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This is a short tutorial on modding SimMars. I hope to show how existing mods (terrain, demand and traffic controllers, etc) can be used in conjunction with the Beta 2 and the upcoming Supplement, or Add-on.

First, let's download and install the Beta ( here:  ).  I don't play with the music on but if you prefer you can download the SimMars music seperately and install it according to the directions in the ReadMe.

Now we'll render a region - in this case I'm using a map of the Ares River Valley delta. At first glance there doesn't seem to be much difference between one location and another but close examination and careful attention to scale produces many exciting and challenging terrains. The new MOLA images from USGS are accurate enough that very little manipulation of the greyscale image is necessary.

SMod1.jpg

SMod1b.jpg

The straight-up SimMars terrain is beatiful if perhaps a little monotonous; it works real well with this tileset and it does grow on you. One thing we need is God-mode ploppable rocks that can be painted in like trees.

I'll lay in a small starter colony --

SMod2.jpg

The zone colors are different from SC4 standard but otherwise the game plays the same.

SMod3.jpg

After a brief period of development we have our first SimMars town. By creating similar small towns in most of the surrounding city squares and connecting them to my main town I'm able to create a viable regional economy quickly.  One of the problems with the Beta 2 is a lack of infrastructure that cripples growth -- no trains, airports, highways. I'll add in most of the new SimMars content plus several mods not specific to the SimMars project to correct the deficiencies.

SMod4.jpg

Some of these may be fixed by the Supplement but for now they funtion quite well.  The water purification plant (Brita Filter by Ralphaelninja) is absolutely necessary as the modding on some of these lots makes them major polluters.  From PEG I borrowed a small solar plant and a large air scrubber (since replaced by my own).  THL's DataViewMod is not necessary but greatly increases the amount of data available to the player so is recommended.  LNX is a group of Mars related props downloaded from the STEX, possibly intended for the Beta 2 anyway but not included.  Cycledogg's ploppable rocks (Mayor Mode only) are essential for filling in where trees might normally grow. Some folks find the original SimMars terrain to be rather bland and I prefer to play using THL's Desert Mod for a sandier rexture.

SMod8.jpg

Most of what the new Supplement will add is Parks, Rewards, Landmarks and several transit options.  Let's have a look.

SMod7.jpg

Next -- unemployment drives me to install the NAM (with a few changes) and I try a demand mod to force development in order to show off some of the other growables.

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    The full NAM is not compatible with SimMars; we simply don't have the models yet to replace much of the new content (overpasses, wide radius curves, etc.). So why bother with the NAM at all? Traffic Simulator Z!!!

    One of the worst deficiencies of the vanilla SC4 was the stupidity and laziness of the Sims. If the bus stop was even 1 tile too far away the whole neighborhood could go under; Sims that wont walk two blocks to a job will drive halfway across town to commute to the city next door, tying up traffic and creating city management nightmares; an otherwise perfectly crafted Road may have a single tile long Street branching off it which will become the preferred route for every commuter on the Road, causing the Advisors to pop-up constantly to complain. In any case, Traffic Simulator Z solves many of these problems and makes the game run more smoothly. Also, since the NAM is an on-going project with several active team members we can hope that they may someday create a SimMars specific NAM if demand is high enough.

    To install the NAM, download the latest version and any necessary updates. Be sure you don't have your normal, full-install version in your plugin folder. Run the installer. You will want to select either Right-hand or Left-hand drive mode, uncheck ALL Plugin options and Menu icons, choose the textures for viaduct and railbed options (I think I used Dedgren's), and uncheck all Roundabouts, Wide Curves and turning lanes. You can now set up the Automata Controller and Traffic Simulator to your preferences. Since the installer would not allow me to install without the Canal Add-on I opened the NAM folder in my plugins and deleted the files Can-Am Plugin and Can-Am Props and the Overpass Update. Change the name of the NAM folder to help you distinguish it from the full-install version so you don't have both in the game at once. I find this installation to be very effective but future Updates to the NAM may require additional adjustments.

    The NAM fixes most of my troubles and I would normally play on through - I like a fairly slow development rate that allows me time to fine-tune neighborhoods. But to show off some of the new content I'll also install Nilo's RCI MultiMod to jack up demand. I choose 10% Work at Home (realistically this will probably be much higher in the future) and all RCI are set to Active Demand.

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    Well you could just install CAM instead. It does correct most problems that you're having. Makes you wonder how I got to over 1mil plus in SM. Also, you have to use other mods right here too, just have to find them. And installing more custom content isn't a bad thing since there's some that fits the SM theme.

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    Well, as long as we're working it out, I decide to add some of Prepo's lots to try and spice up the tileset. These are downloadable on STEX. But before I can find any growing Andi sends me the finished files for the Beta 3 and I add them into the mix. Here is a new city after two years --

    Unity861.jpg

    After 20 years

    Unity689.jpg

    and after 40 years

    Unity089.jpg

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    You know something, if you can't see your building grow in game. You can just use the "extra cheats" mod. Just plop your building and there you go and works for RES too!

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    I think I've got my files rectified to Andi's. Plenty grief with conflicts but all sorted out now.

    K3-1264721330.jpg

    Test city is now 130 years old. Region population is over 300,000.

    Unity641.jpg

    A typical industrial development -

    NewMaryland76.jpg

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