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  1. 5 points
    I still think the most nefarious April Fools joke was the 2004 one where it was announced that EA was buying Simtropolis and paid subscriptions would be introduced. (pardon the eye-bleeding custom Windows theme I was using when I was in high school)
  2. 5 points
    Doing some plugin triage- I messed up game
  3. 5 points
    @watercitymadero I remember using the first texture back in 2018 but I modified it so many times that I ended up messing it up I really like your water textures, you're doing a great job! 2018: -------------------------------------------------------------------------------------------------------------------------------------------------------------- "BAT waves" test This is one of the ways I can think of to replace maxi waves (Obviously I have to export several textures to be able to mix them, but it will be very complicated to adapt them to the shape of any beach)
  4. 4 points

    Version 1.0.0

    107 Downloads

    This upload consists of a small set of three lots that were derived from originals included in PEG"S Legacy files. The originals appeared to be an early effort to create a park set that would compliment the original PEG Pond Kit from around 2003. These can be used with PEG Pond Kit 1 or independently. The original lots were modified by replacing the existing textures with those matching PEG's Pond Kit 1 and to appear in the Park menu near the Pond Kit items. Included in this set are: * An 8x6 Large Park with a small river flowing through it. Plop Cost: 160 Bulldoze Cost: 20 Monthly Cost 15 * A 2x1 straight river section. Plop Cost: 40 Bulldoze Cost: 10 * A 2x2 curved river section to simulate a bend. Plop Cost: 40 Bulldoze Cost: 10 Dependencies: * BSC Textures Vol01 found in the Common Dependency pack. Click Here for All Pegasus Productions Products on the STEX All Pegasus files are now legacy content and are no longer officially supported. These are the original files as they were created. While this upload has been tested in the game and preformed as expected, issues may occur as a result of modding capabilities that existed at the time of development. Support from the wider community can be requested here.
  5. 3 points
    Some more 'found' files from Legacy the disc... These are two ranger station lots that appeared to be possible additions to the Trail Park lots. Both were modified slightly to be in better Park menu locations. The Rural Roads version was also altered by replacing what may have been an older path texture with the matching pathway texture of the Rural Roads in the Trail Park II set. PEG_Trail Park II Addons - Ranger Stations
  6. 3 points

    Version 1.0.0

    180 Downloads

    Land Value Balance Mod – Makes land value more important and imapctful. Overview This mod not only makes land value important but also allows for better wealth sims placement managment. No more villas everywhere! Features 1. Land value does matter (it impacts what type of wealth is develop where) 2. Land value looks interesing (I have changed data view for land value that now is showing more colors, cause there are more stable levels ) 3. Land value is under control (By placing parks, schools, hospitals... you are in control of what land value will be in particular place) 4. Rivers and terrain level have impact on land value 5. Deasarability of all kind of development was ammend to support land values changes, and now are more interesing 6. I have tested that my changes are playable by playing diffrent style of playing including Cori's placing mansion inside crop fields 7. I work really hard to keep as much compatibility as I can to not ruin already builed city and I manage to keep it in some degree ... I mean for sure we need to place more parks here and there, or other things... but it seems to work on my exemples in acceptable way. Dependencies None Installation Download the .zip. Extract into Documents/SimCity 4/Plugins. Remove older versions if present. Compatibility It is compatible with NAM, SPAM, SEAPORTS - this is how I play my games. It is not compatible with COLOSSUS ADD ON. And it is not compatible with Cori's No Kickout Lower Wealth Mod but the later isn't require anymore as you can now by placing or not placing parks, schools, hospitals, landmarks decide where sims with particular wealth lives. Credits I am the only author of this mod.
  7. 3 points
    Still going through those Legacy disc files... Uploaded a set of lots that are based on some that may not have been totally complete before being included on the disc. The larger park lot was missing river sections but may have been intended to be integrated into the original Pond Kit. The existing water textures of the lots were also different than the released Pond Kit 1 - possibly an ealier version. I added and replaced the textures with those matching the Pond Kit and adjusted the menu location to be near the Pond Kit lots when used together. Also, since the files were not in their own specific folder, I just went with the 'River Park' name. Hope they're useful for some... PEG River Park Set
  8. 3 points
    YO, GUYS --- Another Chapter of “IMPERIAL DOCKYARDS: CUXHAVEN”…... Chapter 55: THE PHOTO TOUR 11 Visit us at……
  9. 3 points
    IMPERIAL DOCKYARDS: CUXHAVEN By: Dreadnought & AP Chapter 55: THE PHOTO TOUR 11 THE INNER BASIN Most large harbors have something similar to an “Inner Basin” – especially in military/naval anchorages. This is a designated area where difficult or lengthy tasks are performed. These tasks could include repairs to a ship’s hull in a dry dock, or a simple bottom cleaning and painting job, also requiring a dry dock. Installation of new weapons systems – guns, or perhaps, fire control devices. Capital ships were constantly undergoing repairs to the engine condensers and replacement of the water tubes in their boilers. Even modernization of older warships can be a quite lengthy process. And, in addition to the regular “refit” and repair cycles of warships – construction slips were frequently found in the secluded Inner Basin. Since Cuxhaven was only a small harbor with limited facilities, only one permanent dry dock had been built for quick repair jobs or hull cleaning and, of course, there were no construction slips. In this overview, moving counter-clockwise from the Repair Docks, there is an Inner Basin tug station, with a minesweeping station just below that. And around the corner from the Minesweepers we have the large Munitions Pier. In the center bottom of the Basin is the single Dry Dock, with berths for two destroyer flotillas to the right. The Inner Basin tug station is one among many, but you may notice that each one is unique – either in composition or layout. Tug stations are a necessary working element of every harbor in the world – but they rarely get first crack at the “prime real estate”. All of the basic components should be familiar to you by now, but the layout has been improvised to fit the available space. The station can accommodate eight tugs at the piers, with berths for six more along the seawall. Since this is the only tug station inside the Inner Basin, it was imperative to have enough tugboats to handle the traffic to the Repair Docks, the Munitions Dock, and the tricky entrance and exit of the Dry Dock. The two white harbor steam tugs were gifted by “WolfZe”, while all the remaining tugboats are the impeccable work of @AP. The tug station from another angle. This gives you an excellent view of the basic layout of the station. The “Somy Tugboat Piers” are modified 2x1 lots with the overhanging pier props, the Quonset Hut is a custom-made 1x2, and the “control tower” is a 1x2 lot borrowed from the old Maxis Airports. The remainder of the base is composed of custom-lotted 1x1 modular pieces. This is a close-up of the details worked into the tiny tugboats. Researched for authenticity, the tugs are magnificent models of what every good tugboat should look like. These models would be useful in any harbor scene up through the 1960’s – and most especially in industrial scenes around oil refineries or bulk terminals for coal or grain. Top to bottom – Midgard, Thor, Passat, and Nordwind. (The models are available in “AP’s” Historic Harbors 1900 Series – Volumes 14 and 16). Simce I needed berthing space for additional tugs, I opted for “parking space” along the diagonal seawall which, otherwise, would have been useless space. I modified a diagonal section of the “NBVC Marina Seawalls” and double-nested the tugs on the new lot. The NBVC seawalls take a bit of “tinkering” to get the correct distance and height for the tug models, but the results are quite flexible and well worth the effort. Left to right, the diagonal models are – Passat, Odin, and Asgard – and are also available in the above mentioned prop packs. “AP” has gone to great lengths to try and provide as many diagonal models as possible – the “diagonals” provide more flexibility, authenticity for your harbors, and will greatly enhance your “grid-busting” efforts. MINE WARFARE Floating mines had been around since the 14th Century -- believed to have been introduced by Imperial China during the Ming Dynasty. But science and technology was unable to live up to the potential of an unmanned, floating, explosive device until some 500 years later. Explosive naval mines were “toyed” with during the Napoleonic Wars, and the Crimean War of 1854 actually produced some positive results. But it was not until the American Civil War (1861-1865) that floating mines (or “torpedoes”) became effective enough to sink warships with any degree of regularity. Over the centuries, every conceivable type of water-borne explosive device was tried. Some naval mines were “floating” -- either on the surface or just below the water – while others were placed on the seabed in water just deep enough for large ships. Some were detonated by a burning fuse, some by a clockwork mechanism connected to the workings of a flintlock weapon, and still others were detonated by an electric charge sent through an underwater cable from a storage battery ashore. It was not until the late Victorian Era that “contact” detonators (Hertz Horns) became practical. By 1904, the floating mine remained largely unproven in battle – but the Russo-Japanese War changed all that. Several ships on both sides were damaged by mines at one point or another during the brief conflict, but the Russians lost one battleship to mines, while the Japanese lost two of their six battleships, four cruisers, two destroyers, and a torpedo boat. The Russians may have started out with little experience in “offensive mining”, but they learned quickly. When war crept across Europe in 1914, the lessons of the Russo-Japanese naval conflict had been studied, digested, and transformed into military doctrine. Both Britain and Germany understood the concepts of “offensive” and “defensive” minefields; “offensive” mines were laid off enemy harbors and along their sealanes where ships could be sunk, while “defensive” mines were laid to protect one’s own harbors and sealanes against enemy intrusions. This seemingly simple and straightforward “mission statement” resulted in active mine warfare in the Mediterranean, the Baltic, and especially in the North Sea. Quite literally “millions” of mines were laid in hundreds of minefields scattered “willynilly” across the North Sea. Eventually, as protection against German submarines, the British laid massive mine barriers from Scapa Flow to Norway to close the north end of the North Sea, while an equally dense mine barrier closed the English Channel. Whether or not these millions of mines were actually effective has been debated for the last hundred-plus years, but the immediate problem in 1914 was how to remove enemy mines from your “sea space” to allow your own shipping and battle fleet to function. The answer to the problem was the creation of entire fleets of hundreds of small craft – “minesweepers” – to keep lanes “swept” and clear of mines to allow deployment of the battle fleets. And thus was born the concept of the “minesweeper”. This is Cuxhaven’s minesweeper station. You will notice it is larger than the usual tugboat station. The minesweepers are somewhat larger than the seagoing Passat Class tugs, and I wanted at least six vessels to represent a minesweeping force – so I had to add at least one more pier to the arrangement. In reality, the six large, deep-sea tugs would have been used as “flotilla leaders”, backed-up by 30 or 40 smaller vessels. The smaller vessels would have been deployed to either beam of the “leader” in one long line – or possibly two lines – one following the other. The British had a small force of purpose-built minesweepers in 1914, but they very quickly realized they did not have enough sweep vessels to deal with German mining activity. Every sort of small craft capable of deep water work was pressed into service – privately owned motor launches, river steamers, small English Channel packet steamers, and a bewildering variety of fishing vessels. (Eventually, a militarized version of the standard English fishing trawler was settled upon and built in mass quantities.) By the time I hit on the idea of including minesweepers in the CJ, it was too late to redesign the harbor to accommodate 40 or 50 minesweepers – so I settled on six vessels. The piers and steel sheds were modified and re-lotted from “Somy’s Japanese Tugs”. The pier is actually an overhanging prop, which makes it easy to “plop” any tugboat alongside. The Quonset Huts are from the “SNM Naval Series”, and are being used as one administrative office and two workshops. The barracks building is re-purposed from Mattb325’s “UC Sydney” lot, and is provided for the civilian crews contracted to operate the minesweepers under the direct supervision of a naval officer. The expanded size of the station and different layout would have been impossible if my tug stations had been modeled in a single, standardized lot. But the use of custom-made 1x1 and 1x2 modular lots provide a range of “mini-scenes” that can be used over and over in a variety of different situations – and they can be worked into whatever space you have available. I chose a model of the French steam tug Goliath (coutyesy of @Barroco Hispano) for use as a minesweeper “flotilla leader” because of its particular characteristics and historical background. Launched in 1903 from the Penhoet shipyard in Saint Nazaire, Goliath was a 1,200 ton ocean-going steam tug. She was approximately 160 feet in length, with 1,400-ihp triple-expansion engines capable of 13 knots. During the 1915 Allied attack on the Dardanelles, Goliath formed part of the support forces and actually doubled as a part-time minesweeper. Goliath, courtesy of “Barroco Hispano” is a superbly detailed model and a joy to behold. She has a small raised forecastle deck designed to reduce the amount of water taken over the bow in rough seas. Larger and more powerful than the average tug of her day, Goliath was used for ocean-going work as well as for heavy hauling. Conversion to minesweeping duties was relatively quick and easy. Minesweepers had heavy wire cables (called “paravanes”) permanently attached to the fore-foot for sweeping operations. The cables would be paid-out on either beam and a “Paravane Kite” was attached at the end, then lowered into the water. The “kite” is that greenish object on the aft deck, shaped like a torpedo with wings. As the sweeper gathered speed, the kite would glide below the surface at a designated depth and pull the cables out until they formed a large inverted “V” to either side of the sweeper. The paravane cables would cut the anchor cables on the mines, which then floated to the surface and were destroyed by rifle fire. Primitive, but effective. To the right of the Minesweeper Station, you see another “lighter basin”. Sometimes a lighter basin came about by accident – simply an empty spot off to one side where lighters could be “parked” to get them out of the way. You can see the crowded nature of the area – with the lighters squeezed in around the minesweepers. Occasionally a harbor was laid out with areas designated for lighter storage, but harbor space was usually scarce. As lighters collected in the basin, the Harbor Master ordered the installation of a few mooring dolphins to control the clutter, but it was not successful. The lighters in the center have simply been roped to one another and tied off on other lighters. Other lighters have been squeezed in at odd angles, and even an improvised floating crane for light cargo work has been left along the seawall. This shot provides an excellent look at the detail and texturing “AP” has built into each of these tiny gems. In this view, the harbor tug Odin has put a small boat in the water and they are hauling a tow line from the tug to the two large lighters on the left. The tug will eventually hook-up all four of the lighters and move them to the Munitions Dock. The four lighters are carrying “bagged powder charges”. We tried to make the bagged charges appear circular –as they are in real life -- but several attempts turned out unsatisfactory due to the small scale of the objects. So we settled on this arrangement. In the event of a minor accident, there are crewmen on each barge to see to the safety of the explosive cargo. (Of course, “no smoking” is permitted.) These little beauties are Esmeralda Class steam paddle tugs moored to “barrel buoys”. Steam Paddle tugs were used all over the world from the early Victorian Era right through to the mid-1950’s (and some even longer). Though not as powerful as more modern tugs, they were cheap to build and operate, carried small crews, and were the real workhorses of any harbor. If cargo lighters or sailing vessels needed to be moved, the ”paddlers” were the first choice. Thoroughly researched for authenticity, they were based on a WW I era English working tug. (See previous chapters for details.) The level of detail for these small vessels is simply magnificent. Each tug was plopped as a separate lot, as were the barrel buoys. The buoy lots were specifically designed to be plopped in front of any ship as desired. (The paddle tug props are available in AP’s “Historic Harbors 1900” series – Volume 12.) In Cuxhaven, the main Munitions Complex is set up with a connection to the main rail line and to the munitions distribution docks. Munitions can be brought to the storage bunkers either by rail or by sea, and are trans-shipped to the Munitions Docks for distribution. This is an overview of the distributions quays. Left to right you have the Italian heavy cruiser RM Zara, the US destroyer Clemson, and the battlecruiser KM Scharnhorst. You will note the rail line behind the quays has been arranged so that all three replenishment points can be accessed at the same time without traffic jams. This very fine model of Scharnhorst is provided courtesy of @Barroco Hispano and shows her as she would have appeared upon commissioning in January 1939: 32,100 tons – 31 knots – 9x11-inch guns – 12x5.9-inch guns – 14x4.1-inch AA guns – 16x1.5-inch AA guns – 6x21-inch torpedo tubes – belt armor 13.8 inches – 1 catapult and 3 Arado, Ar-196A-3 float planes. There has long been a debate as to whether Scharnhorst was a battlecruiser or a battleship – but her design was based on the final plans of the Imperial battlecruiser Ersatz Yorck, which was never completed. The pedigree seems clear enough to me – so I absolutely had to work her into the CJ somewhere! In essence – she was the last battlecruiser ever commissioned by the German Navy. She was armed with an “improved” 11-inch gun – for political reasons. In the mid-1930’s, it was feared 15-inch guns might cause the British to “get the wind up”. In this close-up of the dock activity, you can see the working parties unloading main gun ammunition from the shuttle locomotives to the quay for delivery to the warship. There are masses of people bustling about – unloading shells, checking them for imperfections, cleaning the rounds, and hauling them about with hand-trucks, or loading them into cargo racks to be hoisted aboard the battlecruiser. In real life, docks are seldom quiet places, and we have tried hard to recreate the hundreds of crew and working parties involved in servicing a capital ship. The docks are re-lotted from the “PEG SNM Series” Battleship Quays, and were constructed in three 11x3 sections – each section just large enough for one capital ship, or two smaller vessels. Since the whole structure would have been built at the same time, I did not make architectural changes to any of the dock sections – but altered some of the scenes and props on each one for variety’s sake. This is a rear view of the quayside. The large dockside cranes were borrowed from the “PEG Trash Removal” lots and resized to better fit the surrounding models. The 100 ton cranes trackside are by “AP”. The ammunition shuttle locomotives and “rolling stock” were modeled by “AP” from old pictures of equipment on German WW I period military railroads. The Great War would not have been possible without railroads. Artillery battery commanders, in particular, were shocked to find out just how many shells could be fired-off in only a few hours. Going into the war, the British thought they had enough reserve artillery ammunition to last through a “short war” – perhaps a year. More than half of it was expended in the first two weeks of actual combat. Military railroads were essential to keeping the vital artillery batteries properly supplied with ammunition. Various props have been used to “dress-out” the scene, but the many “specialized” props were created by “AP” – sailors, shells, etc, etc. Here a Clemson Class destroyer is preparing to take aboard a full load of torpedoes. The Clemson’s were a large class of destroyers built by the US Navy over a number of years. The early versions of the extended class served during WW I, while others were completed between the wars. Under the “Lend Lease” agreement, 20 Clemson’s were among the 50 US destroyers doing yeoman service with the Royal Navy in WW II. Characteristics: 1,215 tons – 35.5 knots – 4x4-inch guns – 1x3-inch AA gun -- 12x21-inch torpedo tubes – no armor. USS Clemson is by “Barroco Hispano”. The 100 ton cranes quayside and the 20 ton cranes trackside are by “AP”, as are the shuttle locomotives, rail cars, and torpedoes. This is the Italian heavy cruiser RM Zara: Commissioned 1931 – 11,326 tons – 32 knots_8x8-inch guns – 16x3.9-inch guns – 34 AA guns – 2 seaplanes – belt armor 5.9 inches. As with all Italian warships built or modernized between the wars, they were quite handsome, with sleek lines and high speed. She is preparing to top-off her magazines with 8-inch shells and powder charges. In this shot, you can see the powder charges in brass cases stacked in rows on the quayside. Next to them are the 8-inch shells – ready to be hoisted aboard and stowed in the magazines. Again, the shuttle engines and ammunition cars are by “AP”, along with the shell and powder stacks – and, of course – the sailors and 20 ton cranes. You will notice the large numbers of sailors and dock hands engaged in stacking and moving the shells, with others preparing them to be hoisted aboard the cruiser. Work details would have been sent ashore from the cruiser to speed up the process. This rear view of the quay gives a good view of the ammunition handling parties and the ammunition trains. NEXT TIME…… CUXHAVEN: THE PHOTO TOUR 12 MANY THANKS to @Barroco Hispano for his beautiful warship models. SPECIAL THANKS to my friend and partner, @AP, for his talents, meticulous models, colorful imagination, and extreme dedication. If you enjoyed anything – please punch the “like” button so WE will know. A comment would be even more informative. Comments and critiques requested and gratefully accepted. All questions answered promptly to the best of our ability. THANK YOU for your visit! You may wish to visit these CJ’s as well…… SERIES I: IMPERIAL DOCKYARDS: WILHELMSHAVEN SERIES II: IMPERIAL DOCKYARDS: CUXHAVEN Appearing – Work In Publication SERIES III: IMPERIAL DOCKYARDS: BREMERHAVEN Appearing -- ??? And please feel free to drop in at… THE SIMTROPOLIS SHIPYARD https://community.simtropolis.com/forums/topic/761469-simtropolis-shipyard/?tab=comments#comment-1766496
  10. 2 points

