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Showing results for tags 'arcology'.
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Version 1.01
247 Downloads
PEG ARCOs Set II v2.05 A set of Arcologies from Pegasus that were included in his Legacy files from early 2004. Included in this set are a Commercial Service Arcology, a Commercial Office Arcology, and an Idustrial High Tech Arcology. They are individually configured within the download and have their own Readmes. As with all other Legacy files from Pegasus, these files are being uploaded to the STEX due to their limited availablity with all credit going to Pegasus for creating them. Included in this set: --------------------------------------- PEG ARCO II - Commercial Office Arco 2 - Commercial Office w/Sky Walk (9x9) A 9x9 lot containing the primary Arco structure. PLop Cost: §250,000 Maintenance: §0 Income: §2,500 per month in income. Menu Location: Landmarks It provides up to 16,000 Commercial Office jobs. It is a fully self-contained structure providing its own electricity, water and refuse disposal. This massive structure is home to hundreds of businesses; large and small. It provides ample office space for up to 16,000 office workers. To defray its excessive building costs, this arco will generate §2,500 in income every month. This arco also generates more water than it uses; an excess amount equal to about 2 water towers. You can share this excess water with the surrounding area by connecting your existing water pipe network to the connection valve under the arco. PEG ARCO II - Commercial Service Arco 2 - Commercial Service (10x9) A 10x9 lot containing the primary Arco structure. PLop Cost: §175,000 Maintenance: §0 Income: §2,000 per month in income. Menu Location: Landmarks This Arco provides up to 12,000 Commercial Service jobs. It is a fully self-contained structure providing its own electricity, water and refuse disposal.This massive structure contains large shopping malls, countless specialty and department stores, restaurants and food courts, theatres, arcades and all manner of entertainment... as well as facilities for all service-based commercial businesses. The upper levels of the central core house the management offices for the various businesses contained in the Arco... as well as headquarters for several large chains and franchises. This lot is fully transit enabled with an avenue and parking area running directly beneath the central core of the structure. The parking lots on each side of the Arco are transit enabled as well. Connect these to your existing traffic network and vechicles will travel and even commute on them. PEG ARCO II - Industrial High-Tech Arco 2 - Industrial High-Tech (11x11) A 11x11 lot containing the primary Arco structure. PLop Cost: §200,000 Maintenance: §0 Income: §2,000 per month in income. Menu Location: Landmarks This Arco provides up to 14,000 High-Tech Industrial jobs. It is a fully self-contained structure providing its own electricity, water and refuse disposal. This massive structure houses numerous large high-tech industries as well as countless technology-based smaller companies. Office/Admin and engineering spaces occupy the majority of the above ground structure while massive underground fabrication facilities fullfill the needs of the Arco's occupants. ***************************************************************************************************** Dependencies: ---------------------- * PEG 24/7 Mod * As a general rule for all custom lots, you should have Maxis bldgprop files installed. Installation Instructions: ------------------------------------- After unzipping the files, copy the .dat file to your C:\My Documents\SimCity 4\Plugins folder. Ta Da! Thats it! Once installed, these lots will appear in the Landmarks menu. Notes: --------- * Each of the Arcologies comes with its own Readme that provides additional information on placement and capabilities. * This product has only been tested on the Rush Hour version of SC4. Its performance on other versions is unknown. Update 10/26/2025: Lot properties were modified to eliminate game crashes that some were experiencing. Many thanks to @sejr99999 for discovering and providing the fixed files. Click Here for All Pegasus Productions Products on the STEX All Pegasus files are now legacy content and are no longer officially supported. While this upload has been tested in the game and preformed as expected, issues may occur as a result of modding capabilities that existed at the time of development. Support from the wider community can be requested here.- 4 Comments
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Version 2.0.0
767 Downloads
Residential Arcology This landmark should appear near the top of the menu. First press [ctrl] then the left mouse button where you want to build. Drag the mouse to create a 4x4 high density residential zone. Wait for a growable to appear and bulldoze it. PLOP the arcology in the same zone and notice it does not abandon. The simulator accepts the arcology as functional. This will work with any plopable residential. Landmark 5x5. Medium Wealth Residential Capacity: 12800. Zone 4x4 High Density, Wait for Growable, Bulldoze, Then PLOP. Demand Created Jobs § 500 Jobs §§ 500 Amenities §§ 500 Required Dependencies: Buildings as Props Volumes 1 and 2. https://community.simtropolis.com/sc4-maxis-files/ Radical Residential Landmark 4x4. Medium Wealth Residential Capacity: 32500. Zone 4x4 High Density, Wait for Growable, Bulldoze, Then PLOP. Arcology Arcology, a portmanteau of "architecture" and "ecology", is a field of creating architectural design principles for very densely populated and ecologically low-impact human habitats. https://en.wikipedia.org/wiki/Arcology -
