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KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator

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Hiya, kotcity. Welcome to Simtropolis! This looks like an ambitious project and I wish you the best of luck with it. *:)

Reading this on your GitHub:

Quote

install JDK 1.8+

I went and found this page: Java SE Development Kit 8 Downloads

Question: What's the difference between 8u161 and 8u162? Is it like one is the stable release and the other the new beta?

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  • Haha... leave it to Oracle to make everything tougher....

    Short answer: I'm pretty sure you are exactly correct... I think 162 is just newer. I do not think it matters at all which you choose.

    Longer answer: Installing the JDK is about as user-hostile as one can get... I just did the first source release today. I know a big part about getting software out there is making it easy for people to try it out so I will be creating an "install.exe" for it extremely soon. However, if you don't mind getting your hands a little dirty you can definitely run it right now. Another really easy option is just install https://www.jetbrains.com/idea/ (IntelliJ IDE, free) and it will pull in a JDK for you. You'll also be able to work on / look at the source code, if that interests you.

    Thanks a lot for checking out the project. I'm really hoping to get something "SimCity 4"-like going. The game already has zones, traffic, power stations, etc. It's super rough around the edges but I hope it shows that with a little more work we could reach something really fun. I could basically play SimCity 4 the rest of my life but it's already a pain in the ass to get going on a modern OS, add the NAM, get random mods, etc etc....

    I intend to keep the game open source and free. I think it's really important that there is a high quality city builder out there for anyone to grab / modify. SimCity 4 was sliiiiightly dulled by EA and SimCity 2013 was almost entirely ruined by EA in my opinion. Even if someone looks at this project, says "KotCity is all wrong", gets fired up and makes a SimCity 4 clone I'll be totally excited.

     

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  • KotCity 0.41

    Selection_029.thumb.png.0e59d2af458a8b267eb1fdbb507d708a.png

    https://github.com/kotcity/kotcity/releases/tag/0.41

    Good evening everyone. A slightly improved build incorporating some of the suggestions from people here on Simtropolis as well as /r/SimCity. Through working with Cori I was able to add and test an importer for SC4 BMP files so you can load your old maps or easily create new ones.

    Changelog for 0.41

    • Caught a nasty memory leak after reloading maps.
    • General all-around improved performance.
    • Uses less CPU overall.
    • Added a "recenter" button.
    • Added SC4 import region function.
    • Tweaks to economy.
    • Faster pathfinding.
    • Fix for sprite caching.

    Next up:

    • Happiness calculations (with moving out if we are upset)
    • Rip off SC4 color maps for ground colors (thanks Cori)
    • Implement "zots" so you can see why buildings are happy/sad

    As always, send over any suggestions, complaints, etc!

     

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    Hi KotCity

    As a modder for SimCity4 and a part of the NAM team I am just wondering if I could be of assistance. Depending on how you plan to impliment you traffic network I could help you out on that part. I am working now so I will give a more detailed response after work.

    -eggman121 (NAM team member)

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  • @Eggman121! Awesome! I don't know how deeply you have looked at the project but there is a good start but still much work left to do. I am currently working on land value / desirability / pollution. Right now I have A* Pathfinding but only implemented with cars. My #1 objective would be to re-create as many of the transportation systems from SC4 into this game.  Let's get it together later and we can see what works!

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    he, must be something in the air these days as over the past week or so I've also been working on a simulation engine written in Kotlin! Mainly as an exercise to learn the language really, and as such is nowhere near the level yours is at. If interest I've uploaded a snapshot to github. Actually repo is private on gitlab because it's very much in flux and, well, I'm kinda embarrassed to share it tbh. :}

    Also don't have a build system or anything, however, for those interested I've uploaded a runnable jar to dropbox, available here. Please note the gui is just a glorified debugger at the moment, so please lower your expectations accordingly, and then lower them some more. At any rate, double-click the jar file and small window should appear. Then make sure the window is in focus and press p to make time run. Then a bunch of nonse will scroll by rather fast, which represents the population of no less then 2 (!) persons working on some rather generic tasks. *:lol:

    All this to say it's a really cool project and I'm excited to see where it goes! *:thumb:

     

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  • Quote

    well, I'm kinda embarrassed to share it tbh. :}

    Perfect is the enemy of good! I'd rather see something out there and not finished yet than sit on the shelf forever.

