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doon

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Everything posted by doon

  1. I beg to differ - this is not a bug!

    Hi! Here's the city that deals with the land value bug: https://community.simtropolis.com/files/file/31783-aquaia-5sc3/ You can get the land value to overflow twice near the center by using 4x4 buildings and going roadless to reduce pollution, and by moving the buildings underwater and surrounded by marinas. You may be interested to know that the game does simulate a demographic bubble. Here's something to try: keep the life expectancy maxed at 89 for a few hundred years. Eventually, when your workforce falls below 50% of your population (check the Population chart), the RCI demand for your city will get wonky. Also check out Molleindustria, over the past few years he's released two screensaver-style city builders which are more focused on moral hazards and systemic collapses and fold catastrophes.
  2. Collabria.sc3

    Version 1.0

    147 Downloads

    Collaboration between comayors Imperar and Trar. Applies some of the tunnel- and pipe-related oddities exhibited in Tunnel Test 2.sc3.
  3. Setegria.sc3

    Version 1.0

    238 Downloads

    The largest known city built without cheating, Setegria houses 6,015,141 sims. The design of the city features several minor improvements over the design of previous large cities. The number of subway stations has been reduced to 377, from 400 in Magnasanti. The number of police stations has been reduced to 53, from 55. Connections to other cities now occupy the same tiles as RCI buildings, saving another 33 tiles. This comes at the expense of some stability. Some residential buildings along the northeast and southeast edges are too far from nearby industry, and will eventually become abandoned. Changing the building style may cause the city jails to become overcrowded. Two extra jails should be built beforehand. Enjoy!
  4. Canadrea.sc3

    Version 1.0

    156 Downloads

    De-urbanized archipelagic construct. Built by John.
  5. Satan City.sc3

    Version 1.0

    140 Downloads

    Rigid city painstakingly built by Senrils, without any cheating. Showcased in this video as the ultimate SC3K city: youtube.com/watch?v=JbZWywA0xLg
  6. Version 1.0

    271 Downloads

    Roadless city built by David Worsley without cheating, containing over four million sims.
  7. Intropia.sc3

    Version 1.0

    159 Downloads

    Unfinished collaborative city between Imperar and Wiz. The original blurb: "A mysterious city, Intropia was conceptualized with help of a Dutch friend. With our ideas combined, we took turns building and let our minds run wild and free to create a city the likes of which we have never done before, a city of pure artistic imagination. Although not completed, the end result in our eyes, was a stunning, timeless, masterpiece. Intropia gave us the opportunity to try out some of the most radical design themes and styles that we could not have thought previously, had we not built the city together: endless streams of parks, trees, lakes, roads, including a vast dynamic network of strange shapes, places, patterns, spaces, and intense magnitudes of gentrification, all arranged in such a way that it gives the observer the impression that he or she was in a reality that was out of this world. One can simply fall in love with the quantified abundance of harmony and natural equilibrium that exists so expressively in this city. Happy touring! "
  8. Celebration.sc3

    Version 1.0

    163 Downloads

    Rather dense city built by 'Optomist'.
  9. Ermandale.sc3

    Version 1.0

    187 Downloads

    City built by Daniel Sylveste. It's unfortunately missing a few custom buildings which I can't identify.
  10. Cumberland.sc3

    Version 1.0

    98 Downloads

    City buit by rens, and edited so that the game reports a population in excess of one billion (short scale). cf. Big_City.sc3.
  11. Bom Bom City.sc3

    Version 1.0

    174 Downloads

    Large city built by Bomberbaby along an isthmus. Note the names of certain buildings and neighbouring cities.
  12. BMW.sc3

    Version 1.0

    192 Downloads

    A labor of love by a dedicated BMW fan, or perhaps an early, bizarre attempt at guerrilla marketing. The mayor of this city goes by ///M, after the logo of BMW M.
  13. Atlantis.sc3

    Version 1.0

    222 Downloads

    City built by Hap420, consisting of several large, square islands surrounded by marinas.
  14. Arlington.sc3

