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Showing most liked content since 12/26/2015 in all areas
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25 points
Version 1.0.7
104,097 Downloads
What does this do? Fixes a serialization bug that could corrupt the savegame, particularly when mods are installed that modify existing exemplars (i.e. Prop Pox). Resolves a crash-to-desktop when hovering NAM puzzle pieces over transit-enabled lots. Allows other DLLs to load into SC4's memory without a GZCOM framework. Requirements This fix is made for versions 640 and 641 of SimCity 4 on Windows. Version 640 is a fully-patched SC4 retail copy, and version 641 is a fully-patched digital distribution version (i.e. Steam, Origin, GOG). Although v641 is supported, it has only been officially tested on Steam. Installation Unzip to Documents\SimCity 4\Plugins. To see if SC4Fix is working properly, check the title of your game window. If you are playing in fullscreen mode, alt-tab out and hover over the SimCity taskbar icon. The titlebar will show "SC4Fix (version #)" if loaded properly. Repairing cities already affected by Prop Pox Thanks to kingofsimcity for these instructions: In the region view, open the graphics settings and change City Detail to Low. Close and relaunch SC4. Open the offending city tile and save immediately. Exit to region without saving and change City Detail back to High. Close and relaunch SC4. Open the offending city tile and save again. Demonstration Click here for a video showing the ability to hover puzzle pieces over transit-enabled lots with this DLL. Development Thread and Source Code Development Thread Source Code -
23 pointsThis is a highly experimental fix I developed to attempt to fix the crash that occurs when hovering a puzzle piece over a transit-enabled lot. I'm not sure what practical purpose this serves for regular users but I hope this is a valuable resource for modders and other community members nonetheless. How it works This mod can now be downloaded from the STEX. The files for this fix can be located on GitHub and is just a DLL which is unzipped to the Plugins folder. The DLL first overwrites code in SC4 that would normally unload the DLL for being nonstandard. The DLL then overwrites other parts of SC4's code to take control of potentially broken portions and catch and resolve issues that would normally cause crashes. Source code can be found on the release page, and the GitHub repository as well. Visual Studio 2013 is needed for compiling. Limitations Originally, this mod only worked with DRM-removed copies of retail SC4. However, as of recent updates, this mod will now work on any fully-patched copy of retail SimCity 4 (i.e. update 640) and on the Steam version of the game (update 641). Presumably, GOG and Origin will work as well as they also use 641. It should be safe to use this mod on unsupported versions as it'll give you a nag message and just not do anything. For retail SC4, testing was done on SKU 1, but I have no reason to believe that SKU 2 (European) EXEs are actually different. Demonstration This video shows the normal CTD behavior of hovering a puzzle piece over a transit-enabled lot: This video demonstrates how hovering behaves with the fix in place: More technical details The puzzle piece CTD is caused by a null dereference, though I haven't reverse-engineered the game enough to figure out what exactly it's trying to access. The fix acts like the Detours library in Windows and relies heavily on modifying the x86 assembly instructions of the game on-the-fly. The DLL overwrites the crashy code with a jump to one of the DLL's own functions. These functions first execute whatever instructions were overwritten by the new jump instruction. For the puzzle piece issue, the fix checks to see if certain pointers (stored in x86 registers) are null, and if they are, executes the proper instructions to resolve the issue. To reference the three functions in the source code: Hook_Sub96D8E9 — if the pointer in question is null, it skips an instruction that would try to increase whatever would normally be there. Hook_Sub65EBA0 — if the pointer in question is null, it jumps directly to a piece of code which cleans up the function being called and returns out. Hook_Sub65EBA0_Pt2 — if the pointer in question is null, it sets another pointer (which would normally dereference the bad pointer) to null as well, which is handled properly by the game. I wasn't aware of other CTD issues that would be as simple to replicate, though I have heard of issues with plugin conflicts and excessive plugins causing CTDs. However, this requires significantly more time to test, catch, and resolve. A couple of minidumps posted in technical issue threads didn't indicate much, and other posts in technical issue threads were capped to 20-ish lines since it had been thought that without debugging info, these crashes couldn't be solved. It'd be useful to have more of these. With crashdumps, the EIP address can be used for finding the address of the crash, and provided it occurs within the SimCity 4.exe module (you'll have to refer to the crashdump to see if this address is between the base address and upper limit address for the game), the registers, stack frames and instruction dump can be used to try to deduce what went wrong. What now? The code for disabling SC4's DLL unloading allows modders to create DLLs which can remain in memory for as long as SC4 is open, and while it's not as versatile as a DLL with a proper framework that SC4 recognizes, it's the next best thing. This fix also provides a good basis for further excursions into the game's internals, and could be more widely distributed and used to fix more issues in the game once the problems regarding digital copies are resolved.
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16 pointsraynev1, Themistokles, michae95l, kschmidt, takemethere, gviper, Ben > A huge thanks for the comments I began to work again on Olsènes. I decided to give the city a huge facelift, especially by changing the transport network. Here are the first pictures 13. Back to Olsènes 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Well, I had also 3 mosaics but it seems I can't post it since the last ST update. I hope it will be only temporary. I will try to post them later by cutting the pictures in separate files. Hope you enjoyed this update
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11 points
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11 pointsJust a little teaser of an old NAM 32 interchange I rebuilt. Gamma came out kinda weird, but I'm guessing that most likely f.lux messing with me again....
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11 points
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11 points
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11 pointsBasically the mod will just render a different mesh than the default bridge mesh (e.g. the highway suspension bridge cables). This mesh will be scaled depending on the length of a segment. I'm planning to add a configuration file to specify min and max segment length for a bridge. Update Time! The first working version with trees and street lights: The only thing that is not done is serialization (that means saving and loading doesn't work). Here is the updated Road Map: DONE | HIGH-PRIORITY | LOW-PRIORITY Module 0: User Interface Static GUI for pillar selection (done) Dynamic context-sensitive GUI (done) One-click presets saved by the player Module 1: Pillars Replace pillars of elevated transport networks (done) Replace pillars of bridge transport networks (done) Replace pillars of power lines (depends on Module 4) Module 2: Props and trees Experimental Feasibility Study (done) Serialization System (almost done) Select tree type of decorated roads (done) Select street lights (done) Option to disable decals (direction arrows) Select other props Module 3: Segment textures (e.g. cobblestone roads) Module 4: Segment meshes (e.g. custom bridges) I am planning to publish the update (Module 0, 1 and 2) in a few days. After that we can think about module 3 and 4
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11 pointsThank you for commenting! By the way... These will be released with the underpasses I had shown earlier. ...Among other BATs from long ago!
