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Popular Content
Showing most liked content on 11/05/2025 in all areas
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9 pointsIt does. Maybe the lights aren't powerful enough. I do need to learn omni lights, because I always have trouble with them... it could light up more than it does now. I'll probably re-light the building as it gets closer to Christmas. Bic Camera. There is a version of this building as the Sofmap. I am doing an accurate one with just billboards and the McD's and a fictionalized one with urban clothing brands on the sides (which I use for my own gameplay). Pictured is the latter. EDIT: time to learn i guess
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4 pointsThe main issue is that you use the boardwalk pieces in the wrong way. Your enbankement is too high. I don't know the exact terrain behaviour and parameters, but to place these near water/partially water pieces, the edge of the embankment needs be very close to the actual water surface. PEG created these CDK terraforming lots, which do specificaly that, flatten the terrain near to the water on the right height. You need to use those, then use the road tool around them tile-by-tile to flatten the terrain, and then you can demolish these leveler lots, then you can start plopping the actual waterfront lots (like these marina/boardwalk lots). Based on your image, you need to bring down the whole section (probably including those plazas too) to the water/beach level.
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3 pointsThis is very impressive. Thank you for putting this together - I have no doubt it will be useful!
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3 pointsThanks for the bug report. It should be fixed now. Also, don't hesitate to create a new post if already some time has passed since your last post or you have significant new information. Otherwise, it's easy to miss the edit. Edits are for minor corrections like typos or clarifications.
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3 points
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3 pointsAttention: This is a security update. Version 1.4.0 of the application is now available. My advice is to upgrade to the latest version of sc4pac directly – as a precaution, without opening any older version of the GUI. Older versions cannot be used anymore. If you do open an older version, it will tell you to upgrade to the latest version. Affected versions: 1.3.1 and all earlier versions of the GUI (Windows/Linux/web-app). (The CLI is not affected.) Fixed versions: 1.4.0 and later. The resolved issue: If there had been a malicious website specifically targeting sc4pac users, and you opened the website while the sc4pac GUI was running, it would have been possible for the website to install arbitrary files on your system without user interaction. Impact: I have no indication that such a malicious website exists, so realistically I think there's no need to be overly concerned about this issue, at this point. Such a website would have to be designed for sc4pac specifically which, given the size of the community, seems unlikely. There's no problem if you visit any random shady website that's not related to the community in some way. There's no problem when the GUI isn't running. There's also no problem if you use Safari or Brave as web browser. So, to summarize, I have no indication that the issue has been abused, so far. But, as precaution, be sure to upgrade to the latest version. Other changes included in this release: Most of the new features focus on functionality to help you resolve abnormal situations, that wouldn't usually occur under normal circumstances. For example: If you've accidentally deleted a file from the Plugins folder, use the "Reinstall" button for the corresponding package. If a downloaded file is corrupted and fails to extract or doesn't contain the expected files, use the "Reinstall & Redownload" button. If you've accidentally removed an .sc4pac folder from your Plugins, use the "Scan & Repair Plugins" button to re-sync the Plugins folder with sc4pac. If you've created two Profiles with conflicting Plugins folder locations, sc4pac will warn you about it. Additionally, you can now rename and delete Profiles.
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2 points
Version 2.0
400 Downloads
Aoki, Akihabara, Tokyo Aoki is a chain in Japan that sells business-related clothing. It is one of the largest clothing chains in all of Japan, with 600 stores. This is the 8-floor building in Akihabara Electric Town in Tokyo. Also included is the two neighboring stores, the Pasela (a karaoke and entertainment center chain in Japan) and the Lammtara manga/video games/DVD store. In the back there's an Atmos shoe store (which isn't there in real life but I love Atmos), and the Moses Kebab shop, which is there in real life. 2x2 Plop, and a CS$$7 corner growable included. Dependencies: None! I finally made something without dependencies. -
2 pointsSo I ended up lowering the shore and ploping the waterfront one tile backwards surrounded by road stubs. It worked Thank you for all the tips , and also @Tyberius06
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2 pointsI actually confirmed it lights up in a later post. Though the nightlights really aren't all that bright (and I have no clue how to BAT, much less do nightlighting so I kind of get what you're saying). Lammtarra in particular should have its signage glowing bright yellow and AOKI's roof should be illuminated by downward facing lights surrounding it, though that one's not as much of an issue. Still wonderful job nontheless.
