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

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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 :)

 

I've talked to the guy who made the great transport video and I asked him about it. He told me that road tools were similar to those of CIM2 but even easier. The I created in CIM2 has all nice curves so I do hope we will be able to make the same in C:SL.

 

If it works like in CIM2, the key thing to understand is that transport layouts works according to nodes, which are the end of each segment you build. Those nodes are spacially fixed at a specific 3D coordinates (XYZ), they won't move. And between those nodes, there you can build road segments applying a smooth curve.

 

Many of the streamers are building a serie of very short segments multiplying fixed nodes. I believe they could get a smoother result in placing less nodes softly joined by a single curve segment. I don't know if this really helps, but it actually works exactly like vectorial drawing on Adobe Illustrator, except it's in 3D.

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What Marla said. CiM2 road/rail building experience is really going to help for C:SL.

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Looks great,

 

One critique is the pollution making the ground purple? Doesn't look quite right, rather see it become a musky green to a brown. Other than that, can't wait to play it.

 

I think I am coming down with a fever, not sure I can make it to work on Wednesday guys..  :dead:

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Looks great,

 

One critique is the pollution making the ground purple? Doesn't look quite right, rather see it become a musky green to a brown. Other than that, can't wait to play it.

 

I think I am coming down with a fever, not sure I can make it to work on Wednesday guys..  :dead:

After the lastest patch, I've seen the pollution grass gray in a few circumstances on twitch.  Maybe it depends on the color filter(I think the world map has a filter on top of the filter you pick in options)?  Modders are going to be on that fast!

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I did hear about the filters, haven't watched enough LP's or streams to see anyone tinker with it too much. 

 

Grey would be another way to describe it heh. Probably a better colour to use in instances of radioactive fallout. Speaking of, any streams of anyone running down a nuclear power pant? Is that at all possible? Though I think disasters weren't at all included?

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Additional impressions:

 

Transportation - especially trains - seem awesome.  I could get lost in the passenger trains all day.  I have been watching the train video that was posted elsewhere in the forums here in Simtropolis.  So, here are some additional thoughts geared mostly towards trains.

 

  • For added train realism, I'd love to see signal lights on the tracks.
  • Can stations be named?  If not, I'd enjoy naming a station and when I click on it, I see the different train and bus lines that stop at that station.
  • It would be great when zooming in on a station I can see signs having the names of the stations, and the different train and bus lines that stop at the station.
  • It would be great to have stations with multiple tracks (e.g. 4, 6, 8, etc...) that run through it - on the ground, above the ground, and below the ground.  It would also be great to be able to put commercial zones in the big stations.
  • It would be great to have express trains - so, for example, I can have an express train that skips several stations to get to a few of the major stations.  I would suggest adding a 3rd and 4th set of rails that would be in between the rails that have the trains that stop at each station.
  • Also, I never saw a train that was full.  Even if the station was crowded, it seem the train was always at barely10% to 15% of its capacity.
  • It is not clear how commuters get from one side of the station to the other.  There doesn't appear to be any stairs or walkways to the other side of the platform.
  • Can stations be elevated?
  • Can the number of citizens - that is shown to the user only - can that number be multiplied by some factor?  The train video I saw had an impressive rail system and the metro area looked thoroughly populated - yet the number of people in the city was 189,000.  I live in the Atlanta metro area (in the U.S. state of Georgia).  We have a population of around 6 million people.  We don't have a rail system as good as the one I watched in that video.  He had stops, multiple lines, etc...  Here in Atlanta we do have a rail system, but it is just 4 lines and doesn't go enough places - yet it still is good and provides some options.  However, in real life, there is no way a population of 189,000 could support the city and transportation system he had.
  • I mentioned before about upgrading train cars (perhaps a new model comes out with more amenities) and stations.
  • I also would enjoy being able to put things to a referendum for my citizens to vote on.  It would be great to track polls on issues and then I could take actions to influence citizens overall, in different parts of the city, in districts or even for certain demographics.  In essence, I think a whole new level of depth could be achieved if, in addition to zoning and building things, I would also have to interact with my citizens via ideas and needed approval for certain things from them.

