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City-building game(s)

Found 43 results

  1. Towns: Comodoro, Queirós and Santo Malé

    "Towns: Comodoro, Queirós and Santo Malé" Three towns between Wer and Luquenz. Connects to Villa Hermosa and Yuti by bridge. Full Map Metropolitan area: 9.352 Town of Comodoro Town of Queirós Town of Santo Malé We hope you visit our towns, See you on the next article, Stranger.
  2. Wer: History & Modernity

    "Wer: History & Modernity" Wer is a touristic city of Metzú Republic. Is situated some 12 kilometres of Bahía Azul and 332 Km of Yuti, capital city. Founded in 1825 by european colonists. Today is a historical heritage. There are a lot of antique buildings of european architecture of 19th Century. Many structures have been destroyed by State negligence. Wer is a mixture of modern and old buildings, creating the silhouette of Wer City. Full Map Population: 57.632 Main Activities: Tourism, Manufactured Industries Wer Stories... We hope you visit our cities, See you on the next article, Stranger.
  3. Rosenmontagsumzug in sc3k?

    Rosenmontagsumzug in sc3k? I didn't remembered this. But it needed a bit a different "Guggenmusig". Follow me to Narretania, get on the wagon and i will lead it. And because i found no general architecture thread here but a friend showed me a vomiting building which i missed to take notice of, it's the new (2017) extension to the "Landesmuseum" in Zürich (Switzerland). Just to have a bad example, how can a city allow such or like to have? It's imho a murdering of a building. It is already ugly but to stick it in an existing Tudor Castle building is murder and nothing else. Get your daily shiver... it vomits a cardboard-wiener, that's what i see. "Erzwungen" that's what i would say in german, if you have no imagination but like to make something special. I can't stop laughing, at least it reflects the times. Talent isn't needed anymore already my teacher in chemistry said, "a paper (diploma) you need (and vitamins)". "Additional tunes in sc3ku" It's certainly widely spread that you can unlock a song in the playlist, well even or a least also add the out commented tune from sc3k - if you own(ed) it. But it's also easy to add more, personally i added all from sc2k and SimCity (v1.07 and win32 and the quite rockin' theme from the cdtv version), the player accepts common pcm .wav streams and if you keep the sampling rate low i.e 22050 kHz and export it as 8bit it's acceptable and doesn't needs to much space. To compress to EA's own format isn't as easy, but i found a shell proggy on sourceforge which should do the job. Why at all? I mean in fact you could play any music on any player in the background, just because?
  4. I thought this might be an interesting topic: Show us your Stand-ins and Look-alikes What do you use if a building for your Real Life City isn't available? If you are recreating a real life city, you might be looking for that iconic building or landmark that would make such a difference. And it might be out there, you could check. If you are lucky, it is in the vanilla game and you only need to recognise it, perhaps using https://simcitybuildings.weebly.com/SimCity-4.html. Or someone has shared a BAT. You could check @chongjunxiang3002's Thread about his Google Maps, which references a vast number those. But what if there isn't one, or there was but the link is broken? You might do what I do and look for a similar BAT, a stand-in. Some building that looks close enough to the one you cannot find. So please share those here, and I go first: ************************************************************************************************************************** Not found: Paramount Building, New York Used Instead: @Odainsaker's Broadway Mansions, Shanghai
  5. Hi everybody, and sorry if this is the wrong place to post this, I just don't see a better forum to do so: I have been watching the Cities Skylines 2 stuff unfold, and I really feel like they have left the door wide open for the truly next-gen city building game- only I think it could be approached much differently. It would be mostly content created by the player base: Cities Skylines 2 is very good with road and rail networks, but pretty much everything else leaves a lot to be desired. There is no map editor right now, and no building editor, which are two of the main reasons the release hasn't gone well besides the performance problems. What I am hoping to see is a game where the content is mostly created by the player base. This would be almost an open-source city building game, which has the very nice road and rail fundamentals that we saw in Cities Skylines 2, but would have a map editor and building editor that would be the main focus of the game. This way, the creation of the building models and maps is farmed out to the player base who does it for free. The game is less expensive, but would grow explosively. The map creation tool should allow for the creation of the usual "flat" and squarish type maps we are used to, but also creation on a globe- where you can scale up and down the globe size. A globe type map where specific areas could be zoomed in on on a much, much larger scale world map would have many advantages: Trade distances could be much larger scale and more accurate and have more of a purpose. Travel infrastructure between disparate cities on the map would feel more important. Building a very long rail line to a far-away city for example would add a lot. Potentially multi-player maps where other players are involved on a much larger scale could be implemented. Different world biomes relating to the given settings and latitudes