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About this City Journal

This metropolitan region is situated in a coastal mountain rainforest, composed of 4 large central cities surrounded by 20 medium cities. Coastal Hwy 501 and the Continental Railway mainline (39) connect the NWCM to the outside world by land, and the Inland Port City is the main terminal for both sea and air transport.

Northwest Coastal Metropolis.jpg

Entries in this City Journal


The Simtopian Dream

_____The Simtopian Dream

Simtopia features several recent models by our SC4 CGI artists, mostly commercial and residential towers, using the IRM for industrial support, and including a wide selection of floral MMPs for landscaping.  I focused mainly on tall buildings, landscaping and layout, painting 2.5 GB of plugins on the SC4 canvas while running the simulator at cheetah speed in heavily-modded mode.  I wanted to study how tile-sets, custom content growables and ploppables function in the simulator.


In the lower right corner of the Simtopian Dream banner region is the Sky2222 on a small tile, it is the tallest fictional building I've ever found on the STEX.


_____Region View



_____The Eve of Simtopia


Simtopia is a utopian idea inspired by civil design and philosophy as early as 320 BC in the Mediterranean. Based on the concept of justice, engineering continues to enable construction of modern architecture, civil and technological facilities worldwide and in space.  Development continues toward the world conceived over 2300 years ago. 


 _____The Dawn of Simtopia


In the Gaian hypothesis as in ancient Greek mythology, the Earth is considered a living whole and Life and Cosmos are an intregrated system.  Thea, meaning 'divine light', the daughter of Gaia, the mother of light, raises the city platform to begin the Simtopian day.


Concrete, steel, and glass, the essential building materials of the modern world and as models rendered in SC4 reflect a high precison of their color, texture and form.  The buildings are designed to be both beautiful and functional, and engineering continues to improve their strength against forces of nature as well as balancing with delicate biotics of nature.


_____I.  The City Life


In the heart of Simtopia are the venues of civics, culture, sports and entertainment.  Busy harbours and streets are kept clean by the use of hydrogen fuel and electric power.


Simtopia is heavily-treed with a variety of parks and cultural sites. Factories are kept small and spaced between stores, offices and housing. 


A fresh-water creek meanders through town to the sea from a small mountain where physics and astronomy research facilities are placed around a public planetarium used for entertainment and education.


At night Simtopians attend stadiums for sports and shows, the planetarium displays a live view of the night sky projected by a large radio telescope that filters through the city light. The model used for the large radio telescope is based on the 305 meter Arecibo Radio Telescope, the Nexis Space Ears. (A similar 500 meter radio telescope was more recently constructed in China.)


Art museums, libraries, theaters and archives are arranged in walking distance like on a college campus.  


Elevated Inter-urban freeways connect major commercial, residential and industrial centers, buffered by tall trees, many of the tall, well-lit landmarks provide easy navigation through the city.


_____II.  The People Places


The freeway loops around the largest stadium, a model of the air supported Tokyo Dome with a capacity of 55,000.  Tokyo Dome is similar to BC Place stadium in Vancouver which has since replaced air support with a retractable roof.


A busy main seaport surrounds the outdoor Bailey's Stadium, a fictional building in the corner of town with major highway neighbor connections.  Simtopia is well connected to neighboring cities which are yet to be developed.


Yurtec Stadium is a functional commercial venue in the tourist district where Don Miguel's world famous Barnacle Seafood Restaurant and Deppiesse's Diner can be found. 


The city zoo now converted to a petting zoo with small herbivores and Llamas is surrounded by hobby farms and wineries, and a farmer's market, contributing to agricultural tourism on the city's edge.


A monorail train arrives at the station where visitors can begin a walking tour of the agricultural estates.


_____III.  Building the Dream


On the other edge of town light manufacturing and high tech. begin stretching out from the freight rail station.


Apply yourself to the technologies and industries of Simtopia, all applications are well-received and duly processed for the benefit and benevolence of civil society.


Build a world, make it more beautiful and strong than all chaos and waste.  Suffer with the light and strive against the darkness.


Those are my offices there in the H1 Tower to the left.  The floor spaces of the highrise are very wide, each floor requires many technicians co-ordinating several applications of knowledge and skill.


_____The Simtopian Dream

Credits for the building models would be quite extensive, so I will mention only 5 model makers who have most recently contributed many excellent buildings to the STEX:   Diego del Llano, JP Schriefer, Kellydale2003, Jasoncw, and Mattb325, whose works appear prominently in many of the scenes above.

