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City-building game(s)

Found 38 results

  1. This City Deserves A Better Class of Criminal

    “Gotham City. Clean shafts of concrete and snowy rooftops. The work of men who died generations ago. From here, it looks like an achievement. From here, you can’t see the enemy…” - from Batman: Year One Happy Holidays to all! I hope the new year brings plenty of great city building to everyone out there. It's been a long hiatus and I'm glad to finally be able to post the last few entries of this project after 3 years of corrupt mayoring. A year and a half ago I got a promotion and started working long hours, barely finding the spare time to chip away at Gotham, but I'm proud to say that Stage 3 is finally complete! So, here it is... Beginning of Stage 3 End of Stage 3 City of the Clouds Something is rising in Gotham — and it’s not just the hopeless crime rates. It’s black steel, cold concrete, and stained glass as far as the eye can see. The skyline has changed dramatically into endless blocks of towering structures. But as buildings climbed toward the heavens, the residents plummeted deeper into hell. Midtown Financial District Tricorner Downtown Uptown I wasn't able to stick with my original goal of growing it as a real-world mega-city would evolve. It would have taken even longer than 3 years, but I'm still happy with the end result. I did hit my mark of a population of 12 million Sims, so there's that. Crime Levels and GCPD Corruption Scandals Crime in Gotham City has reached record highs. Armed robberies, gang violence, and organized crime are spreading through nearly every district, overwhelming the city’s already strained police force. Behind the statistics lies a deeper problem: corruption inside the Gotham City Police Department itself. Recent investigations have uncovered officers taking bribes, leaking information to crime bosses, and sabotaging evidence for internal cases. Public trust in law enforcement has evaporated and the underworld grows larger every year. As the GCPD struggles to clean up its own ranks, criminals are taking full advantage of the chaos, leaving Gotham to pay the price. Now, City Hall faces mounting pressure to restore order and many Gotham residents are left wondering if anyone can still be trusted to protect them. GCR Public Transit The last train tracks were laid out in the early 20th Century after years of construction delays, budget slashing, and political setbacks. But despite its challenges, the GCR Public Transit became a crown jewel of Gotham - a sleek, flowing artery running above and below the city’s filthy streets. Now the train platforms have become just another den of crime and urban decay, but when those subway doors opened for the first time, people’s faces lit up with hope. They now had a modern, efficient transportation system connecting neighborhoods that had long felt cut off. The brand-new trains hummed with promise, the clean tunnels gleamed with electric light, and for a brief moment the city seemed – decent.
  2. As per the title, are there any mods to turn off crime etc? I just want to build a city without worrying about civic buildings, police, fire, health. I've been playing SimCity since the 80's on the Spectrum(!) but just wondered if it is possible
  3. Crime reload game

    Hello again, there is a problem with crime when we reload a game, when we activate an ordinance who reduce crime at a certain level this can not been repeted with this one when we reload the city without remove and relaunch it. Is there a dll to solve this problem ?
  4. Gotham Loves A Comeback Story

    Gotham is back with a BOOM! A population boom, that is. From 1850 to 1910, waves of immigrants docked on Gotham's port, and the city swelled by 600%. Three and half million people now call Gotham home... most live in terrible slum tenements and the corrupt city government does little to provide vital services. Some turn to crime out of desperation... (Gotham in 1910) (Typical slum neighborhood) (Crime levels have reached triple-digits) With the turn of the 20th century, Gotham spent a large sum of tax dollars to bring the city into the modern age with paved roads. Still nothing compared to the millions piling up in the coffers from overtaxing and slashing budgets, but city planners foresaw that the only way for Gotham to expand upward would be to improve the streets so that its citizens could move about faster. Gotham’s next major city public works project will be an expansive network of subways and elevated rail lines connecting all districts to each other. No small task, but a necessary one for any blossoming mega-city. The Gotham City Rail (G.C.R.) plans to open it's stations by the year 1935. (G.C.R. projected layout plan for public transportation) Inspirations for G.C.R.
  5. Reward buildings

    Somewhere I saw a list of reward buildings that showed the entire building positives and negatives; why/where to build v. why not. Does anybody know a link that gives these descriptions?
  6. Version 1.0.0

    82 Downloads

    You know NAM, you know CAM, now get ready for BAM! Sick and tired of criminals, thefts, liars, politicians, monorail fans, and donuts eaters? Let Bartman help you! This mod will introduce to SimNation the number one crime fighter of Springfield, effectively decreasing the crime in your cities and protecting the good, innocent donuts from police officers and nuclear plant workers. But unlike other mods that would just simulate having Bartman fighting the bad guys by just adding little files to decrease the crime levels in your game, this mod adds Bartman himself! No joke. No simulations. The real stuff. How? Thanks to the wonders of the technology of 31st century New New York, Bartman himself have been digitized and now he's ready to protect your cities. Just add him in your plugins folder and congrats, you now have Bartman in your SimCity. It's time to do the Bartman and let those criminals eat your shorts, mayor. And have a nice day
  7. Episode 3 - Aura and the crime