could become a thing. Basically, the game ships with the road and rail tools, map and building editor, but there is nothing else- Not one building from the beginning until someone uploads it. There would be a base-game city building simulation model, where services such as fire stations and police stations, schools and hospitals are needed for population growth, but the actual building models and statistics for those buildings (number of workers, building coverage, building influence etc.) everything else is created by the players in models they upload. The building editor: The building editor would be an in-house maybe block based building tool - or buildings could be imported using other 3d design software and that is the content that populates the game. It would be like the steam workshop, but you get to subscribe only to the building models you find interesting- low Poly, or just well thought out and compelling. This way, you populate the game only with user-created content (maybe some of your own) that you actually like, and don't have any of the bloat that you don't want and bad building models you don't want. People would have just as much fun designing buildings in the game editor to fit their particular city as they would playing the game. Imagine the diversity of building design that people would come up with. There is a person on this forum who has made some amazing models (well, there are a lot of people actually), but the models are just more architecturally interesting than what CO developed. Even the musical score could be created by the players, and it would be triggered by certain city-growth benchmarks, such as population growth, cultural growth, education, or industrial triggers. Think the music in the SNES version of SimCity- only more potential triggers for different musical styles. The City Growth Models- the underlying city simulation could also be altered and tailored by players to create more realistic city growth patterns and city growth simulations- There would be a base city-simulation, but it could be replaced with other models created by the playerbase to help simulate different countries and cities growth patterns. - European cities grow differently than American Cities- Asian Cities grow differently as well. There really isn't a city-building game like this that exists right now. Perhaps a decent comparison would be something like Minecraft almost (but not really), where the players create the content and you are just kind of provided with the UI and also the road, rail, sea, and air framework to populate your game the way you want. You can of course download mods as well to alter the game. Almost everything is user created though. The building and map upload areas would also have the option to tip the person who made the model or map, which would encourage people to try and do a really good job, and would incentivize people further to create content. Everything would be free to download as a rule, but with a tip optional. A percentage of the tip might go to whoever develops the underlying game infrastructure, with the content creator keeping most of it, or maybe the entire thing is open sourced. You could even download different water type brushes, water behavior models, trees, props.. basically anything and everything, and the sizes would be decided by the content creator. This probably should be built in Unreal Engine 5. The game just ships with the 3 basic things though - 1. The building editor, 2. the map editor, and 3. the basic city simulation model, road, rail and the UI. What are your thoughts on this?
  6. Even though the only time spent on the ground in Ace Combat 7 is during the takeoff and landing sequences (or if you crash into the ground…), objects on land and at sea are actually quite detailed. Given that many of the buildings found in this game's version of Earth[1] draw inspiration from or are directly modelled after real-life counterparts, I thought a thread focused on tracking down their earthly doppelgängers would be interesting. With most of these, I either have no clue what they're based on (if anything) or do know but can't quite remember the name. If you identify something correctly, I'll edit this post to include the relevant information along with credit to you. I'll start with a few selections from the sovereign city-state of Selatapura, which is based on Singapore. There are a number of other buildings and structures not shown here that I already know the real-life equivalents of, and I intend to add them to this list with said information later once I get screenshots of them: Collyer Quay Centre, Singapore, Republic of Singapore Note: Many websites confuse this building with BNI Tower which is directly adjacent to it, and/or erroneously list the names of one or both buildings as their respective addresses instead (16 Collyer Quay, 30 Raffles Place). Subject B AXA Tower, Singapore, Republic of Singapore Note: Demolished in 2022. OCBC Centre, Singapore, Republic of Singapore (taller building) and Pickering Operations Complex, Singapore, Republic of Singapore (shorter building) Note: Both have been altered to appear as a single complex. Their real life counterparts are entirely separate and much more visually distinct. Subject E1 (tower with glass façade and green roof) and Subject E2 (tower with solid light-grey façade at top and bottom) Subject F Note: Seems to be based on the Marina Bay Sands integrated resort and adjoining Singapore ArtScience Museum. I'll add more entries as time goes on. I'm also open to requests from other Ace Combat 7 players. 1. Strangereal (acecombat.fandom.com)
  7. Locating Known Real Life BATs