    Version 1.0.0

    99 Downloads

    Land Value Data View Mod – Add more colours to make land value data view interesting Overview The vanilla land value data mode show land value level very poorly i.e. in most of the time there is no impact from higher land levels or water in neighborhood. Morover it seems like any land value unpgrades ends from going from red strict to green. Features Change colours of land value levels in land value data view Dependencies No dependecies Installation Download the .zip. Extract into Documents/SimCity 4/Plugins. Remove older versions if present. Compatibility No combatibility issues. Credits I am the only author.
  11. 2 points
    @watercitymadero - Thanks for showing us how you did it. There is really no substitute for nature for sources for textures in the game. You've also very successfully taken account of the fact that, when making water-wave textures for SC4, the perspective is important. The textures must have dominant lines running close to the angles of the projection (16 and/or 60degrees from horizontal) for the swells/waves to look best in the game. The scale of the swells and waves must look reasonable with objects running over them - the speedboat is a good measuring item. The lighting must be from the left when shown in-game. And of course the holy grail is perfect tiling (no visible joins) and natural textures don't - they are continuous, so that usually turns out the hardest to do. Your inspiration texture meets these criteria and your resultant textures look great.
  12. 2 points
    Inspired by the "Board & Elbow" pub in Penrith, Cumbria, and covering one and a half diagonal tiles:
  13. 2 points
    Hi, the classic method of Photoshop and searching through Google Images led me to the amazing photo by Eurico Craveiro, as shown below. Of course, without his amazing photo, I wouldn't have completed this, and I will mention his name and the link to his image in the mod, as well as the names of some people who guided me when I wasn't sure what to do. The past images I used were from free and paid texture resources, but I ended up not liking the results. After researching old YouTube videos about Photoshop, I decided to use a real water photo instead of using tools like Blender to render the water. (I found this method more useful for animated water, but with some tweaking, it could create similar results to this, though I don't know how yet. Someone more experienced could, of course. :D). I found that using real photos to create static (axonometric, trimetric projection) view water textures was more pleasing to my eyes, though, of course, everyone has different tastes. ☺️ But of course, I keep making small changes to the texture. 🙃
  14. 1 point
    Everyone is welcome to add and expand the lore listed here. Just reply and a mod or myself can edit the list!!! Inspired by this reddit post: --- I decided to make a forum thread for this so it isn't lost as easily. A compilation is below. If you have more to add, or want context for something, reply to this thread and I can add it. Edit: I continue to add more as it comes to my mind or it's sent to me by others, and added a ton of links. You can also google search a lot of this for context. Edit2: this list is now split up into 3 sections: Items / events, members and honourable mentions --- Items / Events: .Dll Files have exposed that all the patches that used to be used to stabilize the game such as launch parameters (CPUCount:1) are completely broken and do not fix the problem .Dll mayhem / renaissance- A DLL (Dynamic Link Library) is a type of file containing code that can be used by multiple programs at once. The advent of DLLs gives the ability to modify the game in ways that were previously thought impossible. $5 sales- SimCity 4 can frequently be found on sale for $5 USD 10mb upload limit- This game came out in the mid 2000s when internet data usage was different than today. Due to the era in which the game came out, sites like Simtropolis had a 10mb data cap on uploads to the site, both due to dialup internet constraints and because of the cost of data storage back then. 2008 Simtropolis Site Hack - A hacking of the Simtropolis website that occurred between May 23 and May 28, 2008. According to the SC4 Wiki, a hacking group originating from China inserted malicious code into the site, and caused data like City Journal entries to be lost or damaged. 3D Camera Mod - For years it has been a running gag to request a 3D camera mod for the game. This was thought of as something that would enhance a 20-year-old game but that was impossible to implement. On April Fools 2024, @memo released a 3D Camera Mod for the game which everyone thought was a joke at first, but when they installed it they realized that it was a real mod that actually added a 3D camera to the game. It's release on April fools was made even better because of the fact it was preceded by a hoax by @pcwhiz24 almost a decade before. 4GB Patch- A third-party patch designed by NTCore to allow old programs to access 4GB of RAM on 32 bit executable files. A lot of programs from the 2000s were designed with 2GB of RAM and this limits how long one can play the game due to data constraints. The 4GB patch doubles the amount of RAM making it easier to avoid crashes and data limit issues. The patch is not limited to SC4 but can also be used on other programs with the 2GB cap. 50 Million Sims Population video- A milestone reached in @Haljackey's mega-region which comprises of cities and regions imported as far back as 2003. It gained noteworthy attention on online gaming circles and the media at large, with many sites reporting on the achievement (one example). While other players have reached regional population numbers far higher, they are less detailed, connected & realistic-looking; often going for sheer population figures rather than appearances. 9-9-9 tax plan- Herman Cain was a candidate for US President on the Republican side in 2012. During his campaign, he proposed 9% taxes for three categories: Personal income, federal sales, and corporate taxes. In SC4, the default tax rate is 9% residential, 9% commercial and 9% industrial. Some accused Cain of copying SC4 for his tax plan. Abandonment, abandoned due to commute time- A common issue that seems to happen constantly in SC4 despite one’s best efforts to avoid the issue. The game is unable to find a path for Sims from residential lots where they live to commercial or industrial lots where they work, causing their residences to become abandoned. There are ways to minimize this issue (such as installing NAM for improved commute routing, and mods such as the Less Abandonment Mod and Industry Quadrupler mod, etc) but the issue is very hard to avoid completely and arguably one of the game’s most frustrating issues. Acronyms / Glossary for in game names, mods, forums. @simmering has put significant effort into his SC4 Dictionary. The SC4 Wiki is also a good place to consult Adding water not at sea level / Waterfalls- Typically in the game “sea level” is hard programmed into it. Water is supposed to only appear when you lower the land a certain amount. But using various water puzzle piece mods you can add things like small rivers, canals and waterfalls at different elevations. Adding your own songs to the game's track list Additional Building Styles- Building on the experiments of the CoriBoom team, a DLL mod was created to allow for additional building styles beyond the 4 Maxis created. But the community was unable to find a consensus on how to organize a set of community building styles. Advisor images actually being really creepy Advisor popups- Just like in a real city, in SC4 you have seven mayoral advisors who give you advice on different areas to improve your city such as utilities, finance, city planning, etc. Whenever there is an issue in your city, there will be a popup window on the screen alerting you of the issue at hand. This can be very annoying, as this is a relic of the 2000s when things like popup ads were more commonplace and can interrupt gameplay. However there is a way to turn off popups in the game’s settings. Advisor reactions when things go to shit- The SC4 advisor avatars are animated, and when something bad happens like a fire or power shortage, the avatars look enraged. It’s very dramatic and funny Air Purification Plant- An exremely popular download which helps players out with air pollution problems in their city Aircraft land nose gear first in SC4, a nono for most planes, including every commercial jet I can think of Airplanes clumping together in region view- Fun visual bug that often occurs in large regions Airport Tram - A small lot created by @joerg that acts like a full airport in your city. This helps your city with cap relief issues and makes your region look more realistic by reducing the number of airports you have close to one-another. It is also a space saver for players who want to cram as much as they can into their city. AmbiguousAmphibian's crazy SC4 scenario videos- Ambiguous Amphibian is a youtuber who does silly challenges in video games, mostly ones from the late 90s and 2000s. He has several videos of challenges done in SimCity 4. Anduin Valley Revisited- A legendary City Journal by @Darmok ANT- Additional / Alternative network tool- this was a network that Maxis created but never completed, with high speculation it was going to be a dirt road. It was left in the game in a locked state, and the NAM team used it as a basis for the RHW. Anyone could upload to the STEX, but not the LEX- Simtropolis had a open policy where any member in good standing could upload files to the STEX. On SC4D's LEX, members had to submit their files to a committee who reviewed the content to see if it was of sufficient quality to be hosted. These members were known as LEX scrutineers, which was mostly comprised of BSC members. Content that passed was often 'LEX certified', whereas content that failed to pass the review either had to be resubmitted or uploaded on sites like Simtropolis instead. April Fools news- Such as EA buying Simtropolis in 2004 or the NAM Team in 2013. April Fools releases- Over the years, there have been many mods that were released on April 1 as a joke, such as the SC4Undo plugin (which just prompted a popup that said “Happy April Fools” when you tried to use it) to a Disaster Addon Mod (DAM) to expand the types of disasters in the game, all of which were fake. The most famous April Fools Joke is the 3D Camera Mod, which subverted everyone’s expectation by being an actual real mod. Area 5.1- If you complete enough UDI missions for Dr. Vu, he will reward you with a special airbase called Area 5.1- a spoof of Area 51 as some of the UDI vehicles you get to pilot include a flying saucer. Arthur Burghardt Expressway- A hilarious modification to some RHW networks created by @Tarkus that removes half of the total lanes on the highway (example a RHW-8S would have 4 lanes, 2 each way), mimicking the 'wide lanes' of the fictional Arthur Burghardt Expressway featured in a Seinfeld episode called The Pothole. It was released as a April Fools spoof, and continues to be updated as additional widths for the RHW mod are released (such as the RHW-12S having 6 lanes, 3 each way) AVGN Loading Text Mod (18+)- A hallarious, exploitive mod by @Terring that adds additional text when loading cities from region view. It was inspired by the Angry Video Game Nerd's review of SimCity SNES. Balloon Man BAT4MAX- Gamma corrections in the alpha channel BATs using stolen models- Early on in SC4’s history, it was not uncommon for some modders to use models from other modders’ BATs without permission and upload them as a new file to download. Stealing other BATers’ models is frowned upon, and many of these lots have been removed from sites like Simtropolis to prevent stealing. BATs with broken / overpowered stats- Since BATers can make the stats of a lot whatever they want, it’s possible for them to release a lot with super overpowered stats that impact the game in unpredictable ways. BATting School Best City Journal- Arguably the most iconic Trixie award, going to the most prominent City Journal of the year. Best of STEX discs- One or more of the STEX discs are given out to people as a small incentive for donating money to Simtropolis. Each disc contains a curated collection of mods from of the STEX from a specific time period, with a small number of mods which were exclusive to the discs. These BATs are made by lots of well known/prolific creators like @JBSimio, @mattb325, @Jasoncw, etc. A similar disc was offered from SC4D for supporting the site for a time. Beta / cut official content- There is a lot of content that was in the game in beta copies that never made it to the final release. One example is how the City Hall was supposed to have three stages of growth, but it was replaced with a singular building. There are also other models and features that were never made available in the final release. Big Dig- This is a mod created by @blahdy (Later enhanced by @Tyberius06) to make underground roads and highways utilizing the game’s subway network. It is named after the “Big Dig”, a major civic works project in Boston that turned a downtown elevated freeway into an underground one. It was the basis to form the failed @freewayexperts splinter group from NAM team and it still has some unresolved issues. Black Hole Bug- When your building / lot has no base texture, usually due to a missing plugin / dependency file. The ground often appears black or transparent. Blank RCI ploppables Blow Your Socks Off NAM teasers- These were hype posts by the @NAM Team that showcased content nearing the end of development prior to a new release of the mod. It often meant that a new version of the NAM was coming soon (@Tarkus often using the word 'imminent') as the features displayed in images appeared complete and fully functional. It was first called BYSOI (Blow Your Socks Off Interchange) by @Ryan B as a way to introduce the MIS network- a ramp component essential to making realistic interchanges with the RHW mod. Bottleneck- Term to describe when a wide road / highway or transit network terminates, causing your sims to continue their journey on lower capacity routes. This leads to congestion where the narrowing / merger occurs, and can cause spillover effects creating a domino effect of congestion in your city. Bonus landmarks, hosted on the official SimCity 4 website- Maxis/EA created several bonus buildings that were not released in the main game, but were available for download on their website. This includes both real-life landmarks (like the Seoul City Hall and the Adler Planetarium in Chicago) and fictitious ones (like Shorty Burger and Lucky’s Hang Ten). Over the years the official SimCity website was updated and the official download links were lost. However, the files have been preserved and can be downloaded today from Simtropolis. Breaking the grid- SC4 has a fixed camera view and only allows zones to face in cardinal directions, even on diagonal streets. As a result the game is heavily based around grid city designs. Breaking the grid is a strategy to circumvent the game’s grid-based core to make more meandering street designs. This is desirable from a realism standpoint as there are lots of places that don’t have gridded streets (such as old European cities, post-WWII US Suburbs, etc.). Some BATers, like @EffTheGrid, specialize in this sort of grid-breaking content. Bridge Building being super annoying. Can't place two bridges together, can't build diagonal bridges (without a hack) Bridge too low for ferries (Despite being really high)- When building bridges, there is an indicator that tells you if ferry boats can go underneath or not. However, you have to elevate your bridges very high to make them compatible with ferries, which makes bridge building frustrating. Brown boxes / Present boxes showing instead of buildings that grow / plop when you don't have all the dependencies installed. A mod exists to eliminate them, but you'll no longer have a visual queue to tell you are missing files to correct the problem(s) BRT for the NAM- Since the version 32, the NAM includes the possibility to build Bus Rapid Transit networks using an adaptation of the RHW which also included stations. BSC becoming elitist / controlling, leading to their downfall- The SC4D LEX had a 'scrutinizing' team mostly consisting of BSC members. They went through files with an overly fine-toothed comb that they burnt themselves out and stopped making their own content as a result. Since the lack of fully-certified non-BSC uploaders on the LEX was virtually nil, that entire content ecosystem was almost entirely dependent on the BSC assembly line running full steam ahead. When it started grinding to a halt, it irreparably reversed the balance of power between SC4D and ST in ST's favor, leading to the downfall of the BSC team BSC Cleanitol- A tool for removing nonessential filies from your SC4 Plugins folder. A new version of the tool was released in December 2023 with expanded functionality. Cleanitol is a popular tool that improves game performance. Bugs caused by playing SimCity 4 at its minimum specified RAM (512MB) Building a City From Scratch- Popular YouTube series by @Haljackey, a prominent SC4 player. Bullet Train Mod (BTM) / Shinkansen- The monorail network is rarely used by players, becoming more of a novelty network than an efficient form of mass transit. The latter is very much true, as Maxis developers gave it an insane base speed of 225km/h. This is around the minimum threshold for high speed rail (depending on which source you consult) and close to the operating speed of the 0-Series Shinkansen (bullet) trains. This mod completely replaces the appearance of the monorail to look like a elevated bullet train line, and spawned associated projects including the HSRP and HRW. Can't find it? Ask here!