    These cities resemble microprocessors viewed through a microscope - many identical components packed to reach maximum efficiency - John Johnson Episode 3 I’ll be frank with you. I really wanted to make another „Streets turning red” joke, but I think I can hear crickets chirping outside my window... Anyway, I’d like to open this episode by making a reference to the people who actually do sport red color on their vehicles. Behold, the first two fire stations in New Magnasanti (upper left and lower right corner)! Not much for a city this size, but a much-needed support nonetheless. I just think that a single squad of firefighters, embattled by flames erupting from every possible direction, is a very tough and sad thing to witness. Luckily, this will soon be a thing of the past and the number of these life-saving professionals will increase. Considering I have inherited six billion simoleons from the previous mayor, building a fire protection network should not be a problem. In this situation, placing even a hundred fire stations is an expense comparable to the cost required to plant a tree… But let’s put these considerations aside for a while. This time, I’d like to focus on something that is probably the single, most time-consuming and burdensome task on my “to do” list – un-ticking the “Make historical” boxes. Not all of them at once of course - just the buildings in the immediate vicinity of Camp Freedom. I’d like to be as systematic as possible about it, so all abandoned projects will be the first to go. These areas will be “de-historized”, dezoned and repurposed. The existing, fully functional buildings will be dehistorized as well. This may give the developers a chance to build something new there. The former mayor Imperar, has forced his Simtizens to live in identical structures which are just plain depressing. However, judging by the land value of some of the residential areas, there is a potential to rebuild them into something which is actually attractive and pleasant to look at. Hopefully, they will eventually turn into more handsome buildings. You know, some elegant white and brown-shaded bricks instead of the “henhouse high-rise” style that repeats over and over. (See? I invented a building name for all of you BAT-dwellers. You’re welcome.) Of course, I do not intend to document the entire process of un-ticking, so forgive me - no pictures from this action will be shown. In any case, I can assure you that, even for a part of the city, this was a looooooooooooooong process… Maybe this is why I feel like I worked out on my elbow. Once un-ticked, all abandoned areas have been bulldozed and dezoned, to uncover a lot of land and possibility for a new growth: Wow! At last – some space to breathe. But now is the time to decide what should be done with it. Like I said, I am reluctant to let the commercial developers in. It is a very complicated decision though – remember the 11% unemployment? Exactly… This is why I plunge back into the city depths and continue with the demolition of close to 1000 neighbor connections that New Magnasanti “enjoys”. This, actually, is not a made up number – there are roughly that many subway connections here. I’d like to have a better control over commercial demand and these tunnels are like “pumps”. Except it’s demand instead of water they’re pumping in. Oh! Speaking of water, I also wanted to show you how the water system in this city looks like. This is one of the few things in New Magnasanti, which I do not plan to change: A perfect, well-watered grid. The only disadvantage is that New Magnasanti actually buys all water from neighboring cities. But this is a different topic for a different day. The most important part is that the water system is in an excellent shape. I just have to rebuild the two missing water treatment plants that were probably destroyed on the revolution day. Rrrright… yadda-yadda-yadda. I just realized I do all this storytelling to procrastinate a more serious issue, which I referred to by the end of the previous episode… Fighting crime. As it (surprisingly) turned out, all of these police precincts cannot handle the crime in the city at a normal 100% funding level. Something I thought is perfectly possible. The inflated police funding is just necessary to keep the crime in check. Such high police funding, however, significantly decreases aura throughout the city. In case you are wondering how the current aura situation looks like, here it is: Pretty bad, eh? From my experience, keeping the police accountable for their deeds can really lift city spirits up. Currently, this sounds like a luxury though - better sad but safe rather than happy and stabbed to death by a random cutthroat. However, as a handsome, smart, educated and virtuous young man [redacted by 'globaladministrators' – @TheMurderousCricket - Keep it down, it’s not a dating site. This is your first and only warning.] I do have two theories on how to solve the crime problem in New Magnasanti. The first theory has legalized gambling at its core. A very profitable but also a very problematic ordinance if not carried out correctly. I guess this is what must have happened here! I open up the books and… Sssssugar… It’s been disabled all this time! Pity. Onwards to the second theory then. Theory #2 suggests that the crime at 100% funding stems not from the ineffective police or the sheer criminal power but from... the lack of jails. I can’t see any of them here in New Magnasanti… Oh wait, there it is. Can you spot “Wally” in the following picture? To be honest I never, like, believed the “revolving door” argument, stipulating that the lack of jails accounts for a high crime rating. Sure, I did plop a jail in each of my cities, but only at my own pace and whim. Still considering them fairly useless. But… desperate times require a reconsideration of our beliefs. I doubt if it helps… But let’s give it a try anyway. The only question is how many jails a crime-ridden, 5.7 million city needs…? Hmmm, let’s make it 25 for now, k? I shall put them in the empty spaces that I gained after dezoning. Oh the irony… A huge jail complex just two blocks away from Camp Freedom… If you are in the mood for a “trivia time”, I can tell you that the area covered by the penal colony is larger from Camp Freedom by roughly 0.3 square kilometers… In any case, the prisons are up and running, though ridiculously overcrowded (you don’t wanna know by how much...) Currently, this is one of the most important municipal services, tasked with the job of reeducating the Simian (wow, it’s a homophone people!) detritus that has infested New Magnasanti. Unfortunately, the influence of all prisons combined is strong enough to trigger some new abandonments and even the rock-solid “henhouse high-rises” fail in its vicinity. Sadly, this cannot be fixed just yet. Everybody has to clench their teeth and simply wait it out until the wave of convicted criminals clears. Perhaps then, the number of prisons may be reduced to a reasonable quantity and the aura will improve. Currently, the situation in this corner of the city looks rather depressing… But there are some good news as well. I did not make a separate shot of the RCI demand meter, but if you take a look at the picture below, you will find that the residential demand has climbed back to normal (despite some abandonments near the prisons). This has happened automatically, apparently without any action on my part… It looks like the mass exodus has simply been caused by the shock the city has sustained, but it looks like everything has fallen back into its place. I’m now going to let the time fly and let the prison officers do their job. So now we wait a bit… But it doesn’t mean a day off for the Mayor. In the meantime, I’d like to do some more work on the city infrastructure. I think I’ll run a few more streets through the free spaces I still have. For your convenience, I have briefly turned off all the ugly buildings that obscure the view: I think I will fill the remaining spaces up with parks just to lift the Simtizen’s spirits a bit. Yep, a fire station can find a good home here as well. As far as fire stations go, I wanted to show you something… Remember the aura map from one of the previous pictures? Here’s how it looks like after a few more fire stations have been built. See anything interesting? I was happy as a kid in a candy store when I discovered how powerful the fire stations are. Not only do they protect Sims from fire, they also bring a noticeable boost to the aura in the region! What I did, was to randomly put a few more fire stations in areas that were no longer used (read: abandoned). As you can see, the aura in these areas have visibly improved, which proves just how much SC3000 Sims cherish safety. The safer it is, the better the general well-being. I would say that this is one of the things that we as players sometimes don’t even notice and frequently scoff at - “How on Earth can a single ‘X’ improve ‘Y’? Rubbish…”. Apparently, this is a logical dead-end and it is only on an extreme "-santi" magnitude that things like that are properly noticed and appreciated. I wonder if this will also prove true in the case of the crime problem… I believe we are drawing to the end of the third episode. However, before I wish you all a pleasant day, I think it might be a good idea to take a note of the current crime stats for later comparison and record-keeping. This is my #1 concern these days. Then we’ll compare if there is any difference between the current state and the future. Here is the crime situation by the end of the third Episode: Naturally, I also offer a glance at the entire city by the end of Episode 3: Thank you for your visit and have a nice day! Feel free to share your comments and thoughts below.
  8. Episode 2