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2 pointsFinally, coming back to this: The channel hasn't been updated in a long time, so without maintenance its contents are basically available "as is". You may find some unique things there, but others might conflict with the other channels which have grown a lot since then.
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2 points
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2 points...and I wasn't satisfied. Just one more lane, right? E-W route widened to RHW 6S - North ramp terminal - West ramp terminal - East ramp terminal - South ramp terminal - Zoom out - Compare to- OG build
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2 pointsThat is a bunch of extra work for every exemplar the game loads, and it would just be duplicating something a DLL can do by itself. The process of fetching the file path from an exemplar (or any other DBPF resource) is somewhat convoluted. I implemented something similar in the query UI hooks DLL to optionally log the file path of a queried building. The steps are as follows: Get the TGI (cGZPersistResourceKey) of the object of interest. The code I linked to above demonstrates this process for cISC4BuildingOccupant. For property holders and most other resource types, this can be done by requesting a cIGZPersistResource pointer through QueryInterface and calling its GetKey method. Use the TGI to request the matching cIGZPersistDBSegment from the resource manager. Grab the file path using cIGZPersistDBSegment::GetPath. Note that user plugins are often bundled into a class derived from cIGZPersitDBSegmentMultiPackedFile, which adds a layer of indirection. My GetResourceFilePath method (called by the code I linked to above) handles both steps 2 and 3. Here is an example that gets the path of a property holder:
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2 pointsI found an example. I bulldozed a couple of buildings and plopped road stubs: Zoomiered:
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2 points
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2 pointsHello...! Yep... I'm very slow at making BAT... I'm so sorry about that. But I've been very busy in reality lately. Here is the current status of my BAT. I'll make the back of the building someday.
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2 points
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1 pointHey everyone, my first post in a long time I've been working on a new DLL mod that makes finding and plopping lots a lot easier. Here's what it does: Features: In-game UI window with searchable lot browser Filter by zone type (R/C/I/Ag/Plopped/Other), wealth level, lot size and if necessary Occupant Group as well Search by building name or description Shows building icons and details before you plop (if they exist) Should works with all custom content and growable buildings Hotkey to toggle the window (customizable, currently uses O which is not mapped to anything else in the base game) Why: Instead of scrolling through endless menus (though the Submenu DLL has already improved this a lot, thanks memo :D) or trying to navigate the awful builtin LotPlop or BuildingPlop dialogs, you can just search "police" or filter for "2x3 commercial $$" and see everything that matches. The tool interfaces directly with the game's placement system, so plopping works exactly like using the normal (sub)menus to plop something. Video of the advanced lot plop tool in action here (on Streamable) Note: The mod uses Dear ImGui for the interface and hooks into the game's DirectX renderer. It does need DirectX11, which means it will only work for people running SC4 in DX11 mode via dgVoodoo (or potentially other DirectX wrappers). First release: A first release is now available on GitHub: https://github.com/caspervg/sc4-imgui-advanced-lotplop/releases/tag/v0.1.1 This is very much a "works on my machine" kind of release. My machine in this case means Windows 11 25H2, SimCity 4 Deluxe Edition (Digital from GOG) and dgVoodoo3 set to DX11 mode. But you might be lucky with some other configurations too, definitely let me know! Some screenshots are attached Suggestions and comments appreciated!
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1 pointI've never used any of these programs and haven't tested, but a search through google and some old forum posts indicate programs like TurboTop or OnTopReplica might help you out.
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1 pointFor the standard menus, I prefer to stick to just 1 level of nesting, i.e. just top-level submenus, to avoid unnecessarily deep menus. Especially the noise barriers or streetlights, I imagine, would usually come in sets with their own sub-submenus which could go directly into the Signage submenu. So you'd have 2 levels of nesting instead of 3.
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1 pointWorking on this building some more and an update from my last post: 1. Lowest funding/grades are now fixed with appropriate LUA coding based on the DOT code. 2. Number of Educational buildings is fixed by adding the # of schools + libraries + museums. 3. Funding numbers for buildings were, after extensive testing, determined to be percentage amount of funding represented by the slider and not actual $ amounts, consistent with the overall education funding percentage noted above. With these fixes, I'm very close to a final version of the query. Just need to test it a bit more. As far as buildings/lots go, that's another issue. I was again thinking of using @Diego Del Llano's Aldred Building for an urban version. Not sure about a rural version yet.
