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For those who watched Let's Plays - What did you think?

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Also it would be great to have different types and caliber of education institutions.  For example we could have a junior college, mid tier college and finally a major research university that is world famous.  Each one would cost more but have a bigger impact.

 

Also the train animation needs to be tweaked on curves.

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Been sometime since I posted here. Got back because of Cities: Skylines. SimCity 2013 is still a nice city building game but Cities: Skyline is better I suppose judging from the lets plays on youtube. Been watching Skye Storm's and quill18's videos. Now I'm more of a slow speed city builder, I like to see my city grow and expand. I like to look at the details and how my city works from day to day. I like to look at how the firemen reacts to fires and how they attempt to control it. I like to look at crime and how my police handles those criminals at large. I like to fuss on how my city hall looks and how the different departments enhanced the aesthetics. I love looking at City Journals, they are beautiful works of art.
 
1) In terms of aesthetics, I think for now I liked SimCity just a tad better. But I still haven't played skylines on my PC yet. I'm expecting this to be better especially once modding is in full swing.
 
2) Out of the box support for modding. Huge plus right there.
 
3) I wondered why power, water and sewage were not incorporated to the street tiles. That was few of the things I liked with SimCity vs the previous SC4. But I like the non-agent type of distribution.
 
4) City plot size. Thank you skyline, one of my SC'13 frustrations.
 
5) I wondered about the burned buildings even if the coverage of the fire stations were okay I think.
 
6) Pretty slick water dynamics.
 
7) Up to 1M Simulated cims, correct? And more if your PC can handle the population? Niice.
 
8. Districts, the concept of Industry and industry specialization is way better than SC'13. I've always wondered why I need Industry in SC'13 when I have factories or oil rigs. When goods for commercial can be imported from outside.
 
9) Age and death, and education progression. Not sure what to think of it yet but yes it is a welcome added complexity. Hope its better than the weird SC'13 school system.
 
10) Bus routes. Yes any decent city I know has bus routes. In fact haven't been in one without it.
 
For now I'll just list 10 of the things that I noticed. Now for expectations and future release and/or DLCs wish list.
 
1) Futuristic City concept maybe like SC CoT DLC.
 
2) Off World Colony concept. Cities: Skyline Mars Expedition DLC. Why not.
 
3) Medieval or Past Era City concept - Castles, horses, carriages, king and queens, knights and sword fight battles. (Now how do we mod the electricity grids for power). Maybe looking something like the beautiful and zenlike SimCity Project Shinjidai by XoXiDe (video can be seen at Skye Storme's Youtube channel).

 

4) Fantasy City concept - Cities: Skyline, World of Warcraft DLC. Now how about that. Recreating Stormwind and its surrounding continent or the great dwarven mountain city of Iron Forge. Dragons, yes lots of big fire breathing dragons! hahahaha! For the Alliance! 
 
Oh man, writing this makes me want to click the pre-order button. Promise me World of Warcraft DLC. *throws wallet at screen*. Gimme.

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7) Up to 1M Simulated cims, correct? And more if your PC can handle the population? Niice.

 

 

CO devs have been very clear on the fact that 1 million agents was a hard-coded limit... not simply a problem of PC size. However, we should also have in mind that 1 million agents don't equal 1 million population in SC4.

 

In SimCity 4, the figures for residential population were insanely boosted: 2.5k for a skyscraper residential, 15 dudes in a small house. If C:SL is like the Cities in Motion series, residential population will be rather shrinked: an 8-story buildings will host 20 people or so. That means that a city with 200k agents will look very very huge, with 10,000 appartment buildings.

 

However, each of those 200k agents will be simulated simultaneously with an appartment, a job, and favourite shops. And as such, the figures given will have a direct effect on traffic in such a way that well balancing game is done very differently than on a statistics-based simulation like SC4.

 

I have absolutely no clue whether or not C:SL will have succeeded in the balance. From what I've seen on "Let's Play" videos, some average sized cities had big problems in traffic whereas much bigger ones looked very empty. It could be simply that one had messy transportation and the other not, or that the game has balance issues. I can't say it for now as I haven't played the game.