    Version 1.0

    121 Downloads

    Flat, sprawling city built by 'Poopy'.
  15. Argolon.sc3

    Version 1.0

    186 Downloads

    A rather scenic city built by Stry Wortling.
  16. Big_City.sc3

    Version 1.0

    94 Downloads

    This city consists entirely of residential buildings placed via the 'all buildings' cheat. Its population should be 10,283,008. Due to a glitch, or perhaps because the author tweaked the file using a hex editor, the game will report 12,568,846 sims instead.
  17. Hello, It would seem this site is geared toward modding and custom buildings, so I figured I should make sure I'm not uploading a bunch of files that nobody wants. I have about 200 .sc3 files, comprising perhaps 150 distinct cities. Most of these were downloaded off the internet, but the sites I got them from no longer exist. Here's a rundown of some of the more interesting ones: Magnasanti.sc3 Name: Magnasanti / Mayor: Imperar / Date: 5/5/50000 / Date(R): 3/29/2009 / Pop: 6,005,407 First city to break 6 million residents without cheating. Zerotaxus.sc3 Name: Zerotaxus / Mayor: Imperar / Date: 2/25/2134 / Date(R): 10/11/2007 / Pop: 39,618 Proof of concept city. Achieves net positive income at 0% tax rate. 4141193.sc3 Name: Japone / Mayor: usotuki / Date: 6/4/3753 / Date(R): 4/6/2007 (probably from 2001) / Pop: 4,141,193 Old city, among the first to break 4 million residents without cheats. Pioneered the use of libraries to raise the fun cap. Les Simerables.sc3 Name: Les Simerables / Mayor: Rico / Date: 10/10/2964 / Date(R): 7/20/2002 / Pop: 4,236,009 Nearly 15 years old. Uses randomly placed zones and roadless transportation. Montnoir.sc3 Name: Montnoir / Mayor: me / Date: 3/21/2563 / Date(R): 6/15/2016 / Pop: 325,243 Using pipe terraforming, every building is below sea level. Stable Abandoned Library.sc3 Name: Setegria / Mayor: me / Date: 5/17/6932 / Date(R): 10/19/2015 / Pop: 3,763,604 While trying to abandon a large amount of RCI buildings at once, the library at (82,114) also became abandoned somehow. Setegria 22.sc3 Name: Setegria / Mayor: me / Date: 2/1/7417 / Date(R): 2/20/2016 / Pop: 6,015,141 Contains around 9,000 more people than Magnasanti, albeit not quite as stably. No cheats used. Imperamatrix.sc3 Name: Imperamatrix / Mayor: Imperar / Date: 2/9/17108 / Date(R): 12/25/2008 / Pop: 4,546,064 Ridiculously cool-looking city. Low pollution, crime, taxes. Maxed EQ, LE. Huge land values. Sharapolis.sc3 Name: Sharapolis / Mayor: Amy Lee / Date: 3/6/5522 / Date(R): 1/8/2007 / Pop: 4,509,383 Large city satisfying a huge laundry list of self-imposed restrictions. These include: road access to every building, adequate recycling, ten landmarks, good education, unpolluted geyser park, &c. Big_City.sc3 Name: Dense City / Mayor: Bob VIII / Date: 4/6/2055 / Date(R): 1/8/2000 / Pop: 12,568,846 An attempt to achieve the highest residential population via plop buildings. It would fall a few thousand short due to some inefficiencies at the edge. However, a glitch caused the population to spike upward by 2 million. Tunnel Test.sc3 Name: Borg / Mayor: Imperar / Date: 6/14/2984 / Date(R): 10/23/2008 / Pop: 469,296 Tunnels used to create unusually steep terrain, tunnels making use of teleportation, Y-shaped tunnels, marinas on land, RCI buildings in the water. Also, I have a bunch of related screenshots and city design notes saved, including some old forum posts which elucidate some of the contents of sys.pak. My question is, how should I upload all of this? As one big zip file, separately, or not at all?
  18. I have some old cities on my computer

    @CorinaMarie Great! I counted, and it seems like there are 127 distinct cities in all, including those that I've uploaded already. I think most of these are available on sc3000.com after all, but I'll go ahead with uploading them if you'd like. If I can pin one that I've made, I'd like Setegria.sc3 to be pinned once it's up (that might be a few days, some tweaks are needed). Otherwise I'd go with Imperamatrix.
  19. Parasanti X.sc3

    Version 1.0

    99 Downloads

    Modified version of Parasanti, accommodating more sims at the expense of some educational facilities and fire stations.
  20. Hedrapolidon.sc3