    3:40 "We were in suspended animation" How right you are little sim, how right you are. - 00iCon Episode 2 What a fine day! The revolution in Magnasanti is over and the city’s future looks a little brighter these days. We continue our journey into the best-worst SC3000 city ever build. I do keep in mind the milestones set in one of the previous posts. Let’s make an agreement that I will file a report on the progress, every tenth episode. K? There is obviously a lot of work to be done. Of course, the beginning is always the worst part. So where shall I start? Hmmm… Regardless of what I decide to do first, I am sure some of the people will actually not like the changes. Given that the pre-revolution mayor approval rating stood at circa 43%, that leaves us with roughly 2.5 million residents who actually supported the old status quo! Well, if they choose to leave, I will not be stopping them. Actually, this may have some benefits - more space for freedom-loving simtizenry and more responsible development being amongst those. However, in the current complicated situation it all sounds like daydreaming. Better start with some short-term goals. Now then, what do you think, Dear Reader, is the first order of business after a successful revolution? You guessed it (or not…) – tearing down the monuments of the old regime! With that being said… Bye, bye “Path to the Land of Darkness!” – POOOFF Bye, bye “Statue of Insanity!” – CRUMBLE Bye, bye “Performing Death Center!“ – WALLOP Some extra space has just been gained. Not much though, and not readily available either, but it may come in handy one day or another. Honestly, I also toyed with the idea of destroying the entertainment park and the stadium but… since these are the only entertainment establishments the Magnasantians currently have, I can’t in good faith deprive them of these buildings... By contrast, one of the things that I just have to do, is to make some administrative changes. Just to let everybody know, “who-runs-Bartertown?” Uhmm… Yes, I know that “TheMurderousCricket” does not sound very reassuring… But I guess my Sims have no other choice but to simply give me the so-called "benefit of the doubt". Right, one thing that especially gets on my nerves right now, is the invasive, chant-like news-ticker which repeatedly “sings”: SIMS WANT MORE FUN IN THEIR LIVES SIMS WANT MORE FUN IN THEIR LIVES SIMS WANT MORE FUN IN THEIR LIVES SIMS WANT MORE FUN IN THEIR LIVES SIMS WANT MORE FUN IN THEIR LIVES SIMS WANT MORE FUN IN THEIR LIVES SIMS WANT MORE FUN IN THEIR LIVES Oooh boy... But then again, I think this might be a good starting point… “Take care of the luxuries and the necessities will take care of themselves” they say. Let’s cater to the Sims’ entertainment needs and provide this city with some long-forgotten leisure amenities. The post-uprising battlegrounds offer a lot of space for this purpose. I can also see, that the previous disembodied-brain-mayor has hoarded some interesting items and rewards in the city’s databanks: Oh wait! There's one more: Ummm... no. This city is sufficiently scary on its own. Perhaps a Geyser Park then? Let’s do some cleanup and dezoning while we’re at it. Then, link the “stub” to some other green areas, parks aaaand… Perfect! Though an oddity in a concrete jungle like New Magnasanti. It may take a while before the Simtizens get used to this profound change. Also, I’ve got a fitting name for this new development… Speaking of freedom… It is high time to reduce funding for the police. Yes, it’s set to 120%, which is nothing short of abuse. The citizens will remain well protected from crime even at 100% funding. We don’t need too much of a “good” thing, right? (By the way, while taking this screenshot, I discovered that you can actually see the police station radii change in real-time if you leave the data window open and move the budget slider) All these actions combined, should influence aura in the vicinity, though it will take some in-game months for it to really take effect. Meanwhile, I’ll take a look at other problems throughout the city. I believe it is time for some tough choices now. I need space. This is why I need to address the clean up of the mess that the uprising has left behind. Some rezoning and de-zoning is required as well to make the zones a little bit more functional and organized. Also, the residential demand is at an all-time low, which gives me a green light (sic!) to “repurpose” some of the original areas. My fire containment efforts in the last episode have led to an inadvertent destruction of some of the subway stations in the vicinity. This has led to a profound abandonment crisis as many buildings in the affected area got vacated, just like that – I wasn’t prepared for that! I was also quite surprised at the magnitude of this phenomenon - even some zones in the center of New Magnasanti got abandoned as a result. It looks like the subway system in this city is extremely fragile and sensitive to changes. As far as transportation goes, I’ve got this devious idea… What if I add actual ROADS into the picture? Encircling “Camp Freedom” with the first-in-ages road network should look nice and inject some movement into the city. Besides, I just need a good road network to chip my way into the inner New Magnasanti. I have my doubts though… Most of the Sims have never driven a car in their entire life. I’m afraid this might be one of these “May cause death or serious injury” situations. Think of all the crashing, accidents, out-of-control cars, broken bones that will unfold! Still, my determination has taken the best of me and I have built the very first road network… and the streets turned RRRRRed again!! One more time, this is not what you think – these are just strawberry pulp deserts that are traditionally served around here to celebrate new infrastructural developments. (If you’d like to try one, go to “Aunt Corina’s Fresh Fruit Mart”. It’s just around the corner.) Looks a little livelier, but depressing at the same time... It is nice to see the new (albeit not needed) commercial developments rising up from the ashes. It’s a pity though that the city looses so many citizens due to the “shock” it has been exposed to. Let’s just hope it will all smooth out in time. What I don’t really like about New Magnasanti is the inflated commercial demand which is not very useful right now. I just don’t have any space for it. Had I decided to cave in and zone for new commercial regions then, within months, I might have again ended up with a glass and concrete jungle. Something I actually try to refrain from in this city… There is a massive exodus of the residential population going on right now, and the commercial well-being is one of my lesser concerns. I think it is high time to actually reduce the commercial demand. If only by a little bit. In order to do so, I put my protective helmet on and descend into the underground city depths. In the past, New Magnasanti border has been riddled with subway connections to all of the four neighbors. These connections cost money and increase commercial demand – two burdens, neither of which I am willing to accept. This is why I decided to burry some of the existing subway tunnels and plan for some new demolitions in the future: When I emerged back to the surface, a distressed Sim came running up to me with some rather depressing news. Apparently, my decision to cut the police funding has seriously impaired crime safety in New Magnasanti! I did not believe it at first… But when I looked on the crime map again… Ssssugar! I thought it’s gonna be less complicated. Aparently, in the current situation I have no other choice… but to keep police force oppressive… Given the number of Sims living in this city, it’s no wonder that even the slightest police oversight gives birth to new crime syndicates… But crime does not really stem from the lack of police. It takes root wherever there is boredom, poverty, lack of education and poor health. If I manage to improve the conditions in one of these areas, crime will probably decrease. In order to plan for the upcoming crime-fighting task, I have decided to consult the city graphs to see exactly how this city is doing. Here are the stats for New Magnasanti, in the course of episode #2: The situation is clear – poor health + 11% unemployment + no entertainment = crime. It has skyrocketed as soon as the police funding was cut. Not good at all. Hospitals and some residential-industrial shuffling will be needed to bring the situation back around. It will not happen overnight for sure… I must admit that I was rather surprised to see the relatively high level of education in New Magnasanti. This is really unexpected for a city that has no schools or colleges. Who would have thought that you can get relatively smart just by reading books? Still, I have seen (and built) cities which boasted a 120EQ rating, which means there is still some room for improvement. In any case, the reconstruction of New Magnasanti has begun. I must say I like the looks of “Camp Freedom”. It’s a nice, colorful start on the way to the better future which New Magnasantians deserve. I wonder what other challenges lie ahead and how long will it take to deal with those already described. Here’s how New Magnasanti looks like at the close of the second episode:
  9. "This Locale" problem

