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Showing results for tags 'budget'.
Found 30 results
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[Solved] Moving Opera House Fixes file without deleting civic lots caused phantom slider
joyofjoy posted a topic in SC4 - Custom Content
Edit: The problem was caused because I (inadvertently) moved 'Opera House Fixes - Override Vanilla (Beta v1).dat' out of my plugins folder without first deleting all instances of the Opera House. I fixed the problem by moving the file back, then deleting the opera houses in the city. Thanks for your help. Help! I've just updated to CAM 2.5 on GOG version 1.1.641.0 on Windows 11. I originally had CAM 2.1.1 (Extended Controller), which I uninstalled through add remove programs, and ran BSC Cleanitol with Colossus Addon Mod - Cleanitol.txt to clean files. Any old CAM files were backed up, and the scan now shows no old files present. Everything *seems* to be working fine in my existing region, except the education budget in each city is set to MAX. When I change the slider to a custom setting and press accept, the budget reverts back to max again after around 10 seconds. I've restarted the game a few times and tried each city, and the problem persists. Is my region screwed? Obviously I would really love to not loose it, but at this rate it will be bankrupt in due course. Any help would be greatly appreciated! -
Hiya Simtropolites, I wonder if any smart heads can explain how taxes per building are calculated in SC4? For instance, we have a CO$$ building with circa 1000 workers. How does that translate to the amount of money this building contributes to the city's monthly budget? I noticed that some of the custom BATs add tremendous amounts of money to the budget whenever they grow and they do not have the business deal (or any other such variable) added in the .sc4lot or .desc files. I remember that I once encountered an I-D oil rig which suddenly contributed a whooping 1500$ to the budget. It had only 8 workers and was 2x2 This is why I wonder what mechanisms are used by the game to calculate how much money growables generate. I can't determine any particular pattern in case of some buildings that "suffer" from this problem.
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Overfunding airports don't increase actual capacity
DrFrankinStein93 posted a topic in SC4 Bugs & Technical Issues
I read in the Prima guide that if we increase the budget of the airports, the maximum capacity should increase. Here's an exemple from one of my city: I have 1 vanilla small airport with no upgrade with the capacity maxed out of 10000. I turned the budget to 120% in the budget panel. I can see the maximum capacity on my airport did increase to 12000, but the capacity used never go higher than the 100% initial capacity. Underfunding works as intended but not overfunding. I play on Deluxe edition on Steam. I've tried disabling all plugins but same behavior. Is this a known issue? PS: Hello, I'm a long time lurker but this is actually my first post. So I've been trying to find this information anywhere but I didn't found anything. It's nothing game breaking, but it slightly annoys me -
Smart budget and great ambitions
TheMurderousCricket posted a City Journal entry in SimCity: Tribalism
The Altruist tribe grows like never before. New contacts, especially those made with Businesspeople and Activators, convinced Altruist authorities to readjust and fine-tune some of their fiscal and urban development policies. A close study of economics and budget management techniques, encouraged the Altruist authorities to order their Ministry of Education to carry out a reform (or "experiment" if you will) that could lower the maintenance cost of schools and high schools but keep their coverage and learning qualities intact. An innovative pilot program has been introduced with the following goals put forward: School bus services need to be cancelled because they generate 50-75% of education costs With the lack of dedicated transports, more schools are needed to keep the population covered Number of individuals aged 7 - 18 needs to be determined for each neighborhood to ensure accurate and cost-effective school placement The reform was first tested in Cabot Cove and Mindfulness. It turned out that the update of school system brought about surprisingly high savings and had, indeed, no detrimental effect on the quality or pace of learning... The following materials show the changes resulting from the reform. This time, the differences are not as significant as in other before-after shots, but it is still easy to notice how things have changed. Significant, positive shifts in budget balance are also documented in the pictures below. The savings obtained thanks to the project's success made