    Version 1.0

    143 Downloads

    An early megacity due to Imperar. The original blurb: "Greetings, everyone. Allow me to introduce to you all, the city of Hedrapolidon, the third "megacity" in line that I have built, and the first to be uploaded to this site. What I call a 'megacity' in SC3K, is a term that I refer to as any city that has surpassed a population of 4 million sims, without the use of cheats. Built in October 2006, it took no more than 2 weeks to create. With such a large population, the city (with the exception of fire departments) boasts a vast educational system, contains plenty of hospitals, parks, and opportunities, whilst maintaining low pollution, crime, and unemployment. It even has room for a large, green, open space in the geometric center of the city. This is where 4 million sims can proudly gather together during its festivity seasons and celebrations . There also lays my mansion where I, and other sims can view the encircling skyscrapers from a good observable distance. Being an experimental city, Hedrapolidon has been specifically designed to test out a new zone grid layout alongside a new construction method that I had developed in my SC3K notebook (yes, I truly am a fanatic). However, even though the city as a whole, appears to be of great achievement, the grid design was a disappointment, as it had failed in maximizing all its zones to its desired density, to which it was designed. Nevertheless, the city itself proved to become a worthwhile learning experience where I had discovered several key aspects that need to be considered when constructing an ideal megacity. Here are a few lessons I learned from building this city: 4x4 buildings do not always develop successfully in roadless cities no matter how much you try, so it is better to design a grid that avoids them 6x6 spaced-subway stops, is therefore, a more reliable distance for optimum zone growth Pollution can be reduced in dense residential and commercial zones with high land values, by avoiding 1x1 filler tiles Water pipes can be effective laid diagonally Never underestimate the importance of micromanagement, and the "make historical" option Low-value dense buildings occupy more sims than high-value ones Build in the center for equalised development of the map, not the corners Slice the map into equal sectors to make them appear faster and easier to complete Designing "grid modules" (clumps of grids) accelerate development Planning a preliminary zone layout test city first, would really help Never neglect the artistic side of designing a megacity! Hope this serves as another example to those planning to build their own megacities as well. Thanks for your time, ~ Imperar/Omnika"
  21. Suprematrix.sc3

    Version 1.0

    143 Downloads

    The third city in Imperar's -Matrix series. The original blurb: "Once again, my efforts and dedication to the SimCity 3000 world has produced yet another urban monster, one taking 3 weeks to construct. Completed in the year 10001, I behold to you all, the sequel to Unimatrix – Suprematrix. Not only has it surpassed 4.2 million residents, but it has fully gained the A-level grades I have strived hard to obtain since 2004 at that population. To clarify, the ‘A-level grades’ I mention refers to the grading system that sc3000.com’s city center had used before it became historical – A-grade in aura, health, education, crime, traffic, pollution, land value, and unemployment. This city has it all. Firstly, I started directly from scratch, raising the elevation much higher than any previous supercity I had built, in order to accommodate for tunnels. I then began building a temporary city at the center, that once big enough would be replaced by the actual permanent city. Secondly, in comparison to the prequel, I opted to completely eliminate roads, which posed an entirely new yet interesting problem. Since I planned to have the RCI zones laid out in clusters just as before, without roads there is liability of having them abandoning (due to poor transportation) in large numbers. To solve this dilemma, I came up with a theoretical solution – cover the underneath of the city entirely with subways. Thirdly, this time, I designed the shape of the RCI zone clusters in direct relationship to the classical layout model – a circular CBD superimposed onto the square map, with 4 smaller industrial squares located at the corners of the map, the rest being residential zones. The CBD disk, shaped as a circle – the perfect form – relates to the concept of an ideal and unified society, and also to the harmony of the microcosm and the macrocosm, like Leonardo Da Vinci’s ‘Vitruvian Man’. In which case, the city becomes a representation of the universe itself. Fourthly, there are 49 modules that make up the collective whole of the city, which I developed from several tests not before, but during the making of the city. Unusual in design, these modules contain an irregular layout of subway stations, and houses structures for all sizes, that I admit I struggled to conceptualize at first and that I could have had improved. Nevertheless, all the modules in the city managed to fit well as whole sections, with a slight modification to the design at the edges of the city. Fifthly, another varying property of the city is my choice towards the type of RCI buildings. Like Unimatrix, this city has only 3 types of 4x4 buildings, but what is different now is that the commercial and industrial buildings have changed. Finally, I wanted Suprematrix to have yet another unique feature – a fully adequate recycling system. Another interesting fact during the making of the city was that I had attempted to add as many trees into the city as I possibly can, in order to get rid of the ‘city goes green’ message. Many parks and libraries were demolished in the attempt that ultimately led to failure. This led to a separate investigation to see how and when the message actually appeared, and also disappeared. The results revealed that the message never actually goes away once half of the tiles on any size map have been developed, no matter how many trees were added afterwards. Even though, an earlier part of the city’s history had proven that with the removal of the recycling centers and libraries, and the addition of many trees, the overall pollution came down to an incredible level 2, the cleanest ever attained at such a city size. As always, NO cheats, hacks, trainers, plop buildings, sc2000 imports, etc, were used to make this city. NO automated software, robots, aliens, or anything else absurd for that matter either, despite what others may want to believe. Thanks for listening and enjoy the city :-) Imperar V Omnika"
  22. Unimatrix.sc3

    Version 1.0

    101 Downloads

    The second city in Imperar's -Matrix series, built over a four-day period in 2007. The homogenous appearance of the city was achieved by demolishing every RCI building except for Quigley Towers, Mullet Hi-Rise, and SimMars Research & Testing Facility. Features a population exceeding 4 million sims, and a rather sparse grid of roads.
  23. Prematrix.sc3