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10 pointsPublished an offshore wind turbine... Prop has flashy lights http://steamcommunity.com/sharedfiles/filedetails/?id=586685525
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10 pointsA cattle gathering scene. Here (male) cows of separate breeds are sent to different pens. Soon they will be placed into livestock trucks and sent to the slaughter house.
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9 points
Version 1.0
7,635 Downloads
Built in 1926, the Cathedral of Learning is a 42 story 163m tall Gothic Revival skyscraper located in Pittsburgh, USA. The building is on the National Register of Historic Places, and is an iconic example of the Gothic Revival Style. It is the second tallest educational building in the world, and the tallest in the US. I have tried to create the building as close to real life as possible, the only thing not on the real building are the stairs on the back side. Full Size Pictures There are lots of details in the building that are best seen in larger pictures. See full size pictures at the link below. Remember to Zoom In! http://imgur.com/a/7s18e Download Files There are two zip files for Download, one for Maxisnite and one for Darknite. Only download the file for the night mod you use. If you do not know what file to get, then get Maxisnite. If you do not have the Darknite mod, you can get it here. Lot Stats There are three lots to choose from: Landmark Landmark Effect: 20 over 30 Mayor Rating Effect: 20 over 30 Plop Cost: $100000 Power and Water: 40 Monthly Cost: 275 Pollution: 5 of each over 5 tiles Landmark With Jobs CO$$ Jobs: 1000 CO$$$ Jobs: 200 (Please note that CO$ Jobs do not exist) College Student Capacity: 18000 Monthly Cost: 1500 Dependencies BSC Mega Props - RT Vol02 BSC - VIP girafe Lindens BSC - VIP girafe Chestnuts Make sure to put the Props folder and the model file included in this download in your plugins file, they are all required. They consist of the building itself, plus a custom bush prop and custom path prop. Note: I am planning to eventually make a City Hall and University lot for my building, but haven't figured out how to properly make the script so that it can have conditions you have to meet before the lot can be placed. If anyone wants to help me out with those lots, please PM me. -
9 pointsI was working on a BRT station earlier for the NAM, it still works because i made it after my hard drive crash, i've reworked it a bit and the L0 station is done! I will be figuring out how to make the L1 and L2 versions of this too, as that is what the NAM team currently needs. The model in the picture is 5x1
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9 pointsWe are not unaware here at TRR that the developer of C:S kindly added a day/night component to the game back last fall. Thus far, it never seemed like a really big deal in Jessamine. Not a big deal, that is, until our incredibly talented modder friend TPB modded the sky [linkie]! We're still planting trees like crazy, so here's a few eye candy pics we took a few minutes to shoot. #1 #2 #3 #4 #5 #6 Amazing stuff, eh? Later. David p.s. raynev1, my friend- no, not my igloo. Thank God [linkie]. -de 9677/247
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9 pointsI've just had a chance to test this briefly on my 1.1.640 disc copy, and my mind is completely blown. Getting the DLLs to stay in memory has been the holy grail--to finally see it happen and for it to fix one of the most notorious bugs is one of the most amazing things I've been able to witness in my 10 years in this community. simmaster07, you are officially awesome. -Tarkus
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9 pointsWell this is moving a lot faster than I expected, hopefully making this post just a few hours later isn't frowned upon. Apparently Steam itself sets a flag on any game it launches (excluding non-Steam games) to hide programs' threads from debuggers. Thankfully, someone discovered this long ago and developed a fix that prevents Steam from setting this flag, so I'm now able to get a debugger into version 641 and reproduce crashes there. Which means that I've been able to port this fix to the Steam (and presumably Origin/GOG) version of the game . I've also added code for checking what version of SimCity 4 is running to prevent this from trying to inject code into versions like 610, 613, or 638. If an unsupported version is detected, SC4Fix pops up a message box giving update instructions and does nothing further. Since the Mac App Store version of the game is just a Wine wrapper, I wonder if it's a wrapper around a regular copy of version 641, and if dropping DLLs in the Plugins folder still works. Would be interesting if this were true. Anyway, here's prerelease 3, which, if all went well, should be the last version before uploading this to the STEX and moving on to possibly fixing other CTDs.
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8 points13bis. Some mosaics As promise with the last update, here are some mosaics from Olsènes And those two mosaics you have maybe already seen, but they deserve to be posted in my MD: Hope you liked it and I wish you all an happy new Year 2016!
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8 pointsMade a colonial inspired house, that fits in a 1x1 cell and can totally wall 2 wall. Needs to be optimized of course. The big one is L3, and the smaller one is a L2 building. Also worked on optimizing a house that I may release ahead of the pack. Stay tuned!