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1 pointWhen you find the torture chamber of that one psychopath neighbor who was always "oh, so peaceful and kind-hearted".
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1 pointMake sure that you have also moved all the dll-files that dgvoodoo2 comes with to the directory where SimCity4.exe is located, and that you have applied the 4GB patch to your SC4 executable. Not easily I'm afraid. The game retrieves all the .dat/.SC4Model/.SC4Desc/.SC4Lot files from the Plugins directory at load time and I query the game's methods that allow me to look for exemplars, but that data no longer contains any information on the original files or directory that they came from. Maybe this would be possible if the sc4-resource-loading-hooks DLL patched a new property into each exemplar with the path it was loaded from, @Null 45? I think that could be possible, at least for favorited lots that are actually ploppable. Will take a look into it
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1 pointwas going to release this Saturday but the site was down. better late than never!
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1 pointAgreed with ACE re: the glass noise. I think the reflectivity is fine, it's just the bump strength. Lately I've been working on a few buildings that have that dark mirrored glass, and it's a pain to get right. Also really nice to see Accenture in the mix. I have a fun memory of getting lost in there a few years ago and eating a falafel that tasted suspiciously like it was cooked in one of the fryers at the Popeyes next door. Nice work!
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1 point
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1 point
Version 1.0.0
138 Downloads
Never played LoL but watched Arcane when it came out and felt bad for the people of the Undercity - Mayor Heimerdinger was doing a really lousy job; we can do better!! At last, we can finally build our dream: the nation of Zaun 🧐 Used the map image on this reddit post as the main reference, then made a few tweaks: Expanded the peninsulas in the middle to give Piltover & Zaun more buildable area Truncated the peninsulas in the extreme south to make the height divisible by 256 pixels, i.e. a large city tile Moved the southeast archipelago a little to the west to make the width also divisible by 256. Together with #2, this minimizes the number of medium tiles of 128 pixels, and eliminates the need for small tiles of 64 pixels, to reduce the rendering time without the region having any "holes" Added the major rivers but didn't bother to trace out every minor inlet or tributary config.bmp -
1 pointToday I did a technical test (for now, a preview rendering) with a model that I can't export from Blender to 3DSMax 2012, so I decided to do a technical test with the new updated version and @ACEfanatic02 lighting. In the preview, it seems that the rendering with the current settings works, especially the differences between Maxis Nite and Dark Nite (With Post processing and Super Sampling enabled) DAY Maxis Nite Dark nite Since I come from 3DSMax, I have to say that Maxis Nite is acceptable in that a lot of blue has been reduced and it strikes a good balance between blue and black. The lighting system is not very intuitive at the moment, and there are definitely improvements that need to be made. I wonder if it would be possible to apply the settings automatically without having to merge two Blender files. For now, these are my first impressions, especially when switching from 3DSMax to Blender, which is not very user-friendly. Tomorrow I will definitely test the model in the game to see if there are any possible improvements, but I think the tool is already ready for an official release.
