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    • By tariely
      I recenty uploaded the lost original, which I have been using liberally for years. With some problems, though, that I thought would be nice to save new users from. (1) the bus stop never showed up, (2) neither did the dirt circle for the trees (the original used the Invisible One…) ; (3) they were not well lighted, which is my personal bugaboo. Also, last but not least, (4) I never knew exactly on which side the street barriers were, and had to re-plop several times to get them right.
      So here is a new version of those Kazuki lots, trying to solve all those problems, with a little bit of SPOT to help with the plopping. All Hail goes to Kazuki for making them in the first place.I just licked them up and lighted them and gave them new menu icons.
      You don’t need the original but it’s here.
      NB : if you have a Sandstone Mod, it will replace the Maxis pavement.
      NB2 : In case you are wondering, no, the bus stop is not functional, sorry. It is now !
      ------------- 
      BSC_MEGA-Props-CP Vol01.dat :
      http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180
      Murimk stands-simple.dat :
      https://community.simtropolis.com/files/file/25681-murimk-bicycle-props-with-mmp-bikers/
      JENXPARIS_Prop_Pack_VOl02.dat :
      http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1612
      NetworkAddonMod_Props.dat : In NAM 32 and up
      PorkieProps-Vol1.dat :
      http://community.simtropolis.com/files/file/11421-porkie-props-vol1-european-street-accessories/
      PorkieProps-Vol2.dat :
      https://community.simtropolis.com/files/file/11420-porkie-props-vol2-seasonal-street-trees/
      RVTNightlights (included)
      SG_BusStop04.dat (if you’re not already using SG Bus Stops. Which maybe you should. They’re about the only ones reasonably to scale, with WMP’s and the RTMT) : in SG Bus Stops :
      http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1618
      SPOT_C-rc100.dat (for the plopping directions) :
      https://community.simtropolis.com/files/file/24509-spot/
       
      Tamorr_Family_Prop_V1.dat :
      in Tamorr’s Resource 2.05
      http://community.simtropolis.com/files/file/21940-tamorrs-resource/
      wmp_power_props01.dat : in WMP Power Lots :
      http://community.simtropolis.com/files/file/26376-wmp-power-lots/
       
       
    • By Cougar2004
      Purpose
      This mod fixes a problem with the default Maxis Space Port, which claims it "Provides a boost to high-tech industry" however, it does not. Maxis forgot to include this boost, therefore it boosts nothing but costs and some slight commercial desirability.
       
      This mod fixes that. A significant yet realistic (non-radical) boost to High Tech Industry is now provided. Placing the Space Port now provides 150,000 High-Tech Industry Cap Relief. This is well within the range of other similar buildings such as the Advanced Research Center, University, and Marina.
       
      Alternate Version
      For those who feel the default Maxis Space Port uses far too much power for its size and function, a second Mod file is provided in this download. In addition to fixing the High-Tech Boost, this ALT Mod version lowers power requirements from the default 700 to 219. This should allow most cities to stay safely under the power abilities of a single power plant with the Space Port placed.
       
      Additionally, the included ALT Mod version also increases the Space Port from 100 R$ Jobs to a more realistic spread of 8 R$, 104 R$$, and 16 R$$$, to cover the range of employees from Astronauts down to Janitorial staff. Water consumed is decreased slightly from 360 to 248. Monthly Cost is lowered from $400/mo to $300/mo. And Bulldoze Cost of $4200 is now $3900. No other changes have been made to how the Space Port looks or functions.
       
      Files Included - ( *** USE ONLY ONE of these *** )
      - 'SpacePort Fix Mod.dat' (Fix only)
      - 'SpacePort Fix Alt Mod.dat' (Fix + some additional changes)
      Compatibility
      SimCity 4 Deluxe or Rush Hour Required for this Mod.
      This mod is safe to use with all other known Mods released as of this date on the STEX. (The AC Functional Airports Mod found at SC4Devotion.com modds this building in a large pack, so you may only use this Mod or that one.)
      Dependencies
      None.
       
      Additional Notes:
      See included ReadMe.txt for Installation, Uninstall, and further details.
      Impact of this Mod will only be seen when you have met all SC4 requirements for High-Tech Industry and have placed the Space Port (from Rewards Menu) in your city, with this Mod installed.
    • By Cougar2004
      Have you ever wondered if you should use an Ordinance in your game?  ...but didn't know what it really did?  The bad effects?  Total Costs?  Benefits?  Seek no further!  The answers are now here.  (If this thread helps you, Bookmark it to find it again, or reply with your thoughts.)
      This thread was inspired by ideas and requests found in a thread titled: The Worst Ordinances ever (Poll Included)  "Which are the worst Sim City 4 ordinances and why?" 
      After much research, Here is a Complete List of Ordinances and their Secrets!  I have chosen to divide these into 12 categories for ease of use.  Choosing which ordinance to use depends on what you want / need in your current city.  (Feel free to discuss anything about these, mention anything missing or mistaken.  This list will be updated with corrections as needed.)  Enjoy~!