Mods used in the building of Simtopia:

UtilityRadius TrafPollution Modd

Super Demand Mod

Abandonment Dilapidation Modd 1.2

Cousin Vinnie Ordinance

No Fires or Riots Mod

ReZonePlus v1.1

RH Rewards Unlock

SFBT Street Tree Mod (v1.0)

Industrial Revolution Mod

Blvd Park and 1x1 Anti-Pollution Grass 2.0.0

Terrain, Water and Flora used for Landscaping:

Sudden Valley by Gobias

Sidewalk NY Slab, Stanley Seawalls, B98_Beach_Extend, BrownRockForeshore, GB Vancouver Island Beach, San Francisco Water, TropicalMossyRock.

BSC Props Jeronij Vol 02 Trees, CPT 8 and 9 Tree Models, Girafe trees, flowers and shrubs, NVBC marina, coral and rocks.

Ship Props:

Medieval Sailing Ship 1

Cargo Ships 1

Powered by:

Radical Water Pump and Pollution Reduction

Cosmic Neutrino Background Energy

Presented by




Storyboarding Using SimCity 4 Regions


"A storyboard is a graphic organizer in the form of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive media sequence."


In the region view above is a simple linear storyboard. Regions may be made up of 3 sizes of rectangular tiles and several elevations. SC4 space is scaled in 3-dimensions, technically referred to as 'trimetric' projection. Text can be entered as region, city, and mayor names, and text can be written directly on the tiles or as signs placed on the tile.


Worlds on the Edge

There are 6 large city tiles, one is used twice. Each city represents a condition of the world.  All conditions are considered to exist simultaneously at any time. The story is arranged so that neither the past nor future are conclusive, but between each condition exists the possibility of either worsening or bettering condition, looping back or forward in time.   Its a world in constant danger and great hope.

On January 26, 2017, the Doomsday Clock maintained by the Bulletin of Atomic Scientists was moved to 2.5 minutes to midnight, the closest its been since 1953, so we begin our journey with a view of our fractured futures...


I. Fractured Futures



II. Past Paradises



III. Transitional Cultures



IV. Civil Foundations



V. Industrial Crisis



VI. Utopian Skies



VII. Engineering Imperatives


This CJ entry does require a concluding commentary, and I've been writing and re-writing, attempting to grasp the complex of images and ideas I've presented.  Storyboards are supposed to be concise and brief, giving only an outline of a story and a sense of its meaning and purpose.  Art came long before science, culture, civil structure, industry and technology, the first order,  and no other being than human beings that we know or can imagine, does make art.   Robots can be programmed to make art, but true art comes from a deeper place than machine, animals can dance and sing, exhibiting great passion and character, but true art comes from a higher place than matter.  

So its 2.5 minutes to midnight in a world of great conflict and crisis on every level, from the beginning, all through, and to so far.  Before the technicians, engineers, managers, and performers can do their thing to resolve the conflicts and crises, the artists must do their thing.  The science department has informed the arts department we are down to a 2.5 minute warning before the end of the show and there is no further data.    In the entire universe we may even be the only ones that made it this far.

My first question in assuming responsibility and pulling artistic license is "How many time-outs do we get?"   I've got 10 billion lines of code to process...





'Technopolis' 1 of 4 large tiles experimenting with the game and telling somewhat of a sci-fi story along the way.


In the Gameplay Demo I started the game in vanilla mode using no cheats or mods and constructed a large city as the game was designed to be played, also enjoying the role-playing of Mayor as a spiritually challenging experience.  

Megatropolis was an experiment in cramming as many sims as I could into a large tile, resulting in about 6 million with almost all high-density residential and 4 hydrogen fusion reactors.

Agricropolis was an experiment in lateral Arcology building,  a somewhat self-contained mega-structure with lots of agriculture, high-density residential and high-tech industry. 

Technopolis  integrates elements of the previous 3 tiles, but utilizes a fictional advanced technology somewhat like alchemy and modern physics combined, resulting in virtually unlimited power and material construction.   The Energy Data Packaging Plant is the centerpiece of Technopolis. 


A high-density residential area is surrounded by heavy industry, not usual in the design of SC4 cities as the pollution is extremely dense.   In the center of the city the Energy Data Packaging Plants begin to convert pollutants into water and air.


Soon the pollution disappears, fresh water is pumped into the city, massive power is available, industry expands, population grows, and a commercial ring develops around the city.  In the top-left corner a highly specialized waste management facility is added.


The completed city is surrounded by low-density residential and forested areas.  Electric highways radiate from the center and a monorail connects each sector of the city.


Welcome to Technopolis City Center...



This journal entry is an example of using SC4 entirely as a simulator with consideration also of aesthetics.  Using no mods, cheats or tricks, I started a large tile city and began construction from one corner, keeping notes of my actions, and proceeding through 3 stages of development to the completion of the city and its stability.   This entry is also a monologue of my spiritual journey with the SC4 city simulation game.