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1 point
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1 pointNational Library, Penthesili, Dimland
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1 point
Version 1.0.0
144 Downloads
Wholesale Seed is a former distribution company in Portland, Oregon, located in the industrial section of the Irvington neighbourhood just off the Willamette River. It has since been rezoned as many buildings like this have been and is now an art studio. It appears it has not been re-done at all for many years, maybe even since it was first built as seen by the faded signage and very old wood siding. 1x2 C$$ wall to wall design and zero dependencies. The 'front' of the building was used as a railspur back in the day so use your imagination when placing it. -
1 pointThe problem of corruption in Exemplar (let's put it this way) is linked to the fact that Maxis coded the beach based on specific properties, but when recalculating using PIM-X, some properties disappeared or were modified. In fact, the beach is considered a park (because it needs water), but for some reason PIM-X considers it a park with a statue, causing a kind of corruption. (This is why CTD occurred). There are further investigations, but so far this is the most reasonable explanation we have. This is most likely related to the fact that PIM-X used too many conditional variables to distinguish between different types of parks instead of using a specific OG as a building selector. Using OG as a selector allows you to radically eliminate this confusion, but has the sole disadvantage that lots prior to this change will be ignored by PIM-X if they do not have a specific OG. (This should not be a problem for existing lots, but if there are problems with a lot, simply use the specific OG for Parks and PIM-X will read it immediately) Therefore, all mods that copied Maxis Beach exemplar have this problem, while mods created with PIM-X should not have these issues. From a gameplay perspective, nothing happens until you use PIM-X to modify the lots that use the Maxis Beach Exemplar template Fixed eventual bugs means that any anomalies that were found have been corrected. In most cases, no problems were found since many downloads came from LEX but did not involve these corruptions. They are more related to problems such as ILS (Immortal Lot Syndrome) etc... These are mostly operations involving the restoration of LEX content. It is not applied immediately but after some time, when the algorithms have recalculated the new values. If you want to rebuild the connectors of the neighbor, that's fine, but it's excessive, as you just need to give the game time to calculate the new values.
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1 pointIt has been a long time since CAM 3.0 was released, but now let's talk about some developments that are underway in CAM 4.0. CAM CORE Experimental As you have seen, we have finally decided to create an experimental download where you can find content currently under development. Although this download allows you to preview the new CAM features, there are still some drawbacks, namely bugs, Crash to Desktop (CTD), and possible corruption of cities. For this reason, downloading this package will be exclusive to SC4Pac, as it allows you to implement a controlled environment in which to perform tests. (Manual download is possible but strongly discouraged) Installing this package via SC4Pac allows you to overwrite the stable CAM Core files and use the experimental version. Uninstalling the experimental version is possible, but we cannot guarantee that the process will be quick if radical changes have been implemented in the RCI simulation. For this reason, a special thread has been created where you can view the changelogs for the various experimental versions and report bugs in the experimental version. Here is the support thread, which also includes a link to the download page with only the SC4Pac button. OVERHAULED PARKS The first change implemented in CAM 4.0 is a complete overhaul of the parks, and this also affects PIM-X. The new management simplifies the process of creating park lots and prevents corruption of exemplars if they are poorly coded. This change also adds new categories such as Beaches, Canals, and Ponds & Streams, which allows you to simplify the creation of those mods. The new park creation menu Many of these changes are not visible, but the properties of the parks have been recalculated, so an update of the algorithms may be required if anomalies occur. UNIVERSAL CAP After almost 24 years, a new universal patch is coming that will finally fix the thorny issue of Commercial CAPs. For many years, those who used RHW without CAM had a commercial CAP increase of 1000 in commercial demand for each connection with neighbors, but those who used CAM had the correct value of 50000, which is the value of Maxis Highway. Furthermore, in order to reduce the car-centric view, the CAPs relating to public transport have been enhanced and negative CAPs have been introduced for connections to power lines and water pipes. Below you can see the changes that have been implemented. Railways and monorails have a CAP of 40000. RHW have a CAP of 50000 Subways and EL rails have a CAP of 30000. Streets and OWR have a CAP of 10000. Power lines and pipes have a negative CAP of -5000. The implementation of these changes involves a change in the RCI simulation with regard to demand, which requires a readjustment period to obtain the new demand. This universal patch was implemented using Exemplar Patch, which finally eliminates potential conflicts between CAM, SPAM, and Maxis. However, this means that users who do not use the digital Windows version of SC4 will not be able to use this universal patch. MULTILINGUAL AND CLEANING In the experimental version, dependency cleanup and file deletion have already been implemented, while multilingual support is still being implemented. There is still no news on CAM's multilingual support, but it will definitely be implemented in the final stages of CAM 4.0 development. FUTURE PLANNING As for expansions and new content, there are currently no definite plans as new priorities have arisen, but once these priorities have been addressed, we can start thinking about selecting and developing CAM expansions. The list includes AMPS, expanding utilities, a government expansion, and many others, but these have not yet been finalized or planned, so we will definitely be able to talk about the new features in the next development diary. For today we conclude this report/development journal of CAM 3.0 and see you at the next CAM 4.0 development journal
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1 point
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1 pointI love where you are going with this. (I added the Featured Star to draw more attention to it.)
