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Showing results for tags 'civics'.
Found 11 results
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PGX-DMSCOPIO - MCA036 Anderson Building University Left 的: MAPP Burger Stand PGX-MAXIS - MXA004 College 的: PGX_ALD_PF_Food stand - Candy Land PGX-CAL - HEA010 Bywater Springs Hospital I downloaded two sets of plugins 我下载了两个插件集 But no supporting documents could be found 但找不到支持文件
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Version 1.0.0
423 Downloads
« THE THING » - CIVICS, by PGX Police Kiosks, Precints, Fire Stations, Clinics, Hospitals. 35 lots. Various menus. PREVIOUS USERS OF « THE THING » : YOU NEED TO UPDATE « THE THING ESSENTIALS » IN VERSION II NEWBIES TO « THE THING » : DO NOT DOWNLOAD BEFORE DOWNLOADING THE « PRESET II » OR YOU WILL MISS ESSENTIAL RESOURCES AND INFORMATION STRUCTURE Police. ID under the form « POLxxx ». 15 lots. Police menu Fire. ID under the form « FIRxxx ». 10 lots. Fire menu Health. ID under the form « HEAxxx ». 10 lots. Health menu In subfolders, each lot is separated and has an ID for its identification in subfolders and to figure its order of appearance near the bottom of the Park menu. You can keep all of them or pick up what you want and delete the others or store them appart for later use. Use pictures as catalog, numbers are matching with IDs. INSTALL Expand the zip file. You get a folder named « PGX - CIV Civics (Various) ». Drop it as it is in the « PGX - THE THING » folder. Open the chapter subfolder. Sort it by alphabetical order. SPECIFIC DEPENDENCIES Numbers in orange on pictures are highlighting lots that do need a specific dependency in addition to the common ones. Brown box or empty lot if missing. If you’re already using these lots in their regular version, you already have the required files. If not, follow the links and instructions below. DEPENDENCIES ALERT Due to SC4Devotion website crash, some links below might be unaccurate. If so, you will have to find the required files by your own. See at SC4Evermore or ask for information at Simtropolis. FIRE PGX-MATTB325 - FIR007 Modern Fire Station https://community.simtropolis.com/files/file/21092-nexis-mega-generator-i/ You only need the « .SC4Model » file PGX-LBT - FIR008 Portales Fire Station PGX-LBT - FIR009 Central Fire Station https://community.simtropolis.com/files/file/19608-lbt-fire-station-pack/ You only need the two « .SC4Model » files PGX-JENX - FIR010 Airport Fire Station https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3011 You only need the « .SC4Model » file https://community.simtropolis.com/files/file/28676-pvs_high-school/?tab=comments#comment-625375 You only need « Aqua_sport_props.dat » HEALTH PGX-DELIJA21 - HEA003 RSP Clinic https://community.simtropolis.com/files/file/28984-rsp-clinic/ You need the « .SC4Model » and « .SC4Desc » files PGX-UKI - HEA004 Kenketsu Bus Mobile Clinic https://uki-sim.up.seesaa.net/bat/uki_KenketsuBus.zip In the folder « Model », you need « KenketsuBus.SC4Model » PGX-ANUBIS - HEA007 Medium Sized Hospital https://community.simtropolis.com/files/file/24329-medium-sized-hospital/ You only need the « .SC4Model » file PGX-SG - HEA008 GooberGen Rural Hospital https://community.simtropolis.com/files/file/16015-goobergen-rural-hospital/ You only need « SG_GooberGenRuralHospital.dat » PGX-KOSMO - HEA009 Miguel Servet Hospital http://descargas.capitalsim.net/?sitio=csc&descarga=3684 You need all the « .SC4Model » and « .SC4Desc » files PGX-CAL - HEA010 Bywater Springs Hospital http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1676 You only need the « .SC4Model » file -
Version 1.0.0
269 Downloads
About This is an expansiion of Elvestads hospital Dependencies BSC Common dependencies https://sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack Girafe Common SC4D LEX LEGACY - BSC VIP Girafe Flora Pack Elvestad hospital Stats infection Item Name H flygeln_recover 1 Item Description This building was made by a Typing Monkey Item Icon Item Order 2 Plop Cost 4200 Bulldoze Cost 200 Wealth Medium Wealth Pollution at center Air Water Garbage Radiation 6 4 3 0 Pollution radii Air Water Garbage Radiation 3 4 0 0 Flammability 36 MaxFireStage 4 Power Consumed 11 Water Consumed 41 Demand Created Jobs $ Jobs $$ Jobs $$$ R-$ R-$$ 53 148 48 53 148 R-$$$ 48 Budget Item: Department Health Staff Health Coverage Budget Item: Line 0x00000000 0x00000001 Budget Item: Purpose Hospital Staff Hospital Coverage Budget Item: Cost 2300 400 SFX:Query Sound 0xaa55ba71 SFX:Default Plop Sound 0x4a5ec571 Query exemplar GUID 0xaa554aea OccupantGroups Building: Civic Building: Health Building: Strikable Health Building: Hospital Building: LargeHealth Occupant Size Width Height Depth 111.5 34.8088 48.9001 Jail Catalog Capacity 7300 Hospital Hospital Coverage Radius 1128 Hospital Population vs. Distance 0 100 100 100 Hospital Effectiveness vs. Average Age 0 8 100 8 Hospital Patient Capacity 7300 Hospital HQ boost 11.52000046 Catalog Capacity 7300 Catalog Monthly Cost 2700 Pathology User Visible Name Key Open Paved Area Item Description Key 0x2026960B 0x07BDDF1C 0x335A551D Item Icon Item Order 5 Plop Cost 3250 Bulldoze Cost 90 Wealth None Pollution at center Air Water Garbage Radiation 0 0 0 0 Pollution radii Air Water Garbage Radiation 0 0 0 0 Flammability 0 MaxFireStage 0 Power Consumed 0 Water Consumed 0 Landmark Effect Magnitude Radius 200 10 Demand Satisfied R-$ R-$$ R-$$$ 80000 80000 80000 Budget Item: Department Park and Rec Budget Item: Line 0x00000000 Budget Item: Purpose Park Effect Budget Item: Cost 400 SFX:Query Sound 0xCA9B8233 SFX:Default Plop Sound 0xEA5EC59F Query exemplar GUID 0x0A562A05 OccupantGroups Building: Civic Building: Health Building: Strikable Health Building: Hospital Building: LargeHealth Occupant Size Width Height Depth Psychiatry Item Name Custom Ploppable Item Description Insert ploppable description here. Item Icon Item Order 1 Plop Cost 100 Bulldoze Cost 100 Wealth None Pollution at center Air Water Garbage Radiation 0 0 0 0 Pollution radii Air Water Garbage Radiation 0 0 0 0 Flammability 10 MaxFireStage 1 Power Consumed 16 Water Consumed 0 Demand Satisfied R-$ R-$$ R-$$$ 20 20 20 Demand Created Jobs $ Jobs $$ Jobs $$$ R-$ R-$$ 1 6 1 1 6 R-$$$ 1 Budget Item: Department Health Staff Health Coverage Budget Item: Line 0x00000000 0x00000001 Budget Item: Purpose Hospital Staff Hospital Coverage Budget Item: Cost 300 100 SFX:Query Sound 0xAA55BA71 SFX:Default Plop Sound 0x4A5EC571 Query exemplar GUID 0xAA554AEA OccupantGroups Building: Civic Building: Health Building: Strikable Health Building: Hospital Building: AmbulanceMaker Occupant Size Width Height Depth 101 31 66,16599 Hospital Hospital Coverage Radius 400 Hospital Population vs. Distance 0 100 100 100 Hospital Effectiveness vs. Average Age 0 8 100 8 Hospital Patient Capacity 3000 Hospital HQ boost 11,52 1 0 1 staff edit 09.03.2024: deleted the large empty spaces around the text. - Tyberius06 -
Version 1.0.0
271 Downloads
Description: Sometimes crime fighting needs a little help and what better place to look to solve a complex network of metropolitan crime than a wealthy orphan who dresses up like a bat. Although he can cover most of the city, he has only one "squad car" and can only handle one criminal at a time so there is basically no jail capacity. Stats: Plop Cost (bulldoze): 800(100) Lot Size: 1x1 Power: 1 Water: 1 Squad Cars: 1 (the Bat mobile) Jail capacity: 1 Dependencies: The amount of tolerance Batman has for crime. -
Version 1.0.0
572 Downloads
Hi everybody!/ Hola a todos! Thanks for downloading Modern Sculpture by Ohdude. This is my first BAT and to celebrate it the meaning of this sculpture is the happyness i feel for doing this project. Is a small plaza with the model as a medium wealth prop so you can put it anywhere as a Loter. IMPORTANT: There are two versions: Dark Nite (DN) and Maxis Nite (MN). Just choose and install one of this, no both at the same time. You will need Simfox's day and nite mod for Dark Nite version: https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/. DEPENDENCIES: No other dependencies needed. Just Simfox's day and nite mod. INSTALLATION: Just Unzip the content of this file into your Plugins Folder. Once installed, inside the game you will find this model in the Park Menu as a Small Plaza. UNINSTALLING: Just remove the folder with the files from your Plugins folder. DISCLAIMER: The use of this download is at your own risk. If you upload a Lot made by yourself wich contains this BAT please, consider to mention the author (Ohdude) in your description. Thanks in advance! Enjoy and Stay well! Ohdude. -
Hello! So, I have a little project that I want to release to the STEX; it's a museum that I want as a substitute for the Maxis Major Art Museum. I've looked at it in Reader and it lacks some properties to work like the Maxis counterpart, like the ability to provide CAP relief and Park effect, as it stands now, it works like a regular musem. If I use Reader to copy the properties from the original Maxis exemplar and paste them in my museum, will it work without any problem? Thanks in advance!
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Version 1.0
1,164 Downloads
Tariel Four Mayor Mansions and Houses There were a few Mayor abodes floating around that I liked to use in my CJs. I decided to give them some TLC. Those four go to the Big City Mayor’s Mansion to the humbler rural one. You’ll find them somewhere at the top of the Reward menu. The list of deps is included in each folder. I didn’t make those lots from scratch but riffed on already existing lots done by savvier people than I, as I couldn’t bat to save my life. The originals are there : • From the ever prolific mrBisonm (Nexis), who gave us so many enjoyable lots and is still doing it : Nexis MayorMansion and NexisSuccessfulMayor Mansion : https://community.simtropolis.com/files/file/406-nexismayorsmansion/ https://community.simtropolis.com/files/file/1620-nexissuccessfulmayormansion/ • from gshmails (idem !) : Rural Mayor’s House : https://community.simtropolis.com/files/file/2145-rural-mayors-house/ • TEOM Country Mayor House : https://community.simtropolis.com/files/file/2072-teom-country-mayors-house/ Many Thanks to my technical gurus, Rsc204, Kosc, and Dreadnought. And especially Rivit, who lighted my SC4 world and is always generously ready to help. And also the guys and gals on the forums (Twalsh, Matias93, Fantozzi, CorinaMarie...) We need help when we begin peeking under the SC4 hood. That the community is always there for us noobies is a constant and pleasant reassurance General warnings : (1) This is for SC4 Rush Hour. (2) I play with NAM36, RRW-EU selection (it shouldn't interfere here, but you never know !) (3) I also play with Twrecks Maxis HD Tree Replacement (if you don’t use it, maybe your trees will be a bit different ; perhaps you should use it : https://community.simtropolis.com/files/file/31898-maxis-tree-hd-replacement-mod/?tab=comments ). (4) I play Nights. Hence the included RVT zNightLighting. Depending on your using or not a Light Replacement Mod, the lighting will be slightly different, but There Will Be Light. If you dont want it, you can either tweak my lights in the Lot Editor or get rid of them entirely.- 1 Comment
- 2 Reviews
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- 8
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- civics
- mayors houses
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Version 1.0
593 Downloads
3 Engines with wider radius and lesser cost than the maxis grand fire station. Good coverage. Plopcost: $220. Monthly cost: ~$80 Fits almost everywhere: lot size 1x2. Before downloading - please make shure you have the following dependencies or if they are still available: Modernizm Pack 6 by fordoniak SM2 cell towers by the inimitable and unique Simmer 2- 1 Comment
- 3 Reviews
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- 12
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- fire station
- lot
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I have a school mod that I've used for a few years on my laptop, and I'm trying to transfer it to my desktop. Its an Elementary school capacity mod that gives you 50,000 max capacity. I tried copying between the plugins folders, as I did with my other mods, but I can't for the life of me figure out what the file name is. I didn't bother including a query or education menu screenshot because it just says "Elementary school," no help at all. I know I originally downloaded it from the STEX, but I've searched there and all over the internet and can't find it anywhere. Here's a screenshot of the building: And yes, if you're wondering, my city name is from THE Grosse Point, or as I like to call it, that town all the GM executives commute from.
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Ideas for New Sc4 Custom Content Hey All i'm New to simtropolis and while browsing through the content currently available for sc4 i couldn't help but notice there seems to be less content available for specific regions example: Australian Brand Transport Networks , Interstate Rail Companies .. etc. I my self am not a Lot creator or designer yet but am willing to put forward any ideas for new content to broaden the choices available to the sim city community
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Recently, there have been many topics asking how to set up at city and break the grid. To answer these questions, I have created this tutorial on how to create unique cities with effective transportation, without sticking to a grid, as well as how to create varied cities that are realistic in design. First off, remember that I am using custom content in this tutorial. I am not going to provide links to all the custom content I used, as it is not neccessary; but if anyone would like a link to something I used, please PM me and I will try to provide you with a link. Secondly, also remember that this tutorial is not showing you the set-in-stone way to create your cities. There are countless ways to create a city, and I am merely showing you one way to do it and providing suggestions on how to make your cities more creative. Thirdly, let's begin... 1. Downtown/CBD A downtown/CBD is the central hub of a city, in business and generally in transportation. This is, in most cases, the densest part of a city, consisting of skyscrapers and apartments/condos, with large amounts of people in a smaller area. Downtowns/CBDs generally have a grid system for roads, avenues, etc. They also have mass transit systems that move people around. These can consist of bus, subway, elavated rail, light rail, or a combination of all. These main principles translate to SC4. When you create your DT/CBD, consider using a grid system. The standard grid is 4x4 tiles of road or OWR with 4x4 zones of high-density commercial... However, this can be very limiting to the variety of buildings your city has (assuming you have downloaded cutom content), as well as your mass transit system. More practical and realistic grid sizes include 6x6, 6x8, 8x8, 10x8, and 10x10. In some cases, a grid isn't practical at all, and custom shapes and sizes must be used, but it is easier to try to stick to a grid as much as possible. You can also use avenues as main "roads." These sizes allow for you to plop bus stops, subway stations, parking, alleys, plazas, and pedmall tiles while still being able to zone different shapes and sizes of high-density commercial for skyscrapers: Please excuse the znnoying zots... Now, lets's look at this in a small-scale example of the transition from the DT/CBD to suburbs: Notice how I placed bus and subway stops every block, added parking, plazas, etc., and had a tram-in-avenue line running near the DT/CBD and the medium-density area. This makes for an effective transit system, so Sims can get around. Also notice the transition from the DT/CBD to the suburbs by zoning medium-density commercial and residential. I will refer to this picture in the following sections. 2. Transitioning to Suburbs The transition from the DT/CBD to the suburbs is generally not abrupt, but gradual. By adding more parks, civics, and zoning medium-density, the transition can be made realistic. Also consider using diagonal and fractional angle roads, streets, etc. to transition the suburbs. As the central hub transitions to the outlying areas of a city, the density decreases, as does the need for large mass transit, such as subway and el. rail. Mass transit like bus systems is still needed to transport Sims from their homes to their jobs, however. The diversity in wealth levels increases, as the DT/CBD generally has mostly high wealth residents and businesses. Zone medium desnity commercial and residential in generally smaller zone sizes to transition realistically. In real life situations, many universities are built in this transition area. Students who attend the university often live in apartments also found in this area. Notice how I cut off the tram-in-avenue line before it ran through the suburbs. Generally, when creating lower density areas, you want to keep mass transit to bus. However, this changes depending on the situation. Try to separate your Sims my wealth. By placing civics and parks in certain areas only, you can influence where your wealthy Sims live and where your poor Sims live. Traffic noise, education, health, etc. all affect what Sims live where, so plan accordingly. 3. The Suburbs The suburbs are where most of the population of a city live, in most cases. They surround the DT/CBD and sprawl out in all directions in a large area and consist of small sub-communities with jobs and mostly simgle-family homes. For example, I live in Gilbert, which is a sub-community of the city of Phoenix. There are many businesses here, which provide local jobs to the residents of the city. Suburbs also have many schools, clinics, parks, and other civics for the people who live there. This makes the living conditions better. Having only one hospital in the DT/CBD so people from all over have to drive there is not a good idea. Remember to continue your transit system so Sims can commute to their jobs. There are many ways to create suburbs, but they all consist of low-density zones. Many suburbian areas have curving roads, so use fractional angle and diagonal streets and roads. Zone small-medium sized low-desnity commercial and residential for varied suburbs and neighborhoods. To create tract housing areas, zone the same sized zone repeatedly. I grouped the methods of creating suburbs into four main categories. The first way to create suburbs is by using a loose grid pattern. In this method, long and narrow blocks are connected to a main road. Fill in empty space with parks or trees. Another design is similar to a tree. Connect a main street to a main road and create branches from the main street. Fill in empty space with parks or trees. The third design involves creating randomly sprawling streets that are connected to a main road by several streets. This design is common in real life situations. Fill in empty space with parks or trees. The fourth design involves creating loops connected to a main street, connected to a main road. Fill in...... Well, you get it by now. I apologize for the size of my god-mode trees. The tree controller was glitching and made the trees small. 4. Industry and Agriculture Industrial areas are found throughout a city, but they are generally far enough from the DT/CBD to not negatively affect desirability, and are usually found on the outskirts of the city. They provide jobs to all three wealth levels, depending on the type of industry. I find that using the same sized zones used for the DT/CBD is effective for industrial areas, specifically 8x8 and 10x10. These sized zones allow for large industrial factories and warehouses to grow (can be downloaded) and also allow for the continued transit system, as well as power/water plants and grungy eyecandy. Connect your industry to other neighboring cities, if you have them, and other parts of the cirty with rail. Try to avoid crossing rail with main roads and use underpasses or rail viaducts instead. In some cases, you may want agriculture surrounding your city. Agriculture provides jobs for small towns and communities outside of the main city, in most cases. To create realistic farming, use many fractional angle roads, streets, and highways (assuming you have the RHW) and different sized farming zones. Avenues have no place out in the countryside. (Sorry, no pic.) 5. Details, Details, Details Last but not least, in order to create a realistic and varied city, the details are important. Using mods like the NAM, RHW, NWM, HSRP, RAM, and SAM, you can create realistic transportation systems with many new additions to the game. And with plenty of custom content, you can create anything from a bustling metropolis to a small, rural farming community. The STEX and LEX are your friends; embrace them. The more custom content and less Maxis you have in a city, the better it will look. 6. Conclusion Using these methods, tips, and suggestions, you can create realistic, varied cities with effective transportation systems, and say "goodbye" to the grid forever. Remember, these are only suggestions and tips. They are also based off of American city-styled methods, as I am an American. Not all of the said methods will apply to all cities; however, some, if not most, of the methods should apply to cities of all styles. Having this said, do what you want to do, and make your cities how you want to make them. Most importantly, SC4 is a game, so have fun with it! Hope this helps! (Please pardon any typos; I wrote most of this late at night and I don't feel like checking.) ~ Charles/Evan (Who is now going to sleep because he is tired. )
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