it possible to create some financial reserves that were redistributed into other fields of life. Some of the money was used to create pioneer agroforestry farms in Mindfulness - an ecological form of agriculture which embraces biodiversity and uses forests as a source of natural nutrients and protection for the crops grown nearby. What is also notable is that not a single tree was cut down while zoning for and planting the fields. Moreover, even the military got their share of savings and the Altruist 3rd Public Defence Company has finally obtained a permanent home base and storage facilities. But more importantly, additional funds allowed the Altruists to purchase much-needed construction materials that the Activator tribe delivered to their shores by Jaland'di River. This is how the city of Charity came into existence, and this is where we shall go now. The Altruists wanted to establish a new urban center in their area for a long time. Moreover, the political ambition was to turn this potential project into a proper city rather than a simple town to which most of the people got used to. Generally, the plan was to build a densely-populated metropolis where scores of people could live but still enjoy good living conditions, security and ecological sustainability. Charity is the materialization of this idea. It is currently home to around 20000 citizens, which makes it the most populous Altruist city so far. It is also concentric in shape, just like all other cities of this tribe. Projections show that, in the best case scenario, the city can achieve a total population of 500000 citizens (for comparison, the current population of the entire New Udanani is just 357000...) The middle of the city consists of high-density residential areas and services. Its outer reaches are occupied by dirty and manufacturing industries, (the local population is not yet qualified to work in I-HT) and the "ring" laying in between the two zones is a commerce-dominated strip. Charity is also the first city in New Udanani to have a solar power plant and a subway system in place. Communication is also supported by the so-called "grass walks" - a trademark Altruist solution which allows workers to commute to their jobs by foot or reach a public transit stop after a short stroll. Charity develops to the best of its abilities but many of the citizens complain that it is still not ecological and green enough. Indeed, the early drive for population numbers did not leave too much space for trees and shrubs. Another problem is the local crime rate which stems from unemployment among... R$$$ citizens. This is why, in its current state at least, the city is often known as "the least Altruist of the Altruist cities". Regardless, the new settlement is on a firm footing due to the good financial management of key city services. Bargain prices for the Activator construction resources have played a significant role in this fiscal security too. For a time at least... The Altruist enthusiasm towards the imports weakened when the tribe learned that Activator refineries and industrial facilities put enormous strain on the environment. Because of these concerns, it was decided to cut down on trade exchange with this tribe. Now, only the goods produced with minimal environmental impact are accepted. This results in significant 80% reduction in Activator exports towards North... Similarly, Altruists were quite upset to learn that continuous mining activities in Kuun Lan seriously impact local waterbed and accelerate soil erosion, causing steady desertification around the town and the plateau it sits on. According to the surveys conducted by two independent NGOs, no efforts were taken yet to recultivate these sand-ridden areas. They are considered "developed" by Activator standards and in no need of any further intervention... Despite these frictions, the two tribes continue to maintain diplomatic relations, even tough they have been soured recently. The Altruists assure that they stand ready to share strategies and technologies that can help their neighbors from the South become more ecologically balanced. This offer, however, has yet to be answered. Meanwhile, the Activator drive to develop and grow doesn't seem to slow down. Comment replies: @Tamijo - One of my favs as well. @Jackspital - Thanks @Jackspital! @TogaMasterJohn - Tough experiences create strongest bonds.- 3 Comments
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I was surprised to realize recently that some of my parks and plazas don't show up anywhere in the budget. I first noticed that when I built them, the city expense total didn't change. And yet, when I query them, a monthly total does appear. Here's one of them below. I compared it in Reader to a park that does work fine but couldn't spot a difference.
