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Popular Content
Showing most liked content since 06/05/2026 in all areas
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21 pointsRiktor's Point is a small peninsula that reaches into Quonock River. It was deemed far enough from the city centre to build an airport: Riktor's Point Aulton, RPA. The airport attracted industry with buildings using all of the scarce space. The first passenger terminal quickly became too small and was refitted as a cargo terminal. Thus the control tower is placed next to the cargo terminal and not the passenger terminal which is newer. The passenger terminal is very busy and will soon be running out of space. Wedged between the runway and the industry on the riverbank, the passenger terminal can only be reached via tunnels Due to the proximity of the river, there is no option for more terminals or a second runway. Plans for a second airport are already being discussed. Aulton is never finished.
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15 points
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14 points
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14 pointsMajor infrastructure project building a rail and BTM across a rugged area of my region Taking inspiration from Chinese HSR viaducts and offshore roads like in Reunion Still more extension work to do in the mountains
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14 pointsMulan Akiba will be uploaded tomorrow. Finally getting to these two non-Akiba buildings.
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14 pointsI'm making some new relots, the upcoming PIM-X makes everything easier.
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13 points
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13 pointsI experimented today with lightening up the very dark one and darkening the light one just to see if there was a middle ground but in the end I agree the original dark one is the best. But now I need to figure out new textures for above the tunnel, the new-build modern concrete I have been using almost ruins the look. I does look awesome with lots of trains plying the tracks though I think
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12 pointsSo. For some reason I started down the track-texture-tinkering rabbit hole this afternoon which at one point even included changing the coloration of my terrain base a bit. That proved just too much though and most of the 20 or so experimental textures are no good. And also this is maybe the 4th time I've jumped into this particular rabbit hole lol. I did find something I sort of like though, a faded and washed version of what I had come up with previously which in itself was only the standard RRW coloration darkened by 20 points. And I have to give the textures code names to even keep track of what I'm doing. This is the one (or in Julian code RRW3D20F1) that I really like. The other contender is that same texture just 12 points darker (or for those of you who were paying attention RRW3D20F1D12), this is as dark as I thought it could go without starting to look abandoned. (Also, these codes may become important. People have accidents. If someone had to step in and become mayor, or Director of Railroad Track Coloration, my coding system could be very helpful). And finally, just another pic of what I've been using for comparison. Which I still like. What to do.
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12 points
Version 1.0.0
80 Downloads
This DLC contains buildings without lots (It is a dependency for future lots). Special thanks to @Bobelboy @brancra @IDS2 @Nikolaux and @Tyberious06 for the support Specs: You can find them as AGC_Buildings_ I will update this DLC constantly so you must be on the lookout. Scale of the models: 133% on z axis (Vertical scaling). Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). ------------------------------------------------------------------------------------------------------- Thanks to everyone who donates! I'll start exporting exclusive BATs to my donors, just send me a DM. https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU -
12 pointsI'm changing how I upload Hide and Seek files. I'll upload all at once, by creators. The image above is the result. It was hard to find the exact font used on the logo (below). And thanks to @CaptCity for the nice images!
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11 points
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11 pointsI just play the game. I don't really think about all this stuff. I'm having fun haha Yes the easy part is done- now it's mountaineering time. I've become pretty experienced with a lot of past projects by now but I'm sure it will throw a few curve balls for me. The routing- I want it to get to the edge of my region and connect to SimNation. I have a freeway route already- not sure if the rail lines will parallel it much however.
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11 pointsEverything is incomplete - two locomotive paint jobs not finished, the concrete wall is sized wrong, the wall lot on the upper portal is too short. Lots of work to do and old concrete is soooooooo very difficult to get just right . But still. I like it anyway...
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11 pointsI'm very glad to know ST is back and alive! Thank you. It's commendable the effort and speed you got the website back online considering the severity of what could have been. After SimPeg's and SC4D's catastrophic disappearance, Simtropolis remains the anchor to a beloved game and awesome community from another era. Makes me happy not having to say goodbye to this comfortable and familiar corner of the internet.
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11 points
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10 pointsThe area around this train station is finally finished. Like any transportation hub it is a traffic magnet, and it took some time to figure out how to bring all of the roads together. I did not want any highway ramps, I feel like the roundabout is what it all work out.
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10 pointsI stayed with the same area of tunnel portals on the east side of the river today so I coould work through more concepts of 'old concrete' textures. Maybe made some progress. I do now think that weeds and errant gum trees do go better with old concrete rather than new...