      Ordinances of SimCity 4 Deluxe / Rush Hour (20)
      This is a complete list of Ordinances and their details as found in the Sim City 4 Deluxe game.

      Crime
      Junior Sports Programs  ($100/mo + $0.005 per $ in the park & rec budget)
           Requirement: Must have at least 1 park structure.
           Benefit: Crime globally reduced by 5%

      Neighboorhood Watch  ($10/mo + $0.001 per resident)
           Requirement: Must have at least 1 police structure.
           Benefit: Crime globally reduced by 5%

      Youth Curfew Act  ($40/mo + $0.002 per resident)
           Benefit: Crime globally reduced by 5%
           Bad Effect: Mayor Rating reduced by 10pts

      Legalize Gambling  ($100/mo INCOME)
           Benefit: Allows possibility of a Casino Business Deal
           Bad Effect: Crime globally increased by 20%

      Demand
      Clean Air Act  ($20/mo + $0.005 per resident)
           Benefit: Air Pollution globally reduced by 10%
           Bad Effect (or Benefit): Dirty Industry Demand reduced by 5% (Experts say its actually only 0.33%.)

      Nuclear Free Zone  ($50/mo + $0.002 per resident)
           Benefit: Mayor Rating increased by 5pts
           Benefit: Farm Demand increased by 0.33%
           Bad Effect: High-Tech Industry Demand reduced by 0.17%
           Bad Effect: Forces removal of Nuclear Power Plants, restricts building new ones

      Paper Waste Reduction Program  ($20/mo + $0.005 per resident)
           Benefit: Garbage output reduced by 10%
           Bad Effect: Commercial $$ Office Demand reduced by 5% (Experts say its only 0.33%)
           Bad Effect: Commercial $$$ Office Demand reduced by 5% (Experts say its only 0.17%)

      Power Conservation Act  ($0/mo + $0.005/mo per resident)
           Benefit: Power consumption globally reduced by 10%
           Benefit: Power Neighbor Deal Costs reduced by 10%
           Bad Effect: All Industry Demand (except Farms) reduced by 5% (Experts say its actually only 0.50%)
           Bad Effect: Mayor Rating reduced by 10pts (Experts say this does not happen at all so 0%)
           Bad Effect: Lifespan of Power Plants reduced by 10% (Experts say this does not happen at all so 0%)

      Tourism Promotion Program  ($50/mo + $0.005 per $ in the Landmark budget)
           Benefit: All Commercial Service Demand increased by 2% (Experts say its actually only 0.33%)

      Water Conservation Program  ($50/mo + $0.005 per resident)
           Benefit: Water consumption globally reduced by 10%
           Bad Effect: All Industry Demand reduced by 5% (Farms by 10%) (Experts say its actually as follows on the next 4 lines:
           Bad Effect: Farms Demand reduced by 0.83%
           Bad Effect: Dirty Industry Demand reduced by 0.50%
           Bad Effect: Manufacturing Industry Demand reduced by 0.33%
           Bad Effect: High-Tech Industry Demand reduced by 0.17%)

      Education
      Pro Reading Campaign  ($50/mo + $0.005 per $ total citywide monthly Library funding) (Experts say its actually $20/mo + $0.005 per $ total citywide monthly Library funding)
           Benefit: Education Quotient increased by 10%

      Fire (Flammability)
      Smoke Detector Program  ($0/mo + $0.001/mo per resident)
           Benefit: Flammability globally reduced by 5%

      Garbage
      Paper Waste Reduction Program  ($20/mo + $0.005 per resident)
           Benefit: Garbage output reduced by 10%
           Bad Effect: Commercial $$ Office Demand reduced by 5% (Experts say its actually only 0.33%)
           Bad Effect: Commercial $$$ Office Demand reduced by 5% (Experts say its actually only 0.17%)

      Tire Recycling Program  ($20/mo + $0.001 per resident)
           Benefit: Garbage output reduced by 3%

      Trash Presort Requirement  ($26/mo for first Recycling Center + $1 for each additional one) (Experts say its actually $20/mo + $0.003 per resident) 
           Requirement: Must have at least 1 Recycling Center.
           Benefit: Garbage output reduced by 3%