- All-encompassing thread where members will ask were to find certain items from the game- giving whatever screenshots / clues they can to help others assist. Since the thread is so frequently visited, what is asked for is almost always found. If it can't be found, due to the item no longer being hosted on a site that no longer works, BUT someone else still has it on their own computer, STEX moderators will often work with that member to upload the file in good faith, providing as much information as possible to credit the original creator(s). Cannot place over occupied tiles- But there's nothing there??? Capitalsimcity- A Spanish-language city-builder fan site that is still active to this day. It has several BATs that are only available on this site. Car-free cities- A method of building your city without road networks, forcing your sims to walk or take transit to work. Industrial zones are not possible in these cities, as they require a road network for freight trucks to reach freight rail stations, seaports or the edge of the city tile. CDs being so scratched your PC wouldn't read it, necessitating multiple purchases of the game. CDs no longer working- Due to the advancement of technology, CDs from the game’s release do not work on modern hardware (plus many modern computers don’t even have CD drives). Most modern players use digital copies of the game to play. Census Repository- A building that you can plop that gives you expanded city statistics, as well as some regional stats Cheat Code History - It appears that SC4 was intended to remember used cheat codes in the city save file, similar to how SC3K tracks the number of cheat codes the player uses. A Maxis typo broke that functionality. Christmas lights on Simtropolis site, breakable by hovering the mouse cursor over them. Spawned an intense competition in 2024 for who could break the most bulbs, complete with it's own story line and lore Cityplannerplays- A spinoff from the urbanist Youtube channel City Beautiful, who is a real-life city planner. This showcases how to build cities realistically, with an emphasis on pedestrian and transit networks over car infrastructure. Cities Skylines release- The bar was set low for a new entry in the city building genre after SimCity (2013)'s disastrous release. Cities Skylines filled this void, but many still consider SimCity 4 the best city simulator (still true after Cities Skylines 2 release). Paradox sought to seek notable SimCity 4 players and modders to help test the game, and incentivized them to continue playing. A fresh, modern game in the genre attracted many SimCity 4 players to it and the community experienced its single biggest drop in activity to date. While some have returned to SimCity 4 after finding Skylines somewhat repetitive and boring, the scar left on the SimCity 4 community is permanent, with most Skylines players and modders using sites like Steam, Reddit & Patreon to share their creations rather than forums like Simtropolis. City Journal- A visual documentation of SimCity 4 players' endeavors in the game. City Journal Hall of Fame City Journal pages vs forums- Originally this was just a section of the Simtropolis forums. But City Journals later became their own section of the Simtropolis website. There was (and still is to a certain extent) competition between the two formats. City Journal unions / alliances / nations- A collaboration where people use SC4 images to narrate an imaginary nation and conduct diplomatic role play. An example is the Alliance of Independent National (AIN), one of the first CJ unions. As time went by, City Journal Unions went out of fashion and only a few active unions remain City Journals with Photobucket hosted images- Sites like Photobucket and Imageshack were some of the more popular image hosting websites. However, over time due to link rot, many of these old images have been lost to time, making these old city journals incomplete. Today, Imgur and Imgbb are the popular image hosting sites. The main reason, more than link rot, was photobucket ending their free hosting service, which most people here used City Spread means trouble ahead (Advisor note about sprawl being bad)- This popup annoys people because there isn’t really any issues in the game with building a sprawling city, and it’s actually advised to build out before building up. It's become a prominent message of anti-car culture which aims to curb sprawl. City states - A trend, especially in city journalism, in which players present / consider their cities as small, independent nations, republics, duchies etc. Clicking around like a madman- There are stability issues with many of the new networks introduced in the NAM, although they have become much more reliable in recent years. At times the network will fail to properly override- such as a TLA-3 reverting to a road, or a Level 2 RHW-10S showing as a level 0 RHW-2. Sometimes clicking on the network you made close by is enough to force the game to recognize what network it should be, but clicking on the problem spot will not. You will often need to click all over the place to see if one specific tile will override the network correctly. CMLs (Custom Member Labels) on a lot of members on Simtropolis and SC4Devotion Compatibility glitches With a certain generation of nVidia GPUs Constantly posting on City Journals On the forum to put them on top of others CoriBoom Team saving Simtropolis- @CorinaMarie and @Cyclone Boom are two prominent Simtropolis members who have a joint modding team called CoriBoom, and are currently site admins. Without them stepping in to take over, Simtropolis would have probably went offline like so many other SC4 fan sites have over the years. Covid-19 pandemic popularity boom- During the Coronavirus pandemic, lots of people were stuck at home with nothing to do. A lot of new and returning players turned to SimCity 4, which saw a surge of activity on Simtropolis and other social circles like reddit CPUcount: 1- Refers to commanding your game to only run with one core to help prevent crashing. Multiple cores were found to not be the problem with CTDs, but rather the multi-threading related to the game's processes. Crazy traffic crashes / train derailments- - If you are playing the game and sit still and watch traffic, sometimes you will see crazy automata car crashes at intersections with high traffic usage. This might occur with trains as well, but if you go into U-Drive-It mode, select a train and go as fast as possible, you can create your own crazy train derailment. CTD hovering a puzzle piece over a TE Lot (fixed) CTD on Zoom- If a player zooms out too quickly, such as multiple zoom levels using your mouse's scroll wheel, it risks a CTD. Custom content on STEX from banned users Custom queries (& crashing custom queries) Cutting funding Results in visuals like potholes, striking workers, criminals, etc DAMN - Daely's Advanced Menu Navigator - Used advisor messages to create searchable and hierarchical menus for ploppable lots, but was terribly hard to configure, using an external tool, either the SSPtool or the DAMN manager, to modify .sc4lot files to remove ploppables from their menus and make them appear on the DAMN. @Daeley DarkNite- A popular mod by @SimFox that alters the look of night mode in the game. There are a lot of BATs that are designed to work with this mod specifically. Datpacking- The process of packing many small mod files into fewer, larger, files, with the main goal of increasing the loading speed of the game. This is optional for Windows and LInux users but is required for Mac users, as their game can only have a certain number of files in the Plugins folder before it crashes Defunct English language sites - In terms of English-language sites that no longer exist: SimPeg, Working Man Productions (WMP), SimCity 4 Mods (AKA Gizmo's site), CSGforums, SimCityCentral, Simphoni, SimCity Community, SimVision, SimMania, SimCities (the old BLaM-run site), The Planning Pages, SimCity Mild Enthusiasm, City Builders, and TG Columbia. Demand cap, cap relief- After reaching a certain figure / number, demand for certain types of jobs (such as high wealth commercial office) will plateau and it is difficult to grow new buildings of this type. This is known as 'demand cap' and it is a major annoyance for players. Some buildings, such as airports, can provide cap relief and alllow you to grow more, but it is unrealistic to have an airport in every city tile in a region (even moreso if they're medium or small city tles). Mods exist to raise or outright eliminate cap, but this often leads to way too much demand, which can cause problems of it's own. Demise of SC4D, rise of SC4E- SC4Devotion was one of the main English-language SC4 fansites, alongside Simpeg and Simtropolis. In June 2023, the website went offline. The new website, SC4Evermore, and has been slowly uploading files that were hosted on SC4D. Interestingly the new site’s name is very similar to SC4Ever, an old SimCity fan site that closed down over a decade ago. Dependencies needing Dependencies needing Dependencies, & so on (Inception) Dependencies? None! A phrase commonly added to items on the STEX where the creator did not use any external dependencies on their file. This was a marketing ploy advertising the ease of downloading since most files on the exchange require several dependencies to work, which was very frustrating to people wanting to download buildings quickly and easily. Other variations include 'this file has no dependencies' or 'no dependencies required' Dependency- A file that is required by that Lot for it to appear in the game. Without that dependent file(s), the lot will either appear as a big brown box, or show up with strange or missing props or textures. Dependency debate- A discussion so heated the thread got locked. It surrounded who was allowed to use / own certain files in their own BATs / mods and what the 'legal' rights were in terms of crediting someone, or directing them to a related file to download a requirement / prerequisite dependency there. This sometimes led to a long string of downloads where if a player wanted to download a new building, they would need to also download related files that also needed other props/dependency files of their own elsewhere, sometimes those needing their own additional dependencies. Destruction De Saint Orano- A YouTube video from 2011 by showing the destruction of a city called Saint Orano. Utilizing both SimCity 4 and The Sims 3, the animation is very impressive and looks great to this day. Diagonal Bridge Enabler (DBE) removing all water- People ignored all the warning text that the DBE removed water, even as the warning was made larger, bolder, redder, more underlined and then bombarded the NAM Team with "where's my water?" questions for at least a couple months straight (one example). Eventually, what stopped it was actually changing the name of the file to "Diagonal Bridge Enabler (Removes Water)". Digging a 'hole to China' if a puzzle piece isn't placed on flat terrain- Mostly affects fractional-angled RHW puzzle pieces, both regular stretches and ramps. If the defined terrain isn't perfectly flat, there is a risk a sinkhole to the bottom of the lowest allowed elevation in the game will be generated. This is due to the 'ConsLayout' section- which deals with terrain behavior under the vicinity of the piece. The easiest way to fix this is to use the level terrain tool which will eventually raise the sinkhole back to your elevation, and then continuing to use it to flatten the area you want the pieces to be. Using a restrictive slope mod can also help prevent the issue, as the variation in terrain is less per tile, but it isn't guaranteed to fix the problem. Dirk / Dirktator Having to personally upload mods larger than 10MB. This included every new NAM version which had to be coordinated with his availability @Dirktator Disappearing cars- Road traffic in SimCity 4 randomly seems to spawn and despawn, which makes it difficult for players to follow vehicles or create large traffic jams. This was done as a way to reduce the demand the game had on your computer, as SimCity 4's minimum system requirements were quite high at release. This 'bug' continues to this day, with no solution found. Some mods to exist to help extend the time traffic is on the road, and the NAM also improves this somewhat. Traffic generators can also be plopped to generate additional congestion, but this automata is random and unpathed. Disasters- In the game you can inflict a number of different disasters upon your city. Some are realistic, like earthquakes and tornadoes, whereas others are more fantastical, such as UFO invasions and automotive dinosaur rampages. DollyLlama- Cheat code that turns the in-game advisors’ avatars into llamas. Double Network Override Dr Vu- A madman / evil genius / supervillain introduced in the Rush Hour expansion. He is the subject of various “evil” UDI missions that you can do in your city. He is likely based on Dr. Evil- a character from the Austin Powers movie series which was popular at the time of SC4's development. Successfully completing UDI missions for Dr. Vu will unlock certain reward buildings, such as Area 5.1 Dr Vu's breasts- Dr. Vu was created for the Rush Hour expansion, whereas the advisors were created for the base game. For some reason, Dr. Vu was based on a female advisor's persona, and his character model actually contains breasts and other female characteristics. Dr. Vu fake Twitter / X Account by @PlanetOfHats. He's now on Bluesky!!! Draw paths- “Drawpaths” is a cheat code that shows automata paths on transportation networks. This is heavily used for NAM debugging as the team was using inefficient features like UDI mode for pathfinding previously Drive-ins being built right next to skyscrapers- Since there are only three levels of zoning, you don’t have a lot of control over what exact buildings get built in your city, leading your city to have weird buildings next to each other. EA's official version not being properly patched on Origin for about a decade EA SimCity Exchange Web Browser Plugin - This was installed when visiting the site and allowed Maxis to implement the city download/upload functionality. It was written in C++ using Microsoft's ActiveX technology, and as a result likely only worked on Windows OSes of that era. EA paying to fly early SC4 modders to San Francisco to learn more about the game code, and mentioning that DLL mods could be made. Early NAM puzzle pieces Easter eggs- Snow on Dec 25 being one Eaton- One of the earliest and most popular custom regions ever made. Players like it due every city tile being large, it's relatively large size compared to the default region, and it's good use of water, flat areas for farms / cities and more rugged landscapes. Many early City Journals used this region and it was interesting to see how different the play styles were when comparing. Empty highways yet clogged roads- In the base game, sims prefer to take the shortest route (in number of tiles) instead of the fastest route. The NAM largely fixes this issue. ErwinNegentig's crazy techno Youtube tutorials @ErwinNegentig Eternal Commuter Loop- A glitch in which sims near the city border will go to an adjacent town to look for work, then go from that town to the next town over, etc. until they are traveling in an eternal loop instead of going to work. This is because the game only looks at the current tile being played and not the region as a whole. The glitch can lead to commute time abandonment. One solution is to build more job centers near city borders. Euro textures Being demanded every time a new road network is created Executable installers For most mods- In the early days of SC4 modding it was very common for BATs to have executable installers. While it may have made sense at the time, today it is a major nuisance as these take significantly more time to install compared to simply extracting a file to your plugins folder, especially for simple BATs with small file sizes. Most modern BATs don’t have this issue, but downloading old content still presents this frustration. Exporting A SimCity 4 small tile to make a Sims 2 map- While there are restrictions as to what exactly can be carried over, it is a clever piece of cross-collaboration between games. Extra Cheats- Source code hinting that SC4 may have been planned to release on Dec. 25th, 2003 at some point in its development. Fireworks on New Years / city founding Flexfly Franklin County By Patricius Maximus @Patricius Maximus Freeland- Term for landfill / extra land in SimCity SNES and a polerific SimCity 3000 modder who convinced others to make their way over to SimCity 4 when the game was released. This list includes prominent members such as @mikeseith, @Vanderaap, @oppie, @Pegasus & others. @fredfree Freeway Experts- A failed spinoff that attempted to divide the @NAM Team (and ultimately failing to release any of it's own content) @freewayexperts Fun bugs (see some here) Fun sound effects when querying specific buildings- Usually things like hearing a doorbell when clicking a residential lot. It can be annoying with some BATs that have custom sounds Garbage chute pushing your trash off the city tile edge- A fun classic mod by @Pegasus that creatively utilizes the game’s tile system to create a visual gag. Giant farm structures that look nothing like real life Giant wild life- The scale of the animals in this game is very disproportionate. God Mode in Mayor Mode Golf Course Clubhouse being modeled after SimGolf Graphical bugs with certain Intel and ATI integrated graphics (Windows XP era) Haljackey's SimCity 4 Archives- Repository for content that was in development either at the very early stages or not released at all. @Haljackey Healthare funding? This game is pandering radical left socialism! Healthcare is a public service in SimCity 4 (and all the other SimCity games) just like fire, police, education, etc. Thus there is no way to operate a private healthcare system since if funding is cut, your sims will suffer. This leads to frustration for players who want to have a right wing / libertarian style government, and some argue it puts a political spin / is propaganda for socialism / left wing government. Helpdesk / Simtropolis Help Squad- A member title given to some members of Simtropolis who were well respected in giving help & advise to newbie players. There was also a separate chatroom known as Helpdesk to aid simple questions that often did not require a new thread of forum post. This still exists on the SC4E Discord server. Largely replaced on Simtropolis with the Got a Quick SC4 Question?... Ask Here thread. Hitting Reconcile Edges by mistake and losing half your city- This is a popup that generates once your city is loading from region view when the terrain of your city tile no longer matches that of one of your neighbours. The game can automatically make adjustments for you to help adjust your city edges, but if you have development near the edges they might be lost. Sometimes the area exists far beyond your city boundaries and can cause widespread civic destruction. Hole Digging lots HSRP (High Speed Rail Project) I-HT jobs bug / fix Ice cream truck plays the SimCity 2000 theme in UDI mode Ilive reader- Modding tool @ilive Immortal lots / Immortal Lot syndrome / Immortality Killer- A modding error with some lots / buildings that make them impossible to demolish. A method to eliminate them was later developed, and it works with moderate, not complete success (better than nothing) Infinite / Eternal Commuter Loop- Major bug that causes your Sims to commute to an adjacent city, only to have them go to another adjacent city, a third, and a 4th, back to their original city, just to go back to the next city. This usually occurs in the corners of city tiles, where commuters will generate heavy traffic congestion going in a loop juggling as many as 22 or more city tiles. This