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Showing results for tags 'decay'.
Found 7 results
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50 Year Update, with statistic updates at 40 and 45 years as well
drocca posted a City Journal entry in What Happens when you Withdraw All Government Services?
Since the decay of Kuzcek is so gradual at this point, I'm switching to less frequent updates. I'll still do stat updates at five-year intervals and release them, plan on going to a century or more with this thing. More information and pictures will be in my comparison entry of the city on the eve of its abandonment vs. 50 years later. Somewhere around the 39-year mark, the last CO$$$ left. CO$$ is rapidly going extinct as well. This set of statistics is as follows: 40 years post abandonment -> 45 years -> 50 years. Total Population: 14,651 -> 13,538 -> 12,045 Residential Breakdown, after 40 years: R$ approx. 12,500 / R$$ approx. 2,000 / R$$$ approx. 120 Residential Breakdown, after 45 years: R$ approx. 11,700 / R$$ approx. 1,700 / R$$$ approx. 115 Residential Breakdown, after 50 years: R$ approx. 10,600 / R$$ approx. 1,350 / R$$$ approx. 85 Commercial Population: 6,452 -> 5,703 -> 4,981 Commercial Breakdown, after 40 years: CS$ approx. 3,300 / CS$$ approx. 1,800 / CS$$$ approx. 290 / CO$$ approx. 1,050 / CO$$$ extinct Commercial Breakdown, after 45 years: CS$ approx. 3,300 / CS$$ approx. 1,600 / CS$$$ approx. 200 / CO$$ approx. 600 / CO$$$ extinct Commercial Breakdown, after 50 years: CS$ approx. 3,000 / CS$$ approx. 1,450 / CS$$$ approx. 180 / CO$$ approx. 380 / CO$$$ extinct Industrial Population: 1,227 -> 1,226 -> 1,226 Industrial Breakdown, after 40 years: I-D approx. 1,200 / I-HT at 29 Industrial Breakdown, after 45 years: I-D approx. 1,200 / I-HT at 27 Industrial Breakdown, after 50 years: I-D approx. 1,200 / I-HT at 27 Crime: No arrests can be assumed at this point. 14/month -> 14/month -> 11/month Commute time: 91 minutes -> 93 minutes -> 92 minutes Power usage: 8,904 kWh -> 8,898 kWh -> 8,871 kWh Water usage: 65,700 cu m3 -> 65,740 cu m3 -> 65,376 cu m3 Air Pollution: 60 -> 59 -> 59 Garbage: Nearly all garbage in streets, approx. 245,000 tons -> 265,000 tons -> 295,000 tons Education: 38 -> 33 -> 23 Life expectancy: 53 years -> 51 years -> 51 years Average income: Approx. $22,000 -> Approx. $21,500 -> Approx. $20,500 Budget: $7,998 income / $2,367 expenses -> $7,207 income / $2,391 expenses -> $6,576 income / $2,443 expenses Funds: $5,129,391 -> $5,445,292 -> $5,705,294 Mayor Rating: Approx. 21 (2 bars out of 12) -> Approx. 19 (2 bars out of 12) -> Approx. 17 (2 bars out of 12) -
10 Years Without Government - A Life of Slow Decay
drocca posted a City Journal entry in What Happens when you Withdraw All Government Services?