    Hello Currently in my 1.2 million pop region, every single one of my cities have the "this locale" problem from the police advisor. but what frustrates me is that even after putting a police station right next to the "locale" pointed out by the advisor, the problem does not go away. this problem always took place at one of the 4 corners of an airport, and sometimes even at the middle of the airport. sometimes it took place right next to the "Harvard University" as well. how to i make this problem go away? the other problem i have right now, is that my game is rendering very slowly, especially when i switch between "above ground" and "underground" when building bus stops and metro stations. right now i need to wait almost a full minute for the game to switch between the two. and my cities in general are rendering a lot slower than before. is there anything i can do to mitigate this problem? or it comes naturally with the size of the region? Thanks
  10. Kanin Fjord Entry 3: Legend of the Sulten Skygge

    Aerial of the South Port. The South Port has three piers, one for fishing vessels on the left, the center pier for small ferries, and the dock on the right for smaller personal boats. The two warehouses directly to the north are repair facilities for ships and used for the storage of construction equipment and materials. Interesting fact about the town, due to the difficulty in ordering repair parts for ships, most replacement parts are custom fabricated here. The Legend Kanin Fjord is an ancient village that traces its origins back to the early 900s when the town was Viking outpost. Two-thirds of the residents today are descendants of Norseman, and most still believe in Norse Mythology. Belief in mythological Norse figures has led to several notable legends which influence how the townsfolk act, their traditions, and manor in which they conduct business. No legend however is more profound and shrouded in tragedy then the Sulten Skygge legend (directly translated, means “Hungry Shadow”; however, it’s actual meaning is closer to that of “Devouring Shadow”). The Sulten Skygge legend is the belief that the vengeful spirit of a dishonored Viking warrior was sent by the giantess Rán to punish the village for taking fish from her sea. The legend goes that during the spirit’s endless patrol of Norway’s shores, it came upon Rán. Rán made a deal with the Viking spirit, promising the spirit a path into Valhalla in exchange for providing her with souls to fill her undersea realm of the dead. The Sulten Skygge now walks the shores of the fjord searching for unsuspecting victims to drag beneath the waves and into Rán’s watery underworld. Souls can only enter Rán’s realm of the dead if they drown; therefore, the Sulten Skygge must always drown its victims. To protect the village from the spirit, the town constructed a runestone on the shoreline in the location of what is now the South Port. The Runestone contained incantations and spells that were meant to not just protect the village, but also imprison the Sulten Skygge within the stone. Still, throughout Kanin Fjord’s thousand plus years of history, nearly all drownings in the fjord were blamed either on the Sulten Skygge or on Rán herself. The original belief held that anyone traveling alone along the shore would be taken by this spirit, regardless of location along the fjord. The contemporary iteration; however, is more specific in location, wrapped in tragedy, and has a link to Nazi Germany. In the current version of the legend, the Sulten Skygge only stalks the South Port. A person can only be taken if they walk the shores of the South Port alone at night, and only when they turn their back to the water. During the 1940s, Kanin Fjord like the rest of Norway, was under German occupation. The Germans used the town as a refueling depot for vehicles traveling into Northern Scandinavia. The Germans either looted or destroyed most of the town’s ancient artifacts. The Runestone was one such artifact that was destroyed. There is some debate on what exactly happened to the Runestone, but it is generally assumed by the village that the Germans crushed the runestone into gravel and used the gravel in the construction of the south port. By the time Norway was liberated and the village was now under the jurisdiction of the new coalition government of Norway, Kanin Fjord had been brought into the modern world. For a brief time, the ancient myths and legends disappeared from sight and mind as matters of reconstruction and survival were given greater priority. This reprieve from the ancient world was short-lived, and in 1954, a murder and several accidents revived ancient superstitions, giving birth to the modern belief in the Sulten Skygge. The Modern Legend 1954 was a particularly tragic year for Kanin Fjord. During this year, the South Port was the scene of a brutal murder. In a fit of jealous rage, a man named Delling Lovas murdered Calder Sandvik after suspecting the man had an affair with his wife. The two men got into a fight at the dock that eventually ended with Delling dragging Calder into the water and forcibly drowning the man. Within the next four months, two additional villagers drowned in the South Port from freak accidents. In each instance, the drownings occurred at night and while the person was alone. There was a single witness to Mr. Sandvik’s murder, a villager named Asbjørn Kjellberg. Mr. Kjellberg was a disreputable inhabitant of Kanin Fjord who earned the distinction of being known as the town drunk. He had a habit of telling tall tales of spirits and monsters in his boozed state. When questioned as a witness by the town constable, Asbjørn spoke of a silhouetted