bug has never been fixed since launch INFO file - A file the built-in screenshot tool generates, likely as metadata for the now-abandoned EA SimCity exchange. Contains the OS user name, city name, mayor name and various other city statistics encrypted with an XOR cypher (the XOR key is 0x7B). Inability to install mods and custom content on old MacOS versions for some time Industrial Thingamajig Japanese BAT Thread Japanese BATs and dependencies Japanese version had Japanese-looking advisors, And they are all male as well Jenquai Alchmey- Base industrial building named after the Jenquai- a playable human race in the game Earth & Beyond, a popular MMO at the time of SimCity 4's release JIM / Mr. Jim- Japanese modder. Sadly his site is down but he did operate a twitter/x account and shared creations on a Dropbox account. He specialized in automata mods, car/truck props, full parking sets, etc Jupiter and Aurora Mod- Predecessors to the weather mod LD files - Subfiles within a lot file which are automatically created by the Maxis Lot Editor. LD files contained the basic information for mods that were to be uploaded to the official SimCity 4 Website. They are completely useless today. Linux compatibility, either via Wine or Proton, the game is totally playable, including mods, using these compatibility layers. Llama everything- SimCity 4, along with all Maxis games, has a fascination with llamas for some reason, a running gag in the game. Will Wright stated Llama won a company-wide vote for Maxis' corporate mascot. The Tourist Trap reward building is shaped like a Llama. Even the game's medium speed, between Turtle and Cheetah, is called Llama. It continues on fan sites like Simtropolis, which even has its own custom llama emojis Loading text mod (gives you wacky tool tips when loading a city from region view) Lot Editor lots hosted on the official SimCity 4 website Kane Tiberium- Base industrial building named for Kane, the leader of the Brotherhood of NOD in the Command & Conquer games. Tiberium is the main resource needed for building a base and army KREW (Klyte's Region Exporter as Webpage)- Exports your region as a HTML format webpage and includes lots of stats and can even render region transport view. It's one of the few ways to export large regions as they often crash in SC4Mapper, even with the 4GB patch applied to mapper's EXE. One such example of the webpage can be found here (horizontal scrolling is needed) @Klyte45 Mac users constantly complaining nothing works MacOS Rep 0 bug - A bug that occurs on transit lots that uniquely affects Mac users - Windows and Linux users are unaffected. Mayor's Diary (MD) & the hall of fame- Mayor's Diaries (MD) were SC4D's equivalent to the City Journals of Simtropolis. While many showcases were posted on both sites, there were some exclusives- many of which can be found on their hall of fame. Unlike City Journals, MDs were separated into different subfourms based on how many replies they had. There was recently published, Best Sellers and Classics. Inactive subsections were also created for MDs that had not had new activity from the creator after a certain amount of time. Member of the Month / Employee of the Month- An award given out every month to a member of Simtropolis as well as a staff member for something noteworthy they did on the site or in the SimCity 4 community, usually happening in the previous month. Members could suggest nominations by sending a message to the @MOTM_inbox which was reviewed by a select committee before ultimately deciding who would receive the award. It would be added to the user's avatar, similar to Trixie awards. This effort was lead by @Mikeaut1. Memes (see some here) MMLs - Menu Management Lots - A special kind of lot, that while placed in the city, will reveal other lots in the menu. These were created in an attempt to limit the number of items that would show up in menus and thus the amount of scrolling. They were largely obsoleted with the invention of the submenus dll. Menu scrolling - If you add lots of custom content, the menus in game get longer and longer, meaning lots of scrolling to find what you want. You had better have a good mouse wheel if you liked to add lots of mods. Modding squads / teams Modpacks / Modpack requests- Large folders of plugins (even even regions / cities) have been constantly requested by players since the game's inception. Due to the community rules & the amount of bandwidth this takes, it has never been supported on any site. Players resort to going to more 'dark' areas of the internet if they still want to find them, or find torrents. Issue is these downloads may contain a lot of incomplete / conflicting / obsolete files and have no support. In recent years, community-supported modpacks have finally been released to help group like-content together, making it a easier one-stop-shop vs downloading lots separately and as well as all their associated dependencies. Money tree- An exremely popular download which helps players out with financial problems they have running their city Monorail generates air pollution- Despite being electric. This is frustrating for players who might be using the monorail as a way to reduce air pollution in their cities. Moolah Cheat- Gives you almost infinite finances for one one mayor to do whatever they want in their city Multi Highways- A discovery by @lakeyboy that basically splits a MHW in two by dragging rail through one of it's two tiles. A similar setup was discovered for the RHW by @Haljackey when these configurations were thought to be impossible (before starter pieces were created) Multiplayer attempts - Early efforts towards setting up multiplayer regions involved syncing plugin files and regions over Dropbox. Must place partial land, partial water not often working MySims mode- Importing your characters from The Sims to live and work in your city NAM 17- The only version hosted on a site not under control by the @NAM Team, being downloadable from Capitalsimcity due to a Spanish translation agreement NAM 20- The first 19 NAM releases came out in an 18 month span. The gap from NAM 19 to NAM 20 was 15 months.This was due to a lot of the founding NAMites going into retirement or becoming less active, leaving large voids that the team had trouble filling. NAM 31 release date fiasco- This was the first (and likely only) time the NAM Team released a new version of the NAM on a date that was known to the public. The hype was palpable, with many players eager to play on the day it was released and some even moving their real life schedules to make time for it. Internally it was a disaster for the team, as issues found during development slowed down progress, with many team members experiencing burnout and felt the pressure applied. While it did launch on schedule, it did not contain all the features intended and what new content existed had a lot of bugs and other unresolved issues. Two patches for this version came out not long after, and NAM 32 was released rather quickly to get the sour taste to go away. It was quite a while before the next full version was released. NAM Team policy changed back to 'when it's ready', ensuring a higher quality product for later releases. NAM 36 holdouts- The last 'monolithic' version of the NAM with an installer that contained items that have since been separated like the BTM. Last version that did not require the 4GB patch. Some players refuse to update their version due to installation complexities, despite the fact that a ton of additional fixes and new content has been created since, and that the NAM Team will only provide support for current version NAM 37- The first version where subsequent updates were delivered faster than their predecessors. It adopted the so-called agile development. NAM 48 containing a virus On the ModDB site, team cut ties with hosting the mod there afterward NAM 50- First version of the NAM to include .dll files NAM 69- Estimated version number for some long awaited content on the NAM team's back-burner would be released NAM 420- Estimated version number for some extremely niche features requested over the years to be released NAM 666- Estimated version number for the really devilish and not currently feasible content NAM DLL- A breakthrough in transportation network modding, allowing the NAM Team to correct the functionality of transportation networks such as RHW, native diagonal draggable streets, or enabling new tunnels, as well as introducing new keyboard shortcuts, & reducing the mod's code overhead. Previously impossible configurations are now a reality with this newly-unlocked functionality. NAMdoc / NAM website NAM Lite- Compromise version for those who want the core game fixes only. No 'networks' to 'add on' NAM release hype- Whenever a new version of the NAM released, there is celebration in the SimCity 4 community, with the news often spreading to other gaming sites and the media. Many players are eager to show their creations with the newly added content or how they incorporated / retrofitted them into their cities. A surge of activity floods social media, the forums and chat rooms which continue to prove SimCity 4 is still relevant / has gas in the tank despite it's age and newer competitors on the scene. @NAM Team NDEX mods @NDEX Neighbour deals- Exploiting them by having a super polluted city handling your garbage, power, dirty industry, etc Nested dependencies - Dependencies that have dependencies that have dependencies. Also referred to 'cascading dependencies'. Many a player's nightmare. News ticker Obscenely large regions Obsolete guides and broken images, along with 404ing links Ocean Quigley's Blog - Ocean Quigley was an artist at Maxis who played a significant role in the development of SimCity 4. His blog contains early SC4 concepts and renders. Of Special Interest This Month (OSITM)- a showcase of select Mayor's Diaries (MD) on SC4Devotion that rotated from month to month. It was created by a select committee to feature new and/or upcoming MDs to put them in the spotlight in order to showcase the creator's creativity to a broader audience. Official EA lot and BAT exchange Official EA site using screenshots containing 3rd party content / plugins / mods Oldshoes- His TruFax series of image guides helped many 4chan members start their first realistic looking cities. One more lane / track bro- Catchphrase to describe the concept of Induced Demand, where if you build it, they will come. Expanding the capacity of a network might cause a drop in congestion for a time, but the extra capacity will eventually be used up making the problem even worse than before. Road widening / transit line expansions are often very costly and disruptive and are seen as a waste of time and money if they don't fully fix the problem. Open SC4 - An open source initiative to re-implement SimCity 4 from the ground up in the Godot game engine. Development lasted approximately a year. There have been numerous other independent attempts at re-implementing the game, none of which have made any substantial progress. This is something that everyone would love to have but no one wants to work on. Open source tools - Many modding tools have been made open source, but some of the most important tools used today are either closed source or have had their source code lost, like PIMX. Opera House bug / fix Page flip bug- Issue on the Simtropolis website where threads failed to properly load the next page. Sometimes a member would need to post several times to flip the page. This could artficially increase a member's post count and this, along with double posting, was closely monitored by staff to clamp down on inflated post numbers Paradox campaigned on buying Simtropolis and SC4D In order to run the Cities Skylines 1 forums Patreon / paid content being blocked Paul Pedriana / Pedriana Pharmaceuticals- Lead Architect and Engineer on SimCity 4- leaking some source code to help the community create DLL mods, and encouraging reverse engineering to recreate the code he couldn't share. Pegasus Productions @Pegprod @Pegasus Peridoic Table of Trixie Awards by @Benedict, such as this one from 2011 Phantom Slider Bug- A mod that contains a funding slider in the query (such as a funding bar when querying a police station) improperly. It can cause the department to be defunded causing a halt in city development PIM-X'd - A term coined by BSC member @xxdita to refer to lots that have been created with the PIMX program, specifically around an effort to make existing lots compatible with CAM. Today, it typically refers to any lot whose stats were generated by PIMX, which is a good way to know if a lot has been properly modded with the correct stats. Pirating / Illegal downloading / Torrents - The major forums take a strong anti-piracy stance and do not provide support for these versions of the game. For a long period, major torrents were distributed without the EP1 Nightlighting patch, rendering these versions of the game largely incompatible with custom content. Players asking if their computer made 20+ years after SimCity 4's launch is good enough to run the game Players discovering that their computer made 20+ years after SimCity 4's launch effectively isn't good enough to run the game (Chromebooks) Ploppable Residential Lots - While ploppable commercial and industrial lots were created early on and worked to create jobs in the game, for the longest time residential buildings could not be plopped as they would soon become abandoned due to commute time since the game never saw them as connected to the transportation network. @smf_16's work in modifying save game files led to the Growifier website, where save game files with plopped residential buildings could be converted to working residential buildings before becoming abandoned. Later, @Null 45 built on this functionality to create the Growify DLL mod to plop residential lots with the BuildingPlop cheat that could be further growified. Finally, @Kel9509 discovered how to create ploppable residential lots (to be growified) outside of the BuildingPlop cheat selectable in the menus, and also worked to create the functionality in PIM-X (with help from @memo and @Ulisse Wolf). Ploppsville- Creating a city by only plopping buildings and other downloaded content. No zoning. Very time consuming but gives you full control of what you want your city to look like Plugin folder confusion- My documents? C/program files? Players would often install downloads into the incorrect directory and then complain nothing works Plugin pack warning- Popup generated when loading a city that failed to find specific plugins, spewing gibberish and giving the player no clue what plugin is missing. Example being Plugin Pack 0xeeb43b9. The warning states: "Warning: The city you are loading refers to the following plugin packs which aren't available on your machine. You can continue the game in the absence of those packs, but some of the graphics and other information may be incorrect." Plugin sharing- An extremely sensitive, intense discussion started by @Haljackey regarding the ownership of custom content that was created or downloaded and who should own the rights to share what to curb the increasing use of 'illegal' plugin sharing and torrents. After years of heated debates from one side trying to protect the established system and those who wanted progressive change to make things more free, open & available, the latter won after staff finally agreed to ease some rules and regulations. For content made before policies were changed, good faith is assumed that the creators, many of whom have been inactive for quite some time, would be ok with this and could resent any creative control by sending a reply to the notice of policy change. This later led to the creation of Modpacks, created and fully supported by site staff and content teams, a first for the SimCity 4 community (legally, anyway). The ability to share plugins has just recently been implemented in sc4pac via a configuration file Plugins folder size being bigger than the game itself Police helicopter always over airport- Airports generate a lot of crime and are large lots, with players often putting them in the far corners of their cities. This makes them less connected to the road network which makes it harder for police to cover the area. If you have a deluxe police station (which contains a helicopter), it will often be found hovering over your airport, holding position and shining it's spotlight down even in the daytime. Praiodan's Bank- A mod that allowed you to plop a bank building in your cities and use it to lend money from cities across the region Pre-2006 Simtropolis Prima official guide Project57- A NAM Team project regarding restructuring the RealHighway and Network Widening Mod, respectively, in a way that's organized and thorough in supporting stable overrides. The downside is this code required a lot more memory overhead, which is partially responsible for NAM 36 holdouts, the birth NAM Lite, and a drastic increase in loading times for the game with NAM installed. Progen Production- Base industrial building named after the Progen- a playable human race in the game Earth & Beyond, a popular MMO at the time of SimCity 4's release Project ZIP - An initiative largely started and spearheaded by @Tyberius06 to remove exe installers from downloads and replace them with standard zip files. Prop Pox (Fixed)- An issue many players run into when they have too many plugins installed, but can be caused by other reasons as well. The symptoms include props failing to load on many lots and networks, which includes the little details like flower pots, light poles & benches. This makes your city look bland and dull. Sometimes it may only affect a section of your city, but it might become worse with subsequent saves and loads over time. Like some other major bugs, many thought this was something that could never be fixed, but a solution was found that mostly corrects this problem, and even 'heals' cities that suffered from it before the fix was made. Prop / building family exemplar regulation and management Puzzle Piece Puzzle piece mayhem for RHW (pre-flex piece era) r/simcity4 (top submissions) Radical Ordinance Mod Rage Face region Rain Tool Rare advisor messages Rare song- Primordial Dream (God Mode)- Usually played only when a city is obliterated and returning to region view, or selected manually in the track list Rarely seen animations- Cars falling when you demo a bridge, zombies at the graveyard, graffiti being made, etc Read the readme - A running gag by many content producers to try and encourage users to consult the readme files they create with their files before they complain on a public forum for support, often about things that are addressed in the readme. See also: and . Recycling centres generate air pollution- The whole point of a recycling centre is to reduce the pollution generated with garbage. While not as bad