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$$$ approx. 880 Industrial Population: 2,908 Industrial Breakdown After: I-D approx. 2,300 / I-HT approx. 650 Crime: 26 per month / no arrests Commute time: 96 minutes Power usage: 10,233 kWh Water usage: 68,806 cu m3 Air Pollution: 90-95 Garbage: approx. 62,000 tons (about 48,000+ tons in the streets) Education: 92 Life expectancy: 66 years Average income: Approx. $30,500 Budget: $13,206 income / $2,429 expenses Funds: $2,180,637 Mayor Rating: Approx. 36 (4 bars out of 12) -
Hey guys, I've experienced a strange behavior of 2 of my cities: both cities (each built on the biggest segments of the "New York" landscape) have reached a high population of about 480.000 and 390.000 sims. Most r/c buildings are $$/$$$ and the (little) industry consists of 95% high tech. Then suddenly things became weird. Instead of growing the cities remained static and then even started losing inhabitants, got more and more unemployment, buildings decayed and nothing seemed to be able to stop this progress. I built new avenues/highways to connect the areas and/or expanded the public transport with underground/monorail which didn't help much. I demolished whole neighborhoods (loosing 50.000 sims each) and focused on enhancing the remaining ones. But here's what makes me really wonder: now even new designated zones with perfect conditions (nearby parks/plazas, avenues, stations, mixed r/c zones) aren't getting inhabited at all or just very very slowly. In fact I have to wait 1-2 in-game years on the fastest tempo until something develops even on low-density areas. And even then, I often get only poor $-buildings with little customers or residential buildings that decay some minutes later because of too long commute time. At the same time the need for $/$$ r/c is very high ($$$ jumps around 0), the mayor rating, too (70+). I've got plenty of parks, plazas and landscape/bonus buildings. So at the moments it seems that I just can get rid of buildings and sims but without the chance of getting anything new. Luckily the smaller city is stable now (but can't grow anymore) but the bigger one keeps "bleeding" … I also experimented with new traffic concepts, tried low and high density zones, fast-forwarded for 10 years and so on but that didn't work. I've not experienced this anytime before and the cities in the neighborhoods (pop. 30.000/120.000/130.00/190.000) seem to run normal and they all are built in a similar way (much public transport, very "green", fully developed education and health systems and so on). The whole region has about 1,4 Mio sims. All cities are connected via highways and public transport and have at least one neighbor deal running (trading power or waste). I usually don't touch taxes. I'm not quite sure, if this might be more a technical problem due to my laptop specs (i5 2,5GHz, 4GB RAM, AMD Radeon 7470M, Samsung Evo SSD, Win7) and the cities became just too big or if this a mistake of my gameplay. That's why I also tried some technical tips (cpu-core: 1, adding my GPU to the graphics card list, switching between hardware/software mode and AMD GPU/built-in Intel HD, low settings etc.) but non of those could fix my issue. And of course I'm playing with NAM (v35). So, any comments or recommendations?
- 11 Replies
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- development
- high population
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(and 3 more)
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Version 1.1
2,419 Downloads
The time has come. In the works for nearly a year and subject to a great deal of interest, my latest creation has finally seen the light of day on Simtropolis. They were previously released on SC4D's LEX, but I had decided to bring them over to the STEX as a little Christmas/Hanukkah/Festivus surprise! These gas stations are my answer; my fulfillment of the need for up-to-date service center BATs. After searching through the community's various SimCity exchanges, I was surprised to see a location as prolific as the gas station had been severely neglected. Included in this package are seven gas station lots, found in various states of disrepair, akin to the real-life examples that inspired this project. Of the seven lots, six are standalone 3x2 lots. One additional set of pumps is included on a 3x1 lot; perfect for placing beside a large mall or big-box store. Each lot may be found in the power menu under orange gas pump icons. If you wish to create more lots, the props are easy accessible in lot editor under the "bipin_" or "bipinprops_" prefixes. Additionally, a .png for the lot icon is included, to better help organize your own stations. Thank you for looking. I hope you enjoy these BATs; it has been quite a while since I've participated in the community, specifically over here at ST, beyond just using the chatroom. I'm glad to be back (although university is keeping me busy). Note: 1 dependency is required (SHK Parking Pack). It has been added as a linked file. Dependencies (added 22.12.2018): Transparent Power Utilities (The building examplars are based on the power blank model in this upload. You need that model to avoid brown boxes) SHK Parking Pack Paeng's Parks Revisited 2.05 (you only need the Resource_Parks205.dat) Paeng's Grunge Concrete Set (you only need the paeng_Grunge_Concrete_Textures.dat) edit: 22.12.2018 updated dependency links by Tyberius06 UPDATE: 17.07.2019 by Tyberius There were two missing files which I was aware of when I previously updated the page, but since both the model and the prop file were missing no brown boxes would have showed up on the lots, so there was no point to mention it. Since then @Bipin sent me the missing files (by request) and gave me his permission to reupload a second version of the whole pack which contains the missing files. I also modified the folder structure to make it similiar to his previous uploads, therefore to install these lots, you just need to copy the BATs By Bipin folder from the zip to your plugin folder. -
