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MrGovernor

Planning on building an island nation, but first I need a little help from you guys......

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As the title suggests I do plan to create a island nation in Simcity 4 with it being based off the Pacific and Caribbean islands. Because of this I need a few pointers on which mods will help me achieve this. Could any of you guys recommend any good terrain and flora mods that could help me create a tropical island nation, as that would be greatly appreciated. Also I would appreciate it if anyone knows any good mods that will help me build numerous cities on the island based around Central American and Cuban architecture as that would be a great help too me. 

Thanks. 

 

Below I have a few images of what sort of architecture I am looking for. 

Havana-architecture.JPG4625f_100_hundreds_clothing_6694510175_fhavana-cuba.jpg

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definitely, visiting the Republic of San Theodoros is what you need to know a lot of interesting ways to display latinamerican-styled custom content. 

https://community.simtropolis.com/journal/4713-republic-of-san-theodoros/?st=10

Also, simcity brasil will be very interesting:

http://www.simcitybrasil.net.br/

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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Excuse me if I go slightly off topic here but... Tekindust, matias93, I bow to you. I had no idea about LBT and especially that CJ is amazing, being latin myself this is such a nice discovery!!!

 

Oh .. I can feel a download spree coming....

 

So anyway from what I gather those CJ cities arent really "played" in the normal sense of the word right? They are just made with ploppables for the purpose of the CJ? I mean specifically the high-end super-detailed ones.

 

Also, how do you guys make different regions have different feels? Have a plugin set for each culture/feel you want right? I'm trying to wrap my head around this as it is something I'd love to try myself, this island nation thing!

 

Looking forward to seeing some pics of yours MrGovernor once you get yours going.

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In what is up to me, I have just one region, that is not thematic at all. 

About those CJs, the most sophisticated ones are made almost entirely of plopables, most of what are just cosmetic; so, it is hard to 'play' with a CJ city, at least in that level of design. Specifically, Bastet have made its own buildings, props and mods to allow him to give his cities that latinamerican feel: that custom content is not publicated yet, so use it now is imposible. 

What I could reccomend you to play a thematic Simcity is to create multiple Plugins folders, each one with basic mods (as the NAM) and a set of thematic mods, coherents between them. So, if you want to play a (lets say) european-themed game, you load just those mods and buildings, and the custom content that is not coherent won't be growing to disturb the theme.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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Most of the times, we CJers have to play "unplayable" cities in order to show what we want to.

 

Plopping buildings all over is a kind of quest for perfection, when you do that, it is because you want to be in control of what grows where. Furthermore, think that, due to an unsolved game bug, plopped residential buildings cannot make their residents to find a commute to a job, and they will get dilapidated in the 100% of the cases. Then, if you want to plop something residential, you have a very narrow time frame (around 3-4 months) in which you can play, but then the building gets dilapidated and ugly.

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Gotcha, thanks guys! 

 

Currently working on organizing all my plugins once and for all, with a view to make switchable plugin folders to be in control of what grows where and whatnot. One question, is there an easy way to tell if a file is a growable or a ploppable, when this info is missing from the file name? What should I look for in reader to make this distinction? 

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Most of the times, we CJers have to play "unplayable" cities in order to show what we want to.

 

Plopping buildings all over is a kind of quest for perfection, when you do that, it is because you want to be in control of what grows where. Furthermore, think that, due to an unsolved game bug, plopped residential buildings cannot make their residents to find a commute to a job, and they will get dilapidated in the 100% of the cases. Then, if you want to plop something residential, you have a very narrow time frame (around 3-4 months) in which you can play, but then the building gets dilapidated and ugly.

 

Technically using a trick with buggi's extra cheats mod you can successfully plop residentials (only drawback is that they won't generate visible automata, much like plopped industrial lots won't generate trucks).


N0icqd8.jpg

“The deeper I go into myself the more I realize that I am my own enemy.”  ― Floriano Martins         Member of the NAM Team

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Most of the times, we CJers have to play "unplayable" cities in order to show what we want to.

 

Plopping buildings all over is a kind of quest for perfection, when you do that, it is because you want to be in control of what grows where. Furthermore, think that, due to an unsolved game bug, plopped residential buildings cannot make their residents to find a commute to a job, and they will get dilapidated in the 100% of the cases. Then, if you want to plop something residential, you have a very narrow time frame (around 3-4 months) in which you can play, but then the building gets dilapidated and ugly.

 

Technically using a trick with buggi's extra cheats mod you can successfully plop residentials (only drawback is that they won't generate visible automata, much like plopped industrial lots won't generate trucks).

 

 

Yeah, I didn't mention that you can only plop residentials with Buggi's Extra Cheats dll, you're right on that. However, the problem is not that they don't spawn automata. The problem is that the commuters' pathfinding doesn't work properly. I'm not a NAMite, so I can't really give technical details, but one thing is sure. The sims living on the plopped buildings, just can't find a job, and they end up leaving the building and the city because of that.

 

If the problem was that they don't generate automata, it wouldn't be too dramatic. After all, there are automata generators on the exchanges.

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