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The North is one of the calmer, less populous corners of Udanani. This area relies mostly on agriculture, forestry and no heavy industry is present there. It is also the least densely populated part of the entire realm, containing just over 11% of the total population of the region. It is a little underrepresented too... Despite it's sleepy nature, it is an immensely interesting place due to its inhabitants' philosophies and lore. It's been a long time since you've last visited it so now, I invite you for a tour around the North. If Udanani ever becomes a megacity, towns like Wellbeing or Bedroom may be ideal places for the future suburbs to develop. Once you take a look at Wellbeing, you may quickly understand why. In its current state, the town consists mainly of low-density housing and elegant apartment blocks, which are frequently found outside downtowns. These comfy homes are further enhanced with efficient shuttle and bus transport as well as varied vegetation. This, makes the entire place a relaxing and hustle-free sanctuary, which is to be expected from a suburbs. Wellbeing also continues to experiment with the idea of a concentric city model. This successful urban plan, known from other cities like Terring's Hazelfield, is considered to be an especially interesting option by The Altruists. It's because it offers better accessibility to the city services. Pooling them all into the so-called "service island" which is easy to reach and relatively equidistant for all citizens. Currently, all residential neighborhoods are concentrated around this service island... ...though, as you remember, it hasn't always been this way. In the beginning, Wellbeing consisted of several, small, roundabout-centered "villages", each having their own service sector. While in line with The Altruists' agenda, it was dangerous in terms of financial stability. Wellbeing's funds were dwindling fast when used to finance multiple, independent clinics, schools and other amenities. This is why the micro-neighborhoods of the old are a history now. Today, all citizens live within an easy reach of the central EEC (Emergencies and Education Center). In the economical and logistical sense, the concentric city model and the EEC are better. However, the location of the hospital has become a bit of a problem in the recent years. The hospital was built during the transition period from the multi-concentric to the concentric urban model. In the times when the outward laying "villages" have still existed and a greater range for city ambulances was necessary. Today, the hospital's location could theoretically be adjusted, to move it to a spot which is more central relative to the current residential area. Otherwise, much of the ambulance funding is simply wasted. According to the City Council's estimates, the relocation of the hospital could generate monthly savings of about §60 to §100. On the other hand, it would visually break the EEC apart, creating a non-consistent landscape with an "orphaned" hospital building, away from all other city services. Should this change be conducted? Or is it better to leave the hospital as it is? Regardless the solution of the problem above, you might be interested to know that the space that was freed up after the removal of the smaller residential areas, has been redistributed in favor of other zones. Since The Altruists are very devoted to fighting the unemployment and offering equal opportunities to all, the former residential areas have been turned into commercial and agricultural projects. Impressive... and equally expensive! Unfortunately, all of the changes described, have dealt another serious blow to the Wellbeing's already strained budget. The construction costs, administrative paperwork and, most importantly, resettlement reimbursements have cast the town's fiscal balance into a rather volatile state. Wellbeing's economy is just starting to recover now (for the second time), registering a small, but precious, monthly income. Before we move on, it is worth taking a look at the industrial sector in Wellbeing. It is safe to say that The Altruists have turned it into a "success story" and managed to find a way to reconcile economical profitability with ecology and healthy, stable employment. The industries in Wellbeing have greatly developed within the last few years and the manufacturing industry is slightly more popular than high-tech sector. Although a little dirtier, the manufacturing plants are maintained in such a clever way that they actually resemble parks more than anything else! There is one significant standout in the Wellbeing's industrial landscape. The "Double C" light bulb factory. Max Luminosity, the founder of the factory, explains that the titular "Double C" stands for "Christmas" and "Carnival". The factory sells its products to many customers worldwide. The rumor has it that some customers in particular, love to turn the light bulbs on and then just break them for fun! Of course, the factory staff doesn't mind as it simply means more sales. Some changes, though small in scale, have taken place in the agrarian dominion of The Localvores as well. Like the construction of some irrigation systems and more growth of the natural vegetation. Speaking of which, the Goldleaf Forest looks beautiful this time of the year... The entire Alouni Basan Plains area has essentially been turned into a farmland surrounding Farmington Minor. Hardly any free space to plant another potato in! Since free space in this part of Farmington is running out quickly, The Localvores plan to move on to the next portion of their city tile, designated as "parcel 