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10 points
Version 1.0.0
40 Downloads
Based on a real building in Detroit, Michigan, USA. Information: There are two lots included in this upload. Both are growable on the Chicago and New York tilesets. The first is a growable 2x2 Stage 6 R$ lot with Maxis props. The second is a growable 3x3 Stage 5 R$ lot with AGC Props. Installation: Copy/extract the content of this folder into your Plugins. Dependencies: You will need to download the AGC Buildings RWS DLC for the Model Files: The 3x3 growable requires three (3) AGC Prop packs, for Street Props, Flora and Automobiles: Credits: I only did the lotting, modding and testing. The refined modeling, texturing and lighting are by AGC / Barroco Hispano. If you appreciate his work, consider donating to his PayPal here: https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU -
9 points
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9 points
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8 pointsBeen at work trying to improve the Plop-and-Paint DLL further with some extra functionalities. -> Ability to pick existing lots to easily find them in the dialog -> Ability to pick existing props to easily find them in the dialog -> Ability to paint also textures as terrain decals -> Ability to pick textures from lots and from previously painted terrain decals -> Better support for seasonal props (automatically merged into seasonal sets if their naming scheme makes sense) + these sets are painted together -> Improved file loading in the cache builder, so it should now follow the game logic for file loading better, which should hopefully lead to less plugins not being represented in the lot/prop/flora pickers.
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8 points
Version 1.0.0
68 Downloads
Based on a real building in London, UK. Information: There are two lots included in this upload. Both are growable on the Houston and Euro tilesets. The first is a growable 3x2 Stage 6 R$$$ lot with Maxis props. The second is a growable 4x4 Stage 6 R$$$ lot with AGC Props. Installation: Copy/extract the content of this folder into your Plugins. Dependencies: You will need to download AGC Buildings RWS DLC for the Model file: The 4x4 growable requires three (3) AGC Prop packs, for Street Props, Flora and Automobiles: Credits: I only did the lotting, modding and testing. The refined modeling, texturing and lighting are by AGC / Barroco Hispano. If you appreciate his work, consider donating to his PayPal here: https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU -
8 points
Version 1.0.0
48 Downloads
Based on a real building on Brompton Road, London, UK. Information: There are two lots included in this upload. Both are growable on the Houston and Euro tilesets. The first is a growable 1x2 Stage 3 CS$$$ lot with Maxis props. The second is a growable 1x2 3 CS$$$ lot with AGC Props. Installation: Copy/extract the content of this folder into your Plugins. Dependencies: You will need to download AGC Buildings RWS DLC for the Model file: The second growable requires three (3) AGC Prop packs, for Street Props, Flora and Automobiles: Credits: I only did the lotting, modding and testing. The refined modeling, texturing and lighting are by AGC / Barroco Hispano. If you appreciate his work, consider donating to his PayPal here: https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU -
8 points
Version 1.0.0
16 Downloads
This is just a collection of all the base Lua files found within the game. I just pulled them into their own file for ease of use. I originally pulled them for one of my own mods, but figured I could just share these, and now people don't have to hunt through the main game files trying to find them. Use it however you want. File is simply labeled: "Lua.dat" No clue how useful this is/can be. So, have fun with it if you do find it to be useful. -
8 pointsI'm getting there. I have a couple cities fully zoned and ready to go for vids, and working on a couple more too. --- Roughed in ideas to finished design
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8 points
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7 points
Version 1.0.1
50 Downloads
Based on a real building in London, UK. Information: There are three lots included in this upload. It is growable on the Houston and Euro tilesets. The first is a growable 3x1 Stage 6 R$$ lot with Maxis props. The second is a growable 2x1 Stage 7 R$$ lot with Maxis props. The third is a growable 3x3 Stage 5 R$$ lot with AGC Props. Installation: Copy/extract the content of this folder into your Plugins. Dependencies: You will need to download AGC Buildings RWS DLC for the Model file: The 3x3 growable requires three (3) AGC Prop packs, for Street Props, Flora and Automobiles: Credits: I only did the lotting, modding and testing. The refined modeling, texturing and lighting are by AGC / Barroco Hispano. If you appreciate his work, consider donating to his PayPal here: https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU -
7 pointsFinally setting up the full and complete off-server backup system
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7 points
Version 1.0.0
67 Downloads
