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Looking For People to Play With

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Is multiplayer turn based? Or do both activly work and build? And i guess it's dependant of both being online at same time so each can't independently make changes.


I'm sure it would be easier to manage a city multiplayer...

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I'm looking to join/create a region like you described. My Origin is JaakeHunt. Also if anyone else will see this comment and want to play then feel free to add me too.

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  • Similar Content

    • By Trylk255
      Hello ladies and guys! I am Trylk255 and today I want to tell you one thing that is still in my heart today.
      Yeats after Maxis left SimCity on its own, this game still runs. Time have passed. I am here today to start modding again and make this game great!
      Serious level : 80%
      Here is what you have to take note of :
      1. I won't compile a new .exe file for SimCity, there's already one.
      2. I am looking for people and modders that still want to mod the game. Actually, joinning my modding crew would be a grest first step for all of us.
      3. We have a Discord server ! KEEP YOUR EYES HERE EVERY DAYS! I will send an invitation link when the server will be up and ready for normal use. Expect the invite to be posted in 48hrs (2 days). 
      About mods on the STEX
      Have a favorite mod on the STEX? Share me the link, I will rework the mod in question in order to fix issues, bugs and adapt it to the new structure*.
      Ummm... You said "new structure", what's that exactly?
      By remaking a game with mods, we have been used to create them with our own pattern. Patterns are 2 or 3 years old on SimCity 2013. As time goes, new things are discovered.
      Alright, enough arguing ; time to explain.
      The old structure :
      The new structure :
      Our planned features in a long term :
      : : CONTROLNET : : 
      Modifying ControlNet system (Production, Usage, Bandwith, info mods)

      : : MEGATOWERS : :
      Planned content : 
      New levels New megatowers designs New crowns
      : : MODULES : :
      New working modules without overriding the original ones and integrating them to a building.
      Custom buildings with custom modules.
      Please take note I am currently working on a huge ControlNet project wich will allow me to make even better mods. This could allow me to make CUSTOM GREATWORKS, CUSTOM OMEGACO SYSTEM and CUSTOM Crowns which will use ControlNet.

      Here is a list of things I can't do : Custom maps (regions)
      Hey! We are in 2017! WELCOME BACK!
      So... whats with that idea to restart that huge-monstrueous project? What happened last year with you?!
      O_o Ok ok... I was more focusing on other games and trying new mixtures of SimCity 2013 mechanics.
      Talk us about that project now...
      I won't rewrite down the first post, altho what have been changed on the original list is :
      Every original ideas are going to be there.
      : : New stuff : :
      //!!// Patches and fixes will be created for many exisiting mods already there on Simtropolis. The reason why is because I try a lot of mods. Sadly, many mods haven't been tested deeply. They've been released with a few twsts or none almost, assumig they will work like it's supposed to.
      //!!// Mod restructuration. Mods will still be created, but they will now be organized differ3ntly from the inside. Such as : this mod modifies water layer. Instead of just throwing the modifications, I'll implement the layer and modify it as well so it's goig to be adapted for the mod in question.
      //!!// Performances are going to be a number 2 on our list//!!//
      Our current criterias for releasing a mod are : tests, detailed description, support offered for the mod, updates for the mod. So far, many mods, a game who is limited in terms of modding but... Someone once a day said There is, and will always be a place for improvement. 
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      : : Placement rethink-ed : :
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      : : Whole CONTROLNET usage REVIEWED + OmegaCo : :
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      Through the last months, I have seen many users saying/complaining that the resources layers are buggy. Well, I'm going to be honest with you, the layers are very minimalistic.
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    • By Matei Tudor Matei
      Hello.I'm searching active players(24/7),who wanna join a new map.I'm not playing every moment of the day,but i'm active.We have to help each-other ofcourse.
      Who like this game and wanna play,just add me xXSimplyBoyXx
    • By boformer
      I like discussions, so let's start a new one.
      I noticed that a lot of people play C:SL (and also SC4) only for the looks, with excessive "detailing".
      With in game prop placement and ground texturing, C:SL offers a lot of tools for these player.
      On the other side, there are players who want to build functioning cities, optimised for the simulation. I fell that this is a smaller group.
      And there are players like me who want a bit of both. I'm playing the game for the challenge, but I also want a realistic and visually appealing city.
      Personally, I'm refusing to use any prop placement mods because it just takes too much time to go into detail, and there is no simulation behind props.
      I would love to see more detail in my cities, but these elements should also serve a purpose, or be auto-generated by the game.
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      - Automatic filling of empty space between buildings with props and ground textures, like fences, hedges.
      - Modular building concept from SC13, which allows you to add small details like signs, extra building parts and integrated networks.
      - Skins for bridges, power lines, roads.
    • By MrLEXON
      I need up to 16 Simcity 2013 active players.
      I am planning to start a large region with active players that will cooperate with each other.
      Please send me a friend request if you are interested.
    • By Freighter-001
      I'm playing on Europe west 6 and looking for serious players for my private region. I have plenty of money to give to start you off directly
      Please add me to join: Freighter-001
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