    Version 1.0

    92 Downloads

    The first city in Imperar's -Matrix series.
  24. Aquaia 5.sc3

    Version 1.0

    189 Downloads

    In SimCity 3000, once the land value on a tile reaches 255, raising the land value any further will cause it to overflow. That is, the land value will wrap around to 0. Imperar's unfinished city, Aquaia, demonstrates the practicality of his proposed workaround: raise the land value even further so that it reaches astronomical levels again. The land values in Aquaia are, effectively, twice as high as they could go. The city is designed so that: Every building borders water The water is full of marinas Every building borders a park The buildings have large footprints in order to reduce pollution For the same reason, only clean industry is used There is no crime The areas furthest from the city center are unoccupied Subways are used for transportation As a result, the average land value is 213.
  25. Parasanti.sc3

    Version 1.0

    115 Downloads

    The second city in Imperar's -Santi series, Parasanti. As he put it: "PARASANTI Parasanti is the official sequel to the city Armadasanti, built a year before. This urban megagiant is now truly the largest non-cheat city that could ever exist in the SimCity 3000 world that includes a full set of schools, colleges, hospitals, libraries, museums, recreational facilities, police, and fire stations. It is even cleaner than its sequel and more carefully designed. More so, ever since the completion of my city Emporia, the increased standard level of construction quality has been so significant it has continued to resonate into this city. The following paragraphs shall describe and explain the nature of the city in the fullest of details. A super-city requires super information about it. The basic zone plan starts out as an octagon shaped central business district where the largest concentration of commerce can be found. In addition, the majority of industrial zones are at the corners of the map, relating back to the classical model of earlier times by method of superimposing a circle onto a large square to represent the commercial sector and then placing smaller squares at the corners of the larger square without overlapping the circle to represent the industrial sector. The remaining area would thus represent the residential sector. This has been a recurring theme amongst large cities of the past by others with the goal of appearing symmetrical, mainly due to its success at being practical to implement whilst giving cities sophistication and elegance, although many variations in design exists with the basic characteristics of the classical model intact. What I have done was to combine these ideas with the radical concept of living nearer to work by method of distributing RCI zones as closely and evenly together as possible - a fundamental aspect to building big. The result could only be described as bewildering. To add to this, a special building code similar to that used in Unimatrix limits the styles of buildings that can exist in the city. By having control over building styles you have absolute control of what you want your city to look like. Several key innovations include the inland marina that was possible by water pipe terraforming; road and railway connections that overlap each other in a single tile, a triangular network of police and fire stations positioned for maximum effectiveness, and an economical subway system that was spaced out using a 10x10 subway station framework, making the system extremely space and cost efficient. The south of the city is the only place where you can actually find trees and it is there where you will find the inland marina. The most important public building of all is the library - it is this miracle structure that raises the residential capacity providing the necessary demand required to build at this level. No other structure can do this better than the library except the Casino Row, Stadium, Performing Arts, Historical Statue, Theme park, and Space Port reward buildings. In order to squeeze an adequate supply of educational and health facilities requires being able to control your workforce by controlling the life expectancy. This in turn can enable you to prevent your cities entering a depression. Unemployment can be controlled in this manner as well. The original plan for the city was to have a population of 5.5 million sims without all the public buildings but changed as the city was nearing completion. In fact, the city had peaked to that population which quickly diminished during the introduction of public buildings. The plan for the CBD was also originally intended to be smaller than it is now. The central design breaks away from the traditional concept of having the mayor's house located dead center, and instead a towering monument has been erected alongside a complex of government buildings to define and establish the city as a world class record-breaking supercity, thus giving itself a unique identity and reputation that cannot be ignored or forgotten. With the city obtaining 100% historical buildings, an accurate plan of zones and structures, great statistics, it is by far, the most perfect city I have built up to this point. Overall, Parasanti is a very unique city as it has many features like those mentioned above that makes the city almost revolutionary. The scale of construction itself was so intense and overwhelming that it took me one entire year from conception to completion. From the start, the city had been plagued with problems and other issues but gradually through incremental stages of progress and improvement, and armed with experience from the past, the city eventually took its final form and became something truly amazing. The next big step now is to take these ideas and principles further, to create something even bigger, and better. Specifications Population Residential 5,313,148 Commercial 2,375,850 Industrial 404,544 Total Size 8,091,501 Aura 236 Health 89 Education 123 Crime 0 Traffic 9 Pollution 5 Land Value 128 Unemployment 0% Special Features Overlapped road and railway connection 6 Neighbor deals Economical subway design Marina on land Monument in city center Efficient police and fire coverage layout 100% historical buildings A Central Business District More than enough schools, colleges, hospitals, libraries, museums, and recreational facilities City Issues 3 Buildings Abandoned Land Value Level 128 Pollution Level 5 Not enough trees Inadequate recycling centers Not enough parks Historical Events Lowest life expectancy was 48 Residential population peaked to 5.5 million sims Try and beat this baby!!!"
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