Based on a real office building in Canary Wharf, London, UK. Information: There is one lot included in this upload. It is a growable 3x3 Stage 7 CO$$$ lot with Maxis and AGC props. It is growable on the Houston and Euro tilesets. Installation: Copy/extract the content of this folder into your Plugins. Dependencies: You will need to download AGC Buildings RWS DLC for the Model file: The lot requires three (3) AGC Prop packs, for Street Props, Flora and Automobiles: Credits: I only did the lotting, modding and testing. The refined modeling, texturing and lighting are by AGC / Barroco Hispano. If you appreciate his work, consider donating to his PayPal here: https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU -
7 points
Version 1.0.2
50 Downloads
Based on a real building (the Como Metropolitan) in London, UK. Information: There are three lots included in this upload. All are growable on the Houston and Euro tilesets. The first is a growable 2x3 Stage 6 R$$$ lot with Maxis props. The second is a ploppable 2x3 CS$$$ lot with AGC Props. The third is a growable 5x5 Stage 5 R$$$ "Apartment Complex" lot with AGC Props. Installation: Copy/extract the content of this folder into your Plugins. Dependencies: The ploppable and the 5x5 growable lot require three (3) AGC Prop packs, for Street Props, Flora and Automobiles: Credits: I only did the lotting, modding and testing. The refined modeling, texturing and lighting are by AGC / Barroco Hispano. If you appreciate his work, consider donating to his PayPal here: https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU -
7 points
Version 1.0.0
38 Downloads
Mulan, Akihabara, Tokyo Mulan is a secondhand store in Akihabara, Tokyo that has many floors of Otaku culture trinkets as well as tons of gachapon (capsule vending machine) collectibles. The bright yellow and red building is one of the most striking and recognizable buildings in Akihabara. CS$$7 1x1 building, purposely made as a corner as to not have it pop up everywhere. Plop version included as well. I made five different Otaku billboard variations. This can be used with @rare_guava's Sega building, my Hirose block, and the HKABT Ishimaru-LAOX (which is now Edion) and Onoden to create a streetscape, since they all neighbor each other. Dependencies: None. -
7 pointsI found the post below by Belfastsocrates, which confirms it is a relot. Perhaps the name "Gilbert Scott Building" is fictional.
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7 pointsFinally, I caught stop to write. Even without playing SimCity nowadays, it was nebulous days without simtropolis. Even staying busy every day, I visit here to see the new and how are the peoples. Fortunately, all site is come back and with community more united. And everything that's missing is just reasion to we have more and more good news in the nexts weeks and months. Thanks all for devotion to return the site for us. Long life to simtropolis.
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7 points
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6 pointsHi TMC, @CaptCity has already touched on most things, but I'll try to answer the best I can... As Capt said, this was a new feature I added shortly before the site crash. I didn't quite get around to formerly announcing it, and ironically the very day I was planning that, the old server was vaporised into cyberspace. Thankfully though, I kept local backups of all the edits I made to the board software code. I've added back most (if not all) these custom edits I made, including the downloads history feature. The data retained for downloads history will be missing from 01 March to 16 April, the day the site went down. So yes, any downloads you made between this period won't be logged. There is a separate "My Downloads" history table which I'll be unveiling in due course. Here's a sneak peek of that: So that's officially coming soon... Thankfully, the order of downloads won't be affected, since the history data was intact up to the cut-off (01 March). It sill goes back to October 2024 which was when I first implemented the downloads history. This is separate from the "Who downloaded this?" lists on each file. Your own downloads history is now stored indefinitely, unless clearing individual entries (or the whole list), which will be options available on the new My Downloads page. That sure is unusual, and indeed, there aren't restrictions on PNG images for file screenshots (although typically we do prefer JPG for gameplay type images). It makes me wonder if there's a lingering cache with the homepage feed sometimes, and perhaps editing the file helped to update that cache.
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6 pointsThere is also a Started a petition for EA to release SimCity 4 source code topic on r/SimCity that attracted the attention of a former Maxis artist who worked on SC4 (u/vertexnormal). They mention in the topic that they have copies of all the art source material (and possibly pre-release builds mentioned in another topic), but didn't grab the code and are not sure if EA still has copies. There is also a comment on the building/bridge creation which is a fun read. While I know there is no chance of those pre-release builds ending up in public, especially since someone publicly admitted to possibly having them. IMO that would be a close second to the actual source code in terms of the number of things that could be discovered. I expect some of those internal builds may have things like: Ingred and all the related editors active with the proper file layout. Full Windows debug symbols (and perhaps even a full debug build, which would limit compiler magic). Plus a ton of other possibilities depending on the specific build, like getting a build with the original intended traffic simulator before they altered it to run on low-spec machines.