figure dressed in Viking armor that held Mr. Sandvik beneath the water until his death. What exactly Asbjørn saw isn’t precisely known; however, the leading theory is that a fishing boat was traveling up the fjord at the time of the murder and had a spotlight directed at the port. The murderer was positioned directly between Asbjørn and the ship. Asbjørn being quite drunk at the time, was partially blinded by the light and mentally couldn’t separate the man from the light, seeing only an outline of a dark figure. The alcohol filled in the other details such as the Viking Armor. Asbjørn, however, genuinely believed that he saw the Sulten Skygge taking a victim. Despite his inebriated state at the time of the murder, Asbjørn was a witness at Mr. Lovas’ trial. At the trial, Asbjørn spoke of the malevolent spirit with such passion and detail that he managed to convince a substantial number of residents that the Sulten Skygge had returned. Several months after the trail, a fisherman drowned at the South Port in a freak accident. A month later, a second fisherman drowned in near the same area from another bizarre accident. The murder combined with the drownings of two fisherman at the docks instilled fear within the village. After the trail, Asbjørn became a polarizing figure in Kanin Fjord. Half of the town thought the man was a delusional drunk, while the other half saw him as a shaman capable of seeing the dead. To this day, most villagers will not venture into the South Port at night, and most fishing boat captains refuse to make port after sunset. Currently, the town believes the Sulten Skygge is trapped in the South Port by the pieces of the Runestone used to construct the port. This fear extends deep enough that residents are fearful of performing any type of maintenance work on the port out of fear it would free the spirit to terrorize the entre coastline. Fear of being drowned by a spirit is a major problem for the town. The South Port is a storage depot for vital construction supplies, fuel, and equipment. Additionally, the town’s only two fuel pumps are located in the South Port. In 1988, the mayor had electric lighting installed in the port. This helped some villagers overcome their fear, still, people only travel in groups when visiting the port in the dark, or in an utmost emergency. One of the more unusual traditions surrounding this legend is the offering of tribute to Rán. Just before the onset of winter, some townsfolk will throw their largest fish into the fjord in hopes that Rán will accept the sacrifice in exchange for sparing them from the Sulten Skygge’s wrath. Close up of the material and equipment storage yard. The two fuel pumps on the lower left of the picture are the only fuel pumps in the entire village. One pump is for regular gasoline and the other for diesel. Fuel storage tanks and warehouse parking. The only church and steeple in the town. Only about a fifth of the town believes in Christianity, and even less attend church. This Church was built by missionaries in the 1830s; however, their attempt to convert the town was generally considered to be a failure. T The ferry dock at night. Ferries are frequently used by the inhabitants to travel to Stokkvågen and is the preferred method of travel out of town. A ferry trip to Stokkvågen takes about 2.5 hours, compared to the 4 to 5 hours of travel time by road. Another night shot of the port.
  11. We've learned a lot we didn't know about how to make separate language entries for the additional information we display in our expanded User Interfaces which pop up when Querying buildings. More specifically, the details contained in the LTEXT - Language Text Files over on Devotion. Now, y'all won't need to go read that unless you are interested in the nuts and bolts under the hood. However, what we do need your help with is translating some simple words and phrases which we will then use for writing the tutorial @carlosmarcelo asked for here. Our Crime and Police UI is much simpler than the one for City Hall, so we plan to get it fully translated first with y'all's assistance. In order to prevent the Phantom Slider Bug (while at the same time eliminating the need to bulldoze all prior police stations) our mod removes them from the Police Menu and assigns them a name which shows they are the unmodded vanilla version. As such, in English, we've simply prefixed each one with the word "Vanilla". Btw, vanilla in this case is derived from a flavor of ice cream and basically represents unmodified or plain. Here's a sample of the UI for a renamed Maxis Small Police Station: Now, the four building names we need in other languages: Station Names: Vanilla Police Kiosk Vanilla Small Police Station Vanilla Large Police Station Vanilla Deluxe Police Station ^ Please copy and paste these, then provide their equivalent in your language, and also let us know what language that is. If Vanilla isn't as descriptive for this in your language, you could use "Maxis" or "Generic" or such for that part. Next up for translation is the extended data we display under the original Maxis info: Expanded Data Info: Citywide Annual Crime Data Total Crimes Total Arrests Police Efficiency Efficiency Change vs Prior Year Crimes per Capita (100k) Capita Change vs Prior Year Intransigent Occupants ^ Same thing here. Please copy and paste these, then provide the translation into your language. Note: Since some languages are more verbose (longer) than English tends to be, we recommend simplyfying the translation as much as possible, while still retaining the same meaning in your language. So try to translate in as few words as possible, which also keeps accuracy in the meanings. We can