      Health
      Community CPR Training Program  ($50/mo + $0.005 per resident)
           Benefit: Health Quotient globally increased by 10%

      Free Clinic Program  ($50/mo + $0.005 per each $ of Medical Clinic funding)
           Benefit: Health Quotient globally increased by 10%

      Mayor Rating
      Automobile Emission Reduction Act  ($20/mo + $0.05 per resident)
           Benefit: Air Pollution globally reduced by 10%
           Bad Effect:  Mayor Rating reduced by 5pts

      Nuclear Free Zone  ($50/mo + $0.002 per resident)
           Benefit: Mayor Rating increased by 5pts
           Benefit: Farm Demand increased by 0.33%
           Bad Effect: High-Tech Industry Demand reduced by 0.17%
           Bad Effect: Forces removal of Nuclear Power Plants, restricts building new ones

      Power Conservation Act  ($0/mo + $0.005/mo per resident)
           Benefit: Power consumption globally reduced by 10%
           Benefit: Power Neighbor Deal Costs reduced by 10%
           Bad Effect: All Industry Demand (except Farms) reduced by 5% (Experts say its actually only 0.50%)
           Bad Effect: Mayor Rating reduced by 10pts (Experts say this does not happen at all so 0%)
           Bad Effect: Lifespan of Power Plants reduced by 10% (Experts say this does not happen at all so 0%)

      Youth Curfew Act  ($40/mo + $0.002 per resident)
           Benefit: Crime globally reduced by 5%
           Bad Effect: Mayor Rating reduced by 10pts

      Legalize Gambling  ($100/mo INCOME!)
           Benefit: Allows possibility of a Casino Business Deal
           Bad Effect: Crime globally increased by 20%

      Pollution
      Automobile Emission Reduction Act  ($20/mo + $0.05 per resident)
           Benefit: Air Pollution globally reduced by 10%
           Bad Effect:  Mayor Rating reduced by 5pts

      Clean Air Act  ($20/mo + $0.005 per resident)
           Benefit: Air Pollution globally reduced by 10%
           Bad Effect (or Benefit): Dirty Industry Demand reduced by 5% (Experts say its actually only 0.33%.)

      Commuter Shuttle Service  ($20/mo + $0.005 per resident)
           Benefit: Air Pollution globally reduced by 2%
           Benefit: Mass Transportation use increased by 5% for R$, 14% for R$$, 33% for R$$$
           Benefit: Car Traffic reduced by 25% for R$, No change for R$$, 6% for R$$$

      Landfill Gas Recovery Program  ($20/mo + $50 per landfill tile) (Experts say its actually $20/mo + $0.001 per resident)
           Requirement: Must have at least 1 operating Landfill and at least 1 Gas Power Plant
           Benefit: Air Pollution globally reduced by 3%
           Benefit: Gas Power Plant Efficiency increased (Experts say this does not happen at all)

      Power
      Landfill Gas Recovery Program  ($20/mo + $50 per landfill tile) (Experts say its actually $20 + $0.001 per resident)
           Requirement: Must have at least 1 operating Landfill and at least 1 Gas Power Plant
           Benefit: Air Pollution globally reduced by 3%
           Benefit: Gas Power Plant Efficiency increased (Experts say this does not happen at all)

      Power Conservation Act  ($0/mo + $0.005/mo per resident)
           Benefit: Power consumption globally reduced by 10%
           Benefit: Power Neighbor Deal Costs reduced by 10%
           Bad Effect: All Industry Demand (except Farms) reduced by 5% (Experts say its actually only 0.50%)
           Bad Effect: Mayor Rating reduced by 10pts (Experts say this does not happen at all so 0%)
           Bad Effect: Lifespan of Power Plants reduced by 10% (Experts say this does not happen at all so 0%)

      Traffic
      Carpool Incentive Program  ($50/mo + $0.01 per resident)
           Benefit: Traffic congestion (volume) decreased by 20% (Experts say this does not happen at all so 0%.)

      Commuter Shuttle Service  ($20/mo + $0.005 per resident)
           Benefit: Air Pollution globally reduced by 2%
           Benefit: Mass Transportation use increased by 5% for R$, 14% for R$$, 33% for R$$$
           Benefit: Car Traffic reduced by 25% for R$, No change for R$$, 6% for R$$$

      Water
      Water Conservation Program  ($50/mo + $0.005 per resident)
           Benefit: Water consumption globally reduced by 10%
           Bad Effect: All Industry Demand reduced by 5% (Farms by 10%) (Experts say its actually as follows on the next 4 lines:
           Bad Effect: Farms Demand reduced by 0.83%
           Bad Effect: Dirty Industry Demand reduced by 0.50%
           Bad Effect: Manufacturing Industry Demand reduced by 0.33%
           Bad Effect: High-Tech Industry Demand reduced by 0.17%)

      Note: Experts say that each of these costs the small amount of $10 or $20 to enact and $10 or $20 to retract. However, I have not experienced this.