    UPDATE 9: Missing Links Audit 4 September 2024. See #2 for the link and detail. Thanks to all the batters for their amazing works. Now building that were no longer exist, has been immortalized and see their days again in the virtual world. As much known real-life BATs from various sources, have been found and located in Google Maps using My Maps function. Maps will be gradually released in Chapters throughout year 2022. Notes: BATs that are features in these maps should be based on real life, good quality and/or as little derivation from real buildings as possible. Personal subjective judgment may cause some works to be excluded. Maps were arranged into regions, country, or cities. Especially when it is NYC, it has so many BATs it is divided into 3 maps. Icons in the maps are for preview purpose only, it may not fully reflected the BATs actual game data. Please read the linked descriptions for further detail. Some common icons include: I hope by creating these maps, new players should be able to looking for buildings and discover high quality creators more easily. While seasoned players can use real life reference to make better design decisions while dropping banger for city journals. . Signed. Yours truly.
  8. I've noticed that there are plenty of standard lots (residental etc) missing in Lot Editor. Can anyone explain why and what to do about it? After that, I'd like to find out how to change max residents on a lot. Some are way over-populated, and the neighborhood architecture doesn't fit well with the population size and/or density. I have Windows 10 and bought SC4 on GOG in spring 2020. The game works just fine and so do numerous mods. I haven't used LE except for checking out what I can do with it, only to find out that probably half of the standard lots are missing.
  9. Hello and welcome to Tunare, the capital of Costanian republic. In this episode you'll see the examples of modern architecture in wider Old town district area. In last episode you may have seen TuMMA, which is just 10 minutes of walk away from the St. Nicholas Cathedral. Many local and international artists have had their exhibition installed in this museum. But there is more to show. This is the Government district. In the upper corner you can see the building of National Council of Costanian republic (Natelet konsil in local language) and in the lower corner you can see the building of Government Office of Costanian republic. Yet unfinished, but Riverside Office Park is the home for many national and international companies. This area has one of the most expensive spaces in whole country, as it lays next to the Klisa River. And speaking of offices, this is the main financial district of Tunare. Galdetkvart for Tunare is, what 5th Avenue is for New York. The dark-blue building in the front is Costanian Central Bank (Mitelet Bank te Kostania in local language). We're going south now. Down the stream of river Klisa you'll find ExpoKos, the largest exhibition hall in Costania. This multi-purpose structure was open in 2006 and since then, plenty of exhibitions, conferences, concerts and even sport events have taken place there. This is Markeretkvart - The workers' district. Built in mid 50s with purpose to provide the cheap housing for workers from shipbuillding factories. The statue in the roundabout is dedicated to Iermin Klinser - former Tunare's mayor, who orderd to build this district in relatively short distance from historical centre. In short distance from Markeretkvart you can go shopping in MarkeretMall, former textile factory. Tunare has been an industrial hub since mid 19th century. Football/soccer is the most popular sport in Costania and FC Tunare 53 is the most successful club in the country. This is their home stadium, TalkOne Arena, surrounded with training fields of youth academy. And finally, the transport overview of the city, still in construction. B2 expresway will be extended to future International airport. Satelite view of Tunare. Consider it as a farewell with this episode. See you soon, guys.