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1 point
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1 pointHello, I'm back... maybe...? 😂 I'm trying rendering my building on BAT4Blender now. I set the sky/sun lighting and now it looks similar to a screenshot of a Gmax rendering that I made before. I wanted to add the nitelite lightings on the building but BAT4Blender doesn't seem to support extra lighting yet. So maybe I'll try a building that doesn't require extra night lights. Here is the recent render pic of my latest BAT.
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1 point
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1 pointI'm a fucking genius when it comes to city building. Nobody does it better than me. Deal with it.
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1 point
Version 1.0.1
1,374 Downloads
DESCRIPTION This file contains remade REPlacement versions of the vanilla Maxis Passenger train automata. There are two folders for two different nightlighting variations - each folder contains three DAT files, one for Rail, El Rail & Subway, and Monorail. The Subway version is packed in with the El Rail due to similarity and sharing nightlighting. Bonus points if you actually see one in your playthroughs! Whilst the original vanilla models are pretty iconic and still used by most people, these are not meant to be a massive depature or be realistic, as my other automata releases have been. Instead, these are trying to update those originals whilst retaining their charm, and also making them a little nicer to look at overall. All the trains and coaches have nightlighting in both Maxis Nite(MN) and Dark Nite(DN) variations, with added details and nightlighting on coaches that were missing it previously. INSTALLATION Drag either the Maxis Nite (MN) or Dark Nite (DN) folders into your 'Plugins' folder. Remove DATs if you do not wish to use those particular automata. COMPATIBILITY Use only one set of DATs, depending on the type of nightlighting you have. All DATs are REPlacement versions, there are no additional versions included. DEPENDENCIES The Dark Nite (DN) versions are best used with Simfox's Day and Nite Modd. They are untested with other night mods. -
1 point
Version 1.0
3,820 Downloads
Some little shops for your small towns. TIM, CLARO, VIVO, BRASIL TELECOM and OI are real brands in Brazil for Cellphones. They are very popular in Brazil and are true brands. We have many in our cities here. Lot size: 1 x 3 tiles Building style(s): Building: Landmark,Building: CS$$ Occupants: CS-$ : 60,CS-$$ : 17 Plop cost 1250 Bulldoze cost: 100 They are all stage 1 growth. There are 5 growable versions too. The jobs are $$ and $ and goes from 8 to 50 depending on the shop Water 21 Gallons Power 2MWh Made by Marcello BRandão SUICO from www.SimcityBrasil.com.br carlosmarcelo edit: Description more detailed and changed category. -
1 point
Version 1.0
8,755 Downloads
This mod is incompatible with the Persistent Automata Mod This mod changes the traffic algorithms in a similar way to the Persistent Automata Mod (which I admittedly took inspirational from and find an impressive piece of engineering), but with my own alterations to exemplar code. The mod forces cars, and other automata including but not limited to trams and rail, to disappear only when driving 30+ tiles or off-screen. Also, it makes the game spawn as many automata items as the game's locked source code will allow (admittedly will not cause large jams in medium size towns, possibly not in towns below 20,000), so larger cities will suffer realistic traffic jams and gridlock in some cases! Be aware that traffic following NAM puzzle pieces or NWM lanes, for instance, that have traffic paths that do not match up, will disappear regardless of the mod. Also, buses will disappear at bus stops akin to the vanilla game, there is no way to force them not to. This can also happen to GLR and rail, although it is less likely. There are no dependencies, simply extract into your plugins folder! Make sure it loads after the NAM automata controller and so is in its zzz_RealAutomata folder. -
1 point
Version 1.0
7,624 Downloads