4-4", covering an elongated hill in the Southeastern corner of their city tile. However, The Localvores are currently too busy to even decide what should be built there. Since the weeds won't pull themselves out, The Localvores wish to ask for your kind assistance with deciding the purpose of the parcel 4-4 while they will tend to their farms. If you'd like to help them, head to the voting poll on top of this entry! Hope you liked the first part of the tour! Next time, we will continue our trip across the Northern Udanani to see what The Residents are up to! Comment replies: @ulisse - You intrigued me, a mining town you say... Creating a town specializing in some branch of industry or business sounds like a very interesting idea... @AsimPika3172 - I will! Thank you! @TogaMasterJohn - Thanks for a very nice, creative comment TogaMaster John! I think the Spirits have already taken a decision and left me no choice regarding The Activators' expansion! @Dreamcitybuilder - I'm glad you like it and it's really nice to see a new face visiting my CJ. Judging by your profile, it looks like you play a lot of "poliferous" games, so you could indeed use the tribal concept in one of them! (SC4 version is already reserved though! )
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I just wanted to change the plop cost and annual cost (from 300 to 1000) for this airport shuttle using Reader. The plop cost worked fine, yet the annual cost stays the same. When I hover over it on the menu, it reflects the change I made, but when it's built there's no change. This is confirmed in the airport budget. I'd appreciate any help, thanks. https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3295
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(Tutorial) Updating Lot Monthly Cost While Avoiding Phantom Budget Predicaments
CorinaMarie posted a topic in SC4 Modding - Open Discussion
(Tutorial) Updating Lot Monthly Cost While Avoiding Phantom Budget Predicaments This tutorial is in reply to @TheMurderousCricket from his post here. The key part being: This is an advanced concept I introduced in Crime and Police Station Fixes for ModPacc Zero. I'm going to use the vanilla Open Grass Park as the sample for this tutorial. Here's the extracted version if'n y'all want to follow the steps: Open Grass Sample for Cricket - File 1 - Original Extraction.dat Step 01: Pic showing the initial file opened in Reader 0.9.3: In File Explorer, copy that to a new file and give it a new name. I made mine Open Grass Sample for Cricket - File 2 - Cori Updated - v0.01.dat. Step 02: Control + Click the first three entries: Right click them, select Copy File(s) then right click in the white space below the DIR entry and select Paste File(s). Step 03: It should now look like this: Step 04: Right click the newly copied LotConfigurations Exemplar and select Generate New Instance ID: Step 05: Edit the IID of the new Building Exemplar to have the same IID as the new LotConfigurations: Step 06: Generate a new IID for the newly copied LText and update the verbiage: Step 07: Go to the corresponding original LText and update its verbiage: Step 08: In the original Building exemplar, open the OccupantGroups property: ^ The 0x00001006 value tells it in which menu to will appear. Step 09: We want to remove it from the menu so it can no longer be selected. Remove the 0x00001006 and it now looks like this: ^ Be sure to click the first Apply button followed by the 2nd Apply button. Step 10: Update the name in the new LotConfigurations entry: ^ This isn't strictly necessary, but you'll thank yourself for it later. Step 11: Change Rep 13 of the LotConfigPropertyLotObject (the one that starts with 0x00000000) to the IID of the new building exemplar: ^ Apply and Apply. Step 12: Update the name in the new Building Exemplar: Step 13: Update the IID in the User Visible Name Key to match the IID of the new LText: Step 14: Update the Lot Resource Key to match the IID of the new LotConfigurations entry: Step 15: Update the Budget Item Cost: ^ Note: In this case I'm going for minus 10 Simoleons per month. While it converts an entry to 16 hex digits, you need to only enter 8 digits. So for this I typed in 0xFFFFFFF6 then Apply and Apply. Step 16: Here's how it looks with those changes: Step 17: Single click the DIR entry: Step 18: Right click and select Remove File. This pic shows it is now gone: Step 19: Save the file. Close the file. Reopen the file. It'll now have a new DIR entry: Ofc, be sure your new file loads last or you've removed any other overrides for the Maxis Open Grass lot. Step 20: In the game when you query a previously plopped Open Grass lot it'll show the correct original cost and it'll have the new name we gave it: Step 21: Find the Open Grass in the Parks Menu: ^ Note: Only the new one will show because we told the original to hide (by removing the 0x00001006 OccupantGroups value). Step 22: Hovering over a plop of the new one with the query tool will show the new name: Step 23: And here's the query of the updated lot: -
Hello, Sorry, it's me again with another problem; now i can no longer adjust the spending for the police budget. As soon as the game is running, within the dataviews monthly spendings, in the Public Services, the cursor for police gets back systematically to 0. (Firemen budget and justice budget stay ok) I renewed all police stations, all gendarmerie stations, no result. Security in my town gets very problematic and the policemen themselves are in the streets protesting. What's happening? (if u need a picture of the problem i can make one) JF
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Something is really wrong with the bus fares in this place...