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8 pointsReplies: tariely: Thanks for the comment! I do know about SFBT's farms and I have downloaded all of them. The stony river bank is actually my attempt at a limestone pavement, I have added a few larger rocks but all in all I am going to keep it as it is. RFR is the only water capable of doing justice to a natural river scene, it is also very MMP friendly to. Compdude787: The 1st picture was an attempt to create a limestone pavement, I have since added a few larger rocks to it, but it stays. michae95l: Cheers! mrsmartman: That would be about right. DavidDHetzel: Those are not bouncy castles. Those are playground MMPs, they can be found here- https://community.simtropolis.com/files/file/27464-nams-8-playgrounds-mmp/. It would be cool if there were MMP bouncy castles. raynev1: Cool, I like to try many different things in SC4, minus airports though, and lately I am moving away from urban scenes and developing my rural area skills. {---} Update 108: Stadiums, Suburbs and Stax A larger update than usual and one from Annuq, this ain't a New Year (Eve's) celebration or special, just a good solid entry containing stadiums and suburbs. {---} 1. The area being explored today, this is north of the city centre. 2. 3. 4. 5. 6. 7. 8. 9. Inner city W2W, beyond not so much. 10. 11. 12. 13. 15. 15. 16. In the very centre is the Stax Records Studio. This small house(s) in Memphis, Tennessee was where a lot of the records were made during Stax's heyday. Musicians such as Otis Redding, Sam & Dave and others recorded in this small building and made music history. 17. 18. Commie blocks, essential for any SC4 urban area. 19. 20. Stadium no. 1: The Annuq Raiders, a baseball team. 21. Any large stadium requires large amounts of parking. 22. 23. 24. Stadium no. 2: The Annuq Bighorns- an American football team. 25. 26. 27. 28. Moving towards the outskirts now. Sure the city centre to suburb to countryside transition is a bit abrupt but what the hell- little big city! It's a video game thing, kind of like GTA V's Los Santos, it's urban proportions are all wrong but it still looks cool. 29. 30. 31. 32. 33. 34. Another small interchange on the M4. Whenever I build a major highway I always endeavour to really separate the city from the highway. If the highway looks like it has cut an area cleanly in two then it is a job well done. 35. 36. 37. 38. Another view of the Stax Records Studio. In Annuq this building is actually a museum, just like it is in real life. 39. {---} So this entry wraps up 2015 for this CJ. It has been a good year as I got far more mileage, read ideas and inspiration, out of SC4 than I expected to. I will be taking a small break from posting entries as I work on Faverdale, the next entry will be up this Wednesday. This Saturday I will be posting a small news entry regarding this CJ's future and what 2016 will bring.
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8 points
Version 1.0
1,946 Downloads
Built in 1931, the Paramount Theater is an art deco landmark in the city of Bristol, Tennessee. The building is located on State Street, which runs along the Tennessee-Virginia border and splits the town of Bristol in two. If you're curious about the history of the theater, I've got you covered. I initially intended this to be part of the retro theaters pack I released last year, but I removed it at the last minute because it didn't quite fit with the others. After spending some more time on it, I think it's finally ready. I even learned how to make custom lot icons for the ploppable version - no more sifting through a sea of zoomed-out lot editor screenshots with ugly gray/black backgrounds! This is a 1x3 CS$$ lot that is available in both growable and ploppable versions. Both versions provide 41 jobs (as do my other theaters) and can be used in a W2W setting. As always, I've included both darknite and maxisnite versions. The darknite scene requires this spiffy mod by Simfox. Use only one at a time. Otherwise, no dependencies. Special thanks to the illustrious Jasoncw, who saved the day by exporting the LODs when I ran into an ID conflict issue. Click here to learn more about my current projects. -
8 points
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8 pointsWow, this is a revolutionary achievement for SimCity 4, and it doesn't even modify the game's internal files. After all these years of modding, to achieve what you've done is a remarkable breakthrough. Genius! Can't wait to see what further possibilities this may open. I smell a Trixie already...
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7 points
Version 49 (rev1)
654,545 Downloads
The Network Addon Mod (NAM) all transportation network-related fixes, additions and new creations that have been released so far. It adds countless new features to the existing network tools, such as traffic simulator improvements, new overpasses, highway onramps, intersections, pedestrian malls, a ground light rail network, roundabouts and turning lanes. This is the standard release version of the 49th edition of the Network Addon Mod, NAM 49. See below for installation details and a list of new features in the Changelog at the very bottom. In memory of Paul Pedriana, Lead Programmer for SimCity 4, who passed away in July 2021 from a sudden heart attack while cycling. Thank you, Paul, for everything--we wouldn't be here without you. RELEASE NOTES Before you run off in excitement to install the new NAM version, please make sure to read this document first, to ensure the best Network Addon Mod experience. Note to users of the EA App/Origin: As of June 2023, digital copies of SimCity 4 Deluxe purchased via EA.com, the EA App, or the Origin Store, or played through EA Play/Xbox Game Pass are now properly patched to Version 1.1.641, which means they are compatible with the Network Addon Mod. New Features for NAM 49 See the Changelog below INSTALLATION AND GENERAL NOTES Before attempting to run the NAM installer, ensure that you have extracted the contents of the .zip download into a folder. Attempting to run the installer while it is still in the .zip will cause the installation to fail. For a complete walkthrough on installation, see the enclosed read-first-NAM-49.html file, or https://www.sc4nam.com/docs/getting-started/ The minimum requirements for running the Network Addon Mod are as follows: A compatible retail copy of SimCity 4 Deluxe Edition OR SimCity 4 with the Rush Hour Expansion Pack: Windows/Linux (via WINE): Any digital retail edition, or any disc copy updated to at least Version 1.1.638. macOS: Any recent digital edition of the Aspyr port for macOS (installation on the App Store version is more difficult, and the NAM Team is limited in our capacity to provide installation help to App Store users). The now-rare non-Deluxe/non-Rush Hour copies of SimCity 4 are not supported. Attempting to run the NAM on a non-Deluxe/non-Rush Hour copy of SimCity 4 will cause the game to immediately crash to desktop (CTD). Java Runtime Environment (JRE), in order to run the installer--a version for 64-bit Windows is included in the download (OpenJDK11U-jre_x64_windows_hotspot_11.0.8_10.msi). If you are not on 64-bit Windows and need Java, Adoptium's open-source edition is recommended, though JRE and JDK can also be acquired in proprietary/commercial (but free to download) form from Oracle at Java.com. The Java Development Kit, or JDK, will also work, but contains extra files not needed unless you are a Java developer. A system with the following specs, for each basic type of NAM