea level)
RegionalBridge_W40.package …… Add of menu : Bridge W 40m
RegionalStreets_W7.package…… Add of menu : Streets W 7m(The same height as the harbor)
RegionalUDoN_W7.package…… Add of menu : UDoN W 7m
Please remove all file If you want to uninstall. Error occurs the file is left.
Mods_Udon_H20.package …… Change of UdoN Bridge height : 24 → 20
00-ProjectAkar-2.0+Bridge&Tunnel.package……add a menu to ProjectAkar(Required screen width 1600 or more )
For screen width of 1600 or less
I have uploaded file for ProjectAkar.(July 21)
000 Akar188.8.131.52.1.0.5+Bridge&Tunnel Low.zip
……Add bridges and tunnels(Required OFFLINE-ONLY_UniDirectionalNetworks_1.6 & OFFLINE-ONLY_PedestrianPath)
……Add tunnels(Required OFFLINE-ONLY_MaglevAsSubway.package)
Priority is given to other MOD by having changed the name of this MOD into "OFFLINE-ONLY_Bridge&Tunnel.package" from "00_OFFLINE-ONLY_Bridge&Tunnel.package" by V1.1.
(A priority is so high that it comes upwards in order of a file name)
In this MOD, if there is no BulldozerMOD, almost all roads can be removed.
3k_Bulldozer.package ........ removes the road in the building(Please install, only when required.)
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