 

But anyway, no matter the issue, all this should be easily moddable as we can easily modify the number of residents and jobs in a buildings. So for those who would like to see more agents on their city that could easily do the trick.

 

And of course, no matter if the 1 million limit is hard-coded, I'm sure that modders will be able to break that hard-coded limit (I've seen them doing much more difficult things than that), so maybe if you have a super-computer you could handle something even larger indeed. This being said, I've built a map of Greater Paris with 100k agents for Cities in Motion 1, and that already looked like a lot of people to manage. So we'll see! :)

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CO devs have been very clear on the fact that 1 million agents was a hard-coded limit... not simply a problem of PC size. However, we should also have in mind that 1 million agents don't equal 1 million population in SC4.

 

Oh yup, thanks. The 1M is the population hardcap. I think I got it mixed up with the max 9 tile option which by now I think they are testing the 25 open tile mod. I played SC4 for a long time, my play style is quite slow and I like expanding. Once I see that a particular area is doing fine I tend to leave that area alone and expand to higher densities, and get back to it to have a look and upgrade or add a few things I've unlocked.

 

 

However, each of those 200k agents will be simulated simultaneously with an appartment, a job, and favourite shops. And as such, the figures given will have a direct effect on traffic in such a way that well balancing game is done very differently than on a statistics-based simulation like SC4.

 

I have absolutely no clue whether or not C:SL will have succeeded in the balance. From what I've seen on "Let's Play" videos, some average sized cities had big problems in traffic whereas much bigger ones looked very empty. It could be simply that one had messy transportation and the other not, or that the game has balance issues. I can't say it for now as I haven't played the game.

 

I noticed that one too. But it's nice that they somehow have a fixed house, a fixed workplace and a favorite shop. Looking forward to this game, I'm sure I'll enjoy it no matter what. SC13 gave me lots of fun even with all the problems it had, and the headaches I had with it.

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Currently: Viewing File: AMPS Beta v.0.3.2
 

I'm watching the new Skye Storme's video about the unique buildings and... Fusion Power Plant? Hardon Collider? SPACE ELEVATOR??!!

fe9.png

At last, a dream is coming true!

OK, back to the topic. As you can see, I've been watching Skye Storme's Let's Play's since the first episode and I can't wait to get the game. But the only thing that really worries me is fires, since Skye Storme have had problems with them even in buildings next to fire stations. But everything else is beautiful. The simulator runs smoothly, the graphics gives a warm, friendly feeling without being cartoonish, and it takes a familiar but still fresh direction to city building. Way to go!  :thumb: 

By the way, I'm very curious about the Eden Project.


"If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

"Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

"Without deviation from the norm, progress is not possible." - Frank Zappa

"The wisest men follow their own direction." - Euripides

Welcome to Fairview, my new city journal *:D

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I also watched all 21 episodes of Skye's Let's Play video series. I also watched several other videos and streams by others. I think that the fire problem is mostly a traffic issue. However, traffic is better in C:S than it is in SC2013. It is a shame that the space elevator does not go all the way up. There might just be a limit on how tall models can be.

 

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Currently: Viewing File: AMPS Beta v.0.3.2
 

Who have build a space elevator? I really have to see it by myself.


"If you try to please everybody, you often times end up pleasing nobody, especially yourself. When somebody offers to do a favor for free, like making a mod for SimCity 4, you shouldn't be overly critical of something generously given to you. In other words, you shouldn't look a gift horse in the mouth." - Twilight Sparkle after playing SimCity

"Being a mayor or a content creator for SimCity 4 is a heavy responsibility, Patrick. Each city and each custom content is like a child, and must be treated as such." - SpongeBob Squarepants after playing SimCity

"Without deviation from the norm, progress is not possible." - Frank Zappa

"The wisest men follow their own direction." - Euripides

Welcome to Fairview, my new city journal *:D

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Who have build a space elevator? I really have to see it by myself.