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Stations, like most other things can be named. Express lines for passenger rail are possible; one merely needs to skip a station to when making a line. Commuters can only utilize stations and stops on mass transit if the player makes lines. All vehicles in a line are the same color, which can be changed. I think it would be cool for the total population count displayed to be 4-10 times the number of simulated citizens.

--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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Additional impressions:

 

Transportation - especially trains - seem awesome.  I could get lost in the passenger trains all day.  I have been watching the train video that was posted elsewhere in the forums here in Simtropolis.  So, here are some additional thoughts geared mostly towards trains.

 

Yes, indeed. I was cautiously optimistic before I saw those train videos, but I got excited for the game when I saw those.

Regarding your wishes, I personally would set the following priorities for me:

1. A station with elevated platforms to avoid the rollercoaster track design you are forced to use now.

2. A station with two tracks for easier commuter exchange between different busy lines. In the video, the player even needed three stations next to each other, which looks somewhat weird.

Regarding your other questions:

  • In the video, the player built overpasses with footpaths.
  • I have seen relatively full trains in at least one video by the same author (beyond 50%).
  • The discrepancy between how many commuters are visible on platforms and the number entering the trains is due to the fact that the guy in question ran up to four different lines on the same track. Which means that not everyone will enter the train that just comes in.

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@Turjan.  Thanks for the additional insight.  It makes sense now.

 

I also agree with you about having multiple stations side-by-side.  It would be far better to have stations that could handle more than 2 tracks.

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There are a multitude of issues discussed here.  Many are serious, but I have faith that they could be fixed and improved if CO is allowed to do so by Paradox.  Unfortunately, CiM2 was a fantastic title that was left 95% complete with a couple of killer issues that ruin the whole experience.

 

I am happy that a shameless rip-off of SC4 has been produced.  It is still the best overall city simulator out there despite its flaws.  C:SL improves many, many aspects of SC4 while replicating most outright.  What I have a problem with is going backwards on key elements that have the potential to destroy the whole game in terms of longevity and realism.  There is only one that seems so critical that it can't be modded or "fixed" in DLC.  Lot size.

 

The uniform and too-small for industry, farms and about half of the commercial world (malls, big-box stores, large towers, etc.) lots are ABSURD.  It means that completely ridiculous structures are used for many common buildings, or, those buildings cannot be used in the game.  The cities that are developed are unrealistic looking (and acting) primarily because of this issue.  It will be very difficult to correct this and has such massive ripple effects throughout the entire simulation that it appears that the developers just decided to give-up trying to do what SC4 was able to do 10 years ago.

 

Sorry, but despite all the promise of this game, and promising mods already announced, I won't invest time (or money) into it unless this fundamental flaw is redressed.  If it cannot be, or CO chooses not to, then sorry, but SC4 modded to the hilt, will still be better than this.  That is pretty sad given that it is 2015 and we already had the SC 2013 fiasco.

 

CO, while busy replicating even the dumbest elements of SC4, may have forgotten that what makes urban planning and development and city building interesting and exciting is the variety and heterogeneity of buildings and lots and land uses.  It's what makes micromanaging all that crap worthwhile in the end.  Otherwise, it becomes stale very quickly, which I am afraid this title is headed towards.  Look and see how many SC4 fanatical modders focused on smallish lots equivalent to the 4 x 4 here.  Not many.  And for good reason.

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Look and see how many SC4 fanatical modders focused on smallish lots equivalent to the 4 x 4 here.  Not many.

 

Most of my favorite batters did make mostly smaller lots though. I see the point regarding industry and supermarkets. Industry in this game looks a bit like a toy factory. I found already the SC4 industry too small, and this is even smaller, which is indeed disappointing. Regarding supermarkets, I'm probably fine with plops. Those had a hard time growing in SC4, too.

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There are a multitude of issues discussed here.  Many are serious, but I have faith that they could be fixed and improved if CO is allowed to do so by Paradox.  Unfortunately, CiM2 was a fantastic title that was left 95% complete with a couple of killer issues that ruin the whole experience.