widen the panel width somewhat, but there is a balance so it can be suitable without needing to be fortyleven miles wide. Then one other thing for this mod is that we've added a linky to the Maxis pop up message when there is a jailbreak due to insufficient capacity. The original, unmodified version looks like this: All we've done is to make the words "increasing the budget" become a hyper link which pops up the Master Budget for the Public Safety Department like this: Advisor Message: Show us what words are the same as "increasing the budget" in the following for your language: (Country flag icons provided by: https://flagpedia.net ) 0x02 French: L'état de crise a été déclaré ! La surpopulation carcérale et le mauvais financement des prisons ont rendu les évasions inévitables. Nous allons essayer de rattraper le plus d'évadés possible, mais ce n'est qu'une solution provisoire ! Vous devez faire retomber la pression en allouant plus de fond au Département de la Justice ou en construisant plus de prisons pour réduire la surpopulation. 0x03 German: Die Lage ist ernst, Bürgermeister! Die Gefängnisse der Stadt sind überfüllt und unterfinanziert, dadurch ist es vermehrt zu Ausbrüchen gekommen. Wir werden die Flüchtigen selbstverständlich wieder einfangen, so schnell es geht, aber das ist nur eine vorläufige Lösung des Problems. Verbessern Sie die Lage, indem Sie das Budget der Bewährungsstelle erhöhen oder mehr Gefängnisse bauen. 0x04 Italian: Siamo in crisi, sindaco! Il sovraffollamento e il sottofinanziamento delle prigioni cittadine ha aperto la strada a un'evasione. Faremo tutto il possibile per arginare le fughe, ma si tratta solo di una misura temporanea. Deve ridurre la tensione incrementando il budget per il Dipartimento Correttivo, oppure costruendo altre prigioni per scongiurare il sovraffollamento. 0x05 Spanish: ¡Tenemos una crisis, Alcalde! Las prisiones hacinadas y con bajo presupuesto de la ciudad han abierto el camino a las fugas. Cogeremos a los fugados lo mejor que podamos, pero tan solo es una solución temporal. Debes reducir la presión aumentando el prespuesto para el Departamento de Reinserción, o construir más prisiones para aligerar la hacinación. 0x06 Swedish: Vi har problem, borgmästarn! De överfulla och underbudgeterade fängelserna i stan har resulterat i en rymning. Vi gör vårt bästa för att hitta rymlingarna, men det är bara en temporär lösning. Du måste lätta på trycket genom att höja budgeten för kriminalvården eller bygga fler fängelser för att minska trångboddheten. 0x07 Finnish: Nyt on hätä! Vankilat ovat olleet ylikansoitettuja ja alirahoitettuja jo niin kauan, että niistä alkaa olla helppo karata. Nappaamme karkulaisia parhaamme mukaan, mutta tämä ei voi jatkua kauaa. Teidän on helpotettava vankiloiden tilannetta suurentamalla vankeinhoitolaitoksen budjettia tai rakentamalla uusia vankiloita tilanpuutteen korjaamiseksi. 0x08 Dutch: We zitten zwaar in de problemen, burgemeester! De overvolle en onderbetaalde gevangenissen zijn uit hun voegen gebarsten en de gevangenen zijn uitgebroken. We proberen de ontsnapte gevangen zo goed mogelijk op te sporen, maar dit is niet meer dan bestrijding van de symptomen. Je kunt de problemen oplossen door het budget voor misdaadbestrijding op te schroeven, of door meer gevangenissen te bouwen zodat ze minder vol zitten. 0x09 Danish: Vi er stødt ind i en krise borgmester! Overbefolkning og underfinansiering i byens fængsler har gjort det muligt at bryde ud. Vi fanger så mange af dem, der slap løs, som vi kan, men det er kun en midlertidig løsning. Du er nødt til at reducere byrden ved at øge fængselsvæsenets budget eller bygge nogle flere fængsler. 0x0A Portuguese: Estamos encrencados, Prefeito. A superlotação e a falta de recursos nas cadeias da cidade facilitaram uma fuga de presos. Vamos recapturar os fugitivos da melhor maneira possível, mas isso é apenas uma solução temporária. Você precisa reduzir a pressão sobre nossa força policial, aumentando o orçamento do Departamento Correcional, ou então construindo mais cadeias para aliviar a superlotação. 0x14 Polish: Mamy problem, burmistrzu! Przeludnienie i niedofinansowanie wizieD miejskich utorowaBo drog do ucieczek. Aapiemy cz[ uciekinierów, ale nale|y zlikwidowa przyczyny tych problemów. Aby rozBadowa sytuacj, musisz podnie[ wydatki na wiziennictwo albo wybudowa nowe wizienia, by zmniejszy przeludnienie w tych ju| istniejcych. 0x16 Norwegian: Vi har en krisesituasjon! Overfylte fengsler med med for lite bevilgninger har gjort at fangene rømmer! Vi skal prøve så godt vi kan å få fanget dem igjen, men dette er bare en midlertidig løsning. Du må redusere risikoen for at dette skal skje igjen ved å øke budsjettet til fengselsvesenet eller bygge flere fengsler. ^ You can copy the whole paragraph and then underline the "increasing the budget" text, or change the color, or just paste the words with that meaning. Also, if you happen to be able to translate Japanese, Chinese, or Thai we could include those too, but otherwise we don't have access to them. Completion Checklist: Like before where y'all helped us with the os.locale thinger, we'll mark them off in this list as they are completed: 0x01 - English (US) - Done 0x02 - French - Done (Thanks gwada971) 0x03 - German - Done (Thanks 11241036) 0x04 - Italian 0x05 - Spanish 0x06 - Swedish - Done (Thanks Flat Raver) 0x07 - Finnish 0x08 - Dutch 0x09 - Danish 0x0A - Portuguese - Done (Thanks carlosmarcelo) 0x0E - Japanese 0x0F - Korean 0x11 - Chinese (Simplified) 0x12 - Chinese (Traditional) 0x13 - English (UK) - Done 0x14 - Polish - Done (Thanks TheMurderousCricket) 0x15 - Thai 0x16 - Norwegian Thanks to everyone who is willing to help. -Cori & CB
  12. Bat Signal