Edificio Italia by Suico The most famous building in São Paulo and was the largest for many years. Constructed in 1965, on the corner of the Avenues Ipiranga and Sao luiz, the Italy Building is located in one of the focal points of São Paulo. With 150 meters, the famous building has 44 floors and a subsoil, 19 elevators, 52 a thousand square meters of constructed area and capacity for 10 thousand people in normal activities. The building is available in two versions Growable (Houston tileset) and Ploppable. Stats: Lot size: 4x4 Capacity: 2907 CO$$, 1455 CO$$$ Plop Cost: $200,000 Bulldoze Cost: $1,290 CB Edit: Restored description from missing data. Thanks @carlosmarcelo for reporting! carlosmarcelo Edit: Thanks @Wolf_pt for uploading. -
1 point
Version 1.1
9,908 Downloads
A set of 11 lots to create your copacabana Beach. Take a look at it on 1st january you'll have a surprise! They all act as parks. 1. A 7x1 Simple Beach (it changes towels and umbrellas colors all the times you use it) 2. A 7x1 LifeGuard Beach just like the real "postos" in Rio 3. A 7x1 refreshment stand 4. Another 7x1 refreshment stand 5. The world famous walkways of copacabana with their ciclovias - straight 6. Inner Corner of the walkways 7. Outer Corner of the walkways 8. Sand 1x1 9 Sand underwater 1x1 10. Sand 3x1 for intermediate region 11. A crowded tile with lots of umbrellas and towels This file only was possible to make thanks to kleston my co-admin on www.SimcityBrasil.com.br . He made all the tests and even found a compatibility problem with the files: RoadOverRailOverpass0_8_0.dat RoadOverRailOverpass0_5_0.dat ================================ @carlosmarcelo update: To homenage suico, I created a submenu to all lots this mod and "Copacabana Beach Addon 1 Sports", too. If you want use it with submenu, you must download "Submenus DLL" by memo. In this link there are detailed informations and instructions about this amazing functionality. If you wantn't use it with submenu, "Submenu DLL" is not necessary. -
1 point
Version 1.0
6,689 Downloads
This is a Museum with high capacity! The Oscar Niemeyer Museum (MON), also known as "Museum of Eye", is an art museum that is located in the city of Curitiba, capital of the state of Paraná, in Brazil. Inaugurated on November 22, 2002 as an annex to the main museum, this one built in 1967. Type: Museum Lot size: 6x5 Plop cost: 50000 Bulldoze Cost: 100 Budget item cost: 1500 School Student Capacity: 19200 School EQ boost: 35, radius: 4096 (covers entire big cities map) Air, Water and Garbage pollution: 0 Water and Power Consumed: 0 -
1 point
Version 1.0
3,910 Downloads
Your sims will love walking the sidewalks! Everyone will want to live very close to be able to take a walk on occasion. There are 7 different pieces for you to build the park in the format you want: crossing, bench, curve, circle, straight, picnic area and T. They all have the same characteristics: Type: Park Lot size: 1x1 Plop cost: 5 Bulldoze Cost: 5 Budget item cost: 1 Park effect: magnitude 30, radius 50 Air polution: -5, radius: 15 Water pollution: -5, radius: 15 Garbage pollution: 0, radius: 0 Water Consumed: 0 Power Consumed: 0 carlosmarcelo edit: changed category and previous broken description was rewritten. -
1 point
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1 point
Version 0.9
2,535 Downloads
Brasilia's Catholic Cathedral Type: landmark, YIMBY Lot size: 12x12 Plop cost: 100000 Bulldoze Cost: 100 Budget item cost: 100 Landmark effect: magnitude 100, radius 100 Mayor Rating Effect: magnitude 10, radius 256 Very low pollution, water and power consumer. carlosmarcelo edit: changed category and previous broken description was rewritten. -
1 point
Version 2.1
6,091 Downloads
O cartao postal do Rio de Janeiro! 17/04/2004 - NOVA ATUALIZA Christ the Redeemer Type: landmark, YIMBY Lot size: 12x12 Plop cost: 100000 Bulldoze Cost: 100 Budget item cost: 150 Landmark effect: magnitude 100, radius 256 Mayor Rating Effect: magnitude 64, radius 100 Very low pollution, water and power consumer. carlosmarcelo edit: Description more detailed and changed category. -
1 point
Version 2.0
5,015 Downloads
National Congress of Brazil - Congresso Nacional do Brasil Type: landmark, YIMBY Lot size: 12x28 Plop cost: 110000 Bulldoze Cost: 100 Budget item cost: 150 Landmark effect: magnitude 100, radius 100 Park effect: magnitude 100, radius 100 Mayor Rating Effect: magnitude 10, radius 256 please report any bugs. Original Building: Architect: Oscar Niemeyer Location: Brasilia carlosmarcelo edit: Description more detailed and changed category.
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