installation: NAM with a LowRAM/NoRHW Controller option: Any system built within the last 15 years, with 750MB available disk space. (Users running this option cannot install the RealHighway (RHW) features.) NAM with a Full 4GB Controller option: Any system with a 64-bit operating system, at least 4GB RAM, and 1.2GB available disk space. If on Windows, the 4GB Patch must be applied to the game's executable. NOTE: Installing the Full 4GB Controller option without meeting the specifications and without the 4GB Patch will cause the game to crash-to-desktop (CTD) upon attempting to load a city. If you experience this crash, it either means your system does not support the Full 4GB Controller option, or there was some form of failure in the 4GB Patch process. Additional Requirement on Windows/Linux (if running Full 4GB Controller/RealHighway options) (not required on Mac): 4GB Patch by NTCore (included in download, automatically installed on Windows with standard installation procedure, and also available at NTCore). See Step 3 (under "On Windows") or the 4GB Patch section in the read-first document for more details. Additional Requirement on Mac (optional for Windows/Linux): JDatPacker by memo. JDatPacker is a tool for consolidating folders of SimCity 4 plugins. This can speed up the game's performance, and on macOS, this helps alleviate issues with the Aspyr port's known "number of files limit", wherein exceeding a certain number of files/folders within the game's Plugins directory can cause the game to crash. To install the Network Addon Mod: Install the Java Runtime Environment (JRE) (if already installed, skip to Step 2). (This is included in the download package.) Remove any existing NAM installations, if present (simply deleting the "a_Network Addon Mod Lite" and/or "Network Addon Mod" folder from the Documents\SimCity 4\Plugins directory is the easiest way). Run the NAM Installer: On Windows: If it your first time installing the NAM (or you are installing on a new system/with a new SC4 install), use NetworkAddonMod_Setup_Version49.bat. If you are upgrading from a previous version, or have manually installed the 4GB Patch already (see the 4GB Patch section in read-first), use NetworkAddonMod_Setup_Version49.jar. (The .bat file has a routine to automate the 4GB Patch installation process, necessary to avoid CTDs if running the Full 4GB Controller option, which is necessary to use the RealHighway (RHW) features.) On macOS: Run NetworkAddonMod_Setup_Version49.jar. If on the App Store version, the installer cannot directly install into the Plugins location the App Store version utilizes, which is inside the .app file (~/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4). Install to an alternate location first, then copy the resultant "Plugins" folder into that location. Note that the NAM Team is currently very limited in our ability to provide installation assistance to App Store users. On Linux: Run NetworkAddonMod_Setup_Version49.jar, or, if that fails, run NetworkAddonMod_Setup_Version49.sh. Follow the installer's instructions, clicking on each tab on the top bar in order: Agree to the mod's terms on the initial "welcome" tab to proceed with the installation. Select the options you would like to install under the "files" tab. Select the install location under the "location" tab. Unless you have set up an alternate location for your Plugins folder, or happen to be on the Mac App Store version of the game, this should work fine. Finally, move to the "install" tab. Click the "Start installation" button to begin the installation process. When the installation is complete, the progress screen will display a message, "All selected components installed!". Close the installer, using the "X" button or, on macOS, the red circular button, in the upper right corner of the window. You're all done installing the mod. Additional step for Mac users (optional on Windows/Linux): (Run JDatPacker to consolidate the mod's files.) If on the App Store version, run JDatPacker over the resultant Plugins directory, then move the "Network Addon Mod_###.dat" files (wherein "###" is a three-digit number) into the container. On the Steam version (or if optionally using JDatPacker on Windows), run JDatPacker on the Documents\SimCity 4\Plugins directory (this will also consolidate your other plugins as well). Make sure you remove the original directories that were consolidated, and, if upgrading or reinstalling your NAM package at any point, ensure you delete any the "Network Addon Mod_###.dat" files from your Plugins before running the new installation. It is recommended that you use a new subfolder (i.e. "Plugins\Compressed Files") instead of installing to the root of the Plugins directory, as this can help prevent mod conflicts. Load the game and enjoy the NAM! If the game crashes on your first attempt to load a city, this means you have the Full 4GB Controller installed, but either have experienced a failure in the 4GB Patch process, or have an incompatible system (not enough RAM and/or a 32-bit operating system). Either attempt to install the 4GB Patch manually, or choose a less intensive installation option (the Low RAM/No RHW option, or download NAM Lite instead). Note that if you've never run the NAM before, and you've picked a fuller installation option, the initial load of the game, and of the first city tile you open may be longer--often quite noticeably. This will shorten with subsequent loads of other cities, or, if you exit and re-enter the game, subsequent re-entries will be quicker. If you do not see any icons in game, this most likely means your installation ended up in the wrong location. Either reinstall, making sure the files go into your Documents\SimCity 4\Plugins folder (true of Windows and the Steam Mac version), or, if you're on the Mac App Store version, make sure you copy the files into the .app container. More details on installation and compatibility can be found in the enclosed read-first-NAM-49.html file. NAM Lite As mentioned above, an alternative compact version of the NAM is now available, which can be installed instead of the full NAM installation package. The NAM Lite features just the most essential of NAM features, including the NAM's renowned Traffic Simulator Plugins, refining SimCity 4's pathfinding engine to work as it was originally intended, along with Automata Controller options, updated textures (including a Euro/International texture option), Roundabouts, Diagonal Streets, additional interchanges for the game's base Highway system (the "Maxis Highways"), and (optional) Hole Diggers/Ground Raisers, allowing for precise terrain alteration. See here for more details and to download NAM Lite: DOCUMENTATION For further details on the NAM and its features, visit our new website at: https://www.sc4nam.com/ Please note that NAM 48 and earlier have been discontinued, and are no longer eligible for any form of technical support. Thank you all for your continued support--hope you enjoy! ©2025 NAM Team -