Need help please people, I have a region with 4 cities, all with populations over 55k. All have rail road and bus links and I have two problems with one of the cities: 1) Buying power from the region, I can see there are two cities in the region I can buy power from, I need to buy from both, when I click the region map does show power is being sent, but the detail tells me I am using 0mw from both. Is this just a bug or am I missing something? 2) The same city has a link to the arcology but density just isn’t increasing, all other cities are benefiting happily. Again is this a bug or am I doing something wrong? any advice is appreciated. cheers
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Version 1.0
4,759 Downloads
RDQ Venus Arcology In December 2014 I took up the challenge to design my own building, and the resulting creation subsequently languished on my hard drive for the next 3 years... until now. During a recent stroll down memory lane, I rediscovered this BAT and decided its not as bad as I remembered, and a few tweaks later, I present it to you now for download. Its still far from perfect but good enough I think. Oh, and its called Venus Arcology because someone thought it looked like like something from the Venus project and someone else thought it looked like an Arcology. Hence, Venus Arcology. (I must have used up all my creativity designing the building.) This is my 42nd BAT. RDQ Venus Arcology comes as: 4x4 Growable R$$$ Residential and a 4x4 Ploppable CO$$$ in both Darknite and Maxis Night versions. Instructions: 1) Download and unzip file into your plugins folder. If you use Darknite, delete the folder MN_Model. Otherwise, delete the folder DN_Model. https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ Enjoy!- 11 Comments
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Problem with city sending resources to Great Works Project
Jay_1327 posted a topic in SimCity (2013) Technical Help Q&A
I know this has been addressed but there's a lot of the same advise out there. This is more for after you have tried some troubleshooting. The problem I'm having is after attempting to build a Great Works project (in my case the Arcology), I am unable to send and resources to it. My city specializes in alloy and metal production. Here is how I have it set up: Global Market for Alloy: Set to "Use Locally" Traffic: Moderate but not an issue "On" button in Arcology Regional screen (used to start sending resources): Green on all resources Trade Ports: Full of Alloy and maximum amount of delivery truck garages When I look to see if trucks are even going to the Arcology in the regional screen, they are not. I successfully sent 20 alloy, then it just stopped sending. I have restarted the game, still nothing. Does anyone have any advise on how to fix this issue? Maybe there's a patch I haven't heard about? Love the game but DAMN is it glitchy.....- 1 Reply
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There are no fewer than 5 indie games under development designed to let the player build skyscrapers: Project Highrise, Block'hood, IsoTower, Skylimit Tycoon, and Cloud City, and they inspired me to start back up on OcramTower in a way with minimal overlap with them. Here is a breakdown of the games (listed in approximated chronological order until release): Block'hood is an arcology builder/simulator with a Minecraft-esque appearance and strong ecological focus. It released on March 10. I describe it as a puzzle game where resource supplies are supposed to be balanced. Project Highrise has its own thread. Long story short, a high quality SimTower clone with a 1960s Chicago style/theme and campaigns/events was found to be so promising that Kalypso picked up the title. IsoTower is the labour of love of a lone developer (Todd B). It used HD isometric graphics before being rebuilt but has a better simulation now, an Art Deco themed UI, and the next major release will be available soon enough. The developer is diligent and hard-working and posts updates seemingly daily on facebook. Skylimit Tycoon is a full 3D tower simulator with modding tools completed already (to make content creation easier for the developers) with a ton of fun new features but still in the early Alpha stage. Cloud City is sort of like a dystopian SimTower with full 3D graphics (but only 1 layer like classic SimTower). OcramTower's environment is similar to that of Project Highrise because it is vector based and it will feature a classic view. Its construction is done slice by slice, however, OcramTower will have depth, making it functionally similar to multiple highrises in a row if played in Classic View. The most useful (besides multi-floor problems like checking of which floors have utilities and how well elevators work) view will be Top-Down View, which will look similar to architectural drafts of floor