  10. Hello, According to Wikipedia, an alpha city is a city as a primary node in the global economic network. Another name of that kind of city is a world-class city. Some criteria may include the influence to the world economy, the existence of MNCs and major stock exchange and the political power of the city. There are alpha cities, beta cities, and gamma cities with subcategories in them. The list is in here. But, there are some anomalies here. Why is DC in the Beta+ list? I think most of the world-changing decision are made here. Same with Beijing. I think Beijing is a bit overrated and not considering Shenzhen and Macau. It's easier to found a startup in Shenzhen than in Beijing for number of reasons. Why is SF in the Alpha- list compared to Jakarta and Kuala Lumpur? I don't think you can found a startup as easy as in SF in those cities. Even Southeast Asian ridesharing app Grab migrated to Singapore for a reason. Jakarta's startup can't be grown as easy due to lack of VCs. Why are Jakarta and KL in the Alpha list? Livability in those cities aren't even as high as even the "inferior" SF and DC. Even the famous and prestigious Rome is in Beta+ list. I don't think you can found so many yachts in Jakarta as many as even Rome. Sure, Pantai Mutiara has not-so-few yachts. But not as many as Rome. Oh yeah, by that mean, Monaco isn't as great as Mumbai, right? I don't think many HNWI parked their yachts in Monaco, or is it? Another instance is Atlanta and Dallas. They hosted the 1996 Olympics and home of the famous Texas Instrument respectively and yet they're placed lower than Delhi and Manila. Delhi didn't even host a single Olympics yet and Manila is as far as I know doesn't have a fab, maybe only some fabless companies here and there. Unfortunately, the global city index has some flaws. It doesn't even consider the quality of life. They're only consider the power of those cities to the world. What do you think? Should we be critical to the rating? Let me know. Sorry for my words. Thanks.
  11. Hello, Recently, there are bans on glass skyscrapers. The main factor is often climate change. Here are the sources for the first factor: https://www.wired.co.uk/article/stop-building-glass-skyscrapers https://architizer.com/blog/practice/materials/glass-skyscrapers-passe/ https://edition.cnn.com/style/article/why-glass-architecture-is-bad-for-our-cities/index.html https://www.independent.co.uk/news/world/americas/new-york-skyscraper-ban-glass-greenhouse-emissions-climate-change-a8882241.html https://ny.curbed.com/2019/4/24/18514203/nyc-bill-de-blasio-glass-skyscraper-ban The second factor is the style. Recently, there is a ban passed to prevent US federal buildings to have postmodern design, designs after 1950s and up. The reason I think is because buildings in the US or in the West in general are first constructed in Greco-Roman style, which turn into lots of modern designs. In 1950s however, architects are "fighting" against the modern architecture and they created the postmodern design that we use today. But, because postmodern designs were came after the first buildings, they're not considered to be "proper" designs of governmental buildings. Also, the government have some attractiveness to modern and older designs for various reasons aside from the first buildings designs, like beauty and "tried and true"-ness. What do you think about glass skyscraper ban? Sorry for my words. Thanks.
  12. hey folks, attached you'll find a small collection of sources to give you ideas for building more realistic cities. i have myself struggled with realism in my ...."creations", so i started looking for some inspiration. what i listed here is an overview consisting of some articles, educational material of varying depth and some youtube-videos for ease of consumption. i hope it will give other players some ideas how to fill those big empty maps, too! and lest we forget google earth! (oh how i wish we'll someday have a game that will look like the 3d-view there.) https://courses.lumenlearning.com/boundless-sociology/chapter/urbanization-and-the-development-of-cities/ https://en.wikipedia.org/wiki/History_of_the_city http://www.art.net/~hopkins/Don/SimCity/manual/history.html https://www.boredpanda.com/how-famous-city-changed-timelapse-evolution-before-after/?utm_source=duckduckgo&utm_medium=referral&utm_campaign=organic https://en.wikipedia.org/wiki/History_of_urban_planning http://metrocosm.com/morphing-metro-maps/ https://www1.nyc.gov/site/planning/about/city-planning-history.page cheers.