7 pointsWe've finally done it--landed a NAM release on December 25th, just in time to give your copy of SimCity 4 a Christmas stocking stuffer. Just one short month after our last release, NAM 34 is here, with a few exciting new features. Here's a brief rundown. The Tram-in-Avenue (TiA), Tram-in-Road (TiR), Tram-on-Road (ToR), and Tram-on-Street (ToS) dual networks are now partially draggable. To activate the dual networks, click the Elevated Rail tool over Avenue for TiA, the Elevated Rail tool over Road for TiR, the Rail tool for ToR, and the Elevated Rail tool on Street for ToS. Elevated RealHighway (RHW) networks and draggable Elevated Road, One-Way Road, and Avenue Viaducts can now form overpasses over Tram-in-Avenue, Tram-in-Road, Tram-on-Road, and Tram-on-Street dual networks. Simply drag the crossing network up to the edge of the Tram Dual-Network to form a stub, and begin dragging from stub on the other side of the Tram Dual-Network to continue the network. Some support for networks besides RHWs and the Road Viaducts has also been added, using similar means. RealHighway crossings over Network Widening Mod networks are now vastly more stable. Multi-Radius Curves (MRCs) for the Road network have been added in draggable form, in four different radii (R1-R4). Signalized intersections for One-Way Roads are now possible in the initial phase of the OWR Signalization and Turn Arrow Project (SITAP), complete with turn arrows before the intersection (NOTE: LHD functionality for this feature may still be limited). These signals cannot automatically appear, due to the game's handling of One-Way Road mechanics, but can be activated by transitioning from One-Way Road to Road just before the intersection. For intersections between two One-Way Roads, it is necessary to click over the resultant 90-degree Road bend with the One-Way Road tool. +-intersections and T-intersections between One-Way Roads and Roads, One-Way Roads, Avenues, and +-intersections (no T-intersections) with single-tile Road-based NWM networks (TLA-3, AVE-2, ARD-3, NRD-4) are available. 7 new bridges by eggman121 have been added, including the first-ever NWM bridges for the RD-4 and RD-6 networks, plus a new RHW-4 bridge, and four RealRailway (RRW) bridges. FLEX On-Slope Transitions for the Elevated Road, One-Way Road, and Avenue Viaducts have been improved to support tighter situations, where a network is directly below the elevated end of the transition. Many Elevated RHW base network features now show preview textures. An issue with High Speed Rail crossings over wider ground-level RHW networks has been addressed. An issue preventing the proper override of the ramp interfaces on L1 RHW QuickChanges has been fixed. Some clickaround may still be necessary to force the overrides to continue. We'll have more details on some of those features shortly. I'd also like to give a special shout out to two of my development team colleagues, rsc204 for his heroic efforts in the last stage of release engineering, and to eggman121 for his continued prolific development and dedication to the community. The download link is here. In the meanwhile, hope you all have the happiest of holidays on behalf of the NAM Team. -Tarkus
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7 pointsJade Bight 10: The Island of Juist Welcome, yet again, to a new installment of The Jade Bight. I'm happy to see the installments continue to entertain our early visitors while drawing new faces to the table. Our little region is quite hospitable and offers welcome to all, from near lands or far. I should mention -- Juist is one of the maps that had been finished PRIOR to receiving any feedback from visiting members. It is a small map, and therefore, is dedicated to either "service facilities" or simply "eye-candy". Since there was actually very little room to work with, I decided against making any serious changes before publication. ISLAND OF JUIST: Two views Juist is a rather small island in the East Frisian chain and one of only seven that is actually inhabited. As you can see, the land mass is not at all large, and may be even smaller when exceptionally high tides roll in. The curious shape is a result of wave and tidal action upon the easily shifted sands, with the exception of the neck of land along the northern shore. Some time around the 1770's, this narrow strip was breached by a massive storm tide that is, to this day, referred to as St. Peter's Storm. Over the years, the neck was repaired and reinforced against the fury of the sea and now forms an integral part of the tiny island. The very northern most portion of the island carries the only road and rail connections with it's neighbor island of Sylt. NORD POWER, LLC -- Juist Division Some 40 years ago, Nord Power LLC started buying up large parcels of land, mostly abandoned or in disuse, and then began the process of demolishing the old factory yards and cannery piers. The days of a thriving fishing industry were long gone and most of the industry (the little there was) had proven unprofitable in the face of modern technologies. Nord Power constructed a large nuclear power plant on the property and swept away the ruins of old Juist's glory days. The only thing to survive the dynamite and bulldozers was the pier that now serves the complex. The power plant has proved to be a boon to the locals. The complex provides a steady source of jobs and local power at a cheap price, while charging neighboring Sylt a more than profitable fee for supplying their power. Without the power station's employment, the little island would be reduced to few dollars brought in by the occasional tourist. SALT MARSH: Adjacent to the power station on the east side of the island is the Wadden Salt Marsh. The marsh has survived the tempests of the sea mainly due to its' location on the lee side of the island, thus escaping the erosion that moves the other beaches as much as five feet a year. The brackish mix of salt water and soggy land provides a sanctuary for migrating birds as well as a nesting place along its' shore for Gray Plovers. Boaters take advantage of the smooth water as a safe anchorage -- as long as they don't get too close inshore. NORTH END: As mentioned earlier, the north tip of the island carries connections to the larger neighboring Island of Sylt. Part of Juist's currently thriving economy is largely due to the trash removal contracts they have with Sylt. REMAINING INDUSTRY: At one time, most of what you see here was covered by factories -- a forest of chimneys and smokestacks (admittedly, a small forest). But that was long ago. Most of them have been pulled down, broken up, or sold off. The few, die-hard, industries remaining have had to make room for more cost-effective high-tech corporations. MARINA: This marina looks somewhat out of place in such small and cramped spaces, but it provides a safe anchorage as well as fuel, and gives comfort to the seafaring types with easy access to the small shops and gasthauses in the town. But it is far more important to the very existence of the island. The foundation stones of the marina seawall are huge granite slaps laid there in the 18th Century to repair the storm damage and reunite the two halves of the island. CARGO DOCKS: The docks were once much larger, and certainly a deal more busy than they are now. But they remain necessary to bring in large pieces of machinery and equipment required by the power plant. WILHELMSHOE LIGHT: Three views Wilhelmshoe Light was built on the only high ground on the island, Wilhelmshoe Point, rising some 50 meters above sea level. Built prior to The Great War, it is an imposing structure that can be seen from any spot on the island and for many miles out to sea. By contrast, the passenger station below the headland is sparse and utilitarian in nature. It is, after all, "the end of the line". THE TOWN: Juist is not only the name of the island, but also the name of the tiny, somewhat isolated, municipality. It is as modern as can be expected, with a small range of shops, offices, and even a well-stocked library. And though it is small -- everyone knows everyone else on a first-name-basis -- it has several excellent gasthauses where a pint or two can be had as well as a fine Jagerschnitzel !! Even this remote place has its' comforts. OFFSHORE ANCHORAGE: Two views As is common to the region, there are many coves and small inlets that provide a secluded mooring for the mariner who dares "to go down to the sea in ships". (Even though they be luxury yachts!). Some of the inlets are a bit small, but snug on the lee side of the land and safe from all but the larger storms of winter. Careful maneuvering with an auxillary engine will see you through. CHANNEL LIGHT: Two views The pier at the end of Channel Point serves mostly the islanders while the lighthouse was built as a guide beacon to mark the entrance to the narrow harbor. OVERALL DETAIL: Two views Here are two views that show a bit more detail while giving you an idea of how everything is tied together. NIGHT SHOTS: Five views Not much to show on such a small island -- but I know you guys like them. Once again we find our tour has come to an end. I do hope you enjoyed it !! And I do hope you will favor me with comments and suggestions. I do rely on your feedback to help me improve my city-building skills. Our next journey will incorporate some improvements in technique as well as a few new items recently acquired. Look in on us -- I think you'll enjoy it! Next time: THE ISLAND OF SYLT
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7 points
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7 pointsHey all, thanks so much for the warm welcome here @ simtropolis. David, Roadman and Jesper actually inspired me to give it a try with a CJ. Like Jesper I won't be able to be posting updates continuously - there are moments with time and inspiration and long periods of other stuff. I'm not a PC gamer - but I definitely like to sit in a sandbox and play from time to time... I'll continue with some images about South Boston (or Southie as it is called obviously). Maybe later I'll be able to extract a list of mods and assets with that brand new mod. And please bear with the quality of the screens - I use Dynamic Resolution cautiously and don't have the LOD toggler on - running the game on an acer Nitro notebook I want to keep it cool... Here we go with Boston under bleak skies (no offense to any Boston residents - I'm aware it can be sunny and colorful but I like the noir feel of it sometimes) South Boston I / Castle Island, Pleasure Bay and Conley Container Terminal Another overview: This is the area that I have covered so far. Pretty much the whole of Southie and a little bit around Washington St. in the background. Logan would be on the right and Downtown behind the harbor area (the Artery is not underground yet - I just downloaded it via Cimtographer for the reference). Castle Island: Actually I haven't been to Boston except for a couple of hours at Logan Airport. So I depend on Google Earth and images to get it similar. But at some point too much accuracy gets tedious and I choose to make things just to my liking or depending on the availability of assets and stuff. For the remains of the castle I used some sunken wall assets and compiled them to the pentagon. Pleasure Bay is on the left. See that little building up front on the left? It's a UK public toilet. One of the assets that I'm really greatful for - nothing fancy, no hi-rise solitaire building, just a plain little thingy that cities are made of. Conley Container Terminal: This was desperately needed to get goods to my South Boston commercial buildings (I reopened the rail freight yard too for that purpose). It's a busy port for the East Coast and the access goes via small neighborhood streets (there is a plan for new road access IRL) but so far it handles the traffic quite well. Used one of the toll booth assets for the entry. And the container yards are the best ones on the workshop IMO. In the back there is one of the cruise ships that has just left the cruise terminal on the other side of Reserved Channel. A closer view from the castle to the container terminal. After some practising I got more familiar with placing seawalls. In the background behind Pleasure Bay there should be the University of Massachusetts but so far it's just trees and outside the 25 tiles. (I might expand on the 81 one day...) The park at the lower end got a bit too large. I use the in-game landscaping tools for different shades of green and beach - but it would be nice to have a similar tool like a paint brush without adding ore - or did I miss something? On the pier on the other side of the channel there is a warehouse (that I made out of 5 ploppable loft buildings and a parking garage). There is a severe lack of this kind of buildings in the workshop (and in the vanilla game anyway). I don't think the big warehouse on the left exists like that IRL. But I like the industrial feel of it. Same goes for that plate-covered building on the right that is part of the end pieces of the container yards. The large chimneys in the background are part of the power plant in South Boston. Sea approach to the terminal at nightfall. You can almost smell the diesel... And this is the last one. Murphy Skating Rink in the foreground. It's one of the university assets that came in handy for this. So much for now. Next we will move on to Telegraph Hill. Cheers Dominic
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7 pointsGalaxy Tower didn't make it into the competition but construction went on....actually this tower was erected pretty fast.....Did anyone actually see a crane?? Ok a guy in a suite with shades is approaching.......Sooooo, how's the weather? Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=587490274&tscn=1451429089
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7 pointsGlad to hear all is well. I'll update the dependencies and use this new technique next time. In the meantime though... Enjoy!
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7 pointsThank you^^ Here is a colorvariation test for "industrial" expansion, its only 2 different buildings and no corners so far. Speaking about Industrial, is there any way to deactivate the pollution for specific buildings? Because these kind of buildings should not have any. I mean I could turn them into foresty/farmland. But that requires people to turn their distric into a foresty... I would prefer a simpler solution .
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7 pointsNice. Here's an overview of my favorite medium sized city, L.C.; street map below
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7 pointsThe Cathedral of Learning is now available for download! https://community.simtropolis.com/files/file/30884-the-cathedral-of-learning/
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7 pointsThanks everyone @Simcoug: I think you're right, that's probably the right way to go. I'll give it a shot and let you know how it goes Rapson has been cleaned up and is ready for export. As far as the midrise goes, I added some ground-level parking strips to the asphalt patch (I oriented the stripes so users in left-driving and right-driving countries could all have plausible entrances). As for the night scene, I'm not completely satisfied with the way the interior looks, so I might model some basic furniture to make it look more convincing. I also compared the building to the game's palette and the colors/scaling seem to match up, so I think this one may be almost done. I tweaked the roof on the fire station: Any lingering complaints about this one, or can I start the night scene? More to come soon.