plans (in color, with changes from people in real time). Top-down view will be freely rotatable because of the ease of such transformations on SVG. Classic View and Isometric View will only have zoom (which stay sharp at all resolutions and levels of zoom) and will need different graphics for every angle (4 isometric angles) and slice (most rooms are 2 slices deep, hallways are 1 slice deep, the biggest room will be 10 slices). One slice is 4 meters deep, one tile is 1 meter wide, one storey is 3.9 meters tall (including space between floors). OhTees cannot move through rooms besides rare exceptions (like public amenities), which means you must either build hallways or leave unfinished floor space between rooms. Better elevators will unlock with higher star levels and eventually time. My goal is to make--at first--a functionally 3D Yoot Tower clone with 2D SVG graphics (rendered as PNG below) and evolve it into a campaign to become the most powerful real estate magnate in the world by manipulating markets and politics using your vast wealth, influence, and business skills. So far, I have a dead-end prealpha 3, new art, and handwritten code snippets and flowcharts for prealpha 4. 1 Bedroom Apartment top-down view 1 Bedroom Apartment classic view 2 Bedroom family condo top-down view Fast Coffee Shop (this unlocks from the get-go, luxury cafes unlock at 3 stars) Office Reception Room top-down (low-rent occupants)
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Did you ever wonder what the inside of the arcologies could look like in SimCity 2000? These YouTube videos shows what could be the interior of the Plymouth Arcology. Exterior in Minecraft Interior in Minecraft I did not make these videos. There are many Minecraft versions of SC2K arcologies but this one seems to have a lot of work into it, right down to the apartments, gardens, service areas, maintenance, and plumbing. When I was a kid playing SimCity 2000, I always wondered what the inside of those arcologies could be like.
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Great Works bug -- wrong Great Work across multiple cities
Jafar009 posted a topic in SimCity (2013) Technical Help Q&A
Hello all, recently a friend and I decided to build a great works in Rambling Badlands (14 cities, 2 great works). We each built two cities to contribute all the materials/power/workers etc and chose an International Airport. My friend paid the initial $1,000,000 for the Airport and started it, and I began supplying the Oil. However, upon changing to my other city I noticed that the Great Work he chose (there's only 1 GW site our cities can access) was in fact the Arcology. Any Oil I provided from my first city was reported as Alloy from, the second city, matching whatever percent that I'd provided. This bug was replicated when my friend joined his second city, where he saw Arcology instead of International Airport. So, 2 cities saw International Airport and 2 cities saw Arcology, when the starting city chose the Airport. When we finished providing the resources and the construction completed, two continued to see the Airport and two continued to see the Arcology, as if completed. The two Arcology cities had, for all intents and purposes, an Arcology, even though we had never provided the TVs, etc. that are needed for an Arcology. It's a very strange bug that we've never seen before and we can't find anyone else on these or other forums who have the same issue. Any thoughts/insights? -
Arcology doesn't work in single player offline mode?
zphingphong posted a topic in SimCity (2013) General Discussion
I built the arcology in my region. It's level 8, but it doesn't seem like it feeds workers, shoppers or student to my city. I still have a lot available jobs. Is this supposed to be how it works? Thanks!- 6 Replies
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I bought an archeology on a Great Works site in my region. I dropped the 1,000,000 simoleans for it. It said it was verifying or something for quite a while. I come back later and it's gone along with my 1,000,000 simoleans. There is absolutely no sign of any arcology on the site.
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Hi, I'm having so much trouble with my zones at the moment. Here's what's happening: I keep getting the message "Not enough freight producers", which makes sense since I don't usually zone industrial - something I'm changing since this message started showing more and more. But no matter how much industrial I'm creating, it's not making that big of an impact. In fact, I find that I'm caught in a weird cycle right now. I can't build more industrial because I don't have the residential population to fill jobs. I can't build more residential because of space issues, and the current residential population is moving out because there is not enough commercial. Commercial isn't doing well because there are not enough freight producers. How do I get out of this cycle? I'm building an arcology at the moment hoping that that will make some sort of impact. The region I'm playing has 7 cities (5 inhabitied) and one Great Work zone. Is anyone else having this problem, and how do I get around it?
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New Gotham III - Arcology, Meteor strike, Bio-opolis etc.