Stage 1: 


In SimCity 2000 the game had a reasonably achievable end with the launching of the arcologies, but neither versions since are designed that way.   In SC4 I suppose you could call yourself a master if you successfully gained all the rewards starting from the most difficult setting with the disasters enabled and launched a space shuttle, but the city itself may be unstable and headed toward destruction.   The final conclusion, the mastery of the game, seems more so the social, financial and environmental balance of a city, a constant balance of dynamics rather than a static end.   

In SC4 you can get kicked out of the game and be forced to run for the senate if your city is a complete financial failure, and that is the only programmed end point.  Otherwise, you may consider yourself a master if you can build a large city with most of the rewards and the city can be left alone to run with only basic maintenance such as replacement of utilities when they wear out.

Stage 2:


In the tradition of gaming as in the arts, there is always a greater master, never a final master.  One can only hope that a greater master will arise, and another, and on and on, so to continue learning and being productive.  

I fondly remember the first time SC4 kicked me out of the game informing me that I was now qualified to become a politician.  It was a moment of pure cosmic revelation, a mind-blowing insight into the true workings of the universe.   I had lost everything, I had totally failed, and yet I could now go and succeed as a politician, no longer a technician.   Is that so bad really?  I mean, I would get lots of money and power and fame, but lose my soul, lose my integrity and honor, have no mind or meaningful existence. Life is nasty, brutish and short anyway, right?  Why not go into politics and have a good time while it lasts?



Then a feeling surged strong in me, a determination of self-respect and the urge to fulfilment of meaning and purpose...   I re-started the game and tried again.

In conclusion, yes, I do still have my notes that I made while playing this session of the game, and I was going to publish them with this journal entry so that someone else could read them and apply some of my moves, but why boast? Why give information unless it is sincerely asked for?  It is better to incite the will of another to spar, to joust, to juggle and jest in struggle to master the game for themselves.  To become greater than the greatest indeed, always the lesser in process of victory over the electronic beast.

Stage 3:


Game Over, Please Try Again...   

Any Questions?


Here are the stats for the 3 stages of gameplay above:

Stage 1: Pop: 5,400, §1,700, about 90 minutes of gameplay

Stage 2: Pop: Over 90,000, §18M, about 5 hrs. of gameplay

Stage 3:

Below are the stats realized at the point that I stopped building and running the simulator, slightly skewed as the pic is shot after re-installing the plugins.   The third stage was developed over about a week, about 20 hrs.




South Port City

 S I M C I T Y  V I: The Technological Singularity                                                     

NWCM Nuclear Test Facility, South Port

001 South Port.jpg

002 South Port.jpg

003 South Port.jpg

004 South Port.jpg

005 South Port.jpg

006 South Port.jpg

007 South Port.jpg

008 South Port.jpg

009 South Port.jpg




Simulated Nuclear Fusion Reaction Test Results:

Power Source: 6 Fission Cores, 1 Fusion Core, Safety Rating: Exceptionally Good

Power Generated:  98,000 MWh. Water Pumped: 1,223,000 Gal. Per Hr.

Maximum Growth:  Residential: 869,000, Commercial: 147,000, Industrial: 100,000

Simulator Runtime: 25 minutes, Single Core Processor: Maximum Speed: 3.2 Ghz

CPU Start Test Temp: 43C, CPU End Test Temp: 56C




Lets start with the traditional fireworks display celebrating a new city in SC4.  The Space Needle works well as a geographically central symbol of the actual west coast from the Arctic to Central America, and it expresses futurist positive materialism on the edge of the western world, but the NWCM region is intended to be generic to the terrain-type, and not specific to any real location.


The Inland Port City is the engine of the NWCM Region.  From here, the region accesses the world for trade and transport, processes materials, and generates power.   The primary resource imported is recyclable materials, and the primary energy sources are fusion and microwave.  Several other new technologies are also applied such as desalination of seawater and clean coal burning --mostly for research purposes.  As yet, nothing much is exported other than a few artistic graphics and technical details.




The NWCM administration will not attempt to balance such things as wealth, education, health, or law enforcement. It is assumed that health by definition means minimal incongruities, disparities and conflicts.   The objectives here are positive materialist, which means more of a technocratic, direct and free democracy.  The NWCM does have police, but they do spend most of the day in the donut shop, looking after kids and talking philosophy and high-energy particle physics.



The NWCM is not unlike the world today. That's a jet-engine airliner, and a soccer/football field for competitive sports.   Essentially, new material processing and energy systems have enabled stability of natural and cultural dynamics.   Advances in aerospace and the physical arts will not necessarily be explored, unless such developments present themselves.  

Finally, The motto of the NWCM is "Bring us your garbage and with it we will build a better world." 


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