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City-building game(s)

Found 25 results

  1. Entry 3: Skyscrapers

    Wishing everyone a pleasant New Year's Eve/Day! Meant to post this up earlier in December but didn't get around to it. Anyways, I got around to learning how to add stuff from Steam Workshop and downloaded some more modern district styles. The only problem is when I apply only one style to districts, the other styles pop up as well. It's quite frustrating as I wanted to keep the sea port area more an old town feel. But either way, we now have skyscrapers around Premiera and more modern buildings in general. Before downloading the packs, I made a nice little plaza with .. I forget what building this was LOL. But I like how this turned out. Skyscrapers!! I also opened up new city tiles and expanded the metro. Cheers everyone and have a happy new year! Here's to more city building in 2023! Edit 1/10/23: More skyscraper glory. The first image is Life and Death Square. It started as a quaint European style square and now has turned into a modern haven. The next pic has these gnarly super talls. I guess this can be our Billionaire's Row.
  2. There are a few BATs I've downloaded that I like; however, they are W2W residential lots that are growing in low density zoning. I want to change the lots so that it only grows in medium and high density zones. I've tried doing some research on this and found this thread, which says it is possible to change the numbers using the Reader program. However, I am still not understanding exactly how to change the density. It looks like this can be done by tweaking numbers, but my understanding is that this category is for changing the stage rather than changing the density that the building grows in. This isn't really what I'm looking for, as I don't want the building to grow in low density stages at all, only medium/high ones. Can this be done in Reader or PIM-X? I'm pretty new to editing existing lots, so I appreciate any advice you can give me!
  3. Uptown Durham