as the incinerator, it is an annoying quirk players have with the game. Rednecking- Creating a solution to a problem your city has in a way that is quick, not aesthetically pleasing & often overkill. It may not look the nicest, but it will fix it just like how rednecks stereotypically use items like duct tape and chewing gum to fix things instead of repairing them properly. These fixes can be temporary solutions and cleaned up in the future. Region Census Reticulating splines- One of the loading messages, callback to the message in SimCity 2000 that was audible when loading a city in that game RHW Interchange Guide- An entire section of SC4D split up into separate entries created by @Haljackey showing how to create different interchange setups with the RHW. They ranged from very basic junctions with a minor road to large, complicated freeway-to-freeway designs. Nearly all of these guides are heavily outdated or outright obsolete due to advances in subsequent NAM releases (such as the release of 7.5m overpasses and flex pieces), and a lot of images are no longer available as they were hosted on sites like imageshack and photobucket RHW Originally stood for Rural HighWay, as the initial releases were catered to have a more realistic-looking highway in rural environments. Two lanes each way and the ability to separate the directions with a grassy median were key goals of the project. As the mod grew in size, scope & complexity, it rebranded to RealHighway as it could now be used as a realistic replacement for the MHW in urban environments as well. RHW Side-by-side drag method (initial versions which didn't have starter pieces) RIMP 3.0 never being released (large airport pack hyped for years) Roads rule but streets becoming endangered (Advisor message) Rob's Guide to SimCity 4 RTFM - A less polite version to tell someone to read the manual. RTMT (Road Top Mass Transit)- Bus stops and subway station entrances could now be placed right on your roads, rather than needing a separate tile to the side to plop them. RUL / RUL2 file Run for Senator (AKA Losing the game due to poor mayor rating, 100k+ Simoleans in debt, etc) Sandbox- Gaming term for freedom and creativity. In SimCity 4's case, it applies to mods giving you infinite simoleons and perfect mayor rating, allowing one to express full creative freedom without the risk of losing the game or running short on funds. Savegame SC4 standing for Soul Calibur 4- When you search for the accronym SC4, the first gaming result is for Soul Calibur 4 instead of SimCity 4. SC4 still the GOAT city simulator despite Skylines 1 and 2 releasing SC4 stories making the news SC4 Wiki SC4's surge post-SimCity (2013)- Lots of new / returning users after that game flopped in 2013 SC4D Podcast- This was a podcast that came out every few weeks, usually hosted by @patfirefghtr & @threestooges along with associated cohosts. The podcast often had guests from the community on to give updates on what they were working on- usually new mods, BATs or CJs. Players might also open up and talk about where they live, what they do for a living, what other past-times they enjoy, etc. SC4D reputation system- Unlike the reputation system on Simtropolis, reputation / karma could only be given by staff and select members on SC4D, making each 'point' more noteworthy. Regular members could request to award points to someone by messaging a moderator and giving a reason why. If agreed, they would receive it. Originally, it was possible for regular members to give out karma points, but that ability got shut down fairly early on. SC4D subscriber system- A custom avatar given to members on SC4Devotion who donated a certain amount of money to the site, usually monthly. It created a bit of a paywall where only subscribers had access to certain content / areas of the site, leading to some disputes regarding site functionality between user levels Sc4ever.com- Defunct fan-site now absorbed by Simtropolis SC4Fix & other major game fixes SC4Mapper SC4pac SC4 Picture Competition- One of the most active threads on SC4D. Two players would submit screenshots and members would vote to see which of them they liked the best. Photoshop was allowed. Tournaments and spinoffs were spawned from this thread as well. SC4 Terraformer Schulmania- A popular City Journal by @Schulmanator that holds the record for the most views and replies Scrabblebox- Contains the notes that @paeng made for the forum attachments he had over at the now defunct SimPeg website Submenus Sculpting Columbia River By jeronij @jeronij Screen resolution, Line glitch on region view (fixed now) Seasonal MMP flora Causing CTD Several modders being under a Non-disclosure agreement (NDA) With EA specifically for the purpose of furthering file modifications Short runways- Ex the fire department landing strip being absurdly short for water bombers Show Us What You're Working On- A thread created by @Haljackey inspired by Show Us Your Current Projects on SC4D. For many years, especially during the slump of SC4 activity following the debut of Cities: Skylines, this thread became the only place where many members would post their updates, barely touching the topic-specific showcase threads. It turned the thread into a one stop shop, making other 'show us your' threads a ghost town. Why bother posting the screenshots on the dedicated topic where 'no one' would notice, as opposed to publishing them where everyone's guaranteed to be present? This required an overhaul of the site, which removed the pinned status of the general showcase thread and started marketing the other threads to distribute the activity more evenly across the site. Shut Up Advisors- A somewhat controversial mod that turns off advisor popup notifications. Not really necessary since you can just turn this off in the game settings. SimCity China, that website where downloading was an absolute odyssey. SimCity 3000, SimCity 4, The Sims 2 and Spore use the same game engine called Gonzo-Rizzo - This framework was presumably named after the two muppets of the same name. SimCity 4's Longevity- Despite coming out in 2003, SimCity 4 continues to be relevant in the gaming world, proving that there has yet to be a true successor. It often still makes headlines about breakthroughs and explaining why so many continue to enjoy a game over two decades old and lacking many of the features more modern games have. SimCity 4 TV Commercial (& teaser with the flying cow in the tornado) SimCity 4 vending machine In one of The Sims expansions SimCity Central SimCity 4 Community- Refers to the entire online presence of SimCity 4 content, discussions and creations. Since SimCity 4 is a offline single player game and was released at a time the internet was still relatively new (predates Steam, Facebook & Youtube, for example), the creation of online forum community sites like Simtropolis allowed players who had a common interest in the game collaborate, share creations, discuss the game & led to the modern state of the game's online presence. SimCity 4 lore list- This counts, right ? It's been mostly led by @Haljackey but I've been harassing various members to aid me with this task. Big thanks to all who have helped in some way! SimCity Polska - A now defunct Polish language forum. Most of it's content has been preserved and re hosted on the STEX SimCity4 has a realistic simulation of water resources But they are incomplete because they were supposed to come out in the Nature DLC that never came out SimCity4 has the LUA module That allows you to define certain gameplay behaviors so you can create complex mods like CAM and AMPS that increase the realism of gameplay as well as the potential to create new tutorials SimCity4 has working incinerator properties But for some reason a generator of the incinerator exemplar was not created SimCity4 is used as a tool to generate The Sims 2 cities, and you can import Sims from The Sims 1 and have them live in your city. SimCityBrazil SimLabs Simlympics- The Olympic games in SimCity 4. Sometimes a City Journal would host the games, or multiple CJs would host different venues. Large stadium districts would be created in various cities to host the games, for example. SimMars- A major fan project started not long after SimCity 4 released to give it a 'out of this world' look and feel, like you were working on a city on another planet with a more futuristic setting. SimMars / Memories of the Colonists, the sci-fi mod that attempted to bring a Martian environment to the game. It is a spinof of SimMars developed by @Terring for "terrestrial" environments. Simpeg- Defunct fansite now absorbed by Simtropolis Simish language heard by some queries and UDI vehicles such as mayor limo, police car / van / helicopter, news helicopter, etc Sims have no life / Sims are Workaholics- In the Rush Hour expansion / Deluxe Edition, the vast majority of your sims commute from home to work and back, but don't do anything else in your city. This leads to congestion on roads and transit lines that connect residential areas to commercial / industrial areas, but little to no use on roads that connect to other areas of your city like parks, recreational facilities, attractions, etc. SimTarkus Blog- A opinion piece regarding various on-goings in the SimCity 4 community by @Tarkus, a prominent member that just about every SC4 player knows about. Some of his entries, such as the one about Origin selling an incorrectly patched version of the game with no way to legally fix, made headlines in the media. Simtrop- Slang for Simtropolis. Easier to type and readers understand what it is referring to. Simtropolis Help Squad- A group led by Cheese89 / Kevin @Kevin which aimed to help new members out with basic questions about the game. It was also a seperate chat room. Simtropolis Omnibus- A early resporitory for turorials, guides, definitions and player support. This has mostly been subplanted by wikis and video format guides these days. Simtropolis reputation system Simtropolis Social Lobby (chat room before Discord) Simtropolis vs SC4D Rivalry- Simtropolis is the largest and most active website in the SimCity 4 community, with a focus on more casual city building topics. SC4D came along later and intended to focus on 'hardcore' SC4 content and discussions only. Many community members did not like the contrast between the two sites and often took a 'side', supporting one site over the other and becoming less active or completely inactive on the site they did not support. This created a rift in the SimCity 4 community, with users often having to go to two sites to find content and discussions of interest to them. It led to a lot of confusion as to where to find what, and there was not a lot of cooperation between the two sites. As the SC4 community shrunk in size over time- having two sites seemed excessive (although important from redundancy standpoints). SC4D eventually collapsed due to some controversial management decisions by the webmaster, and an effort to save the site was undertaken and eventually became SC4E. SimVision- Was a small site owned by @BarbulaM1, complete with it's own exchange- called the SVEX Sketchup -> GMAX pipeline Slopes so steep train tracks are pretty much roller coaster tracks Solid State Drives (SSD)- The single major hardware improvement that keeps heavily modded SimCity 4 playable, by speeding up the loading process of game assets into the computer's RAM SOMY- Legendary Japanese modder and BATter. His site is still up, and many of his creations have been hosted on the STEX SPAM- Make your agricultural zones actually decent looking Speed Limits- Each network in the game has a set speed limit sims travel at. For example car traffic travels at 30km/h on streets, 50km/h on roads & avenues, 75km/h on one-way roads & 150km/h on highways (MHW & RHW). Transit networks include subway at 105km/h, elevated rail / GLR at 115km/h, rail at 140km/h & monorail at 225km/h. The absurd speed of monorails is what promoted the creation of the BTM reskin, and led to the HSRP and HRW. Spending a full day manually downloading files & dependencies- It is an extremely tedious task to download custom content for SimCity 4, however this has made progress in recent years. The amount of time it would take a competent player to download and install enough content to have their cities look vastly different from the vanilla tile set is absurd compared to other games. This is a major pain point for players, especially those who are trying to get into custom content for the first time. Even veteran users need to take time every now and then to keep up as what they have downloaded may be outdated or obsolete, requiring replacements (and often manual removals). SSPTool Start-up Time and Loading Optimization DLL- Software improvement that reduces the time it takes to load components, significantly reducing the time it takes to load the game and cities from region view Steam forum topics are mostly about getting the highest population or the game crashing STEX Custodian @STEX Custodian STEX Features @STEX Features Strictoaster's gameplay videos @Strictoaster Stupid street grids when zoning- When laying out zones, streets automatically generate when dragging out a area. These streets are often terribly laid out, causing many players to rework their zones, or zone one item at a time, to mitigate this. The streets generated get insanely wacky in diagonal areas, making it almost impossible to quickly zone these and have them look right. Super Demand Mod Super Demand Ordinance Supergrid- Pressing G will temporarily create a 2x2 grid, making zones appear 4x larger Taking 45 minutes to download 15mb patches off the official SC4 website Terrain too steep- A common annoyance when trying to build a road or plop a building on a hill that is too steep for the game to resolve on it's own. You'll have to build it somewhere else, or use a tool like level terrain to reduce the slope issue The Chief The developers abandoned doing realistically scaled parking For car-centric buildings because they realized just how obscene the amount of parking was. This fact is commonly shared in anti-car / pro-transit advocacy groups demonstrating just how space-consuming car culture is on cities. The Draggable Revolution (ex drag GLR, no need to plop every time) The drive-in theatre Plays a film showing flying saucers making crop circles from the SimCity 3000 intro The game's camera using an axonometric, trimetric projection, and the artists annoying Paul Pedriana by calling it isometric. The Greater Terran Region- A notable City Journal by @Haljackey The eternal battle of grid (planned) vs organic growth The hype & then disappointment that was SimCity Societies, then Cities XL, then SimCity (2013) The OST and remixes The Planning Pages (TPP)- A site that was run by @zane900 and @sixers33, which faded in and out of existence multiple times in the mid-2000s. Eventually merged with SimVision The Ring of Fire- A 'mega region' created by mashing up several regions together. It requires a powerful PC to render and a patched SC4 mapper / terraformer. It is the most popular large region (over 100km²) downloaded. The Sims maid robot, Servo, Is one of the disasters you can trigger in the game. It a giant sized version, and destroys your city by walking around and shooting dirty dishes it was tasked to clean. Three Rivers Region / 3RR- a City Journal created by @dedgren that later evolved into a greater project. It was a planned collaborative effort, but didn't really get far due to multiplayer limitations with the game. It also somewhat morphed into being a custom content creation effort, with the various BATs and Mods developed specifically for 3RR. Top 10 weekly CJs By Benedict. One was also made for the specific CJ section @Benedict Toutsimcities Toxic waste dump Traffic generators- A lot plopped next to a road network that would spawn automata, making roads look far busier than the game displays on their own. This was 'dumb' traffic, with no real destination programmed so they just drove around town, taking random turns until they disappeared. For multi-tile networks, such as wide RHWs and NWM networks, automata created from traffic generators would often weave dangerously between lanes- an unrealistic but humorous glitch. Traffic generators usually just spawned cars, but specific lots were created to spawn freight trucks, freight trains, etc. Traffic simulator being garbage - need NAM to fix. Transfer money between cities True Earth by Korver @korver Trixies Tunnel building being super annoying- Building tunnels will often never work the way you want. Sometimes one will form while dragging a road through bumpy terrain, but not really bumpy enough in one's mind for tunnels. At other points when you want a tunnel, the game will instead dig a massive trench through the hill- looking very unrealistic or give you the 'terrain too steep' message. Type 21 / T21 Retaining walls for elevated NAM networks, highway pieces, etc that were showcased plenty of times, but sadly never released. Some plops were made that cover the area(s) such as this one, but they weren't based on the models themselves. Tyle 21 Exemplar / model- used to add props rendered in BAT (isometric) to networks, such as traffic lights and lamp posts. U-Drive It' / UDI mode, Missions, special vehicle abilities (money from Mayor limo, police siren, etc) UDI tank- Mayor destroying their own city UDI videos / City / Region driving tours Unreleased expansion packs- Maxis was apparently working on 2, possibly 3 expansion packs for SimCity 4, but only 1- Rush Hour, was ever released. Speculation is that one of these packs would expand more rural / natural features in the game, containing items like a dirt road (which was a unfinished network in the game's code) Urban Walrus Award- Similar to the Trixie awards on Simtropolis, but handed out on the now defunct CSGdesign website Value of Simoleons compared to US Dollar Victivas (ancient lore) Vinnie- Cheat in SimCity 3000 where you 'call cousin Vinnie' to get extra Simoleans for accepting a shady ordinance. There are some UDI missions in SimCity 4 that surround Vinnie as well. Wall of fog- fun glitch in region view that usally happens when the game has been left running for an extended period of time Wanting to become a urban planner / civil engineer / politician After playing Water skiing mini game (via Flash) Weaknesspays cheat- Cheat code you can spam copy and paste to give you 1,000 simoleans. It was one of the only ways to get sufficient cash in the game's early days until other financial aid downloads and extra cheats came onto the scene Weather Mod Wealthing- Refers to the appearance of road networks depending on what kind of development is on it. A vast majority of low wealth buildings will have basic sidewalks and cheap wooden lights for example, but a higher wealth texture could have flower pots, shiny lights and all that jazz. Industrial and airport areas also had their own wealthing appearances. Wern Insurance / Wrenageddon- A building included in the base game with broken stats, making it grow far more commonly than other commercial buildings. This can make your city covered in repetitive Wern Insurance buildings. A fix exists to correct this so the building grows less commonly, called Go Away Wern. Will Wright Liking SimMars Mod, but never publicly stated he liked any other mod for the game Windows Update KB3086255 Winwar Asking you to buy their program after downloading each and every file off the exchanges WolfZe Controversies- His BAT work, while much revered, is no longer available on Simtropolis due to events too spicy to list here. Y U NO USE SLOPE MOD?