 

I don'/t think it's too impressive. The guy who posted the the "25 tiles unlocked" stream plants it around the half hour mark of his video. You can see the lower part of it in the video I posted at the 5 minute mark.

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What did I think, hmm.

 

Well let me sum it up this way, I boycotted sc2013, after a couple hours of watching people play earlier in the week I pre-ordered the deluxe edition along with throwing 200$ at an updated video card (my current one would meet min ...but screw it, it served as the final push, it was time anyway) so the game made quite the impression.  I expect some problems here and there but it looks like quite the solid base upon which to build.

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Note:

Posts about the Steam / DRM discussion have been moved to a new topic

 

Let's now keep on the subject of let's play videos. ;)


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“SimCity 4 is not just a game, but a tool driven by our own imagination and creativity.”

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I would appreciate if the accuracy of drawing roads and zoning lands can be controlled.

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I would appreciate if the accuracy of drawing roads and zoning lands can be controlled.

I've discussed about that on Paradox forum with the dude who made the funky trains city with 200k population. According to him, tools have the same freedom as in CIM2 but are much easier to use.

 

Here's his full answer: 

I am looking at my Steam now and I have put in over 1,300 hours in Cities in Motion 2. I would say that Cities Skylines road system is vastly improved over CiM2. The snap to grid makes things much easier and it is more flexible in dealing with really tight and small interchanges and insanely easy for large interchanges such as the one in your screenshot. You may have an easier time rebuilding that in Cities Skylines than when you first built it in CiM2. However two things, there are no tunnels yet and CO curiously removed bus lanes and some of the street options such as 2-lane highway, and 4-lane street which I think will be back in the game soon.

Link

 

 

If you haven't played CIM2, the freedom on roads is just fabulous there. Though, it was quite messy about straight roads (something which seems to be corrected). Just to give you an idea about that freedom, here's a super interchange I built using CIM2 map editor:

 

6-directions-interchange.jpg

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I would appreciate if the accuracy of drawing roads and zoning lands can be controlled.

I've discussed about that on Paradox forum with the dude who made the funky trains city with 200k population. According to him, tools have the same freedom as in CIM2 but are much easier to use.

 

Here's his full answer: 

I am looking at my Steam now and I have put in over 1,300 hours in Cities in Motion 2. I would say that Cities Skylines road system is vastly improved over CiM2. The snap to grid makes things much easier and it is more flexible in dealing with really tight and small interchanges and insanely easy for large interchanges such as the one in your screenshot. You may have an easier time rebuilding that in Cities Skylines than when you first built it in CiM2. However two things, there are no tunnels yet and CO curiously removed bus lanes and some of the street options such as 2-lane highway, and 4-lane street which I think will be back in the game soon.

Link

 

 

If you haven't played CIM2, the freedom on roads is just fabulous there. Though, it was quite messy about straight roads (something which seems to be corrected). Just to give you an idea about that freedom, here's a super interchange I built using CIM2 map editor:

 

6-directions-interchange.jpg

 

Your hexagonal interchange is really cool. Personally, I like geometric design for road network. I think drawing roads by hand is too arbitrary. It would be good if there are some tools or methods help improve accuracy in designing roads as I hope to see city blocks fully filled with buildings, facilities and parks. I'd also like to see more options in building railway network, like elevated rail stations. Perhaps there will be some more content coming out soon.

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From what I've seen so far from various let's plays: 

 

The Good: 

  • Great transportation systems 
  • Map sizes & expansions (love this feature) 
  • Policies!!
  • Overlays & information 
  • Zoning (quasi-grid system makes it easy to draw out districts) 
  • Modding!!

The Bad: 

  • The User Interface (although good) seems dated ascetically, a bit dull
  • Textures & graphics could be improved 
  • Purple pollution (will probably be modded) 
  • The tweeting bird tweets a tad too much
  • Little building variety/architecture differentiation (modding can help)  

I'm pretty excited for the release of the game. It builds on many of the successes of Cities XL and Simcity. However, there are some additions/fixes that could make the game more interesting. I'll have to see myself when I actually get the game. 