    Uptown Durham is the primary extension of the urban core. Uptown Square is the largest urban square in Sim Nation while the National Heroes Cemetery is one of the largest burial grounds in Sim Nation. The neighborhood is mostly populated by yuppies and white collar city dwellers who prefer the location between the region's two largest business districts. The area is served by the main expressway and also has adequate service by the Durham Area Rapid Transit (DART subway). Uptown cityscape Uptown Square and vicinity Uptown Square Uptown Square & Department of Elections Uptown Square & National Museum of Transportation and Infrastructure Uptown Station National Heroes Cemetery Vicinity National Heroes Cemetery Capital Carnival Uptown Junction
  4. Need help please people, I have a region with 4 cities, all with populations over 55k. All have rail road and bus links and I have two problems with one of the cities: 1) Buying power from the region, I can see there are two cities in the region I can buy power from, I need to buy from both, when I click the region map does show power is being sent, but the detail tells me I am using 0mw from both. Is this just a bug or am I missing something? 2) The same city has a link to the arcology but density just isn’t increasing, all other cities are benefiting happily. Again is this a bug or am I doing something wrong? any advice is appreciated. cheers
  5. So from what I've read, you have to have some low wealth sims in your region for the economy to work. Is there a way to get around this? I've never done a full region but I like to make cities that are only full of high wealth sims with lots of skyscrapers so would prefer to not have low wealth areas. Also is there a power plant that I can download that has a lot of capacity Like something futuristic. Thanks Thanks
  6. There are some buildings that don't feel appropriate for their Growth Stage. The following screenshot shows R$$$ buildings - it doesn't include all of them as there are more small mansions. I used Plop Modd Final to plop individual buildings. The buildings are roughly in order of their Growth Stage (in rows, left to right). Ingebretson Place, which is fifth from the left in the second row, is one glaring example of a building too big for its density as it can appear in medium-density, but looks better suited to high-density. Any mods that tackle this issue?
  7. In my previous city, the majority of low-density residential areas were taken up by high-wealth mansions, usually not actually housing high-wealth residents. This seemed a bit silly and almost like a game bug, so, for my next game, I want to reduce the likelihood of this happening. This issue has been noted before by other players and remedies have been suggested, including: 1) Zoning residential areas in such a way that there aren't 3x3 or 3x4 residential rectangles of the same density. This option is rather restrictive to one's play. 2) Manually setting many houses as historical, so they can't upgrade to mansions. Only one house in a mansion's footprint needs to be set as historical, but this option still seems rather tedious. 3) Using a no-mansion mod, such as "Stop Maxis Mansions from growing", to remove mansions from the game altogether. This seems a bit extreme to me. 4) Using "Less Abandonment" mod which increases the desirability requirement for high-wealth construction. Although I haven't tried this yet, it makes sense in theory. Increased desirability requirement should reduce overall number of mansions being built, and also make them less likely to grow in areas not set up for high desirability. 5) Using no "No Kick Out" mod (in conjunction with "Less Abandonment" mod). It seems like this mod might give one complete control over which zones become high wealth. I'd like to keep the idea of a city developing organically so I'd probably need a bit more info about this one, but it looks like it could be a useful mod. Are there any solutions players have suggested that I haven't listed? My current thinking is to definitely use the "Less Abandonment" mod. I am wondering whether I will also need to use other solutions in the list in conjunction. One would be setting certain houses in each residential block as historical so they don't upgrade. However, is there not a problem with this that, by setting a house to historical, it will not increase its density? So if one made a medium house at low-density low-wealth as historical, it could not upgrade to a larger house at the same low-density low-wealth level? And at the same time, other houses in the same residential block that had not been set as historical could? This seems to make this option rather un-ideal, unless one makes every house historical. The other option I'm considering is the "No Kick Out" mod, although I have concerns that it might give too much control to the player. Having said that, I'd take this option over having mansions unrealistically popping up everywhere. Here's an example from my previous game of Mansion Spam in an area that was supposed to be terraces of low or medium wealth houses. Note the lack of parks or beautification. I've always thought it a bit strange with SimCity 4 that when one clicks on the Land Value map, pretty much everywhere apart from industry and main roads is high value. There are no high land-value parts of town and lower land-value parts. Here's an image of the same area with the Land Value sub-map showing the whole city's land value. One thing I had previously been thinking about, before finding other suggested solutions, would be to lower the default land value of neutral ground. If the overall default level of land value was reduced, then theoretically one would would have to add more beautification to areas to get them to high-value. So high-value areas would hopefully be more pronounced on the map, rather than everywhere in the city falling in the highest land value band. Another possibility might be to somehow adjust the game's land value settings to squeeze them and therefore raise the threshold for what the game considers to be the highest band of land value. So if the map currently shows/game considers everything over x100 beauty level to be the highest/greenest level, raise that to e.g. x120 beauty level. Any thoughts? Links: "Less Abandonment" mod: https://community.simtropolis.com/files/file/14931-less-abandonment/ "No Kick Out" mod: https://community.simtropolis.com/forums/topic/75599-indiana-joe-and-the-quest-for-the-ultimate-plugins-folder/?tab=comments#comment-1701630
  8. So I've been putting some thought into this, and thought it might be worth sharing. How should I organize my region so it (sort of) resembles reality? I grew up near Washington, DC, which happens to be a square (with a bite taken out) almost exactly ten miles on a side. A standard SimCity region - the ones that auto-generate - are 15-16 km on a side, or ten miles. Perfect match. But as I started nooding around, I discovered the entire city is served by one power plant, and one sewage treatment plant. There is no way at all to model that in SimCity 4, so yeah, it's a game. No need to get hung up on precision. I recently started working on modeling a rural county, and ran into an obstacle there, too. The average US county is about 1000 km2, or almost 200 large tiles, and almost all of that land is either rural or completely empty. Did I really want to build tile after tile of forest, with the occasional highway? The population density of the entire US is 86 per km2, which means it's almost all empty. I experimented with scaling the area 10:1, because a county of 100 km2 seems like a nice building project; but then the population density gets multiplied x10, and the simulation ends up far from reality. So I've decided even the county is the wrong unit of measure. A standard region would represent a small city, like DC or smaller. New York City covers 784 km2 - who wants to build seven hundred small tiles? Does anybody here also have a job? The small city I live in today covers about 200 km2 and fills about 1/5 of the county. That seems like a big project, but feasible. It's not all skyscrapers - mostly suburban, with a nice busy downtown and some rural bits in the corners. It seems to me this is the kind of city SimCity 4 is designed to model, with a mix of small urban tiles and big rural outskirts. The most fun part of this project has been choosing different towns and looking them up on Google Maps. You can switch to satellite view and go flying over the landscape, learning all sorts of interesting things!
  9. In my opinion, the big fault of Cities Skylines has the few options for zoning. All others games have medium zone and zoning for industrial and office areas with the exception of CS. Zoning: - Medium density for residential, commercial, industry and offices areas. - Larger lots for high density areas. - Zoning for industrial and office areas: low, medium and high densities. - Rural zoning 20 DLCs so far and nothing of Colossar Order improve zoning in the game.
  10. CS$ and CO$