 

I am happy that a shameless rip-off of SC4 has been produced.  It is still the best overall city simulator out there despite its flaws.  C:SL improves many, many aspects of SC4 while replicating most outright.  What I have a problem with is going backwards on key elements that have the potential to destroy the whole game in terms of longevity and realism.  There is only one that seems so critical that it can't be modded or "fixed" in DLC.  Lot size.

 

Mods... patches... I would say the number of squares from a road can be increased or decreased by changing whatever value(s) govern this feature. Why not ask the CS developers themselves about whether this feature can be modded or altered. Fear not.


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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I wonder if the lot size has to do with the curved roads? It would be hard to place/zone a large lot around a curved road because the lot would need to curve also.

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I wonder if the lot size has to do with the curved roads? It would be hard to place/zone a large lot around a curved road because the lot would need to curve also.

 

It's doable, especially if you start in your first tile, buy the other 8 around it to make a 3x3 with your starting one in the middle. You build the first part of the city in concentric circles and just make them bigger and bigger. Once you start hitting the edges of the outer tiles you switch from circles to rounded edged squares and fill the 4 corners between the last real circle and the rounded edged square with service buildings or parks, or monuments and so on.


My YouTube channel with Cities:Skylines and SimCIty2013 videos: https://www.youtube.com/user/perafilozof

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There are a multitude of issues discussed here.  Many are serious, but I have faith that they could be fixed and improved if CO is allowed to do so by Paradox.  Unfortunately, CiM2 was a fantastic title that was left 95% complete with a couple of killer issues that ruin the whole experience.

 

I am happy that a shameless rip-off of SC4 has been produced.  It is still the best overall city simulator out there despite its flaws.  C:SL improves many, many aspects of SC4 while replicating most outright.  What I have a problem with is going backwards on key elements that have the potential to destroy the whole game in terms of longevity and realism.  There is only one that seems so critical that it can't be modded or "fixed" in DLC.  Lot size.

 

Mods... patches... I would say the number of squares from a road can be increased or decreased by changing whatever value(s) govern this feature. Why not ask the CS developers themselves about whether this feature can be modded or altered. Fear not.

 

 

So you think we will get an additional "y-axis" control for the number of squares that accompany a road?  Or perhaps even simpler, make larger roads come with larger lots.  But that won't address industry or farms or malls, etc.  Bottom-line, it will take a major change that goes against the grain of the user interface and user experience inherent in this title.  I REALLY hope you are right, but I am not holding my breath. 

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There are a multitude of issues discussed here.  Many are serious, but I have faith that they could be fixed and improved if CO is allowed to do so by Paradox.  Unfortunately, CiM2 was a fantastic title that was left 95% complete with a couple of killer issues that ruin the whole experience.

 

I am happy that a shameless rip-off of SC4 has been produced.  It is still the best overall city simulator out there despite its flaws.  C:SL improves many, many aspects of SC4 while replicating most outright.  What I have a problem with is going backwards on key elements that have the potential to destroy the whole game in terms of longevity and realism.  There is only one that seems so critical that it can't be modded or "fixed" in DLC.  Lot size.

 

Mods... patches... I would say the number of squares from a road can be increased or decreased by changing whatever value(s) govern this feature. Why not ask the CS developers themselves about whether this feature can be modded or altered. Fear not.

 

 

So you think we will get an additional "y-axis" control for the number of squares that accompany a road?  Or perhaps even simpler, make larger roads come with larger lots.  But that won't address industry or farms or malls, etc.  Bottom-line, it will take a major change that goes against the grain of the user interface and user experience inherent in this title.  I REALLY hope you are right, but I am not holding my breath. 

 

 

To be honest with farms and industrial fillers (warehouses, pipelines and so forth) I would want them to be ploppable park or landmark items like they are in the modded SC4. You would zone the base farm to the road or dirt track and then plop in the fields. Heck why not make the "y-axis" control unlimited. My only slight concern is that parks need to be connected to a road of some kind, perhaps a mod can take of that to.


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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I think it was torture watching 99% of the streamers/youtubers. Not only because I've been dying to get my own hands on Cities Skylines, but also because sadly, they just didn't seem to be very good at building an aesthetically pleasing city. Others obviously are not big sim fans. As far as the game itself, it looks very capable of making amazing cities and producing lots of gaming fun, which made it even more painful to watch these guys. Tomorrow..... tomorrow.