    Version 1.0.0

    264 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.
  13. Presenting the first completely revised Crime and Police Station Fixes for our upcoming ModPacc Zero. As discovered by @RippleJet and @rsc204, the existing Crime Doesn't Pay mod by @RalphaelNinja solves only part of the crime problem. For the complete fix we need both the updates to the Crime Simulator and adjustments to the Police Station, Dispatch Radius (and to a couple of other police station properties) in order to control crime in larger lots. This new mod includes the exact same revisions of RalphaelNinja's mod (which they specifically state in the ReadMe is not copyrighted, as is true for any exemplar data modifications) along with tweaks to each of the 4 police stations. As explained by Robin, if we simply replace (overwrite) the vanilla stations that will then cause the Phantom Slider bug unless every single station is bulldozed in every single city tile in every singe region one has previously developed. Until now that is the price we've had to pay to truly solve the crime issue. I've created a new method so we can have the best of both. For each of the originals (Police Kiosk, Small Police Station, Large Police Station, and the Deluxe Police Station), I've removed the OccupantsGroup 0x00001500 so they will no longer appear in the Police Menu. Then I've given each a new User Visible Name Key with revised LText that adds the word "Vanilla" to their name. This allows bulldozing any of the old stations at our leisure rather than all before adding the new mod. The hover queries of the "Vanilla" police stations appear in a gray color. Then all 4 are recreated with a new IID and those are the ones which show up in the menu. Now we have the ability to bulldoze old stations whenever we come across them (or even leave them in any city tile) while also being able to plop the fixed versions. There is no conflict and no Phantom Sliders this way. This allows us to update and/or bulldoze any of them whenever we want all while solving the crime problem by plopping the new versions. I've also included new Lua code so that every reward instance for the Deluxe Police Station will utilize the fixed version along with the fluff news and MySim comment recognizes the new one too. Additionally, all Missions that can be triggered when the Deluxe Station is part of the criteria, and all Missions who's reward is the Deluxe Station all work with the fixed one. Any existing stations will show the hover over and names as follows: And the new versions use the standard name we are all accustomed to seeing: These Crime and Police Station Fixes are also fully compatible with our FUN mod (that will be another core component of ModPacc Zero which @Cyclone Boom and I are working on). Ofc, beta testing of this mod is needed before we release it in ModPacc Zero. While I'm certain all will be fine, do back up any city tiles where you test prior to doing so. Important caveat: One likely problem will be for anyone who has already overwritten the original vanilla stations, but that'll likely be for peeps who won't need this specific component of ModPacc Zero anyhow. Do be careful if that is the case for you. Otherwise, the new mod solves both the Crime Problem and removes the need to bulldoze all vanilla plops prior to installing the mod. Do keep in mind the concept of ModPacc Zero is for peeps starting out fresh or who have played, but have not yet installed any custom content. Attachment: ModPacc Zero - Crime and Police Station Fixes (Beta v1.0).dat See new updated beta (and better) releases in our posts below... Beta v1.2 Adds new summary police info, along with further fine-tuning to the game's crime simulation. Beta v1.3 Dynamic numeric formats for compatibility between other languages, and misc panel improvements.
  14. Version 1.0.0

    968 Downloads

    Description: One area of policy in recent years focuses on the enormous potential for fixing budget shortfalls by legalizing - and then heavily taxing - medicinal and recreational marijuana use. It's up to Sim Nation's mayors to determine if the balance is right for their city. This facility will bring in §400 of tax revenue for just 1 tile of space each month and assist with health, but will also drive up petty crime and depress land values in the area. But, if your Sims are recovering from surgeries, migraines, or papercuts, the doctor is in and a prescription is on the way! There are two lots - one basic lot for those who value "no dependencies" status, the second adding vending machines and a line out the door. Inspired by the dispensaries at Venice Beach, CA. Stats: Plop Cost: 4200 Bulldoze Cost: 420 Revenue: 400 Jobs: 10 CS$ Wealth: Low Lot Size: 1x1 Crime Effect: 15 over 10 Health Effect: 15 over 10 Power Consumed: 4 Water Consumed: 8 Pollution: 3/1/8/0 @ 2/2/0/0 Dependencies: Nothing for the basic lot. For the lot with the line out the door and the vending machines: OWW Resource Pack 2. Thanks @Kloudkicker for the preview feedback
  15. SimCity 4 Noir Showcase

    NOIR: black, French a genre of crime film or fiction characterized by cynicism, fatalism, and moral ambiguity. a film or novel in the noir genre. Sin City meets SimCity. Show us your gritty, crime-infested cities. Think Dragnet, Pulp Fiction, L.A. Confidential, Kiss Me Deadly, The Long Goodbye, The Big Sleep, Chinatown, The Maltese Falcon.
  16. I notice that there are very few mods (that I can find at least; do let me know if I am missing something) that interact in any significant way with crime. Is it because the game's crime mechanics are not readily moddable, because there is little interest in this aspect of the game, or is there some other reason for this (if anyone knows)? I should be interested to know what, if anything, that anyone has been able to reverse engineer regarding the crime mechanics in the game, and likewise the extent to which it is feasible to add persistent variables to each cim that affects her/his propensity to commit crimes and other economic attributes.
  17. After 10 years with no government services (except power and water), Kuzcek has changed remarkably little from where it was five years ago. Still, little by little, things get worse every year. In the last five years, population has dropped by 9 percent, and commercial jobs have taken a 19 percent hit. Crime and commute time have stabilized; education and health continue to deteriorate. Remarkably, there has been only one fire in the past five years, on October 1, Year 49. Also, the number of R$$ Sims has gone up since the 5-year update, though I have a feeling that with a diminishing number of jobs for them and increasing garbage accumulation, this number's going to plummet in the next decade. Total Population: 27,215 Residential Breakdown Today: R$ approx. 19,800 / R$$ approx. 6,800 / R$$$ approx. 620 Commercial Population: 13,911 Commercial Breakdown After: CS$ approx. 3,700 / CS$$ approx. 3,700 / CS$$$ approx. 820 / CO$$ approx. 5,000 / CO$$$ approx. 880 Industrial Population: 2,908 Industrial Breakdown After: I-D approx. 2,300 / I-HT approx. 650 Crime: 26 per month / no arrests Commute time: 96 minutes Power usage: 10,233 kWh Water usage: 68,806 cu m3 Air Pollution: 90-95 Garbage: approx. 62,000 tons (about 48,000+ tons in the streets) Education: 92 Life expectancy: 66 years Average income: Approx. $30,500 Budget: $13,206 income / $2,429 expenses Funds: $2,180,637 Mayor Rating: Approx. 36 (4 bars out of 12)
  18. From the album New Marseilles Metro Area