    I'm not the world's best Kotlin dev but I'm getting it done. Feel free to contribute ideas, art, code, whatever! Good luck on your sim project.

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    15 minutes ago, kotcity said:

    Perfect is the enemy of good!

    Hehe, I'd like to think of perfect as the muse of good. *:rofl:

    At any rate, got the project running in intelij and will have a more thorough look at it later, however, at first glance I'm a bit puzzled there seems to be multiple time keeping mechanisms? Is that correct or am I reading it wrong? *:???:

    Also there doesn't seem to be any actual population underlying the simulation as the number is calculated from labour, however, not every person in a population will provide labour (e.g. childeren, eldery, etc. Of course the numbers can be fudged later on a la simcity2013 but yeah, YEGH indeed). 

     

     

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  • Original Poster
  • Quote

    At any rate, got the project running in intelij and will have a more thorough look at it later, however, at first glance I'm a bit puzzled there seems to be multiple time keeping mechanisms? Is that correct or am I reading it wrong? *:???:

    Not quite sure what you mean here... however there are various timers (for animations and such)

    Quote

    Also there doesn't seem to be any actual population underlying the simulation as the number is calculated from labour, however, not every person in a population will provide labour (e.g. childeren, eldery, etc. Of course the numbers can be fudged later on a la simcity2013 but yeah, YEGH indeed). 

    This is just a quick stopgap while I fill in the rest. Buildings will have a modeled population (some portion of which will be labor, I will also be adding management, executives, etc when I implement higher-land value buildings)

    There will be no pop fudging as in SC2013 as I don't plan on simulating every agent. SC4 will be used for 95% of the inspiration here.

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    4 minutes ago, kotcity said:

    Not quite sure what you mean here... however there are various timers (for animations and such)

    Ah yeah no, I see what's going on now; got confused by the 'time out' inside a tick, like is the case in the liquidator & contract fulfiller classes. 

     

    11 minutes ago, kotcity said:

    This is just a quick stopgap while I fill in the rest.

    Fair enough. *:thumb:

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  • Quote

    Ah yeah no, I see what's going on now; got confused by the 'time out' inside a tick, like is the case in the liquidator & contract fulfiller classes. 

    For sure... after I got a little further I realized I can clean up a lot of this logic with "withTimeout" + coroutines. I will be doing a tad little refactoring later to make that stuff nice & clean.

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    Giving that you are talking about the simulation, I feel that this is the only adequate moment to propose something that I always have want seen fixed in SC4: the fact that the commuting is only done by workers and that elaborated products are always exported.

    My proposal, if you are interested, is this one: to make three types of commuters, workers, products and users.

    Workers are spawned from residential lots and commute to industrial and commercial lots, products are spawned from industrial lots and commute to other industries (of higher level) and commercial lots. Finally, users commute from residentials to commercial and civic lots.

    To make that more complex simulation somewhat easier to configure, the lots that control the hour of the day and the day of the week on which the commuters go and back should be the recieving ones, differenced by type. Also, by making those properties configurable on the lot file itself (I guess you are going for a similar plugins method than in SC4), modders could make a huge variety of lots (think on pubs and nightclubs recieving patrons at 6 or 9 PM, sport venues with events only at weekends, hospitals that attend 24 hours a day, security business with nighttime workers or supermarkets that only recieve cargo at night).

    The method, I guess, should be that the lots are always open to spawn their respective commuters, but that the recieving lots only recieve them at certain moments.

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  • 23 minutes ago, matias93 said:

    Giving that you are talking about the simulation, I feel that this is the only adequate moment to propose something that I always have want seen fixed in SC4: the fact that the commuting is only done by workers and that elaborated products are always exported.

    My proposal, if you are interested, is this one: to make three types of commuters, workers, products and users.

    Workers are spawned from residential lots and commute to industrial and commercial lots, products are spawned from industrial lots and commute to other industries (of higher level) and commercial lots. Finally, users commute from residentials to commercial and civic lots.

    To make that more complex simulation somewhat easier to configure, the lots that control the hour of the day and the day of the week on which the commuters go and back should be the recieving ones, differenced by type. Also, by making those properties configurable on the lot file itself (I guess you are going for a similar plugins method than in SC4), modders could make a huge variety of lots (think on pubs and nightclubs recieving patrons at 6 or 9 PM, sport venues with events only at weekends, hospitals that attend 24 hours a day, security business with nighttime workers or supermarkets that only recieve cargo at night).