- A common catchphrase supposedly started by @MandelSoft critiquing users for their extremely steep / horrendous / unrealistic slopes for their road and rail networks. These messages were often constructive, with the member usually recommending a slope mod or to manually reduce the slope a bit to help smooth things out. Youdontdeserveit Cheat- unlocks all rewards buildings Youtube Video series, time lapses, let's plays, showcases, guides/ tutorials, etc Zone too large- when zoning there is a hard limit in the game's code as to how large a zone can be when dragging it out. Interestingly, the I-AG (agricultural) zone size is much larger than the others Zots- Symbols that appear over buildings when there is a problem with them including no power, water, or road access. These can be annoying to players, and a cheat exists called 'tastyzots' to get rid of them ZZZZZ_- Plugins that have to be loaded in last, with a ZZZZZ_ prefix if you don't want the game to break. --- Lore-worthy Members: 6underground @6underground A Nonny Moose- A prolific member of Simtropolis who was always kind and eager to help others with their SimCity 4 questions. He passed away in 2016, and many remember him fondly and miss him dearly. @A Nonny Moose Andreas Roth- Longtime BSC and NAM Team member @Andreas Roth APTX- Japanese modder @APTX Art128 @art128 B22rian- Founder and leader of the Simtropolis Help desk, a channel in the chat room to separate basic SC4 questions way from the social lobby's conversations, which can be very non-SC4 related at times. He also led several tutorial seminars showcasing how to build certain things, or fix common problems in the game. @b22rian Barroco Hispano @Barroco Hispano Bat @bat Beebs- Early Simtropols member and moderator @beebs BarbulaM1- Veteran Simtropolis moderator, rocked the boat with Simtropolis and SC4D relations @BarbulaM1 Barbyw- Prominent BSC member, SC4D admin @BarbyW Bigslark @BigSlark Bipin- Created many detailed reskins / cosmetic adaptions. NAM Team member @Bipin Bixel @bixel Blade2k5 @blade2k5 BLANKBLANK / Ln X @BLANKBLANK Blunder- Popular map maker @blunder Bhmantan / Saus Tatar- Creates SC4 videos with a focus on shorts. @bhmantan Boggy1- Helped many newbies out with questions @Boggy1 Buddybud- Prolific transit modder, and worked on, but never finished, a reskin of the elevated rail network. He also helped with the creation of HD props @buddybud Buggi- Had a contact at Maxis who was able to get the extra cheats DLL and its source code released to the public. This mod provides features like the ability to plop any building in the game, and is essential to a lot of SC4 players. @Buggi Callagrafx @callagrafx CaptCity @CaptCity CasperVg- NAM team member, created various lots, starterd early multiplayer attempts @CasperVg Catty-cb- Programer, provided technical support to more difficult questions and solutions @catty-cb Cheese89 / Kevin & Cheese91 @Kevin @cheese91 Cobb32118 @Cobb32118 Cockatoo @Cockatoo Cogeo- The 'father' of RTMT, pioneering transit modding researcher, created the first stations for GLR as well as multi switch hub stations so sims could transfer from one network to another @cogeo Compdude787 @Compdude787 Confused04- Chat room moderator and assisted many newbies in the chat with basic questions in the social lobby. @confused04 CorinaMarie - Simtropolis admin, created mods such as Parks Aura and No Kickout @CorinaMarie Cougar2004 @Cougar2004 Craig-Abcvs @Craig-Abcvs CSGdesign- Had a decently active website mostly centred around his Natural Growth play style. @CSGdesign Cycledogg / cyclepuppy- Created terrain and tree controllers @CycleDogg Cyclone Boom- Simtropolis admin, created mods for the CoriBoom team such as MySimtropolis @Cyclone Boom Daeley- Edited most of the LUA language code for the BSC Team @Daeley Darkmatter @DarkMatter Dcmetro34- Transit modder, station creator, helped create articles and seminars to help others learn modding techniques @DCMetro34 Deadwoods- BSC member, popular BATter @deadwoods Deathtopumpkins- Popular member who dipped his toes into various aspects of the game, including making a CJ called Virgin Sores, making maps, and being on the NAM Team @deathtopumpkins Dedgren- NAM team member, SC4D admin, had an entire section of SC4D created for him to expand the scope of Three Rivers Region @dedgren Dexter @Dexter Dirk / Dirktator- Simtropolis webmaster @Dirktator DocRoelach- Creator and developer of the SC4Tools collection, Working Man Production (WMP) plugins and associated websites @DocRorlach Droric- Developed DAMN2NAM @Droric Drunkapple- Popular map maker @drunkapple Duke87- Extremely active poster on Simtropolis at one time. Called the 'mega fan' @Duke87 Durfsurn @Durfsurn Dusktrooper- Legendary BAT creator @DuskTrooper Ebina- Member of many teams, helped create the underground rail network and other transit-related projects @ebina Eggman121 @Eggman121 Ennedi- Created slope mods @Ennedi Flann @Flann Frogface @frogface Fukuda- Japanese member, helped bridge the gap with the Japanese community and provided a lot of useful feedback on various creations @fukuda Glenni- BATter, wasn't afraid to rock the boat on various topics and go his own way to create new content @Glenni Godzillaman @Godzillaman Haljackey- Some crazy dude who made this list . Nah, I'm a NAM Team member; testing, breaking & manipulating content far beyond what anyone thought they'd be used for. I conduct public relations for the team and can be considered an evangelist or influencer (shivers). I also make videos; mostly tutorials & UDI tours, but also some series & things too. I'm probably best known for the creative, realistic & insane interchange designs I make with the RHW- showcasing it and other NAM content used in complicated, well utilized & often chaotic situations. @Haljackey HamsterTK @hamsterTK Heblem @Heblem Hester @Hester Krio- A somewhat controversial member but did make good quality BATs which are popular and his models are still used for projects to this day @Krio Kj3400 @kj3400 Hym @hym Ilikehotdogsalot / Iamgoingtoeatyou @ilikehotdogsalot Ill Tonkso- Creator of many popular transit stations, including GLR-in-avenue stations and other BATs @ILL Tonkso Indiana Joe- Helped out many new members with questions, NAM Team member @Indiana Joe Jacqulina @jacqulina JakeMD / swat-medic @JakeMD Jasoncw @Jasoncw Jazzmaster / Yoshiisland @Jazzmaster JBSimio @JBSimio Jeronij- SC4D founder and destroyer @jeronij Jmouse @Jmouse Jondor @jondor Jplumbley- Map maker and NAM team member. Created the SAM and was one of the co-founders of the NWM project and NHP- a mapping team called New Horiizons Productions, designed FLOG (a modular golf course set called Freakish Links of Gophers). He also developed Simulator A, and later ended up in the Traffic Simulator Wars. @jplumbley JP Schriefer @JP Schriefer Livin in Sim @Livin in Sim LivingInThePast- Longtime NAM (constructive) critic @LivingInThePast Lucario Boricua / skuncarioboricua / Dragonxander- Best known for tropical landscapes, Pokémon-themed regions, precision terraforming & technical support for novice players aspiring to become experts. He's one of the very few transportation engineers in the NAM Team, contributing through the Traffic Simulator, Slope Mods and founding the Pedestrian Revolution Mod. @Lucario Boricua Kel9509 @Kel9509 Kellydale2003- Popular BATter @kellydale2003 Mandelsoft / Mrtnrln- Modder and NAM member who specializes in cosmetic pieces, alternative textures, lighting and signs @MandelSoft Masochrist @masochist Matias93 @matias93 Mattb325- Very popular BATter, often did not include dependencies in his files, making for simple downloads. Also held the highest reputation count on Simtropolis @mattb325 McDuell- NAM team member known for his crazy interchange builds (one example) (another) (and another). Also made similar creations in Cityscape @McDuell Meg / Skigeek- Former Simtropolis admin and Dirk's right hand woman for many years @Meg Memo- NAM Team member and programmer. Created many useful mods, such as the 3D camera @memo Metarvo- Power line BATer and NAM team member @metarvo Mightygoose- Help Desk co-founder, creator of 'SimLabs' @mightygoose Mikeaut1- Leader of the MOTM (member of the month) team @Mikeaut1 Moonlight- Japanese modder @Moonlight Moonraker0 / is0padre- Created SC4 videos @Moonraker0 Mayormott / Mott - NAM team member helping with traffic simulator development. Also started a popular thread on SC4D regarding transit enabled lots @mayormot Mrbisonm @mrbisonm MrCinatit @MrCinatit Mushymushy- BATter, network transition textures for NAM, admin on ST discord @MushyMushy Nathanthemayor @nathanthemayor Need4Camaro- Made early UDI videos @Need4Camaro Nerdly_dood- Created many vehicles for the game's automata and UDI selection. Also a NAM (constructive) critic @nerdly_dood Newyorkrunnaway1 @newyorkrunaway1 NMUSpidey @NMUSpidey Noahclem @noahclem NOB Japanese modder @NOB from Japan North country dude- Mostly known for railway yards / creations @north country dude Nos.17 @nos.17 Null45- Modder who has created a number of new .dll files such as one that speeds up the game's loading times. Also created texture-related tools (Batch Png to Fsh Tool, the FSHLib Vista fix, BAT4MAX v4.5's fshwrite, etc.) and is on the NAM Team. @Null 45 Onlyplace4 / OP4- Leader of the BLAM team @onlyplace4 Owenluby @owenluby Paeng @paeng Palpatine001 @Palpatine001 Patriots_1228- Involved with several BAT teams@patriots_1228 Pegasus- Legendary modder, owner of Simpeg website @Pegasus Pixelrage @Pixelrage Qurlix- RHW founder @qurlix RalphaelNinja- Legendary modder- created many early mods, stations, etc which are still very popular to this day @RalphaelNinja Redfox85 / Kitsune- NAM Team member who 'Accidentally' solved one of the biggest requests in the early days: lowering bridge clearance for ferries. As of NAM 49 it now is 20m, and NAM 50's dll (and all subsequent versions), it will allow the slider to reflect this height too. Also worked on type-21 items @redfox85 Redlotus- Foundational NAM member @redlotus Riiga- NAM Team member who made experimental puzzle pieces, laying the foundation for further development. Also created functional toll booths for the RHW mod @riiga Ripplejet @RippleJet Rooker1 @rooker1 Rsc204 / MGB- NAM Team member, moderator, helps new and veteran members with questions and troubleshooting @rsc204 Ryan B- NAM Team member, created various sign packs and realistic road designs @Ryan B Rickmastfan67- Pioneered various concepts for the NAM team @rickmastfan67 Ripplejet / Tage- SC4D Admin and BSC team member who helped create the first version of the CAM. Also worked on traffic simulators and RCI mods @RippleJet Samerton @Samerton Shadow Assassin @Shadow Assassin SimCoug @SimCoug SimGoober- Popular modder @SimGoober SimHoTToDDy @SimHoTToDDy SimMaster07- Leggendary member. Created various technical support topics, NAM features & fixed various aspects of the game. @simmaster07 Simmer2- Popular BATter @Simmer2 Smoncrie @smoncrie SIM-ple Jack @SIM-ple Jack Sithlrd98- Created many alternative reskins for networks and curves, very useful at a time when they were less polished / no wealth textures @sithlrd98 Suplado!- Middle East CJ'er @suplado! Swamper77- BSC and NAM Team member, automata / traffic simulator developer. Created several puzzle pieces and pathing fixes @Swamper77 Swordmaster- Creator of the RRW, a realistic reskin of the railway network @Swordmaster T Wrecks- Legendary modder @T Wrecks Tarkus - NAM Team lead for many years. Founder of various NAM projects such as the Network Widening Mod (NWM) and vastly increased the scope of other projects like the RHW. Also created some notable City Journals including Argentum & Tarkusian Cities @Tarkus Teirusu - Helped found some NAM projects such as the RHW and created the Rain tool @Teirusu Terring- Futuristic / Sci-fi creator and player @Terring Thatmonkeysim @thatmonkeysim The7trumpets- Foundational NAM member @the7trumpets TheMurderousCricket @TheMurderousCricket Theteacat @theTeaCat Threestooges @threestooges Throvin- Euro texture creator @Thorvin Thundercrack83 @thundercrack83 Toothless Snitch @Toothless Stitch Toxicpiano @toxicpiano Trar @trar Tropod- NAM Founder @Tropod TV-VCR @TV-VCR Tyberius06- NAM Team member, STEX moderator, modified multiple files to fix them / make them more compatible, helped compile modpacks and restore files from SC4D's LEX. @Tyberius06 Ulisse Wolf / Ulisse- Created several City Journals, NAM member who helped develop draggable Pedmalls and CAM developer who is trying to complete the projects left by Maxis and expand the gameplay of SC4. @Ulisse Wolf Un1- Created very early slope mods @un1 Vahr / Blue Lightning- Father of RHW Flexfly @Vahr Vester_DK @vester_DK Voar Tok @Voar Tok Warrior- Created various tools, continued work on the HSRP, NAM Team member @warrior Wouanagaine- Map maker, programmer of various SC4 tools such as the DatPacker. @wouanagaine Xannepann @xannepan Xxdita- BSC member who was involved in a lot of initiatives involving the CAM and PIM-X, often involved in the modding side of the group's efforts. Well-known for his animated monkey avatars. @xxdita Xyloxadoria- Well known station / RTMT creator and BATter @Xyloxadoria Yarahi @Yarahi your_adress_here @your_adress_here Z1/ Z- Traffic simulator developer for the NAM @z1 Zeddic @Zeddic Zelgadis- The Fabulous, Rainbow-Adorned, Eyebrow-Plucking, Oh-So-Fashionable, Cutest Little Administrator of Simtropolis and Queen of Transylvania @Zelgadis Zezug- Chat room moderator and assisted many newbies in the chat with basic questions in the social lobby. @Zezug --- Honourable mentions: /cbg/ - ' City Building General' term on 4chan. Example being this (non English) post about NAM 32 Arcologies (mostly from SimCity 2000) Angry Video Game Nerd SNES review Bowser attack in SimCity SNES instead of a Godzilla attack in SimCity (1989) due to the game being 'Nintendofied' Braun Llama Dome- Reward building from SimCity 2000, named after Jeff Braun, co-founder of Maxis Cities Skylines 2 Release- Similar to the Cities Skylines release but at a much lower scale. Many believe SimCity 4 still remains the best city building game to date. City Status (Population)- in SimCity SNES, your city state changes with your population size. The music updates and you get some rewards and challenges. There is village (0-1,999), town (2,000-9,999), city (10,000-49,999), capitol (50,000 to 99,999), metropolis (100,000-499,999) and megaopolis (500k+). Megalopolis is extremely difficult to achieve. Dr Wright- NPC advisor in SimCity SNES named after Will Wright, who also appears in Super Smash Brothers Magnasanti - SimCity 3000 max population hellscape Mario Statue- A reward building given when your city reaches a population of 500,000 acheving Megaopolis status in SimCity SNES. It is modelled after the Statue of Liberty, and is considered to be extremely difficult to achieve. Most players do not get past Metropolis status (100k popluation) in the game as you need a city with very little water, carefully laid out cities & a lot of luck to achieve this milestone. Maxis was possibly working on a successor to SimCity (2013) before EA canned the studio MaxisGuillaume @MaxisGuillaume doing his best to do public relations on Simtropolis pre and post SimCity (2013) release Maxisman- glitch in SimCity 2000, superhero in SimCity (2013) r/SimCity (top submissions) SimCity (1989) Had a monster on the game box- and looked very much like Godzillia. Toho- the owners of the Godzillia trademark did not like this and the box art was changed to a tornado instead. SimCity (1989) was seen as obscure and did not sell well until The New York Times worte an article about the game regarding it's 'no win scenario'. Back then all games were very linear and SimCity (1989) was one of the first games that had no ending. This media attention caused the game's sales to skyrocket and the publicity inspired concepts like open world games, along with Maxis becoming a huge brand and spawning spinoffs such as SimCity SNES and sequels like SimCity 2000. SimCity (2013) Honest Trailer SimCity (2013) Q&A hosted by Simtropolis member @Zelgadis SimCity (2013) release fiasco- The launch of SimCity (2013) is arguably the worst in gaming history, competing with others such as Diablo 3 and Cyberpunk 2077. On launch day players had to wait hours to access a server, as the game needed to be connected to one to play (always online DRM), with the game launcher frequently freezing or resetting as players patience waned. The issue did not improve much over the following few weeks, until EA decided to add more servers to handle the demand. However, by then most players had stopped playing, being heavily disappointed by the inferior product produced / small city sizes and a general lack of fun. EA later offered a free game to appease their customers, many who were demanding refunds, but the frustration stuck, tarnishing the reputation of the entire SimCity series. SimCity (2013) was stated it needed to be always online to work, but a offline mode hack proved this to be false SimCity Mayor Collegehumor skit SimCity NES Never being released, reworked into SimCity SNES SimCity vs Cities Skylines skit SimShitty / ShittySkylines Simtropolis Interview with Maxis- During SimCity (2013)'s development, @Dirktator & @hym were invited by EA to visit Maxis' studio and conduct an interview with Maxis. It was split into two parts- one with developers Kip Katserelis and Stone Librande & another with Maxis' creative director: Ocean Quigley Starcraft has a term called SimCity Where your base is constructed in such a way that structures serve more functions than those of the individual buildings; usually for defensive purposes by creating a narrow path that enemy units will have trouble crossing or blocking a pathway entirely. The utterly insane disasters in SimCity Creator for the Wii, including (but certainly not limited to) a giant spiked ball rolling around, hands and hammers smashing your city, and a variant of the monster attack with llamas. YOU CAN'T CUT BACK ON FUNDING, YOU WILL REGRET THIS (Advisor message in SimCity 2000)
  15. 1 point
    Hello everyone, after quite some time I’m uploading new photos. Enjoy!!!
  16. 1 point