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I just watched the railroad video posted here and was blown away!!!! While watching I can see careful planning and taking your time is going to payoff in spades I hope there is a sandbox mode because I just want to paint awesome looking skylines and views. Balancing a budget doesn't mean so much to me. what I really like was as soon as you bought more land travel from tile to tile is seamless making going for a train ride to work make much more sense. Yes I do believe I am going to buy a new computer so I can play this game. My old school rig for sc4 just wont cut it.

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...Sorry, but despite all the promise of this game, and promising mods already announced, I won't invest time (or money) into it unless this fundamental flaw is redressed.  If it cannot be, or CO chooses not to, then sorry, but SC4 modded to the hilt, will still be better than this.  That is pretty sad given that it is 2015 and we already had the SC 2013 fiasco....

 

Its only the growables that have to stick to 4 x 4 in size, plopables can be a lot bigger, from the competition page at Paradox

 

 

If you are creating buildings for zoned areas, keep them within the 4x4 cell size (one cell is 8m x 8m) - can be also smaller than such as 3x2 cells and so forth. Ploppaples can be obviously bigger but don't go overboard."

 

which is why someone has done a cathedral ... it looks great (see page 2)

 

http://forum.paradoxplaza.com/forum/showthread.php?840333-Custom-Building-Competition&s=326792a0eac46d4add76218bc86e42eb

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 My only slight concern is that parks need to be connected to a road of some kind, perhaps a mod can take of that to.

 

Someone already did that, and it doesn't work, as parks will become crime hotspots this way. They have to be accessible for police, firefighters and ambulances.

 

Perhaps there have to be other properties modded for this to work.

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...Sorry, but despite all the promise of this game, and promising mods already announced, I won't invest time (or money) into it unless this fundamental flaw is redressed.  If it cannot be, or CO chooses not to, then sorry, but SC4 modded to the hilt, will still be better than this.  That is pretty sad given that it is 2015 and we already had the SC 2013 fiasco....

 

Its only the growables that have to stick to 4 x 4 in size, plopables can be a lot bigger, from the competition page at Paradox

 

 

If you are creating buildings for zoned areas, keep them within the 4x4 cell size (one cell is 8m x 8m) - can be also smaller than such as 3x2 cells and so forth. Ploppaples can be obviously bigger but don't go overboard."

 

which is why someone has done a cathedral ... it looks great (see page 2)

 

http://forum.paradoxplaza.com/forum/showthread.php?840333-Custom-Building-Competition

Awesome! I think things like grocery stores, malls, etc that would go above the 4x4 are usually better when plopped anyways because it's something you want more control over then say a generic office.

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Well I don't.  I liked in SC4 that large structures would grow at random/appropriately just like all the medium and small structures.  If it was only malls and factories, perhaps.  But every large residential and commercial tower, which collectively represent a significant proportion of a higher density city, need larger than a 4x4 lot.

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... But every large residential and commercial tower, which collectively represent a significant proportion of a higher density city, need larger than a 4x4 lot.

 

A 4x4 lot is 32metres wide or 104 feet which means you can have 432 Park Avenue

 

http://en.wikipedia.org/wiki/432_Park_Avenue

 

Its 93-foot-by-93-foot and has 89 floors, I'm not saying you don't have a valid point as you do the farms look really weird, but there are buildings out there that can be built within the 4x4 limits and still look pretty good.

 

-catty

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... But every large residential and commercial tower, which collectively represent a significant proportion of a higher density city, need larger than a 4x4 lot.

 

A 4x4 lot is 32metres wide or 104 feet which means you can have 432 Park Avenue

 

http://en.wikipedia.org/wiki/432_Park_Avenue

 

Its 93-foot-by-93-foot and has 89 floors, I'm not saying you don't have a valid point as you do the farms look really weird, but there are buildings out there that can be built within the 4x4 limits and still look pretty good.

 

-catty

 

 

Well, outside Manhattan res buildings are wider and lower and often come with land around them, even if they are still quite tall (20 to 30 storeys).  And if you can fit 432 Park Avenue on it, why is a modest-sized single home taking up the same space?

