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Project SUGCAM (SUGC:AM)

"Where's the agriculture? Where's the military? Why no bigger maps?"

 

 

Current Events |

has been released!

 

School is still busy, the holiday season is approaching, so Merry Christmas and Happy Holidays!

 

 

Summary |

SimCity didn't come with agriculture out-of-box, for Quality Assurance scrapped it form the game, but that shouldn't stop us from making our own version! SUGC:AM, the future SUGC Agriculture Mod, will be the first official collaboration project for the team, and it will add some more fuel to the flame of SimCity.

The mod will introduce a new element of gameplay into SimCity, and we'll start out small and grow into a massive part of everyone's SimCityData folders, given the one year we'll take to make it!

 

All of the future content for the SimCity User-Generated Content: Agriculture Mod will come out in the phases described below:

 

 

Work Phases |

Phase I - Essential Functionality - 2 months, +/- 1 months

  • Project Akar Agriculture Culture! (Menu Structures)
  • All RCIHC Plop Farmhouse! (Base)
  • Parklet Brand Farm Modules! (Production)
  • City-Wide Distribution Brand Tractors! (Utility Agents)
  • Project Orion Brand Farm Fillers! (Decoration)
  • Plop Anywhere Crops! (Decoration)

 

Phase II - Modernized Functionality - 3 to 6 months

  • All RCIHC Plop Urban Farmhouse!
  • Project Anpassad Custom Factory Farms!
  • Natrual Farming play style!
  • Project Pony Brand Grocery Stores!
  • Project Pony Brand Distribution Centers!
  • Major crop update!
  • New resource types in-bound!
  • GMOmega Farms.
  • Corporate Headquarters! (AgroCo)

 

Phase III - Imagined Functionality - 6 months, +/- 3 months

  • Residential Overhauls!
  • Balance Overhauls!
  • GMOtown, U.S.A!
  • Rise of the AgrOmegAcademy!
  • SimPolitics? (Hint, hint)

 

To-be FAQ |

When will the mod be released?

As soon as Phase I is complete, what has been completed will be released.

 

How will you release the mod? This seems like a lot of stuff...

Each primary function of the mod (RCIHC Plop farmhouses, City-Wide Distribution Tractors, Project Orion Brand Farm Fillers) will be put in a separate package, and you can choose, like Project Akar, what parts you really want and how you want to play your game! :D

 

 

Download |

Not yet, buddy! XD

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- No need to fear; TheCraftKid was here.
 
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Cool idea for a mod.

 

You could make a bigger grocery store building and have all goods sold and shipped to that where it is sold again. Grocery store's increase happiness and I liked the global market idea.

 

2 types of grocery stores, for residential neighborhoods and one for inner city.

 

There also is some grocery store buildings already in the commercial menu but I don't think they distribute food.

 

They have fusion reactors and gmo's, skybridges and sky hookers. Hover cars and smart drones smarter than your smart phone.

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Yea the visuals of making a farm as I and we have all talked about is the first stage as we get more information and understanding on the engine and how to get around the custom rules issue that will open up larger scale functional issues.

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Very exiting guy's,This will be a great addition to SC This is the part my wife and I really would like to see in the game... I would like to offer to test this/ these things to help out if I can. Do I need to know code or programing to be a tester? I don't, but I'm really starting to understand about shifting & testing the versions 'I think I do anyway... my plan from now on is to save a point in time 'mods and game' in a file so I can back up to previous versions of my important city's. so I'm ready to start testing if you guys need me.

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Hi,

It would be very interesting to see this. :)

Imagine to see sheep, cows, horses, lambs grazing in the pasture beside the roads. Also chickens.

I have second thoughts about the distribution of agriculture products.

On one hand it would be nice if distribution of agriculture could be an essential part of the game, if only for an extra challenge. Sims would need a place to stay, work to earn money, a way to buy happiness, and food from agriculture to live. Such a life circle would only add a little more realism to the game.

But then on the other hand, I start thinking about Omega that, while there is more than enough Omega capability, the ploppable factories and commercial buildings, that I've spend quite some time on to plop, keep complaining that they're not getting enough Omega, and keep going abandoned one by one, forcing me to start over. Which is very annoying.

So, unless agriculture will not spoil the game, I say, go for dependency.

Hope to see some soon. :)

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Possibly an easier idea to implement might be a modern multistorey hydroponic glasshouse/cityfarm. It could make food, or it could make freight. If making freight it could function as an industrial building that doesn't make pollution.