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7 pointsAnother Update: I added the "drag here" sprite in the top right corner of the panel. The GUI is now ready! I also imported the old Pillar Replacer code and connected it with the GUI. It works perfectly for elevated networks and bridge networks. That means the core Feature of Module 0 (GUI) and Module 1 (Pillars) are done! Now I will concentrate on Module 2 (Props and trees): I looked at the serialization system for module 2 that I created some time ago. It looks like it is usable. The actual code that renders the custom props and trees is also almost there What is missing is a hook that passes the IDs of newly placed network segments to the mod What is also missing is a hook that passes the IDs of upgrades or removed segments to the mod When the hooks are working, it will be super simple to make the second Module work. Then I will release it on the workshop.
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7 points
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6 pointsSmallville is not so small. In fact, it's the second most populated city in the region after Eden Bay which is the Real Thing with mucho skyscrapers et al. (its excuse being that it's where the big seaport is ; but you won't get to see it : P. R. 's pictures of it were destroyed in a fatal computer crash). It was already an urban area when her sisters towns were still villages, and has kept on being the main commercial center (after Eden Bay, of course). For a long time, it was also where people went for their health or their education. Its attraction has lessened now but it still is where you get the best services. 1. Police, (one of the two) hospitals, Kendrick football stadium... 2. And very early on, it got The Cathedral, St.-Adele -- in more religious times, it was an important symbol, and there was a heated regional debate on which town would get it. The rather overblown Town Hall was built later on, to the envious snickerings of the neighbouring towns. 3. Perhaps you noticed the bowling alley, in the previous picture. But Smallville's citizenry can practice (relatively) more strenuous sports : 3.1. The Municipal Stadium 4. And then, there came The Airport, one of Zabnis Senior's grand projects, with the canalization of the Mathis river. 6. But it never went beyond the grass phase, because Eden Bay then built its own -- faster, and directly in concrete, no grass stage ! The City Council then overrode the Mayor, counter-proposing a heliport which would shuttle people to Eden Bay's airport. St-Jerome grass airport now is used by the local piloting school -- and gives air rides for your birthday, and parachuting (P. R. had fun.) 7. The heliport turned out to be a commercial boon for the city that had a big growth spurt at the time. Traffic became hectic, parkings popped up everywhere, pollution rose, the citizen grumbled... The Mayor took drastic measures ; "If you unbuild them, they will stop coming" he said, in a memorable council seance. He itched up parking fees, tripled the bus services (with “green” buses, too) and demolished almost all parkings in town (the last big one, underground, is at the heliport, in fact.). Astute rezoning also helped -- not concentrating commercials or industrials in one place. Smallville is now a walking city. More than two-third of the population walks to work and the bus services are slowly ramped down. And so, like her sister towns, Smallville is now a green city. Very green. Extremely green. 8. Either where the Mayor (Zabnis Junior now) lives... (it's his daughter's birthday -- Cora Zabnis-Letellier ; she's beeing groomed to take over after him. But more about her later.) 9. ... on the outskirts of town ... 10. 11..... or in the middle of the town :
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6 pointsWelcome! First off - this is my first ever journal. Sorry in advance! Secondly - I play games intensely over a period, and then I get other stuff I need to do. In other words, don't expect me to update all the time. But I should be able to manage an update every now and then. So then, onto the journal! Kommun means "municipality" in swedish. It's a silly name, but you'll get used to it. I'm building this region one piece at the time and have no overlaying plan besides a few things: There's gonna be a metric f**kton of trees If it's not trees then it's either: Large industrial complexes (harbours, water purification plants, power plants, saw mills, ore industry). One (1) larger town Several small towns/villages Farms Did I say trees? I'll have to contact Dedgren for tips on how to not go mad when planting trees. So, that's the gist of it. There won't be any fantastic background storys here, but rather a aesthetic journey into rural areas in a setting not completely alien to me. Expect mostly image descriptions. Let's go on to the pictures of my first update! This is an overview of what I've done so far. To the east you can see rural areas being developed. These will develop like veins following the national roads. Let's start taking a look at what farmers Persson and Jönsson are up to! On this first pic you can see the home of farmer Jönsson. Jönsson just couldn't be bothered with removing the small mound with a conifer on it On the other side of the rapeseed field begins the land of farmer Persson. She's doing pretty much the same stuff that Jönsson does. You can also see a rural bus stop. This stop supports the few households along road 100 (going horizontal on this picture) and also the small village of Ekeby which is just above the frame of this picture. Driving on road 100, things can look something like this. Let's head a few kilometers westward, wave at the driver of bus 100, and check out the central parts as seen in the overview above. Being an avid cyclist, I could just as well pedal my way there using the bike lane. Approaching those tall chimneys reveal two major industrial plants of Kommun. First, we have the Kinnarpsverket, or Kinnarp nuclear power plant. These western type reactors use seawater to cool down the magic that goes on inside (I'm a musician and all I know is they slam and/or cleave stuff that is best left unslammed/uncleft). The outlet waters are quite a bit hotter than the surrounding baltic sea and is also the place where the famed Kinnarp herring lives. Too bad the guards won't let the public access the spot. The other site, just across the road, is the Öboverket, or Öbo water treatment plant. I don't know a single thing about treating water, so you'll have to use your imagination here. It has got walls, at least! Here's an overview of the two plants. Road 100 goes vertically through, but the only lit part is another of those rural bus stops serviced by bus 100. All the way to the west in the overview picture is the island of Snibben. A snibb is Swedish slang for edge or point. It's also a very silly name, but I guess it'll be a theme of this journal. On Snibben lies the village of Öbo which is not done yet and hence not shown in this update. I will however show you the south west and south coast of Snibben: The invisible sun (what the hell? Help me with this please.) sets in the Baltic sea and another calm day on Snibben comes to an end. I'll end this showcase with a night picture. On the highest point of Snibben stands its lighthouse. The conservative local politicians insists on it being lit despite seamen laughing at it whilst browsing Facebook, seeing that the ship itself knows where it's going. Far in the background Kinnarpsverket can be seen. Well, then! I hope you enjoyed this first part. Be kind and grant me a few of your comments, would you? The next update will be... when it's done! It will contain [insert whatever I feel for at the time of publishing]. Regards, Jesper
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6 pointsI've been finishing off a residential area close to the University of Passau and the logistics area shown previously. I've also been working on other areas but they'll be shown later in the month I haven't really shown much residential development before so I'm hoping this satisfies, I'm open to constructive comments as well. This area of the large tile will be further developed with more residential and it'll border a large regional hospital which I'm lotting various things for and a modern GLR depot, which will utilise MGB's new depot building. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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6 pointsSomeone said that if you run a city up to 500 years the game would uninstall itself. Turns out that (and I was taken in) is false. Note that on this image of my city "Inner Harbour" that it is in year 590. Just shows you can't always count on what people say in these forums. Such imagination! For Shame! BTW, this is my largest current city, and it clearly needs some work according to the ticker. This view is resident average age (as you can see from the panel). Blue zones want museums, parks and art galleries while green should have schools. Everyone should remember to look at all the displays. Can be quite informative.