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I really loved watching the live streams! Skye Storme is my favorite, Etalyx is my second favorite, followed by Quill18 and trailed by Arumba. I looked at a couple other streams but nothing popped out as exceptionally good. The streams make me extremely excited for Cities: Skylines. It is a shame I won't get to play it much until after my winter quarter final (on March 17).

I now put Stone Legion/Kane Hart, InGameChat, and that girl hosted by Quill18 who loves city beautification above Quill18 (because of his polluted water, lack of deathcare, and bad traffic causing a mass die off) and Arumba (who seems to be the second or third worst with trains I ever did see). I now put Niclisten above Etalyx because he is an overnight expert, really good reddit moderator, and all his videos I saw are great (but I knew about him almost last). I feel bad for Skye, his lack of sleep is interfering with his gaming ability. All-in-all, I love watching the live streamers and Let's Players and seeing where they succeed and fail will help me make a great city on my first try.

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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Is it correct that you can only upgrade zones to higher density by dezoning first? That's a bit disappointing.

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From what I've seen so far from various let's plays:

The Good:

  • Great transportation systems
  • Map sizes & expansions (love this feature)
  • Policies!!
  • Overlays & information
  • Zoning (quasi-grid system makes it easy to draw out districts)
  • Modding!!
The Bad:

  • The User Interface (although good) seems dated ascetically, a bit dull
  • Textures & graphics could be improved
  • Purple pollution (will probably be modded)
  • The tweeting bird tweets a tad too much
  • Little building variety/architecture differentiation (modding can help)
I'm pretty excited for the release of the game. It builds on many of the successes of Cities XL and Simcity. However, there are some additions/fixes that could make the game more interesting. I'll have to see myself when I actually get the game.

They've already patched out the purple pollution with a grey colour and they also did something with the chirper bird (not exactly sure what), among other things. Colossal Order seems to be amazing at listening to users and quickly responding.

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Its looking very great. But the textures of the buildings are aweful, they are plain and looking like a game from the 90s.

I really dont get it. See the buildings of simcity 4 as an example they are Always looking good and the game is already 12 years old.

Also the Industrial buildings, compare them in real and see the difference its far from good

I was expecting more. Maybe i have to wait 12 years longer for a good city builder.

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Its looking very great. But the textures of the buildings are aweful, they are plain and looking like a game from the 90s.

I really dont get it. See the buildings of simcity 4 as an example they are Always looking good and the game is already 12 years old.

Also the Industrial buildings, compare them in real and see the difference its far from good

I was expecting more. Maybe i have to wait 12 years longer for a good city builder.

You're forgetting that SC4's buildings were pre-rendered (consisting basically of 4 pictures in the game itself), and this is actual 3D.

I agree though that it looks a bit bland, but I have good hopes for what comes from the community.

 

Remember that Colossal Order (the studio) consists of 13 people. They've opted to focus on core gameplay instead of focussing on models/textures. I think they made a great choice considering the limited resources at their disposal.


New Cities: Skylines CJ -

Feel free to check out my SC4 CJ as well -

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Its looking very great. But the textures of the buildings are aweful, they are plain and looking like a game from the 90s.

I really dont get it. See the buildings of simcity 4 as an example they are Always looking good and the game is already 12 years old.

Also the Industrial buildings, compare them in real and see the difference its far from good

I was expecting more. Maybe i have to wait 12 years longer for a good city builder.

 

You got the wrong end of the stick mate. The textures of the buildings are the smallest problem and the one most easily remedied by modded buildings. I think they're pretty decent and more darker and grimier than other 3-D city simulators.


Dear sir/madam/whoever will read this!

This profile is now defunct.

Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

Apologies for the inconvenience and for the lost pictures.

But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

The URS is a spiritual successor to the SC4 CJ Scrapbook.

With this update this will be the last time I visit my original Simtropolis account- admin/mods feel free to remove it or do whatever you need to do. I have no further use for the Ln X (BLANKBLANK) account.