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long term we need to get some way of implementation of custom rules or things like this will NOT be completely possible

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Very ambitious project, good luck!

 

Some thoughts:

 

I voted for 1+2+4.
 

 

A resource that is produced on a farm, and can be traded on the Global Market. (i.e., Metal, Oil, etc.)

 

 

This is interesting because it opens up whole new supply chains. For example, Wheat -> Bread, or Wheat + Sugar + Dairy -> Cakes, or Grapes -> Wine You'd have to be careful, though, because before long, you'd have an overload of new global market items that will blow up your trade port menus.

 

An agent that is produced on a farm, and buildings accept to increase happiness, (i.e., Water, Power) but isn't required.

 

 

Not being required is a good thing, too. You don't want to add in more stuff that's necessary for lots to even survive. The gameplay is already dependent on so many things as is. Adding more would muddle it.

 

A product, like Omega, that is produced on a farm, and shipped out to Commercial, then residential.

 

 

This also works too, in a way, since in real life, farms don't ship goods directly to consumers (usually). They're processed in industrial centers first, packaged, then delivered to commercial areas, from which residents buy stuff.

 

 

So perhaps agriculture could work like this (like freight/omega):

 

Farms produce wheat/dairy/meat/whatever. This get shipped out as a freight agent that is delivered to Industrial buildings and makes them happy. (it would be weird if they get sent to places like that sludge factory or whatever, so maybe you'd have to make specially skinned agricultural industry. Or not).

 

The freight that is produced from those Industrial buildings, when delivered to Commercial buildings, makes those Commercial buildings extra happy. (and makes those Industrial buildings happy again because they successfully delivered freight).

 

(Optional step) Shoppers that shop at those commercial buildings get extra happy.

 

 

Or maybe it could work like this (primarily a global market resource that involves supply chain buildings):

 

Farms produce wheat/dairy/grapes/meat/whatever. These goods can be stored in a trade depot and sold on the global market similar to other tier one resources like oil or coal.

 

You have various specialization buildings like a winery that refines grapes into wine; or an industrial bakery that bakes bread from the wheat; or a textiles factory that produces cloth from wool or leather from hides. These goods can be stored in a trade depot and sold on the global market similar to other tier two resources like metal, fuel, or plastics.

 

You have even more specialized buildings that can produce tier three and tier four level resources (you get the idea) which can be sold on the global market.

 

(optional step) There is a fourth option on the trade depot in addition to the "import", "use locally", and "export" options. The fourth option is "sell locally". This delivers the goods to any RCI building that both increases that building's happiness and earns you some money. This probably would earn less money than the "export" option, but the side benefit is that it adds happiness to your RCI, so the tradeoff is even.

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    Very ambitious project, good luck!

     

    Some thoughts:

     

    I voted for 1+2+4.

     

     

    A resource that is produced on a farm, and can be traded on the Global Market. (i.e., Metal, Oil, etc.)

     

     

    This is interesting because it opens up whole new supply chains. For example, Wheat -> Bread, or Wheat + Sugar + Dairy -> Cakes, or Grapes -> Wine You'd have to be careful, though, because before long, you'd have an overload of new global market items that will blow up your trade port menus.

     

    An agent that is produced on a farm, and buildings accept to increase happiness, (i.e., Water, Power) but isn't required.

     

     

    Not being required is a good thing, too. You don't want to add in more stuff that's necessary for lots to even survive. The gameplay is already dependent on so many things as is. Adding more would muddle it.

     

    A product, like Omega, that is produced on a farm, and shipped out to Commercial, then residential.

     

     

    This also works too, in a way, since in real life, farms don't ship goods directly to consumers (usually). They're processed in industrial centers first, packaged, then delivered to commercial areas, from which residents buy stuff.

     

     

    So perhaps agriculture could work like this (like freight/omega):

     

    Farms produce wheat/dairy/meat/whatever. This get shipped out as a freight agent that is delivered to Industrial buildings and makes them happy. (it would be weird if they get sent to places like that sludge factory or whatever, so maybe you'd have to make specially skinned agricultural industry. Or not).

     

    The freight that is produced from those Industrial buildings, when delivered to Commercial buildings, makes those Commercial buildings extra happy. (and makes those Industrial buildings happy again because they successfully delivered freight).

     

    (Optional step) Shoppers that shop at those commercial buildings get extra happy.

     

     

    Or maybe it could work like this (primarily a global market resource that involves supply chain buildings):

     

    Farms produce wheat/dairy/grapes/meat/whatever. These goods can be stored in a trade depot and sold on the global market similar to other tier one resources like oil or coal.