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6 pointsLooks like a least a couple more days before I have a good pc again. Today I am gonna try and see if I can get some texturing done even if my laptop doesn't have all the tools I usually do. I really want to see my large pumping station with some textures. I also got to steal my bf's pc today and test some things in game and grabbed a few shots of the medium pumping station with texture on. I'll have to tweak the illumination/specular texture as the pipes look like they shine a bit at night, but otherwise it's close to done. It will function much like a water tower (but much more efficient), but it will need road access and a few workers. Same with the large one. Also, when these pumping stations are done I'll most likely go back to some industry - forestry or farming. I've played around with some ideas for both, so I have yet to decide which one I'll do first.
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6 pointsI've been working on this interchange, which has a lot of MMPs in it. Any ideas, suggestions etc are welcome!
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6 pointsNAM 32 NAM 33/34 I think the greatest before/after here is definitely my shift in building style towards more filler/MMP use and more realistic infrastructure.
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6 pointsThe island of Snibben Rural development Overview over the area from the previous pic. The island of Snibben is actually a few kilometers away, but we'll get to that! The following pics are from the island itself. In the background you can spot the Kinnarp nuclear plant
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6 pointsRiver scene from Faverdale. The same river in Faverdale, except this picture was taken upstream.
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6 pointsA couple of custom lots I'm working on and some street layout inspired by Fox.
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6 pointsSo I just started this this morning... I'm thinking of re-doing the University at the top. Any other ideas or suggestions?
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6 pointsRudyard was a big manufacturing city until the 1980's downtown of the manufacturing industry. The city managed to stay afloat thanks to expanding it's tech sector but the main industrial area suffered and vacant lots are found through that area. Rudyard's industrial areas.
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6 pointsReplies: tariely: Thanks for the SPAM suggestion, I now have a whole ton of new agricultural toys to play with! michea95l: Cheers! Mr Saturn64: Thanks! {---} Two Year Anniversary Special The first entry of this CJ was posted on 29th December 2013, two years and 106 entries later and we reach this point. Thank you very much for your comments, enthusiasm and suggestions which have helped me to become a better SC4 player. I decided to create a video montage of various pictures throughout the two years to briefly explore the areas this CJ has gone to. At the very least you will enjoy some suburb ambient music from the film soundtrack of Traffic. {---} There is still much more to do and when it strikes New Year I will put up a news post, in this CJ, regarding the future of the "My SC4 CJ Scrapbook". Cheers, Ln X
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5 points
Version 1.0
6,859 Downloads
S.A.C. Commercial Building, by Mattb325. --------------------------------------- Back in 2005 when I first started batting, user S.A.C. (an amazing lot-maker and author of the legendary CJ 'Olympia') posted some pictures of SC3URK buildings to inspire batters. I saved a few of these pictures to my hard-drive: S.A.C. had an amazing eye for detail in SC3 & SC4 and it is nice to be able to add one of her Sim City 3000 inspirations to Sim City 4 all these years later. This building is a very loose interpretation of the SC3URK artwork that S.A.C. displayed. 'S.A.C. Commercial' is a 24-floor tower with a shopping mall at the base and offices above the 6th floor podium. It sits on quite a tight lot: 3x2 and 3x3 as both a high-wealth commercial services (CS§§§) and commercial offices (CO§§§) offering. It is a growable mid-rise building only and grows on all tilesets. It competes well with many of the Maxis mid-rises. Stats, links and dependencies are listed below. --------------------------------------- STATS (CS§§§): Growth Stage: 7 and 8 (high density zones) Bulldoze Cost: §1378 Capacity Satisfied: CS§ 4632, CS§§ 1160, CS§§§ 466 Pollution: 31 (Air)/ 20 (Water)/ 41 (Garbage ) Pollution Radius: 6/7/0 Power Consumed: 130 Mwh Water Consumed: 1164 Gal/Month Building Style: Chicago/NY/Houston/Euro Occupant Group: Commercial Services Building --------------------------------------- STATS (CO§§§): Growth Stage: 8 (high density zones) Bulldoze Cost: §1378 Capacity Satisfied: CO§§ 2060, CO§§§ 1442 Pollution: 8 (Air)/ 8 (Water)/ 4 (Garbage ) Pollution Radius: 6/7/0 Power Consumed: 58 Mwh Water Consumed: 633 Gal/Month Building Style: Chicago/NY/Houston/Euro Occupant Group: Commercial Office Building --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot or Desc files! If you use the dark nite version, you will need a dark nite mod. Either: (https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) OR (http://gizmo.aplaceforwebsite.com/index.php) --------------------------------------- DEPENDENCIES: BSCBATPropsMattb325_Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) To install, simply unzip the file into your plugins folder. Thankyou and enjoy. -
5 points
Version 1.0
1,604 Downloads
Back to Minnesota we go! This is a semi-recreation of the Lang-Nelson Building (at least, that's what the sign says) in St. Louis Park, Minnesota. The building is planted on a 2x2 CO$$ lot that is available in both growable and ploppable versions. It should compete nicely with the Maxis buildings of the same size, but if you discover it growing like a weed, let me know and I'll nerf the job count (currently 154). As always, I've included both darknite and maxisnite versions. The darknite scene requires this dandy mod by Simfox. Use only one at a time. Otherwise, no dependencies. Special thanks to the venerable Jasoncw, who saved the day by exporting the LODs when I ran into an ID conflict issue. Click here to learn more about my current projects.
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