    New Marseilles Post A local rapper from Port Rousseau was shot at multiple times in the parking lot of the Acadia National Mall in Acadia. The artist Raymond Johnson 'Who-Ray' was set to perform at the Mall for a local talent concert this evening. Chatelaillon Parish Sheriffs and Fire Department arrived on the scene to investigate, aid the wounded rapper, and to interview witnesses. The rapper was rushed to the Acadia Regional Health Center in critical condition, the suspect is at large and a manhunt is underway. The Acadia National Mall is the largest mall in the (West Parish) region of Chatelaillon. It is 25 miles west of downtown New Marseilles in the Village of Acadia pop 8,000+ sims.
  19. Crime on large lots

    What is the best way to reduce the crime effect large lots suffer from? Individual police stations near by? Special modded stations? High EQ? A cheat dat file I can drop into my plugins? thanks!
  20. Who is the penguin murder?

    City of Mannheim, Germany, is under shock. A Humboldt penguin, abducted from the central municipal park of Mannheim (Luisenpark) last saturday - was found yesterday morning decapitaded on a parking lot close to the park. Department of public prosecution has taken up investigation, autopsy is running currently. A reward of 1.000 Euros was offered for the seizure of the penguin murder. http://www.bbc.co.uk/news/world-europe-38995687
  21. Hello Mayors, What are the -ve effects of high crime rate in a city? Does it reduces population growth rate? What are all the -ve effects? Thank you
  22. First of all, yes I know about using nlight's ModTools to change m_placementMode to OnGround to get parks that do not have to be placed on roads. The problem I am having is that these parks still display the missing road connections warning (which is an eyesore) and also cannot get police coverage as shown in the screenshot below. I haven't seen any building properties that allow you to disable this (although if anyone knows a simple way of doing so please let me know). As far as I can tell, crime rate in the game seems to be based on a counter tied to the number of visitors a building receives. When this reaches a certain number a police car is summoned. I believe health care and hearses also work similarly. The mod I am proposing would therefore do the following: Not display the missing road connection icon for parks if (m_placementMode == OnGround) Automatically fix crime, health, or dead body problems for these parks. Allowing services to use pedestrian paths would be even better, but would probably require rewriting the service AI. (I know Traffic++ zonable pedestrian paths can do this but I hate using them). Add a button in the Park Asset Editor that lets you set the value of m_placementMode. This would just be for convenience and make this option more accessible to the casual player who doesn't want to mess around with the ModTools UI. I couldn't find any mods that currently offer this functionality, but if anyone knows of one let me know - it would save me a lot of work writing one myself. Looking at the modding API though, it doesn't look like any of what I am proposing would be too difficult. Although I haven't made any scripting mods for CS before, I am familiar with coding in C# and the Unity Engine. I figure this could be a good first project for me to start learning the modding API.
  23. Welcome to Downtown Bristol!

    "There's only three great American cities; New York, New Orleans, and San Francisco, the rest is Cleveland." Welcome than to Cleveland, also called Bristol. Bristol, established in 1797, and incorporated in 1821, founded by a man named Louis Richards as a city in the thin landmass between Washington Bay, and the Pacific Ocean that had a ideal trading river, which he named the Bristol River. By the mid to late 1800s it began to grow into the major city we know today. Today it's a bustling economic center of the pacific coast. Rivaling cities like Los Angeles and Seattle. Though at the cost of large crime rates, and poverty growing in the southern districts. But, Bristol is not is not truly what it seems, infact just in downtown, a past of so violent, that formed its history and how it's seen to the United States, and the world. From the organized crime bosses, corruptions, and scandals, Bristol is formed, but within it all, sits culture, arts, shopping, and the beauty of the city. The beauty of the city, hides within plain site. During the 1960s-1980s period, the city had a boom of high rises, and economic development, but it eventually ended and left us buildings such as the World Trade Center building of Bristol, as seen. Eventually, the city by the late 1990s-early 2010s did the city finally return with a 'mini' boom with buildings like the CenturyLink building being built in the corner of the heart of the CBD. Roadworks of this era, to help reduce traffic turned streets like these, into dead ends, to reduce traffic but it only made it worse. The city is in the process of fixing it, but city council delays is preventing it. Buildings like the Mid-Century Tower, which was built as the city's tallest skyscraper was built during this period, overshadowing the background Westerman Bank Tower. Historical skyscrapers such as the Bristol Utility Company Tower, was overshadowed by newer skyscrapers of the 'mini' boom of construction. Buildings like the Regal Theatre, or the Hotel Huber, refuse to become hidden and remain somewhat, seen within the grand skyline. Though many buildings were torn down, like near the Eastern Company Building, when it came from having neighbors to surrounded by parking lots, saved by historic preservationist. Even then, more historic structures like the Bristol Tribune Tower, were hidden by skyscrapers like the World Trade Center. Though, the boom hasn't covered the past or experience of the city, but made it more noticeable and stand out from the box and glass towers. The infamous Victoria hotel built in the 1950s, which in the 1960s, became part of the Easter Day Massacre when two major organized crime families had a shootout outside, and inside the hotel, killing around fifty-five people, ten being police officers. Today, the Victoria is historical for the Easter Day Massacure, and it's 5 star quality rooms. The historic Macy's store in the western half of the CBD, remains a prominent shopping experience in the city. The historic St. A. Hospital is famous for being born to Bristol Rock Singer, Alex Kalvan who became one of the most prominent 80s rock singers in the United States. Historic storefronts align the city, hardships, but show the proud history of the city of Bristol. Bristol, has more uncovered secrets in downtown, but you can't simply give away everything in the city's welcoming, got to keep the negative ideals, for next time. Till then, Bristol awaits for you, as the sun goes down, Bristol arises.
  24. How to go to jail forever in Canada.

    Miscreant caught on video. So far the crown is planning to lay the following charges: In view of the ability of judges to use consecutive sentencing on conviction, this character could find himself inside for the rest of his life. He is 59. A rather bad solution for getting his keep with everything found.
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