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... But every large residential and commercial tower, which collectively represent a significant proportion of a higher density city, need larger than a 4x4 lot.

 

A 4x4 lot is 32metres wide or 104 feet which means you can have 432 Park Avenue

 

http://en.wikipedia.org/wiki/432_Park_Avenue

 

Its 93-foot-by-93-foot and has 89 floors, I'm not saying you don't have a valid point as you do the farms look really weird, but there are buildings out there that can be built within the 4x4 limits and still look pretty good.

 

-catty

 

 

Well, outside Manhattan res buildings are wider and lower and often come with land around them, even if they are still quite tall (20 to 30 storeys).  And if you can fit 432 Park Avenue on it, why is a modest-sized single home taking up the same space?

 

 

As the game is successful, I am sure these issues will be addressed.  I think the lot sizes are simply to make the game be playable for as many people as possible.  Plus, they do have a small dev team.  Nonetheless, I too look forward to larger size buildings.

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I definitely hope we can eventually have 4x8, 8x8, 8x12 and 12x12 growable lots whether through modding or the devs.  They would be great for later level stages in your downtown's.  Hopefully we can get larger farm fields too.

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Firstly, I am SO excited for this game. Having been a SC4 devotee and Simtropolis lurker for a long time (never did quite build that perfect city), the SimCity reboot left me cold (and out of pocket), and I never got to grips with the numerous flaws of Cities XL and its subsequent minor upgrades.

 

So, finding out about this game left me excited, but also concerned - once bitten, twice shy etc.

 

Having read a lot about it, watched numerous Let's Play videos from Simtropolis and others, I feel reassured and I have pre-ordered the game as a result.

 

It looks like it's almost the spiritual successor to SC4 that we've been waiting for.

However, there's still a few small concerns that I hope will be worked on in the coming weeks and months.

 

- 4x4 growable lots - I hope to see this increased at some point, that's really too small for some realistic applications

- A mod to either increase the pop size or at least a multiplier for the existing numbers - 1 'represented' cim for e.g. 3 population shown.

- Tunnels are a must

- Ways to mod the terrain in-city - I'm sure modders will be looking to give us building blocks if nothing else

- Elevated stations

- Switch directions on one-way streets

- Integrated transport hubs - proper high density urban locations need a building that can handle rail, metro, bus and other connections in one location

- Trams would be awesome

- Too little building and vehicle variety - this will be the easiest fix as an army of people will soon get to work reskinning some of the existing stuff, and hopefully new and gorgeous mods will follow.

- needing to dezone before you can rezone a low density to a high density.  Seriously?  That needs a patch quickly.

- Night mode (mainly for taking beautiful skyline at night screenshots, doesn't have to affect play)

 

Mostly though, these are small niggles, which I am certain people will be able to overcome.

 

From what I've seen so far the fundamentals of the game seem there or thereabouts, and the studio seems very engaged to try to meet specific needs while balancing the overall competing demands of different types of gamer.

 

It's been nothing short of amazing to see what the mod community has been able to do to take SC4 and keep it alive and kicking for so long, with countless examples of inspiring work.

 

IF this is the game to finally take the torch from SC4, and I hope it is, we should see the realization of some amazing possibilities.

 

Today's the day we start to find out.

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... But every large residential and commercial tower, which collectively represent a significant proportion of a higher density city, need larger than a 4x4 lot.

 

A 4x4 lot is 32metres wide or 104 feet which means you can have 432 Park Avenue

 

http://en.wikipedia.org/wiki/432_Park_Avenue

 

Its 93-foot-by-93-foot and has 89 floors, I'm not saying you don't have a valid point as you do the farms look really weird, but there are buildings out there that can be built within the 4x4 limits and still look pretty good.

 

-catty

 

 

Well, outside Manhattan res buildings are wider and lower and often come with land around them, even if they are still quite tall (20 to 30 storeys).  And if you can fit 432 Park Avenue on it, why is a modest-sized single home taking up the same space?

 

 

To be honest I've no idea ... in another couple of hours it will be released and I think that's when we will start to get an idea of what's possible

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Finally got my GMG key and could look at the workshop:

 

FirstBuilding_zpsy766upqq.jpg

 

The future looks bright.

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