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6 points
Version 1.0.2
62 Downloads
Based on a real building in London, UK. Information: There are two lots included in this upload. The first is a growable 5x5 Stage 6 CO$$$ lot with Maxis props. It is growable on the Houston and Euro tilesets. The second is a ploppable 5x5 landmark lot with AGC Props. Installation: Copy/extract the content of this folder into your Plugins. Dependencies: You will need to download AGC Buildings RWS DLC for the Model file: The ploppable requires three (3) AGC Prop packs, for Street Props, Flora and Automobiles: Credits: I only did the lotting, modding and testing. The refined modeling, texturing and lighting are by AGC / Barroco Hispano. If you appreciate his work, consider donating to his PayPal here: https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU -
6 pointsUPDATE: All maps that were lost as part of the crash should now be restored. The following went back up today: Calais-Dover, France-UK Chicago, USA Lagos, Nigeria Longyearbyen, Norway Mexico City, Mexico Naples, Italy New York City, USA San Bernardino-Palm Springs, USA Ventura-Santa Barbara, USA Villingili, Maldives If you come across a missing link/map, please reply here or send me a DM and let me know.
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6 points
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6 pointsThank you so much for your comments! @Ernestmaxis : Maybe I didn't quite get your point, but why not use @rsc204's SAM7 : https://community.simtropolis.com/files/file/30929-cataylsts-sam7-bikepaths-mod/ ? @Dead_End : As for the grass, I’m afraid there’s nothing I can do. You’re not the first person to ask me about this. In fact, I had no experience with textures before starting SENT, so I followed a few tutorials to get started, and my workflow doesn’t allow for easily changing the textures of resources or grass. I work with image editing software (GIMP) on .PNG files, unlike @hugues aroux, who uses a different method that makes it easy to modify this parameter (vector graphics). Currently, SENT consists of approximately 35,000 to 40,000 .PNG files for all these variants and options; about 30–40% of these files contain resource textures. That’s far too many for me to go back and change my workflow. Sorry. When it comes to crosswalks, the answer is almost identical to the previous one regarding detail textures. To go into a bit more detail about how they work: I deliberately chose to create crosswalks that are larger than the default ones in the Maxis/NAM game, which are usually just two parallel lines. But unlike in the base game, since my crosswalks are larger, they aren’t displayed when there are no buildings nearby. As a result, crosswalks are mostly visible in built-up areas. I can understand that, depending on the look and feel of the city you want to create, such large crosswalks might be a bit too visually “intrusive.” This is something I’ve taken into account (belatedly) since I started working on the third version of SENT (AVE4 & RD4), so I’ll try to add more variety in this regard when I work on the fourth version. One final note on this: in the first version of SENT (RD2, OWR1 & OWR2), I placed crosswalks almost systematically wherever pedestrians crossed the road, displaying the path taken by pedestrians using the “Path” command from Extra Cheats Plugin.dll. But now, it’s less systematic, and I try to weigh the pros and cons of what seems excessive and what doesn’t. Finally, regarding the T21 accessories, version 3 already includes an option in the installer so that players can choose between using my T21s or an alternative (Maxis/NAM or another mod). Furthermore, since there’s now a DLL mod that lets you place accessories anywhere you want without restrictions, it’s clearly wiser to let players decide for themselves! Thank you for your suggestions. And here are a few pictures:
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6 pointsAs stated in a previous entry, in my regional headcanon the ludicrous farm plots are an unofficial competition between towns to honor the Royal SimFamily's farming heritage, given that the matriarch of the current Reiss lineage - Queen Historia I - was raised in a farm and was affectionately named the "cattle-farming goddess" early in her reign. Captain Middle America: The Winter Wheat Seller Wood Man Brown Widow Harvesters: Infinity Farm Cider-Man: Far From Hoe Guardians of the Granary Crop circle to greet the UFO visitors. The aliens must be really tired from their long interstellar trip, so the thoughtful farmers had it ready-made for them Piggeries/hog farms forming a giant Star of Eldia. This time around, the pig enclosures have all been equipped with electrified fences and motion-sensing infrared cameras Brzenska city's fractal grid layout and hexagon outskirts. The hexagons look "futuristic" in the sense that you can expect to arrive at your destination in the distant future, eventually. If you're up for a challenge, download the ready made region and try driving through this monstrosity in u-drive-it mode haha If you squint at it long enough, the neighborhoods flanking the highway somewhat resemble the hallucigenia "source of all living matter" from the series. Dreyse-Freudenberg Metropolitan Area's concentric zone model layout. Inspired by the ancient Walls Maria, Rose, and Sina I was going to develop it a bit more to gather a clump of skyscrapers around the John Hancock Center, but never got around to it so it ended up looking like Isengard and Orthanc from Lord of the Rings On the very bright side though, it would make an ideal bullseye target for orbital nuclear bombardment (not that anyone's planning to do that anytime soon, right?) Berner Industrial Park hosts manufacturing plants supplying high-tech parts for the Hange Zoe Space Center Zacharius City's central business district, where the southern terminus of the national high-speed railway loops around to "lasso" the financial skyscrapers of what was once a frontier ranching town: where cowboys once wrangled market bulls, now their grandkids are chasing bull markets. The city's ranching legacy is celebrated annually during the traditional Zacharius Meat Auction
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6 pointsThe MoonLinght's Compilation has been restored in the Found Content club. Go to the end of the list and look for the file named ML JPN El Rail MOD. As noted, the files in this compilation are quite dated and may not function as expected.