    The method, I guess, should be that the lots are always open to spawn their respective commuters, but that the recieving lots only recieve them at certain moments.

    The current planned model is more or less ripped from "Urban Dynamics" / Cities: Skylines. There will be unskilled labor, skilled labor and management. Different types of buildings will appeal to each (and some will be universal). I really like your idea of time-sensitive commuting (and I have the framework for this already). Regarding production, to keep it simple (at first) I am just working with the abstract "GOODS" but you will notice the system has "tradeables" that can be configured, including labor, goods, etc. This can later on turn into BEER being produced at breweries and shipped to pubs... or any other supply chain you can think of.

    Your proposed ideas are not too far away from what I have in mind. :)

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    In fact, I was also thinking on keeping the production chain fairly simple: by adding some lots for different extractive activities to the agricultural industry (for example, ploppable lots for mine pits, quarries, or growables for oil fields), you can simply use a non-descript extractive output as the input for dirty industry, then its outputs for manufacturing, and once again for high tech.

    While some could like specific productive cycles, I feel that it would be overcomplicated, at least for the base game. As much, having them as generic outputs could make for some wacky situations, as an ore mine feeding materials to a food industry, but most users won't even get that.

    The advantages, of course, are that you get a very simple but functional economic simulation running on the game. If you also add something alike to neighbour deals for importing and exporting products at regional level, you can also ease the creation of regions not centered on production, or to focus them on specific activities, depending on the user.

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  • 41 minutes ago, matias93 said:

    As much, having them as generic outputs could make for some wacky situations, as an ore mine feeding materials to a food industry, but most users won't even get that.

    Fortunately I am not worried about "most users". When SC4 was launched it was panned for being "too complicated". I disagree -- I think it was almost perfect. I am not aiming for mass appeal (if I was I wouldn't make a city builder!)

    Quote

    The advantages, of course, are that you get a very simple but functional economic simulation running on the game. If you also add something alike to neighbour deals for importing and exporting products at regional level, you can also ease the creation of regions not centered on production, or to focus them on specific activities, depending on the user.

    Having solid economic bones are really important to me. I don't know if you noticed but there is an external "nation" in the existing model that helps to simulate import / export.

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  • There's been a new development -- an art/architecture student has offered to stand up and help out with design. I hope to have some pretty tiles soon and my team will expand to 2 :)

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    1. You know what I want? A city builder with more focus on science and culture, possibly even religion.

    2. I don't like how basically all city games approach cities the same way 20th century American city planners have. There is no room for walkablity, only cars.

    That's just me. You probably have other plans...

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  • 11 hours ago, Flat Raver said:

    1. You know what I want? A city builder with more focus on science and culture, possibly even religion.

    The closest I have planned for this is I want to rip off the "module upgrades" from SC2013. I thought it was great how you could have a coal plant and add additional turbines and so on to upgrade it.. vs SC4 just slapping 8 coal power plants next to it. These most likely will be gated by some kind of education / technical development metric (must have university? minimum EQ?) I don't have any religious features planned. I'm not sure what a cultural focus would entail... maybe you could elaborate.

    11 hours ago, Flat Raver said:

    2. I don't like how basically all city games approach cities the same way 20th century American city planners have. There is no room for walkablity, only cars.

    So interestingly I have been thinking about this exact point. On my list (but relatively low) is the notion of parking for buildings. I don't know about you, but I don't know a downtown that's parking friendly, really. My idea would be to have every building have X parking capacity, certain streets have X parking capacity and then the player may build parking lots. This will have the effect of if the player wants to develop a walking / cycling friendly city they will not need to be as concerned with parking, whereas if those two factors are ignored, the player may have to deal with "Can't find parking" zots from commuters unable to park close enough to their destination!

    Thanks for your feedback -- it's been so good to be inspired by so many people and I think people are really eager to see this project (or another like it) succeed!

     

    First code contribution! I merged two pull requests from " sabieber"  on GitHub! People are starting to jump in!

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    49 minutes ago, kotcity said:

    ... I think people are really eager to see this project (or another like it) succeed!