    Version 1.0m

    19,180 Downloads

    Regional Bus Terminal Hello Simtropians!, Today I Present you The Regional Bus Terminal This is another lot made by me, in which it consist of a regular bus terminal but with much detail and bigger in size. The Bus Terminal is located in the Misc. Transit menu. I give fully credit to CP, VIP, ace_bovenopdeberg, and shokthrpy for their the bat buildings, textures and props. Amesowe creations by the way guys! Dependencies: Simfox Trees https://community.simtropolis.com/files/file/21640-simfox-treepack-2/ ACB VLT Terminals and Jets Series 1 part 2 https://community.simtropolis.com/files/file/18479-acb-vlt-terminals-and-jets-series-1-part-2/ Network Addon Mod https://community.simtropolis.com/files/file/26793-network-addon-mod-for-windows-installer-off-site-link/ Bus Prop Pack 1 https://community.simtropolis.com/files/file/21968-bus-prop-pack/ BSC MEGA Props CP Vol01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 VIP CarPackMMP vol1 https://community.simtropolis.com/files/file/26808-vip-carpackmmp-vol1/ SHK Parking Pack https://community.simtropolis.com/files/file/27563-shk-parking-pack/ BSC MEGA Props CP Vol 02 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790 Any concern just PM me and I would try my best of what I can do.
  17. 1 point

    Version 1.0.0

    89 Downloads

    More PEG from the past... PEG's Legacy files included two Ranger Station lots that may have been intended to supplement The Trail Park II set that was created back around late 2003. This addon set contains those two lots and have been modified slightly to match the basic Trail Park and the Rural Roads pathways. Both lots are 2x1 and should appear in Park menu near the appropriate Trail Park II lots. Plop Cost: 40 Bulldoze Cost: 10 Monthly Cost: 5 Dependencies: * Maxis bldgprop files Click Here for All Pegasus Productions Products on the STEX All Pegasus files are now legacy content and are no longer officially supported. These are the original files as they were created. While this upload has been tested in the game and preformed as expected, issues may occur as a result of modding capabilities that existed at the time of development. Support from the wider community can be requested here.
  18. 1 point
    Good for historical value, at least.
  19. 1 point
    Discovered this while recording a couple videos. Notice that there's 2 different zot types. I forget the mod I'm using but I believe it's Scoty's? Mostly I'm curious if the bug is on their end at this particular zoom level, or if it's just cause my plugins folder has a bunch of nonsense in it, lol Not harmful, just entertaining And a moment where both types of the job zots are active simultaneously
  20. 1 point
    Love seeing these new water textures. They look absolutely amazing.
  21. 1 point
    Oh... Thanks for reporting back these. I completely forgot about the Props pack, where I updated some building exemplars. Good catch I fix those too, soon I need to do a small update on the Common Dependencies anyway.
  22. 1 point
    Now I want to go to the beach. 😩 Your water colors looks photorealistic. The sand looks soft on the feet; that wave foam looks fine to me. Looks like the Caribbean and South Asian island beaches. I think the game automatically adapts the waves depending on the terrain elevation and shape, but I'm not sure. Some tests could confirm this. In real life, they look similar to yours. Some places don't have waves, and some have big waves. However, I believe that creating something that balances both extremes is acceptable. I think you nailed it.
  23. 1 point

    Version 1.0.0

    3,752 Downloads

    SimCity Farms (I-R) have two serious flaws: They are not included in the Regional counts and there is no CAP relief provided. The jobs are counted in your city, but never make it to the regional counts. This is the reason farm jobs never help to bring Industry to the next stages of development. Since there is no CAP relief, this is also the reason Farm demand dies after a short time of development. This fix allows the Farm jobs to be calculated into the Regional Counts. Each farm job now helps increase the stage of development throughout the region. It also adds I-R CAP relief to the industrial connections (i.e. roads, freight station, etc). The original fix was developed by @RippleJet and @InvisiChem and distributed as part of the Colossus Addon Mod (CAM). See background info. This new version of the fix is a stand-alone mod that can be used without CAM. The fix is applied using Exemplar Patching, a DLL-based modding technique, which avoids the need to modify the original game files. Dependencies Resource Loading Hooks DLL (for Exemplar Patching): only compatible with SimCity 4, version 1.1.641, the Windows digital edition Conflicts None. The mod is compatible with both CAM and SPAM. Installation Copy the included DAT file into your Plugins folder. Use the Census Repository Facility if you want to inspect the I-R census numbers more closely.
  24. 1 point
    LOVE the "Board & Elbow" building, and the fact that the signage is so large. I wish more buildings had that kind of large signage to identity them. Great job! Thank you! Look forward to you releasing that one.
  25. 1 point
  26. 1 point
    Showing off some of the different 'districts' for my new planned city :3 First, what ever good mid sized city needs, a respectable Fair Grounds! Complete with Concert Grounds, Farmers market, and of course extra road side stands for hawking knock knacks :3 Next is Crossroads University! With a collection of my favorite Big Education lots, Library's, Museums, Dorm rooms, and excellent old world buildings! And then we have the Crossroads Convention center district! With plenty of hotels for con goers and plenty of transportation to and from!
  27. 1 point
  28. 1 point
    And some more medium-wealth shops:
  29. 1 point
    welp- my first SC4 vid in 6 months will be out tomorrow A little teaser
  30. 1 point
    SO.. I REALLY like 'Planned Towns' Especially if they have geometric patterns to them.. Especially octagons...
  31. 1 point
    https://www.cbc.ca/news/canada/montreal/quebec-nuclear-reactor-gentilly-2-1.6932355 https://www.cbc.ca/news/canada/montreal/quebec-s-gentilly-2-nuclear-plant-shuts-down-after-29-years-1.1159855 Gentilly Nuclear Power Station On the banks of the Saint-Lawrence river in Canada sits the now dormant Gentilly power plant. Originally Quebec's only nuclear power plant, Gentilly houses two CANDU1 reactors, Gentilly-1, a prototype CANDU-BWR2 that was permanently shut down early on and Gentilly-2, a classic CANDU-PHWR3, the workhorse of the facility. Commissioned by Hydro-Québec, the state-owned utility company, Gentilly-2 churned out carbon-free electricity from 1983 to 2012 until the provincial government decided to have it permanently shut down and decommissioned due to refurbishing costs. But with Quebec's ever-increasing for electricity and worries about climate change, Hydro-Québec is seriously considering reopening it by 2035. Enough history, I'd just really love a nuclear power plant loosely based on the installations at Gentilly, no need to make it an exact replica (though that would be awesome). The plant could even require water connection (like a beach or seaport) to simulate how it has no cooling tower and relies on the Saint-Lawrence river for cooling. 1 CANadian Deuterium Uranium, a type of nuclear reactor relying on pressurized heavy water and unenriched uranium. 2 Boiling Water Reactor, where the water turns to steam inside the reactor vessel. Gentilly-1 was an attempt at a non-pressurized heavy water reactor. 3 Pressurized Heavy Water Reactor, pressurized means the water can't turn into steam in the reactor, heavy water is water with deuterium (a heavier isotope of hydrogen) instead of hydrogen. Think D2O instead of H2O https://en.wikipedia.org/wiki/Gentilly_Nuclear_Generating_Station Google Map Why this would be beneficial for the game or community: There is a dearth of nuclear power-related plugins (apart from Paeng's modular pack and a few relots here and there), and the Gentilly power station looks visually different from the Maxis nuclear power plant. It's also an opportunity to make a more realistic power plant that won't explode like a nuclear bomb the moment it gets looked at funny.
  32. 1 point
    Some work in progress shots of San Jose Mineta Int'l Airport in San Jose, California. This one is entirely diagonal at 45 degrees.
  33. 1 point
    First up, this is Taipei, Taiwan (Republic of China). Using my real-world, accurately scaled Taipei map available here. Current region view shots: Xinyi District, Taipei 101, still quite the work in progress. Taoyuan Airport, Taipei's primary international airport: Songshan Airport, Taipei's secondary international airport with flights mainly to other major Asian destinations and domestic destinations within Taiwan:
  34. 1 point

    Version 1.0.0

    906 Downloads

    I feel like I have not been active in the community for a while, but I am still BAT-ting and enjoying the game - apologies for the distance! I was not sure what to call this pack, but nevertheless, here are a pack of four churches/cathedrals inspired by those found in Valletta, Rome, and Paris, all with my signature Mediterranean feel. They are offered as museums and libraries in-game under the education menu. Only dependency is here.
  35. 1 point