      Available Ordinance Mods List  (7)
      - Radical Ordinance V2.0 - Extreme ordinance benefit boost (considered a cheat by most)
      - Buggi's Super Demand Ordinance - Causes serious Demand Increase to grow your city huge. (considered a cheat by most)
      - RJ - Super Demand Ordinances - Separated - Changes half the ordinances to High Demand ordinances [Learn More] (considered a cheat by most)
      - RJ - Super Demand Ordinance - Farming - Changes one ordinance into a High Farm Demand ordinance [Learn More] (considered a cheat by most)
      - RJ - Reset Maxis Ordinances - Remove all mods, put this in, and it restores all Default Ordinances [Learn More] (considered a cheat by most)
      - Lottery Program - Turns one ordinanceinto a Lottery Income Ordinance (considered a cheat by most)
      - Cousin Vinnie Ordinance - Gives $200,000/mo with no negative effects (considered a cheat by most)
      - (More coming soon...)

      EA/Maxis Unfinished Ordinances  (26)
      Aerospace Incentive
      Alternate Driving Days
      Backyard Composting
      BioTech Incentive
      Bridge Tolls (INCOME)
      Center Line Maintenance
      Clean Industry Association
      Conservation Corps
      Crossing Guards
      Earthquake Preparation
      Electronics Job Fair
      Farmers Market
      Industry Pollution Fee (INCOME)
      Industrial Waste Disposal
      Lawn Chemical Ban
      Leaf Burning Ban
      Municiple Services
      Parking Fines (INCOME)
      Police Outreach
      Public Access Cable
      Shelters
      Smoking Ban
      Stairwell Lighting
      Subsidized Transit
      Water Meters
      Water Tower Ads (INCOME)