  13. Wilson Avenue, also on the Canarsie line, would be a challenge to any SimCity architect, and here's why, per Wikipedia: Wilson Avenue opened on July 14, 1928, as part of an extension of the Canarsie Line. This extension connected Montrose Avenue, which had opened four years earlier, to Broadway Junction, which was the western end of the already-operating elevated line to Canarsie.[6] On September 21, 1984, Irma Lozada, a New York City Transit Police officer, was murdered at an abandoned lot south of the station. Lozada was part of the Plain Clothes Anti-Crime (PCAC) unit when she was gunned down by Darryl Jeter, a chain snatcher that took her service gun as she attempted to arrest him for stealing a necklace from a rider. Lozada was the first policewoman to be killed in action in New York City.[7] A renovation, costing between three and five million dollars, added handicapped access to the ground-level Manhattan-bound platform under the Americans with Disabilities Act of 1990 (ADA) via the use of a ramp from the Wilson Avenue entrance. The elevated Canarsie-bound platform was not proposed to get ADA access since it would be much more costly to add an elevator up to the Canarsie-bound level.[8] The station, which was designed by Robert Ridgway and Squire J. Vickers,[5] has some features that are not found elsewhere in the system.[9] It is squeezed in between the Most Holy Trinity Cemetery, to the east, and the New York Connecting Railroad (NYCR) and the Long Island Railroad (LIRR) Bay Ridge Branch, to the west. The two tracks and two side platforms are on different levels, making Wilson Avenue the only station on the Canarsie Line where this occurs.[9] Since the platforms are on different levels, each has a different design. The outbound track sits on a low elevated structure; immediately south of the station, the outbound track passes over Central Avenue before descending into a tunnel toward Bushwick Avenue–Aberdeen Street. The inbound track is immediately below the outbound track, and the station gives the impression of being underground, but it is really at street level.[9][10] The Rockaway Parkway-bound (upper level) platform has a canopy along the entire length of the platform, supported by a beige concrete retaining wall with curved green supports extending from the wall at regular intervals.[9][10] A fence runs along the track side of the southbound platform, separating the subway station from the Most Holy Trinity Cemetery, which is visible directly through the fence.[9][10] The Manhattan-bound (lower level) platform has tiling and name plaques, which is typical for a Canarsie Line underground station. A concrete wall closes off the east side of the lower level.[9] The mosaic band is predominantly green at edges with a vivid multicolored design throughout, 28 colors in all. The trackside wall once had tiles that matched those of the platform, but these tiles were removed sometime after 1982, and the trackside wall is currently the same plain, dark color as a typical New York City Subway tunnel wall.[9][10] There is one entrance and exit to the station, which is in a dead-end at the foot of Wilson Avenue, just east of Moffat Street.[11] There are five steps leading up to the station entrance,[9][10] as well as a wheelchair ramp.[12] The entrance feeds directly onto the northbound platform with stairs to southbound service on the upper level.[9][10] Squire Vickers was a MAJOR designer for the New York Subway...his stamp is on the various lines. Here are some shots of the station. The final one shows the excellence of Squire Vickers' mosaics. Can a SimCity designer do Wilson Avenue? Someone here can, I'm sure!
  14. Well, I'm new here, and you can find out all about me on the "new member page," so I won't repeat myself, except to say that I'm a fourth-generation New Yorker. I grew up in an apartment building that had a genuine bishop's-crook cast-iron lamppost on my corner, another down the block, and three more two blocks away. I agonized as a small child when the one on my corner was demolished, and as an older child when the three more two blocks away met their fates. The one down the block evaded the Department of Transportation's dismantling torches and was landmarked. In a burst of sanity, New York landmarked 77 surviving lampposts, which did not save all of them -- the elements and careening trucks knocked some of them down -- and began erecting fiberglass replicas across the city, usually at the request of community boards to enhance the quality of life and property values. I found out that the originals were only 18 feet high, and the federal DOT mandates that lampposts be 18 feet high, for greater safety, so the new ones are 30 feet high. Here's a link to five historic examples, from Ephemeral New York (a good site for city fans): 5 Historic Lampposts in NYC - Untapped New York (untappedcities.com) There is actually a catalog of New York's cast-iron lampposts, and there were originally 104 styles! About 20 examples are left from the catalog. This site has a lot about New York's cast-iron lampposts, too. You searched for lampposts - Forgotten New York (forgotten-ny.com) I'd be interested in knowing how one could reproduce these lampposts, particularly for intersections of major roads. Here are a few:
  15. Hello, There are some premium buildings in the world. For instance, Burj Khalifa, Marina Bay Sands, Petronas Towers, etc. However, they are (correct me if I'm wrong) still catering to middle class with some money to spend. Even, the so-called premium airports aren't exclusively catering to business and (even just) first class flights. Budget flights are allowed to exist in premium airports. My question is, why are there almost none exclusively high-wealth buildings? Even in SimCity 4, especially for commercial and industrial, still caters to middle-class. Only residential that doesn't have mixed wealth, but they're degrade to lower wealth if the desirability drops. Some of the only buildings that I know exclusively for high-wealth are buildings in the NY's Billionaires Row and they're residentials. Even Apple, the world's valuable company despite builds $5 billion dollars office, doesn't only caters to high-earner staffs and their luxury still "pales" in comparison to Istana Nurul Iman in Brunei, for instance. Apple Park "only" features glass, concrete, and maybe some exotic materials but Istana Nurul Iman features marble, silk carpets, etc. I know, tech in the building and most importantly land price and bureaucracy can increase the price but at least, if Apple only caters to high-wealth workers, they gonna put marbles on the floor and some golden toilets, for instance. Forgotten paragraph: In practice, buildings cater to middle class by adding cheaper, smaller, and less but still classified as premium facilities. For example, a premium apartment may have floors from 1 to 25 reserved for flats costing (assuming it's the average price of flats) $150,000 and 26 to 30 for flats costing $750,000, $1,250,000, and $15,000,000. That's what I mean. Editorial addition: take One57 for instance. The residential section of the tower features marble-clad interior, floor heating, top-of-the-line appliance, etc. It starts from $3 million for 95 sqm room. I don't know that's really expensive in NYC or not. But, it has luxurious perks. For the hotel section, I don't really know but it must be the same as the residential. The differences are of course the addition of gathering hall etc. Sorry for wrong info. This is a rough idea from me. Thanks.
  16. Hello everyone, as you already know, I am a big fan of SimCity 3000, so I decided to make a list of the game's buildings that are based of real life buildings, Please tell me if you know any buildings that are mentioned here. (shout outs to Don Miguel, Odainsaker and others from the Maxis References thread). I would also like to thank whoever made this website, it was a great source for some of these buildings. - Services / Rewards (1) City Hall - Rhode Island State House (2) ... - Residentials: (1) The Fritz - NYC Union Square Hotel (unsure of this one) (2) Stoclet Apartments - Stoclet Palace (3) Palazzo Apartments - City Hall Post Office and Courthouse (4) Red Brick Apartments - Terminals Building (Chicago) - Commercials : (1) Maxis Theater - Chicago Theater in Chicago (2) Bradbury Building - Bradbury Building (3) Hurt Plaza - In the buildings of SimCity website, it is mentioned that the hurt plaza is probably based off the Hobart Building in San Francisco, California, and I think it might be a cominbation of that and the 150 West Jefferson building from Detroit, Michigan. (4) Triangle Terrace - Northwest Towe (Coyote Building) (5) Wilkinson Tower - PSFS Building (6) Kate Foundation - 225 West Wacker (7) Kong Tower - scrapped Chrysler Building Design (8) Quigley Insurance - Eliel Saarinen's Tribune Tower design (9) Justin Brown Plaza - 1 New York Plaza (10) Silver Tower - 2 New York Plaza (11) Smiley Sons and Daughters Foundation - 2 Harrison Street (12) Arbor Plaza - 500 California Street (there are several similarities between the two buildings) (13) Insurance Plaza - 475 Sansome Street (similar facade) (14) Zachary Thomas Insurance - Tour Total (15) Gray Matter Place - Koin Center (16) Corporate Ground Zero Plaza - 500 5th Avenue (17) Eugene Marazzani Memorial Plaza - Shell Building, San Francisco - Asian Buildings : (1) Bluerise Plaza - Crystal Tower (2) Import Export Inc. - Custom House, Shanghai (3) T.C. Wong's House - Sir Richard Rogers' Kabuki-chō Project Hayashibara 5th Building (4) Jadyn's Tower - Maybank Tower (5) (can someone provide me with the in game name) - Shinjuku Park Tower (6) Huge Enterprise - Umeda Sky Building (7) not sure of the ingame name - Yokohama Landmark Tower (8) Tameki Tower - Central Plaza (Hong Kong) (9) Kochavatr Foundation - NEC Supertower
  17. A preview of my New York City Map. E 42 st Manhattan
  18. Palace of Kingdom Museum