TheMurderousCricket posted a topic in SimCity 4 General Discussion
I have a tiny village with just one bus stop. It has 140 passengers and generates $13 profit. The other town has four bus stops with the total ridership of 400 people. Yet, the network generates an $11 loss! Could someone explain me how is this possible? Especially, given this (accurate and correct) calculation? -
Balancing the budget vs. bursting pipes
TheMurderousCricket posted a topic in SimCity 4 General Discussion
I am trying to balance the budget and cut down on any unused resources and capacities. Just like any responsible mayor would. Water capacity, of course, is amongst them. However, I am recently plagued by pipe bursts. One after another! I simply don't know what to do... This is very annoying and strange at the same time. In my previous cities, water budget has also been reduced to the far left. Still, nothing like this has been happening before.- 10 Replies
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Fraction costs for parks, amenities etc.
TheMurderousCricket posted a topic in SC4 Modding - Open Discussion
Not sure how to call it... Anyway, is there a way to modify the monthly maintenance costs of PEG's ponds and trails (or any other item in fact) so that fractions of whole numbers are available? In such a way for instance, that a piece of pond costs $2,5 monthly? Much the same way as you would pay for water/cubic meter or a pipe segment. I'm not an IT expert... but it seems that hex numbers never use number fractions... So I'm not sure if it is at all possible, without some extensive modding involved. -
Hello dearest mayors or SimCity followers. I was just wondering but ever since I first played SimCity 4 there was a zimuloth cheat or whatever it what’s called let you type in the specific amount of money you desired and so the way it played out was like this: Zimulouth >Your specific amount of desired money< P.S. Please forgive me if my grammar is bad.
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I'm not sure if it is just my pc set up or not, but when doing budgets on schools and the like, the slider is not very precise and I have to mess around with it until I get the numbers/balance I want. Is there a a way to use the mouse wheel or arrows to move the slider in much smaller increments? Thanks
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Hello, I'm pretty new to C:S, and starting to get a hang after having played SC4 and CXL years earlier. I used to have an account here but forgot the username and password... I'm building my first city and I'm running into trouble with demand. Residential demand is always sky high, and whenever I zone for residential, people move in quickly, even if I zone them right next to the industrial zone, with no schools, parks etc. Commercial demand is around 50% and occasionally I see a building abandoned, and industrial demand is <10% and industry buildings get abandoned all the time. My industry right now is smaller than it was with 1000-2000 people and I have 5100 people right now, but apparently there's no demand for it even though nearly the entire city is residential. From city statistics graphs: Residential: 4813 Commercial: 800 Industrial: 516 (topped out at 724 around the time when cemeteries were unlocked) Employment percentage: 97.5% A second problem that I have is with forestry industry. I created a specialized forestry area and it's good enough to get Level 3, but it's consistently losing me money. It's not a lot, just the building upkeep, but it's either not generating profits or sometimes it just barely evens out. I've got about a dozen tree plantations, one paper plant and half a dozen sawmills, which I'd hope would at least pay for itself! When I open up the industry overview, the chart numbers are: Acquisition: 29 tons, all own production Raw forest products: 22 tons (where did the 7 tons go?) Paper: 4 tons, output 8 tons (1200 money) Raw forest products output: nothing Planed timber: 18 tons, output: nothing! Upkeep: 1416 Total profit: -216 Also, I thought forestry industry would do something with the natural forests, but apparently it only uses the plantations, even though I've painted the industry area over nearly the entire natural forest on the starting tile. Why are then natural trees colored under the resources view?