     

    You have various specialization buildings like a winery that refines grapes into wine; or an industrial bakery that bakes bread from the wheat; or a textiles factory that produces cloth from wool or leather from hides. These goods can be stored in a trade depot and sold on the global market similar to other tier two resources like metal, fuel, or plastics.

     

    You have even more specialized buildings that can produce tier three and tier four level resources (you get the idea) which can be sold on the global market.

     

    (optional step) There is a fourth option on the trade depot in addition to the "import", "use locally", and "export" options. The fourth option is "sell locally". This delivers the goods to any RCI building that both increases that building's happiness and earns you some money. This probably would earn less money than the "export" option, but the side benefit is that it adds happiness to your RCI, so the tradeoff is even.

    I knew I forgot something! "Additional Supply Chains." Yes, I put the items in the poll, but I forgot to let people know there will be Peanut Butter (whoops, forgot nuts); jams and jelly; wine and steak; and maybe clothes and/or sellable aquariums, if that is considered a product of agriculture anymore. :rofl:

    Also, considering how Maxis's items are required to do something to unlock in normal gameplay, I'm adding requirements to unlock lots of new modded items. Things like requiring a tree farm to use Plop Anywhere, etc. :lol:

     

    Yeah, I will actually create a second version where farms are required for a certain amount of realism, but the supply chain will be reduced ([Farm -> Grocery Store], or [Farm -> Production Center -> Grocery Store] instead of having a Distribution Center in between each event)

     

    For your idea, I love it, and I'm going to use it, for that's part of the Omega idea. Maybe I can have gold members who get milk shipped to their doorstep, and who buy groceries at a franchise of AgroCo...

     

    The master plan was to have Farms be the base that produce the resource, Distribution Centers to handle the freight interaction, (Mayor makes most of the money through AgroCo Distribution Centers), subsidized Factories to handle the reproduction of goods, Grocery Stores (a modified form of commercial) to accept the modified AgroCo freight, and a two special unnamed building to convert the farms' resource to freight and freight to Food Agents.

    Maybe that's just too many items.. Nah. Only three different types, and two of them are the easiest to modify with some knowledge of modding...

     

    Thank you for the feedback, Rentahamster! :D


    - No need to fear; TheCraftKid was here.
     
    I'm a proud member of SUGC!

    Check out my

     

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    I already gave some of these ideas in private but here's my take. Let's see what other people think.

     

    In general:

    - Food as (global market sellable) resource would do it the most justice in my opinion.

    - Food lots need to be added to the trade depot.

    - Supply chains to change different food types into other (more profitable) types sounds great but maybe should be implemented later? (I want to have fields in my cities asap :ohyes: )

    - If at all possible it would be great to have fields that extend beyond the city limits (to help fill in the empty space around cities).

    - low investment low reward. It makes sense to easily convert an entire cityplot into fields with only a few residential to make it work

     

    Specialized

    To make agriculture more interested than just another tradable resource

    - a building that converts food resource into lots of freight (food preservation factories) to make it a viable alternative to industry (like sc4)

    - health as a bonus to agriculture (like omega-esque trucks delivering fresh food to local commercial which reduce germs or local food deliveries that work like wellness trucks) 

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    The question is whether the fields or farms in a city nomas are placed on a map of 7 cities, transport trucks go feeding throughout the region delivering vegetables and more.

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    Super nice and just what I have been waiting for :D Looking really forward to farms in SimCity :) 

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    Update 001 |

    We, HinataaHyuga, Danny50205, CapTon, and myself, TheCraftKid have agreed to collaborate for the mod. Xoxide101 gave his support, and Yayie, being busy, said he would help out when needed. If anyone else wants to join the work team, all help is accepted from new ideas or concepts to programming support. Concept Artists would be nice, and some more SCP Programmers would help. :)

     

    I'm extremely pleased with the outcome of the first step of collaboration, in a while, for the team. :D


    - No need to fear; TheCraftKid was here.
     
    I'm a proud member of SUGC!

    Check out my

     

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    I really hope you can complete this project :)

    I always figured agriculture, lumber and fishing could be a source of happiness and a alternative to Industry. At the very least acting as a sink for Light industry.

    Lumping Agriculture, Lumber and Fishing into one specialization called Natural Resources could in theory act as a alternative to industry.

    In anycase I am looking forward to seeing your progress. Best of fortunes!

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    Bump? Is this thread still alive? If it is so, I could help aswell.

     I doubt it.

    I bet this project was dumped long ago.

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