    Version 1.0.0

    273 Downloads

    Hello Bros and Sis, I bring you another museum again. This time is a unit of museum that people can learn more about all palace from many kingdoms around the world. I hope you ll like it, please give me feedback about this lot to improve or for me to make more lots for you guys. Thanks anyway. Dependencies: - BSC files - CSX files - PEGPROD files - bldg_prop1.dat and bldg_prop2.dat - SM2 files Enjoy the game... BobHPB
  19. So, I decided, after trying futilely trying to build something that I could be satisfied with in Cities: Skylines, I want to go back to SC4. Currently wanted a fusion of American/"Western" and Japanese/"Asian" architecture styles; I'm a sucker for towers like the WTC and the Comcast Innovation Center, but I also like the narrow, densely-packed Japanese streets between the main avenues. I basically know how to obtain the former, but where could I get the latter? Also, are there any inspirations that I can draw inspirations from? Maybe Hong Kong?
  20. Do you know if we have this -- or anything resembling this ?
  21. Jason Baker was studying political science at UC Davis when he got his hands on “SimCity.” He took a careful approach to the computer game. "I was not one of the players who enjoyed Godzilla running through your city and destroying it. I enjoyed making my city run well." This conscientious approach gave him a boost in a class on local government. Instead of writing a term paper about three different models for how cities can develop, Baker proposed building three scenarios in “SimCity,” then letting the game run on its own and writing about how his virtual cities fared. He ended up getting an A. Playing “SimCity,” Baker said, "helped remind me of the importance of local government, which is what I ended up doing for a living." Today, Baker is the vice president of transportation and housing at the nonprofit Silicon Valley Leadership Group. He served as a council member in Campbell, Calif., from 2008 to 2016, a tenure that included two stints as mayor. Thirty years ago, Maxis released “SimCity” for Mac and Amiga. It was succeeded by “SimCity 2000” in 1993, “SimCity 3000” in 1999, “SimCity 4” in 2003, a version for the Nintendo DS in 2007, “SimCity: BuildIt” in 2013 and an app launched in 2014. Along the way, the games have introduced millions of players to the joys and frustrations of zoning, street grids and infrastructure funding — and influenced a generation of people who plan cities for a living. For many urban and transit planners, architects, government officials and activists, “SimCity” was their first taste of running a city. It was the first time they realized that neighborhoods, towns and cities were things that were planned, and that it was someone's job to decide where streets, schools, bus stops and stores were supposed to go. By Jessica Roy (View full article at Source.) Discussion Topic:
  22. Arabian Architecture

    Hello, I am starting a new type of city (more like a city cluster, with the intention of putting it on the journals) based after the Emirate of Khemed in the TinTin comic books. I searched extensively, with little avail, to find a lot of Arabian style architecture for residential/commercial zones. However, I did find some plugins for the Arabian Desert. Do any of you have any suggestions as to where I could find plugins like this? If so, I'd really appreciate it if you'd share them. Thank you so much.
  23. Santa Catarina District

    Hello Everyone! Welcome to Bellingham! Today we'll go to a consolidated neighborhood of the city, The Santa Catarina District. It was named after the Santa Catarina plaza, one of the most famous and used plazas by day: And by night: It has some features of a downtown, but with lots of residential buildings, In fact, we have 1mi sims living in that district: In this photo, Avenida Manchester stands out: The East-West (Avenida dos Campeões) and North-South (Avenida Metropolitana) Greatest avenues of the city meets here. Trains and Subway are great forms of transportation here too This is a part of Vila Inglesa, a former British neighborhood , now a big residential neighborhood Since we're talking about trains, this is Ipiranga Station, one of the most used Train Stations in this city. 100.000 sims use them per day! A Huge number. In this Image, you can see Avenida 8 de Março too. Cloverstack, the end of Avenida 8 de Março For the Last Part, I'll introduce you to a part of Avenida Metropolitana. This is the Interchange that ends the express part of it Expressway of the Avenida Metropolitana: Two Viaducts with two lanes leading to the South Zone.
  24. Legacy Island

    From the album Wade City

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