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I don't understand the industries DLC and budget window's profits
ScreaminAbdabs posted a topic in Cities: Skylines General Discussion
Hello, I am baffled. I have a large oil area in my city made up from the Industries DLC. On the oil overview window it is making C30K which breaks down as- -640 import +2,440 Petroleum +33,600 Plastics - upkeep 4,696 profit of 30,663 I understand this. However on the budget screen I get - Oil Income 2,400 expenses 6,104 Profit -3,704 I don't understand this! I don't have any zoned oil, just the DLC - so why are these so different? How can I make a profit of over 30k and a loss of around 3k from the same thing? What happened to that 30k profit? Anyone any ideas?- 5 Replies
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Hello guys! I am doing tests with mods fire stations (modern firestation from mattb325 and Regional Public Safety) in a laboratory city that only has a lot of coal power plant and waste power plant. I noticed that the cursor of monthly budget of fire stations is moving on its own. Why this happens? Is there a way to solve this?
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Version 1.0
1,741 Downloads
In the land of Corillion, the council passed a new law which requires the Simizens to maintain all of the vanilla Maxis parks. Its purpose is: Participation Agreement Resolution Keeps Play Area Yards Sanitary So rather than each park being a cost for the city, the upkeep expense is reduced to a negative amount corresponding to the number of cells any given park occupies. So, a Small Park Green has a cost of negative one, a Skateboard Park is minus two, a Large Flower Garden is minus nine, and so on. By reducing the cost to a negative number the overall expenses go down and the city becomes that much more affordable to operate. (The 3rd picture is showing one of each Maxis park plopped and corresponds to a City Beautification budget of -121.) Installation: Copy the ParkPays.dat file into your plugins folder. Note: This mod applies to any of the Maxis parks which are plopped after the mod is installed. If you intend to bulldoze previously plopped parks, be sure to do that before installing this mod. (Personally, I just leave the old ones in place with their old cost associated to them. With this mod installed clicking an old lot would show the new, negative amount, but the game remembers the old cost in the expenses. Bulldozing an old lot with this mod installed will cause the expenses to subtract the negative number thus increasing it.)- 3 Reviews
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Version 1.0
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Extreme Difficulty Mod Version 1.0! You think SimCity 4 was hard enough before, well think again! This mod is guaranteed to make your SimCity 4 experience far more difficult than ever before! This mod makes nearly everything more expensive. Not only to plop but their monthly costs! However some buildings are more effective as well. Do you like a good challenge? Then this mod is for you! Features: - Schools, Hospitals, Police and Fire Stations are far more expensive to plop and maintain but their range and capacities have been increased (by about 1.5 times) and they are a bit more effective. - Airports, Seaports, and all transportation buildings are far more expensive than before - Bulldoze costs of schools and hospitals is much higher than their plop costs because paperwork and petitions now! - Parks are more expensive but are more effective too - Most landmarks are now 10x more expensive but more 1.5-2.0x more effective - Roads have had their capacities increased slightly and cost more per tile a month! - Power plants are much more expensive to build/maintain but also produce more power. Same with water towers/pumps - "Legalize Gambling" ordinance income has been increased to $1000 from $100 a month, but crime is now increased to 40% from 20%. - Most other ordinances are also more effective but also cost more now. - You will start at "0" simoleons on hard mode instead of $100,000. - Max loan has been increased $200,000 to $500,000 - Loans now cost 5% to pay back instead of 8.5% - Game over limit has been decreased from -$100,000 to -$500,000 Before you get told to "Run for Senator." - Fires spread faster and are more frequent! - May cause minor frustration I highly recommend creating a new plugins folder for this (moving your current folder or naming it "Plugins.old") and starting a new city/region. This mod does work with NAM, just move (but don't delete) the traffic simulator controller file in the Network Add-on Mod Folder. Tips: - Patience. Lots of it. You're gonna need it. - Get a fire station to cover your industrial area as soon as possible. Fires are quite annoying! - Take out a reasonably-sized loan at the beginning of a game on "Hard Mode" since you start with no simoleons! - Make sure you are ABSOLUTELY CERTAIN where you place your civic buildings, ESPECIALLY Schools and Hospitals! They are extremely expensive to demolish now and demolishing one could take you straight to game over. - Make use of neighboring cities. Trust me. - Try to build the biggest, most prosperous city you can, using only this mod (and NAM), and no cheats! I challenge everyone here! - You may use cosmetic mods for this challenge such as Terrain Mods, Tree Mods, etc. But no CAM, SPAM, JAM, LAM or Shazaam (NAM is allowed since it's essential.) - Good luck. You're gonna need it. -
Hey everyone, I need some advice. I have been out of the PC desktop world (at home) for some time and I have been getting the bug to start playing games like Cities and SimCity (I have not played in several years). I really am lost when it comes to specs needed. My main purpose for the pc itself would be for games like this and downloading mods. My laptop serves my needs for all other work that I do from home. I don''t have an interest in any other type of gaming other than these city building types. So... if my budget was 1,000 - 1.500 USD what would you recommend on specs with PC etc. and monitor. Thanks
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I had a great budget in all of my cities, at an average of +5000 simoleons. However, upon installing NAM, all of those budgets dropped to basically even with the expenses. Has anyone had this issue?
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Two problems - one UI related and the other budgets.
Aubergine8 posted a topic in SC4 Bugs & Technical Issues
UI problem. There are times when scrolling through a building/utility menu that no icon displays and you would need to scroll down four or five items to be able to select the item that you originally wanted. There are cooling tower/smoke stacks that should be selectable in this instance but they are only selectable by scrolling down past where they would display but nothing is displaying. This is how it looks ingame; Second problem is with the budget and in particular the city beautification and utilities expenses. There have been a couple of buildings, most notably Taipei 101 that you are charged for their maintenance, however even when the building is removed the charge remains and if the building were to be subsequently built again the charge stacks on top of the existing costs that ought to have been removed. Any suggestions? Thanks in advance. -
WATER SUPLIES 18th March 2001 Now begins the Summer i Ses Isles. And frequent water cuts take whipping the capital, Port Tuduri, for weeks, threaten to exacerbate the problems. Santa Corella have the biggest underground aquifer The governor, strong advocate of starting with the education plan as soon as possible, was the first to vote yesterday in favor of the construction of the new water extraction plant, which will be located in Santa Corella and will be completed by mid-August. The Great New Water Depósit, Built in Santa Corella With this latest emergency plan, the coffers of the region have been virtually emptied by the incidents in recent years, threatening the growth planned for this decade. From now on, touch start managing the resources of the region and make a profit in order to continue development. REGION MAP AND OVERVIEW LINK
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Sewage Treatment 3th February 2001 Because the last drain of residual waters, Ses Isles government has aprove an emergency plan to construct a Water treatment plan in Son Gavilans. There have been a sewage drain at the beginning of the year, and the Ses Isles parliament has decided to start an emergency plan: A modern water treatment plan will be constructed in Son Gavilans with enough capacity to clean the regional residual waters, although its population grows more than a hundred thousand habitants. The people from the Islands has accept the project with illusion The building will be finished before the autumn. taking advantage of the budget surplus for the construction of the plant, is designed an expansion of industrial and residential areas in Son Gavilans REGION MAP LINK
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Version 1.0
23,188 Downloads
Mod of the Week! February 16th, 2014 - http://scdnews.com/february-16-mod-of-the-week-moving-trucks-variety-set-by-parkerwyoung/ Welcome your new residents with a roomy, reliable moving truck! Features - Truck designs include: U-Haul, Budget and Penske - 512x256 texture resolution - Uses existing models, only replaces texture channels Instructions - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityData\ folder - Choose U-Haul, Budget or Penske as your city's new moving company - DO NOT install more than one file, this may crash your game - You may rename the Mod Files, but make sure they come before "SimCity_App" alphabetically Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA mod policy: http://forum.ea.com/eaforum/posts/list/9729407.page Related Vehicle Mods - Large School Bus Upgrade - https://community.simtropolis.com/files/file/29288-large-school-bus-grade-school-upgrade/ This is a simple retexture mod for the default SimCity Moving Trucks. I found the existing moving truck textures quite boring when they flock to your city after zoning new residential areas. This mod serves to give the trucks a more realistic, familiar feel. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy modding Parker Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/

