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  • Original Poster
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    Hello and welcome to SimMars :golly: 

     

    SimMars is a fan-based, mostly graphical modification taking SimCity 4 to Mars.

    It has been under development as a community project of Simtropolis since 2004. It brings new buildings, transportation systems, user-interface and music and replaces the Maxis SimCity 4 content as far as possible, giving you the feeling to play a colony on Mars. 

     

    A first Beta version was released in 2004, Beta 2 followed in 2007. In October 2010 Beta 3 was released, the biggest update so far. You can Please keep in mind that as a Beta version it is unfinished.

     

    SimMars also has a presence at ModDb.com, check it out here.

    Or you can follow SimMars on Facebook.

     

    SimMars examples:

     

    New user interface

    screensuizones.jpg

     

     

    New regions: 

    regionpack.jpg

     

     

    Sub-urban area:

    suburban.jpg

     

     

    City at night:urban4.jpg

     

     

    New transport options:

    transitk.jpg

     

     

    New farms:

    farmsv.jpg

     

     

    Terraforming add-on:

    fb5_zps4234eac5.jpg

     

     

    Downtown:

    fb_zps4f10ba70.jpg

     

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  • Original Poster
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    SimMars Concept

     

    The overall concept of SimMars has a semi-realistic approach. Everything should be based on reality, but leaving room for deviations.

    SimMars takes place at a time when the colonization of Mars has advanced from early stages to having a basic infrastructure installed on the planet.

    The environment will still be life-threatening. Extreme climate (like the extreme cold or extremely dusty winds) have calmed down already through a started terraforming process. This process however will take centuries and therefore a fully terraformed Mars will not be featured in the mod. This means no plants and no air to breathe, no rivers/oceans.

    Technology in SimMars is at a point thinkable for in about 100-150 years. Cars hover (no flying cars), roads + highways are automated, maglev train + high speed rail (elevated) are available. Planes will be replaced with spacehips. Power plants will be the following: Fusion reactors will have replaced fission (nuclear) reactors as standard, high-efficency solar power will be standard as well. In addition there will be microwave-, biomass-, electro-static-, hydrogen- and a magnetohydrodynamic-powerplant (biomass will unlock with a certain number of farming facilities, hydrogen will produce water as side-product, magnetohydrodynamic will unlock as an uber-High-Tech reward). Wind power will not be featured because Mars atmosphere is too thin for it to make sense. Fire stations will be replaced by leak & seal decompression stations. 

    Architecture in SimMars must serve the Sim's safety first. Therefore the usage of glass is limited to security issues. Low wealth structures will have only very small windows, the higher the wealth the more glass can be used. Glass fronts should still be avoided. There will be some kind of airlock at every entrance. Life is mostly taking place inside. Buildings will be functional and have a modular look. Colony centers of various sizes (functioning as Park + Plaza) where people can come together will be available. 

    For a more detailed design style concept regarding content creation please visit the BAT section of the BAT & Lot Guidelines thread.

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