    I've been following the Synekism project for a number of years

    Quote

    Synekism is an attempt at a modern city simulator rooted in procedurally generated content. The project was started in 2010 to address some frustrations with the city simulation video game genre. It is actively developed on and currently in a purely alpha-experimental stage.

    http://www.synekism.com/

    Obviously you both went down different roads, but an wondering if its worth you guys talking to each other  :LlamaLeap:

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  • 56 minutes ago, catty-cb said:

    I've been following the Synekism project for a number of years

    I want to work in a different way. Instead of holding back development or waiting for 1.0 all development is 100% done in the open on GitHub. Anyone is free to contribute at any time. If I ever disappear or the community wants to go in a different direction, the code is out there and open source licensed.

    I got really frustrated with seeing projects start out and fizzle out. I'm super super super excited to see a great new city builder but it seems all we ever get is screenshots or just promises of something.

    That's part of the reason I set the bar at ~SimCity 2000 levels. I think it's a level the community can actually hit and we can go from there. I'd love to do full 3D, crazy non-grid stuff, etc etc etc but I really want to start slow and have realistic goals so we can succeed.

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    Proposed principles of KotCity:

    1. Fast. Everything should be executed in short time possible, including world rendering.
    2. Simple. Anything shouldn't be executed by many steps, including the API.
    3. Natural. Everything should be realistically as possible without giving headaches.
    4. Flexible. Anything shouldn't specific certain conditions, including what platform can run the game.
    5. Control. Everything should be controlled by the player without disobeying another principles.

    To accomplish that, we will

    1. Using a 2D engine. But, we hit a problem: difficulty to manage elevated networks (NAM thingy: above than L1).
    2. Break down big features into smaller features.
    3. Random RCI using codes (similar to Synekism).
    4. Using grid-less environment.
    5. Allow to change the building styles.

    We hope artists will create assets for the game.

    Thanks.

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    14 hours ago, kotcity said:

    The closest I have planned for this is I want to rip off the "module upgrades" from SC2013. I thought it was great how you could have a coal plant and add additional turbines and so on to upgrade it.. vs SC4 just slapping 8 coal power plants next to it. These most likely will be gated by some kind of education / technical development metric (must have university? minimum EQ?) I don't have any religious features planned. I'm not sure what a cultural focus would entail... maybe you could elaborate.

    For the science bit, I was actually thinking of something more like a tech tree, like in the Civilization series. I feel that's the most tangible way to feel the progress of your city, as it becomes more advanced technologically. One thing you could do, is to make sure nothing gets insta-built, but takes time to construct, and maybe have the constuction time reduced by unlocking certain techs, for example.

    As for culture, I was thinking of making different styles of music, arts, architecture and so on, be a tangible game mechanic, i.e., you can change the way your cities and city districts look and feel depending on what kind of art galleries, nightclubs, arcades, etc you place down. Sort of like SimCity Societies, but more elaborate and well thought-out.

    As for religion, it's really just an afterthought. Again, I think it should be possible to affect the look and feel of your city/neighborhood by what religious buildings you build.

    Quote

    I don't know about you, but I don't know a downtown that's parking friendly, really.

    Well, downtown parking lots and garages tend to encourage car usage, more than it satisfies the car usage already in place. Same goes for highways, or pretty much any other infrastructure built with cars in mind. This is why I have quite the resentment towards single-home suburbs, and want city planners to instead focus on making sure all services are within walking distance.

    Another thing I came to think of, is to have universities, hospitals and parks be zones rather than ploppable lots, so players don't have to hassle with modular lots like they do in SC4.

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  • 16 hours ago, chfzdn said:

    Proposed principles of KotCity:

    1. Fast. Everything should be executed in short time possible, including world rendering.
    2. Simple. Anything shouldn't be executed by many steps, including the API.
    3. Natural. Everything should be realistically as possible without giving headaches.
    4. Flexible. Anything shouldn't specific certain conditions, including what platform can run the game.
    5. Control. Everything should be controlled by the player without disobeying another principles.

    Love it! Seems like a good set of guidelines.

    Quote

    Using a 2D engine. But, we hit a problem: difficulty to manage elevated networks (NAM thingy: above than L1).

    This WILL be kinda clumsy. XCOM 1 had a system where you'd press UP to view next elevation / level. We could rip something like this off or simply just allow for superimposed buildings, like to represent when a road has to run under el-rail. I'm really dead-set on making the initial implementation 2D just to simplify.

    Quote

    Using grid-less environment.