 

With regards, Miles Saunders-Priem aka. Ln X aka. The British Sausage

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Its looking very great. But the textures of the buildings are aweful, they are plain and looking like a game from the 90s.

I really dont get it. See the buildings of simcity 4 as an example they are Always looking good and the game is already 12 years old.

Also the Industrial buildings, compare them in real and see the difference its far from good

I was expecting more. Maybe i have to wait 12 years longer for a good city builder.

I'm sure after a few months into the release, you'll see plenty of new textures and buildings to download that will get you a bit more excited to jump in.

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I wish you luck finding a better City Builder than this.

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I wish you luck finding a better City Builder than this.

Well...he did say he'd wait another 12 years.  :P

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The only thing that really bugs me so far are the highway on/off ramps - how sharp of a turn they are. I didn't really expect to see accel and decel lanes (althought that would have been awesome) but more realalistic angles would have been nice. Also the intersections it puts at those strange places like the freeway ramps and the foot of bridges. And I'm not so sure that stuff will be able to be modded. Other than that it's mostly some visual stuff that I have no doubt that all the great modder's will take care of. Really looks like a great game. It reminds me more of SC4 than SC2013, and that's a very good thing. As a base game with no mods it looks pretty dang great to me.

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The only thing that really bugs me so far are the highway on/off ramps - how sharp of a turn they are. I didn't really expect to see accel and decel lanes (althought that would have been awesome) but more realalistic angles would have been nice. Also the intersections it puts at those strange places like the freeway ramps and the foot of bridges. And I'm not so sure that stuff will be able to be modded. Other than that it's mostly some visual stuff that I have no doubt that all the great modder's will take care of. Really looks like a great game. It reminds me more of SC4 than SC2013, and that's a very good thing. As a base game with no mods it looks pretty dang great to me.

Most of the problems you see with the unrealistic highway interchanges were because some live streamers did not make them properly. If you pay attention, making the interchanges realistic improves traffic flow. The default interchanges are OK. Watching these videos have really helped me plan my playing when I start.

 

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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That's not what I was talking about. Maybe I'm not the one that needs to pay attention.

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That's not what I was talking about. Maybe I'm not the one that needs to pay attention.

Then what were you talking about because his response seemed appropriate to what you were saying.  The players we have been watching have been using pre-built interchanges or have been throwing them up quickly/did them in a limited amount of space.

 

Here's a highway interchange with smoother ramps.  It just comes down to who takes the time to make them look nice, (and I'm sure this could be improved too)

ZgHGHpT.jpg

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When was I talking about interchanges? Yeah, I've seen all the developer videos, the let's play's and Haljackey's that you are showing there too. The highway system looks to be the easily the best we've seen shipped with a city builder to date. I'm not knocking the game, it looks incredible. Just a couple small things that bugged me as I said.

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That's not what I was talking about. Maybe I'm not the one that needs to pay attention.

Then what were you talking about because his response seemed appropriate to what you were saying.  The players we have been watching have been using pre-built interchanges or have been throwing them up quickly/did them in a limited amount of space.

 

Here's a highway interchange with smoother ramps.  It just comes down to who takes the time to make them look nice, (and I'm sure this could be improved too)

(pic)

 

In my opinion, someone who spend some time in CIM2 will get grasp in laying roads smoothly faster than someone, who didn't. 

It looks like the same system, but with fewer options to choose. Looking forward for improvements of hwy system in C:S :)

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When was I talking about interchanges? Yeah, I've seen all the developer videos, the let's play's and Haljackey's that you are showing there too. The highway system looks to be the easily the best we've seen shipped with a city builder to date. I'm not knocking the game, it looks incredible. Just a couple small things that bugged me as I said.

 

Both Ocram and I have tried to tell you that you don't have to make sharp ramps and that you can have smooth ones.  I posted the picture of the interchange to show you rather than just tell you.  We're just trying to help you understand your misconception about how sharp ramps have to be.

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