Helsinki 2 posted a City Journal entry in (SC2013) Ye Old CurioCity Shop
-Minor Entry- New Gotham New Gotham was on a public region, bet as the other cities have all fallen silent it is really only my two cities left. The second city is Bio-opolis, It is going to be a university city. I am still building my arcology, an am constantly having trouble finding the workers, so much that I shut down all my electronics buildings (I have huge surpluses of money so I can afford this) and my oil refinery ( it is cheaper to import crude oil and refine it on site into plastic for my processors.) The Arcology is now at 20%, getting in a few percent every so often when it has enough workers. Also, a few weeks ago there was a meteor strike which though didn't cause much damage, was spectacular to watch. This is the only photo I currently have of Bio-opolis-
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New Gotham - Night Pictures.
Helsinki 2 posted a City Journal entry in (SC2013) Ye Old CurioCity Shop
New Gotham Here are some night pictures of New Gotham, in some of them you can see the base of the new arcology that is being constructed, the arcology currently has full metal and alloy, and 0 crates of TV's , I hope to show it finished in the next entry. There have also been many other changes, my trade HQ has been upgraded and so has my electronics HQ ( though pictures may not show this as some of them were taken before this. This means I now have 2 consumer electronics factories, one for TV's and one for computer's. New Gotham is in a multiplayer region. pictures:-
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Tips & Tricks - Making Money with the Arcology and Electronics [HD] [1080p]
Smartguy1669 posted a topic in SimCity (2013) General Discussion
I have recently completed an Arcology by myself, and wanted to show people the final moments before its completion, the benefits of having one, and how to run an electronic city with one. In this video I make about 8~10million a month by the end, and a little over 2million while the Arcology is being completed. Here's the Video: Watch it in HD 1080p for best viewing. Comment & suggestions welcome. Check out my other sim city videos here! -
Is it just me or is Great Work construction completely borked?
A_S00 posted a topic in SimCity (2013) General Discussion
I'm building an arcology. Or maybe I'm not. Or maybe I already built one. Honestly, it's hard to tell. Lemme tell you about it. ----- The first thing I noticed happened as I was swapping back and forth between two of my cities, one of which was supplying the TV's for the arcology's construction, the other of which was supplying the metal and alloy. The one that was supplying metals and alloys said I was done with metal and TV's, but still needed alloy. But, when I had the one supplying TV's loaded, it said I had enough metal and alloy and still needed TV's! "Okay," I thought, "that's an odd sync bug, but it'll probably work itself out once I get the thing built." So I continued to run the TV-supplying city until I'd gotten it to the point where it said I had enough supplies in all three categories, and it rapidly picked up 300 workers and started building. "Yay," I thought, "I'm gonna have an arcology!" That's when things got really weird. Here's what the arcology site looks like from the three cities I have in the region: First, the one supplying TV's, from which I built the thing: Next, the one that supplied metal and alloy: Finally, a third city in the region, which was uninvolved in the arcology's construction, and isn't connected to the other two cities (or to the arcology site): WTF? I chose to just accept the surreal and try to move on with the development of Schrodinger's arcology. It told me it needed power (as long as I looked at it from City #1), so I plopped another reactor onto my nuclear plant and, after a bit of quitting, reloading, waiting, running at cheetah speed, etc., the game realized that I had plenty of excess power in City #1 and reverted to telling me it needed water (as seen in the first screenshot above). This seemed a little odd to me, because in fact, I have an enormous excess of water produced by City #2, some of which I sell to City #1 when needed: ...but the arcology doesn't seem to notice that it's there. Is this related to the fact that the arcology doesn't appear to be done when I look at it while City #2 is loaded? Is there any way to check? Does anything in this game work properly? Do people ever describe you as "mountainous?" ----- So, just to summarize (and with a few extra minor bugs that I haven't discussed thrown in for good measure), that's: Megaprojects report needing different amounts of resources depending on which city you view them from. Finishing a megaproject with one city loaded does not guarantee that it will count as finished for other cities in the region. Megaprojects which require resources do not necessarily notice when those resources are available from cities in the region. Bonus Bug #1: The missions that are generated when you start sending resources to a megaproject don't seem to get checked off at the same time as you actually meet the resource goals for them (in my case, I still had a lot of TV's to send when the big green check mark appeared and the mission went away...but it did disable resource sending, which I had to reactivate manually). Bonus Bug #2: Megaprojects don't seem to consistently register having received resources without reloading the region. Bonus Bug #3: As far as I can tell, none of my cities are actually receiving any extra workers/shoppers/students. ----- tl;dr: WTF? Please share your similar experiences, thoughts, advice for rectifying the situation, shared frustration, sympathies, and rage.- 8 Replies
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