    This is incorrect - actually this initial implementation IS full grid (again for simplicity). If this project meets the goals maybe we can work on "KotCity 3000" (full 3D environment, similar to SC2013 / Cities: Skylines)

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  • 5 hours ago, Flat Raver said:

    For the science bit, I was actually thinking of something more like a tech tree, like in the Civilization series. I feel that's the most tangible way to feel the progress of your city, as it becomes more advanced technologically. One thing you could do, is to make sure nothing gets insta-built, but takes time to construct, and maybe have the constuction time reduced by unlocking certain techs, for example.

    I hadn't planned anything TOOOO elaborate -- I was just going to lift the system from SC2013, where like if you build a university with engineering dept, you can make a windmill or similar. I may also choose to gate techs based on what types of industries are present, but I haven't thought about this in great detail.

    Quote

    As for culture, I was thinking of making different styles of music, arts, architecture and so on, be a tangible game mechanic, i.e., you can change the way your cities and city districts look and feel depending on what kind of art galleries, nightclubs, arcades, etc you place down. Sort of like SimCity Societies, but more elaborate and well thought-out.

    I'm bottlenecked on the art -- I'm not an artist whatsoever so I hadn't considered this. I think it'd be a "nice to have" but I'm not currently planning anything of this nature. Of course, if someone wants to join the project and contribute this code / feature, I would not object to it.

    5 hours ago, Flat Raver said:

    Well, downtown parking lots and garages tend to encourage car usage, more than it satisfies the car usage already in place. Same goes for highways, or pretty much any other infrastructure built with cars in mind. This is why I have quite the resentment towards single-home suburbs, and want city planners to instead focus on making sure all services are within walking distance.

    Hmm... I might be on a different page than you but I always thought it was weird in SC4 that every commuter drove straight to their super tall office building and parked right on the property. I'd make the player choose between making a walkable / bikeable city OR splashing parking structures everywhere (which would hurt desirability). This way, you could only get the highest land values by dis-incentivizing car usage.

    5 hours ago, Flat Raver said:

    Another thing I came to think of, is to have universities, hospitals and parks be zones rather than ploppable lots, so players don't have to hassle with modular lots like they do in SC4.

    Did you mean SC2013? As far as I know the universals, hospitals and parks were single ploppables in SC4. To be clear, I do intend to have modular buildings very similar to SC2013 -- I like the flexibility and I think it's a little more realistic. I had more than few cities in SC4 with identical oil power plants side-by-side. I'd rather have one that I could upgrade and make a single "oil plant mega complex", plus it does lead to more interesting choices for the player. For example "do I add a turbine for extra power or some kind of pollutant reducer"?

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    3 hours ago, kotcity said:

    Love it! Seems like a good set of guidelines.

    "..."

    This WILL be kinda clumsy. XCOM 1 had a system where you'd press UP to view next elevation / level. We could rip something like this off or simply just allow for superimposed buildings, like to represent when a road has to run under el-rail. I'm really dead-set on making the initial implementation 2D just to simplify.

    "..."

    This is incorrect - actually this initial implementation IS full grid (again for simplicity). If this project meets the goals maybe we can work on "KotCity 3000" (full 3D environment, similar to SC2013 / Cities: Skylines)

    Can we use isometric view or like SimCity 4 (with some tilt)? This allows elevated network to be easy to manage. Also, if grid-less is impossible for now, we can use psuedo-gridless environment, meaning we use grid with grid-defying network. Buildings can be built outside of the lot area, again for allowing grid-defying buildings. You can observe how NAM allows grid-defying networks.

    Thanks.

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  • 41 minutes ago, chfzdn said:

    Can we use isometric view or like SimCity 4 (with some tilt)? This allows elevated network to be easy to manage. Also, if grid-less is impossible for now, we can use psuedo-gridless environment, meaning we use grid with grid-defying network. Buildings can be built outside of the lot area, again for allowing grid-defying buildings. You can observe how NAM allows grid-defying networks.

    Thanks.

    Initial release is just plain 2D so I can easily use icons from "The Noun Project" or other simple vector art. I do not want to get bogged down in graphics -- the simulation is way more important to me. That being said -- after we have a solid sim we can turn our attention to graphics. I'd rather see a game that looks like SimCity 1989 that has awesome simulation than a shiny looking game with lousy sims (SC2013!)

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    Thank You for the Continued Support!

    Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!  You've really help make this a great community.

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running, so that we can help keep bringing SimCity players together to share our creations.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Echange.
    Make a donation and get one or all three discs today!

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    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections