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Showing results for tags 'community garden'.
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Hi! It's been a while since the last update, and quite a lot has actually happened, so let's get on with it, I guess! As always, this is the latest building in the theme: You can see that I put in a BigBite on the ground floor because I thought it was cool. I added some graffiti to the building. It adds a sense of life and realism to it. All of the buildings have a custom LOD (all under 100 tris) that also have their own illumination map. So, that's it for the building. I have expanded the area quite a lot recently by making a lot of farms. I am trying to keep the detailing consistent so that the farms also are taken care of, not just the towns. So here are the farms: I've started adding these fields with hay bales in them. Golden county has a lot of cows (Dairy products and cars are this region's main exports) and the cows need food to eat over the winter! These are some new fields. I've actually expanded the area quite a bit, but I don't know if I'm going to continue with farms or add an unused gold mine... What would you like? Some guys working on a broken windmill: This is part is still unfinished: I tried to do something new here with foliage. I'm not really a tree person when I play this game, so I wanted to try it out. I probably shouldn't have taken these pictures during sunset (or sunrise?) because the shadows cover everything up. I know this is unrealistic. It will be changed... Moving on near Frankton, I have removed the huge field of trees. I thought it looked a bit misplaced and it didn't fit in very well. I'm replacing it with some smaller fields. I also went went with a small dense forest nearby. Again, trying something new with foliage, but I went a bit overboard here as my frame rate drops quite a bit in this area. I have have also updated the farms around Harrien. I should probably stop going back and updating things and just move onwards. I have also also made the river a bit narrower, so I had to add some farms along it: Right by Harrien, I added an extension to the town. I mostly made it for the marina. Here is the marina. I needed to make one for Frankton and Harrien, because there's a river, so why not? I also made this community garden (or allotment) for the area: Here is is the whole area. Because I'm a forgetful idiot, I don't actually have any pictures of the mansion, or anything to the right. I'll hopefully get them next update or before it if I remember. You might have already seen it, but I've added some road markings to make things more realistic. And that's it. Here is the whole area just so you know where everything is: Oh wait. What's that on the bottom left of the shot? Its actually going to be a sort of sub-city connected to the main one. Kind of like Croydon and London. NONE of it is "final" (nothing is, but the proper thing won't look much like this). This is is probably the only thing that's close to final. It probably won't be finished for a long time, as I need to develop my theme to get all the buildings. It's probably not good to be using the RICO mod with a "test" city like this if I keep bulldozing buildings, but with detail, I like to have a living, breathing city along with it (I also use the Rush Hour mod). Also, that interchange on the bottom right has been remade already. It looks pretty dank now. And that's actually it. Thanks for reading through (if you actually read through the whole thing, congrats!).
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Does anybody actually use "community gardens"?
cromabianca posted a topic in SimCity 4 General Discussion
I mean: what ar they really for? Does anybody use them at all? I know I seldom (if never!) do....- 35 Replies
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All right. So I have the Prima guide, and I have a mathematical question regarding pollution control. Now, a little background is this. I have started a city, and the first form of Mass Transit I created was Bus Stops. While these are cheap and only take up a 1x1 space, that still takes its toll wherever you plop them because it always makes the two additional spaces behind them unusable (especially in the residential areas where the "No Road Access" icon will pop up). Now, this isn't a big deal to me, because I'll simply use this empty space to create parks as a form of pollution control. Now, here's where it gets tricky. According to the Prima guide, the Ranger Station negates 3 units of pollution. The ranger station also takes up 2x1 spaces. The Small Flower Garden and the Community Gardens only negate 2 units of pollution, but they also only take up 1x1 spaces respectively. With that being said, if I placed two Small Flower Gardens or Community Gardens in the same spaces I would have placed one Ranger Station, would that be more efficient? Because the two Small Flower Gardens or Community Gardens combined would (if I'm doing the math right) equal the effect of 4 units of pollution being negated. Whereas if I were to plop down just a Ranger Station, that would be -3 pollution in its entirety. Am I correct? Also, if anyone has any additional tips on pollution control in general, feel free to add them.
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- pollution
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