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6 points
Version 1.0.0
51 Downloads
SM2 Experimental Geothermal Facility A high tech experimental geothermal facility where new thermal energy sources are researched. IHT$$$3_4x6_SM2 Experimental Geothermal Facility Stage 3 Lot size 4x6 Provides 188 high tech jobs Power used 25 Water used 22 Bulldoze cost 314 Will grow on any tile set. Dependencies SM2 Essentials https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ SM2 Mega Prop Pack Vol3 https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack-vol3/ SM2 Mega Prop Pack Vol4 https://community.simtropolis.com/files/file/33304-sm2-mega-prop-pack-vol4/ SM2 Mega Prop Pack Vol5 https://community.simtropolis.com/files/file/34316-sm2-mega-prop-pack-vol5/ SM2 Mega Prop Pack Vol6 https://community.simtropolis.com/files/file/34872-sm2-mega-prop-pack-vol6/ Simmer2 -
6 points
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5 points
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5 pointsEA has been releasing source code for some older games in recent years, specifically a few games from the Command & Conquer franchise. But it is my understanding that only happened due to an EA insider with connections to the franchise pushing for source code to be released as part of a remaster that was already in the works, and AFAIK there isn't anyone connected to the SimCity franchise still working at EA. The Command & Conquer source code is also not in a state where anyone could build an exact replica of the existing binaries, as the code has dependencies that EA could not or would not include. There is someone who was working on using AI to do that with the SC4 32-bit Mac binaries (which have partial debug information, thank you Aspyr ), but last I heard it would take their local LLM models months to complete the necessary documentation. Even if that is successful in creating all the necessary documentation (of which I am highly skeptical), you would still need programmers to write new code based on that documentation. You may also have a situation where many DLL developers are taken out of the pool of programmers due to the fact that they would have done reverse engineering of EA's code. The same individual was also trying to find people to contact within EA to ask about the actual source code, which I think is a slightly more feasible route. From this post by Karbydis, EA openly admitted to early SC4 modders that code modifications could be made with DLL plugins. But they never officially provided the necessary information to do so. AFAIK the current DLL advances are largely due to the to two things: The late Paul Pedriana (Lead programmer on SC3K and SC4) leaking a few pieces of source code that describe what SC4 looks for when loading DLL plugins, and encouraging reverse engineering of the rest of the game's interfaces. The previously mentioned partial debug information that Aspyr left in the 32-bit Mac binaries, which allowed many of the game's interfaces to be reconstructed. But there are limitations with this strategy. The compilers can modify how things are laid out when compared to the original source code. When porting the code Aspyr removed and changed a number of internal things that have no effect on game-play, but are in some cases visible to code plugins. Most notably they removed the code that would have allowed the game to load the Mac equivalent of DLL plugins. Although Apple security restrictions would likely have killed that eventually even if they left it in. My understanding of the history is that EA's red line has always been distributing modified versions of the EXE, and while many DLLs modify the game's code when it is running the EXE on disk remains untouched. The 4GB patch modifies the EXE by changing an option the OS reads when starting it, but I doubt there would be any issue with that as long as no one distributes a pre-patched executable (but I am not a lawyer).
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5 pointsThere’s some decent options to be found here: https://www.yuhisa.com/simboard-archives/ These might also be in the direction you’re looking: @Huston in particular has a bunch
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5 pointsI understand that these mega-packages are probably easiest to upload, but there are some clear downsides. If you only want one or several items within, it'd be hard to sort through them. I'm not personally familiar with these authors so I'd be relying on the description or the readme to see what's included. Will pictures show everything or just a small image with the creator's name? As a dependency for anything else, downloading a mega-package like this doesn't make it easy for most people if they only need one item. Ideally, I'd prefer individual or smaller packages.
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5 pointsHot off the press is a bunch of new content for the Simtropolis channel! +68 packages by @xannepan, with lots of delicious W2W and Euro/French architecture +7 packages by @gerAndi +48 packages by @AP, covering all of their remaining content to date!
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