REPLIES: @ Bipin : Cheers! To hear that from you is like getting a wink from a rockstar or the bouquet at a wedding! @ SimRico : Look on here! I've started one little thing and another is in the pipeline. Thanks for the imput too! @ Mulefisk : Yeah last time I was in Melbourne I rode around on the trams a bit but Melboune's grid is really only the city and St. Kilda Road and a few other main roads (?) because once you ride out a bit it kinda goes windy. Anyway yes I have looked into it and done some experimenting and rezoning. @ MatTSW : Cheers! Yeah it started as like a little halt and then just grew from the church, water tower and station to be a nice leafy suburb. @ Huston : Thankyou Good to see you still give a look in despite my somewhat erratic posting @ Schriefer : Thankyou! I plan to, the only time I have left the house this week is to buy toilet paper... Because we ran out. *** IN THE CITY - A TRIP DOWN THE V LINE Welcome back to Liverpool friend! Today I'm gonna show you the new 'old' V line, named so after the physical arrangement of the system in the city. The V line used to be 2 rural lines converging just south of downtown but through the late 1800's and early 1900's as the city grew the lines were raised or sunken. Today we're gonna take a look at the elevated section which has one Terminus in Downtown and the other in the commuter town of Kravinsk, a part of the city with a high Russian/eastern european background. And above, moving out of the gritty downtown and into the suburbs we can see October Bridge by Odd, one of my all time favourites. Along with his rail through building from the first photo. Pulling into Kravinsk. The town has the tallest building outside of the city downtown, a nice funky res tower. We can also see the Kravinsk ground rail. Its this terminus that makes the bottom point of the V. Anyhow I never said it was a big city! heres a larger overview of Southlands, It's sort of the Braddon, Toorak, Northsbridge or Newtown of liverpool (Throwing in some nice Australian references. I'll give you a star for naming the cities those suburbs belong to!). Southern elevation of Southlands, peeking through Downtown. Anyway here is the waterfront, as promised last update. It was constructed in 1893 as a man made harbour. Liverpool is about 10km from the coastline and it was the largest engineering feat in the country at the time to carve out and pathe a suitable cargo canal to the city. Nowadays the dock has been scaled back to be just an extra form of public transport and intracity delivery mechanism. The city's most prestigious suburbs are between the canal and rail line, as they feature stunning gardens, historic official buildings and long tree lined boulevards. Again Some of the last remaining Metro industry resides at the convergence of city and suburb. And to end the update, a country scene. Thanks for viewing and don't forget to leave your opinion!
- 5 Comments
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- 2
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- city
- elevated rail
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(and 2 more)
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Version 1.0
2,010 Downloads
Urban Police Precinct ~ By ~ Perfect for any city in the midst of decay! Included in this download are two lots big and small; the top right and left. respectively. Both precincts, regardless of size, have the ability to dispatch five squad cars. Furthermore, they have a prisoner capacity of 70 inmates. This is slightly higher than the value of the game's "vanilla" stations, for this is simply a larger building. In addition to this download, two dependencies are requried: This is my first actual building besides The Camberton. So please, do enjoy, even if it isn't the best building around. Merely a fun little project of mine to fill a tiny gap. -
Version 1.0
2,186 Downloads
Billboards ~ by ~ Included in this download are three simple, albeit quite deteriorated billboard signs. They are perfect for any post-industrial environment by the likes of Gary, Indiana or Detroit, Michigan. Whatever your needs, these will fit perfectly in any little crevasse inside your little Detropia, given their size of a single tile. All you'll need in conjunction with this download is the following dependency: https://community.simtropolis.com/files/file/26504-wmp-allotment-set/ Furthermore, a greater degree of realism has been achieved via the orientation of these billboards at odd angles other than those typically found in-game. Of course, what dictates a lack of fun in realism? This is a game after all, and that's why I'll be making one more billboard using this texture: Just a nice little nod to the community, and thus one which is available in the place where the community matters the most to me; my BAT thread: Check it out in a day or two to get this extra little freebie. In the meantime, enjoy your three new billboards!