    Version 1.0.2

    17,460 Downloads

    A DLL Plugin for SimCity 4 that configures the CPU core count and priority. This plugin combines the functionality of the SingleCPU and CPUPriority plugins in a single DLL, and adds the ability to set the CPU priority without using a command line argument. If the -CPUCount and/or -CPUPriority command line arguments are present, those values will be used in place of the plugin's default options. When those command line arguments are not present, the plugin will configure SC4 to use 1 CPU core and the CPU priority specified in the configuration file. This plugin is incompatible with 3rd-party launchers that set a CPU priority, it will override the CPU priority setting they set when starting the game. System Requirements Windows 10 or later The plugin may work on Windows 7 or later with the Microsoft Visual C++ 2022 x86 Redistribute installed, but I do not have the ability to test that. Installation Close SimCity 4. Remove SC4SingleCPU.dll and SC4CPUPriority.dll from the Plugins folder in the SimCity 4 installation directory, if present. Copy SC4CPUOptions.dll and SC4CPUOptions.ini into the Plugins folder in the SimCity 4 installation directory. Configure the plugin settings, see the Configuring the plugin section. Configuring the Plugin Open SC4CPUOptions.ini in a text editor (e.g. Notepad). Note that depending on the permissions of your SimCity 4 installation directory you may need to start the text editor with administrator permissions to be able to save the file. Adjust the settings in the [CPUOptions] section to your preferences. Save the file and start the game. Settings Overview Priority is the CPU priority that the game will use, the default is AboveNormal. The supported values are listed in the following table: Priority Value Notes High AboveNormal Normal The default value for a process, unless the parent process has a different value. BelowNormal Idle Low An alias for Idle. Troubleshooting The plugin should write a SC4CPUOptions.log file in the same folder as the plugin. The log contains status information for the most recent run of the plugin. Source Code and Support Plugin thread: https://community.simtropolis.com/forums/topic/762979-sc4cpuoptions The plugin's source code and issue tracker are located on GitHub: https://github.com/0xC0000054/sc4-cpu-options If you would like to make voluntary contributions to support me in continuing to create more content for SimCity 4, I accept donations via PayPal: https://paypal.me/0xC0000054 Thanks to the few people who have donated to me.
  36. 1 point

    Version 1.1.0

    1,182 Downloads

    This building is a south Korea apartment. R$$ 4x2 Capacity Satisfied 4112 /3076 /4128 /1699 Stage 4 Bulldoze Cost 1740 Landmark 4x2 Plop Cost 110000 Bulldoze Cost 100 No Dependency ※Dark Nite version (Simfox_Day_n_Nite_Modd)
  37. 1 point
    BECAREFUL Not to save the alternate view, it will distort the regional view..
  38. 1 point
    Part 2 of Noci has been released. Last video of the year but also the first video with NAM 46
  39. 1 point

    Version 1.0.0

    4,708 Downloads

    Apple Store Sydney, by Mattb325. --------------------------------------- Located at 367 George St Sydney, the Apple Store is the flagship tenant in this refurbished, 22 floor building. This smaller, modern high-rise building is suited to many city-styles. The large, clear glass 3-story apple storefront is certainly eye-catching (both day and night). It is offered as a growable high density CO$$$ building which will grow easily on the modern Houston and Euro tilesets without being too weedy. It provides 740 high wealth office jobs. Use Buggis extra cheats if you wish to make this (and everything else in your plugins) a ploppable lot that you can select from a drop down menu. Like all of my work, these are suited to both CAM and non CAM cities alike. Stats below: --------------------------------------- STATS CO$$$: Lot size : 3x2 Growth Stage: 6 (High Density Zoning) Bulldoze Cost: $ 1162 Capacity Satisfied: CO$$ 1,056 CO$$$ 740 Pollution: 4 (Air)/ 4 (Water)/ 4 (Garbage ) Pollution Radius: 6/7/0 Power Consumed: 30 Mwh Water Consumed: 331 Gal/Month Building Style: Houston and Euro Occupant Group: High Wealth Commercial Office Building --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users and one for the standard Maxis nite. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies required. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  40. 1 point

    Version 1.0.0

    2,185 Downloads

    Diagonal Amenities, by Mattb325. --------------------------------------- After releasing the diagonal filler parks, I was sent some images of the 'Tokyo Toilet Project' and a request to incorporate these into SC4. Since public toilets are quite rare in SC4 (but common in the real world) and the ones from the Tokyo Toilet Project are anything thing but your basic cinder-block sh*thouse, I thought I'd bring them into game. There are three toilets in a prop family, so you will get something different each time you plop (no pun intended). These parks are made as over-hanging props. The lot size is 1x1 and the overhang allows you to cover diagonal/ortho transitions. These parks should not be used on sloping ground. They use the standard Maxis white pavement and have a basic park effect. Please note, that like all of these sorts of overhanging/filler pieces (not just mine, but everyone's), there are various visual glitches where they meet the ground, or network pieces or even other lots. These glitches can be minor or major depending on your video card, shadow settings, placement on the map, etc, etc. Unfortunately I can't do anything about it: I made my peace with the various visual glitches of this old game years ago. --------------------------------------- STATS PARK: Lot size : 1x1 Bulldoze Cost: § 10 Plop Cost: § 40 Demand Satisfied: R§ 250, R§§ 250, R§§§ 250 Landmark Effect: +10 over 10 tiles Park Effect: +5 over 15 tiles Pollution: 0 (Air)/ 1 (Water)/ 0 (Garbage ) Pollution Radius: 2/1/0 Power Consumed: 0 Mwh Water Consumed: 5 Gal/Month Monthly Cost: § 5 Occupant Group: Civic; Park --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  41. 1 point

    Version 1.0.0

    933 Downloads

    Nice International Airport Terminal MIRROR, RESOURCE FILE, by Mattb325. --------------------------------------- This is a dependency for a series of upcoming lots (not just the Nice International Airport). This mirrored version, like the original, was made as a request and will be useful for those who have already made custom airports where the diagonal runways may face a different direction than the diagonal section of the initial terminal. You can select either the original version or the mirrored version or have both at the same time (lots will be made with all three options in mind) NOTE: There are no lot files, etc, in this download. It is merely a dependency file. --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users and one for the standard Maxis nite. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  42. 1 point

    Version 1.0.1

    2,169 Downloads

    Nice International Airport Terminal, RESOURCE FILE, by Mattb325. --------------------------------------- This is a dependency for a series of upcoming lots (not just the Nice International Airport). NOTE: There are no lot files, etc, in this download. It is merely a dependency file. --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users and one for the standard Maxis nite. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  43. 1 point

    Version 1.0.0

    2,060 Downloads

    Ploppable Conifer Woodlands, by Mattb325. --------------------------------------- In most of my images, you will see a lot of green space. Much of this green space is made from a few small lots that I created for myself years ago based on, and expanding, one of my favourite Park sets, the 'SFBT park set by Andreas' which was released about 15 years ago, but still holds up to this day for making large, unique and non-showy parkland spaces. I made these for myself years and years ago, as one of the things I often find with large parks is that have slightly 'wilder' areas and this simple 1x1 lot with a ton of prop families will give the wild look without repetition. If you rotate the lot while placing, you should really never see much repetition at all and could theoretically cover and entire map with it . While it fits in with the SFBT park series, being highly slope tolerant, it can also be used to fill tricky spots and elevation changes. I use it often and I have been asked for it on a number of occasions, so I thought I would package it up and release it. Thus, it is a bit of a take-it-or-leave-it lot. It is found in the park menu adjacent to the other SFBT park lots. While it will 'work' without the SFBT park set, you won't be able to query it without the SFBT essentials file as an absolute minimum. --------------------------------------- STATS PARK: Lot size : 1x1 Plop Cost: $ 23 Bulldoze Cost: $ 5 Pollution: -5 (Air)/ 0 (Water)/ 0 (Garbage ) Pollution Radius: 0/0/0 Park Effect: 30 over 15 tiles Landmark Effect: 20 over 10 tiles Monthly cost: $ 1 Power Consumed: 0 Mwh Water Consumed: 0 Gal/Month Occupant Group: Building: Civic; Park --------------------------------------- DEPENDENCIES: *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *SFBT Park Set - https://community.simtropolis.com/files/file/13824-sfbt-park-set-by-andreas/ --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  44. 1 point

    Version 1.0.0

    1,992 Downloads

    45 East Ave, Rochester, by Mattb325. --------------------------------------- Originally shown in the 'Ones That Never Made It' thread on Simtopolis, the initial author has been inactive for long enough for me to whip up my version. I liked the interesting angles and lines of what is otherwise an unassuming building, and besides, I can never get enough mid-rises.... It is offered as a medium wealth, medium density Commercial Offices Building on a 3x3 lot. It grows on the New York and Houston Tilesets. --------------------------------------- STATS CO$$: Lot size : 3x3 Growth Stage: 5 (Medium and High Density) Bulldoze Cost: $490 Capacity Satisfied: CO$$ 619 Pollution: 2 (Air)/ 2 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 13 Mwh Water Consumed: 133 Gal/Month Building Style: New York and Houston Occupant Group: Medium Wealth CO, BSC-Mattb325, BSC --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  45. 1 point

    Version 1.0

    23,743 Downloads

    The Modular Railyard System (MRyS) is designed to allow users to construct Freight Railyards of various sizes and layouts. (Future expansion sets may accommodate Passenger Maintenance Yards and various Industrial Rail Spurs and sidings). In this set are 14 Transit Enabled start sections which function as freight rail stations and 24 expansion/end/joiner/divider sections that are used to complete the railyards. These expansion sections are Dirty Industrial Lots that provide jobs, while the start sections increase job demand and handle the freight capacities for the expansion sections only. Special note: This package is not intended to function as a Freight Station, but to simulate the function of a large railyard. The start sections should act as the freight stations for the expansion sections only. [-further experimentation and updates will improve this function, but for now, consider this package to be the final beta.] Please make all suggestions for improvement in the support threads listed at the bottom of this description. The Railyard components are further categorized into small(24 tile start section), medium(32 tile start section), and large(48 tile start section). Even though the small yard section is relatively large on the game maps, please keep in mind that real-life Railyards are, by their very nature, very large real estate hungry enterprises. Anything smaller, is just a freight station or siding. Although I used jestarr's rolling stock to populate the yard sections, you can use the LotEditor to replace it with any rolling stock you want. There are other freight cars available on the STEX, and off-site exchanges such as Gizmo's. The idea for a 'modular' railyard system was originally proposed in NCD's support thread "Of Railyards and Steelmills". Later, Frankie_Grove and aleking got together to discuss the prospect of creating a Modular Railyard System that would enable the user to make different size railyards from component Lots. I showed them some of my research and was invited to come up with a 'Basic' design for the project. Using the Railyard and Spur textures I had originally designed for similar projects, and a set of custom menu icons, I present this Modular Railyard System or 'MRyS'. This project is dedicated to my friend op4 for all of his encouragement and support on BLaM and Simtropolis, without which I would have given up contributing to the STEX a long time ago. Thank You Mike! The dependencies or plug-ins required for this set are: (the main textures used in the railyards-designed by me) Railyard Texture Mega-Pack Vol 1.dat -- https://community.simtropolis.com/files/file/15976-rail-yard-and-spur-textures-mega-pack-1/ Or if you are a RRW user - RealRailway (RRW) NCD BSC Texture pack Update Bailey Yard.dat -included (the rolling stock-realistic looking freight rail cars.) BSC Mega Props - JES Vol01 -- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 (assorted railroad signaling devices) BSC MEGA Props - DAE Vol01.dat - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=475 [Too many Dependencies? Please read The Dependency Debate on the Simtropolis Omnibus.] Support, and/or questions? Go to the Modular Railyard thread located here. Moderator Edit (21 Sep 2015): Fixed broken page formatting. edit: 12.09.2021 - fixed dependency links by Tyberius06
  46. 1 point

    Version 1.0.0

    4,617 Downloads

    Clinic, by Mattb325. --------------------------------------- Inspired by a little clinic in Southern Europe, this is a smaller medical facility for towns or to supplement larger hospital care. The building and its rock wall foundation are real, but the car park area is made up, as is the ramp on the front elevation. The lot comes is a ploppable Clinic, which is found in the Health Menu and is has a decent capacity (1,500) and radius (600). It also provides up to 57 civic jobs across all 3 wealth categories. It works well in a Wall to Wall environment or equally well in a suburban one. It is best placed on a corner. While I have made very large hospitals in the past, I actually like these smaller civic buildings as they are really useful in terms of getting sims into jobs: especially when you making larger suburban areas. --------------------------------------- STATS CLINIC: Lot Size: 2x2 Occupant Groups: Civic, Health, Strikeable Health, Hospital Plop Cost: §1,050 Jobs: Jobs§15; Jobs§§32; Jobs§§§10 Bulldoze Cost: §60 Power Consumption: 3 MWh Water Consumption: 26 Gal/month Pollution: 1 (Air)/ 0 (Water)/ 1 (Garbage ) Pollution Radius: 3/4/0 Hospital Coverage Radius: 600 Hospital Pop vs. Distance: 100 / 100 Hospital Effect vs. Ave Age:8 / 8 Hospital Patient Capacity: 1,500 Hospital HQ Boost: 11.52 Catalog Monthly Cost: § 600 / § 100 --------------------------------------- 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. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This file requires no dependencies. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  47. 1 point

    Version 1.0

    14,557 Downloads

    London St Pancras Station (Reissue) The original St Pancras Station upload was lost in the Forum Transfer, so i have uploaded it again. St Pancras is a major London Rail Terminus built by the Midland Railway. Today it is being converted for Eurostar International Rail Services via the Channel Tunnel Rail Link. Capacity: 60,000 Lot Size: 9x19 Dependencies (the fun bit lol) ALL dependencies are Vital. Rail Yard and Spur Textures Mega Pack 1 BSC Mega Props DAE Vol01 BSC Textures Vol 01 BSC JENX Amsterdam Central Station Lot Enjoy Peeps ITS -CB Edit: Fixed dependency links.
  48. 1 point

    Version 1.0

    8,328 Downloads

    Here is the new large freight yard. Complete functionality added: Trains can pass through it and it will hook up to surrounding rail. Will still function as the basic freight yard. I did not mod the capacity though. The Freight car props will randomize when originally placed but will not change after that. UDI will pass through also. Many thanks to all that have worked on this, If your name isn't included in the readme please let me know and I will promptly add it. Gizmo's Website has changed, here is the new link: http://gizmo.lunarpages.com/trainprops.htm Any questions, comments, or problems--go to the forum thread here: https://www.simtropolis.com/idealbb/view.asp?topicID=41589
  49. 1 point

    Version 1.1

    7,056 Downloads

    Build in the begining of XX century as as luxory tenement. During world war II building was damaged by the Soviet phosphorus bomb and leater during Warsaw Uprising. As a result of the post-war reconstruction standard of the tenement was lowered through the division of flats to smaller. Ornaments and domes was removed. In ZIP you find: Ploppable and growable CS-$$ - plop cost 3000$, 244 workers, growable version grows in euro tileset. R-$$ version - space for 431sims, grows in euro tileset Lot size (all versions) 2x3 More info in readme. Dependencies: BSC Essentials Enjoy !
  50. 1 point

    Version 1.0

    15,608 Downloads

    This is a complete remake of my second bat. Because it is almost two years since its realese I have of course improved and that is why I made it. It's not an exact replica, the appearance is slightly different from the old one, because I think it looks better that way. Stats: Size: a 4x4 lot Capacity: 1000 students Radius: 1200 Monthly Costs: 800 and 200 Plop Cost: 300 Bulldoze Cost: 150 Provides 20$ and 5$ jobs - Does not replace any other school! DEPENDENCIES: for the hedge: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=426 for the dumpsters: http://kurier.simcityplaza.de/details.php?file=5 Dependecies are optional. Thanks to the members of the Simforum for their helpful advices! COMMENTS ARE WELCOME!
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