      User-Suggested Possible New Ordinances (13)
      Agricultural Pesticide Ban  (Cost $20/mo + $0.01 per Farm Job)
           Requirement: Must have at least 1 profitable Farm.
           Benefit: Water Pollution reduced by 10%
           Benefit: Health Quotient globally increased by 5%
           Bad Effect: Farms demand reduced by 2%
      Animal Cruelty Humane Society  (Cost: $50/mo + $5 per clinic/hospital)
           Benefit: Mayor Rating increased by 5pts
           Benefit: Crime globally reduced by 5%
      City/Region Lottery  ($100/mo INCOME + $0.001 per resident)
           Benefit: Mayor Rating increased by 5pts
           Bad Effect: Crime globally increased by 10%
      Condo/Hotel/Resort Program ($200/mo INCOME + $0.015 per R$$ and R$$$ resident)
             Benefit: Mayor Rating increased by 5pts
             Benefit: All Commercial Service Demand increased by 4% (Experts may suggest it only be 0.66%)
      Clean Water Act  (Cost $20/mo + $0.005 per resident)
           Benefit: Water Pollution reduced by 10%
           Benefit: Health Quotient globally increased by 5%
           Bad Effect (or Benefit): Dirty Industry Demand reduced by 5% 
      Double Parking Fines  ($20/mo INCOME + $0.001 per resident)
           Benefit: Mass Transportation use increased by 5% for R$, 2% for R$$, 1% for R$$$
           Benefit: Car Traffic reduced by 5% for R$, 2% for R$$, 1% for R$$$
           Bad Effect: Mayor Rating reduced by 5pts
      Financial Bailout Legislation  ($100/mo + $10 per government building)
           Requirement: Must have at least 1 government building.
           Benefit: All Commercial Demand increased by 0.83%
           Benefit: All Industrial Demand increased by 0.83%
           Bad Effect: Mayor Rating reduced by 10pts
           Bad Effect: Crime globally increased by 5%
           Bad Effect: Education Quotient globally decreased by 5%
           Bad Effect: Air Pollution globally increased by 1%
      Honor System Mass Transit Fare Collection ($100/mo + $0.1 per station)
             Benefit: Mass Transportation use increased by 50% for R$, 25% for R$$, 10% for R$$$
             Benefit: Maintenance costs of Mass Transportation Networks decreased by 10%
             Bad Effect: Mass Transportation revenue decreased by 20%
             Bad Effect: Crime globally increased by 10% [Fare Evaders]
      Jewelry Tax  ($20/mo INCOME + $0.1 per R$$$ resident)
           Bad Effect: Crime globally increased by 2%
           Bad Effect: Residential $$$ Demand reduced by 5% (Experts may suggest it only be 0.33%)
      Medical Reformation Act  ($10/mo + $10 per clinic/hospital)
           Benefit: Health Quotient globally increased by 15%
           Bad Effect: Mayor Rating decreased by 5pts
           Bad Effect: Commercial $ and $$ Office Demand reduced by 15% (Nurses) (Experts may suggest it only be 1%)
           Bad Effect: Commercial $$$ Office Demand reduced by 15% (Doctors) (Experts may suggest it only be 0.5%)
      Parking Meters  ($20/mo INCOME + $0.001 per resident)
           Benefit: Mass Transportation use increased by 5% for R$, 2% for R$$, 1% for R$$$
           Benefit: Car Traffic reduced by 5% for R$, 2% for R$$, 1% for R$$$
           Bad Effect: Mayor Rating reduced by 5pts
      Space Exploration Program  (Cost: $100/mo + $0.01 per I-HT Job)
           Requirement: Must have at least 1500 High-Tech Industry Jobs.
           Benefit: High-Tech Industry Demand increased by 10% (Experts may suggest it only be 0.83%)
           Benefit: Manufacturing Industry Demand increased by 2% (Experts may suggest it only be 0.33%)
      Universal Healthcare  ($100/mo + $0.01 per resident)
          Requirement: Must have at least 2 Hospitals.
           Benefit: Mayor Rating increased by 5pts
           Benefit: Commercial $ and $$ Office Demand increased by 15% (Nurses) (Experts may suggest it only be 1%)
           Benefit: Commercial $$$ Office Demand increased by 15% (Doctors) (Experts may suggest it only be 0.5%)
           Bad Effect: Health Quotient globally decreased by 15%
    • By SharkD
      I'm interested in emulating SimCity terrain generation for a LEGO project I am working on. Could someone explain the differences between SC3K and SC4 terrain?
      IIRC, SC3K has three vertical slope levels, and can only model right angles and 45 degree angles. How are things different in SC4? Does SC4 also limit you in this way?
      Thanks.
    • By Jasoncw
      Hello everyone!
      The SC4 BAT - Open Discussion, and Lot Editor and Plug-In Manager forums are in the process of being merged! The new forum is named the SC4 BAT & Lot Workshop.
      We believe this will have several benefits:
      In the last few years, there has been a great growth in lotting and lot development threads. Yet those development threads are tucked away into a subforum. This will bring more visibility to lot development threads, and it will make it easier for people to visit their favorite development threads, whether they're BATing or lotting threads. BATing and lotting exist in the same custom content continuum. Every BATer also has to do lotting tasks. Many lotters BAT their own props. Some people make substantial BATs with elaborate lots, which blur the line of whether it's a lotting project or a BATing project. Having everyone together might even inspire more collaboration! The forums are slower nowadays, and combining the two forums would make one single more vibrant forum. What will happen to the old lot forum? First, every single lot development thread, no matter how big or small, will be moved here, along with any other substantial threads. They will automatically be sorted chronologically with the BAT threads.
      In the near future the old lotting forum and the threads remaining within it will stay where it is, and if there's a particular thread that you feel should be moved over, you can ask a moderator either through pm or posting in this thread, and we can move it. Then, the old lotting forum will be moved to an archival section of the website. At that point, if you remember a thread that you'd like to be moved, you can still ask a moderator to find and move it over for you. We're not moving every single thread because most of the threads in the lotting forum are "quick question" type threads, which would drown out the BAT and lot development threads.
       
      While we're merging forums, we'll also be reorganizing the stickies.
      "BAT - Getting Started Guide / FAQ / Resources / Help" consolidates the existing Mega FAQ thread, the troubleshooting threads, plus a new comprehensive getting started guide (still under construction). It's pretty ridiculous that there are three different threads for posting BAT problems in. The old troubleshooting threads are still valuable resources and they are linked to in the new thread. But while they have a decade's worth of BAT problems and solutions, a lot of it is outdated, and the thread overall is cumbersome. As questions and answers are posted to this new thread, it will become a more relevant and easier to browse body of knowledge. 
      For lotting, a new sticky will be made in the same spirit. In the meantime, you can find links to the old lot forum stickies in the spoiler tag below:
       
      I don't know how long it will take us to get everything into its final state, but hopefully it won't be too long!
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