    Hey guys, I tried to look for CS $ a CO $ from stage 1 to download, but I did not find, do you know any? because I want to use BlockAllBuildings am CS and CO, but I can not find them in stage 1, so they can grow later, because Maxis's are not beautiful, because I like European style, so it does not mix, it can also be W2W, I love it W2W, can anyone fix me?
  11. I am not talking about the visuals. But I just realized that LD -> MD -> HD are roughly order magnitudes given identical foot prints. However, the game play and challenges change radically for each transition. I am not talking about turning a profit, but smooth operation and stability. Of course, I knew it was a sandbox, but even a sandbox is constrained by its toys/tools. I just realized how incredibly flexible this sandbox and how broad the spectrum. And with a large tile or multiple tiles how much diversity can exist. I am really impressed.
  12. A few questions about SimCity 4's system. Is it possible to: Add extra dimensions to development, alongside the included wealth and density? Add new utilities alongside the power, water, and garbage utilities in the game? If not, maybe I'll consider taking my idea to Skylines instead.
  13. Hi everyone. I'm not fan about the actual residential system. Houses are really big, there is not so much differencies between low level and high level (1-5), plots footprints are the same, so the gardens have the same size, more or less... the SC4 system is for me really more interesting, even if there is only three levels. (SC$, SC$$, SC$$$) : bigger gardens, bigger houses, etc. The idea is to use always the same footprint size : 3x3 ; with a few 1x3 to fit in the empty spaces. We dont need to have a building on each footprint : growables gardens (ponds, tennis courts, swimming pool, kitchen gardens, garages, english gardens.) Growable gardens are usefull to allow big gardens for expansive mansions. At the opposite, 3x3 plots will be shared by two, three, for level one or two houses. By using alway the same plotsize, the game will randomly use all the dowloaded assets. It's could be really easier to manage the average size of the gardens : if for the level 5 there are only 10 houses and 20 gardens plots, each house will have a better chance to have big gardens. Level one : 15 houses - 0 gardens, Level two : 15 houses - 0 gardens, level 3 : 10 houses - 5 gardens, level 4 - 10 houses - 10 gardens, level 5 - 10 houses - 20 gardens for example. Level one buildings : Level two buildings : Level 3 buildings : Level 4 buildings : Level 5 buildings : What do you think about this system, how to improve it ?
  14. Hello all, I just started playing SC4000 rush hour a few months ago, I read most info here before starting and all your advices helped a lot, however, Victoria is my first big city, I haven't passed over 300,000 CAP at any other city, I try as a rule to avoid any pollution by keeping industrial areas in other cities and keeping them well connected at the same time, I've been playing several cities by stages so they could grow altogether and feed each other as you can see in the pictures I took, once I realized I could it all well I downloaded NAM and several other plugins, mostly with jobs, the trouble is that Victoria is not growning anymore, there are jobs, they don't leave them, I even plop the buildings with jobs but they are not abandoned. I placed parks, landmarks and still, several years with no change on that regards, any advice? This is my biggest city so far, I read he had the same issues but for what I read, noone could actually solved it so here I am. Also, does anyone know why the roads appear all black unless I reconnect them again by placing new roads/rails on top of the previous one after I installed the NAM. Thanks in advance.
  15. Hi guys. I'm struggling to get past 400,00 people in my city. I found a few threads on caps but they were about smaller cities. I managed to get up to 435,000 after i added the major league stadium, but no high density residential seems to want to be built anymore. New Bitmap Image (2).bmp
  16. Hi All, I'm going crazy about this, i've been playing Simcity since it's release and i can't achieve the max building density for the three types of zoning.. sims are happy, they are ready to expand, they r not complaining about space i have money, approval rating above 80 % Please help I've read here and every where else nothing .. i started to think there's something wrong with my account !!
  17. Hi, Can someone please explain to me why the houses in my screenshot below will not increase density? I don't understand why they keep saying "not enough room to increase density" while there is TONS of room. When I created the road, I made sure that I can fit one tall tree row. I am referring to the houses near the city border (the dashed line). The game has been running for hours and those houses never increase density.... Thanks!
  18. Show us your densely populated cities

    This city is a suburb of a much bigger city with a population of around 123000, and this is on the smallest tileset possible. It is supposed to surround a central park. This one, again on the smaller tile, has a population of around 250,000, and is also a suburb of a much larger city. I also have a variety of other small tiles with populations exceeding 100,000.
  19. Does anyone know how to make a controlnet data map that shows which buildings are using controlnet, represented as bar graphs similar to all the other data maps (Similar to the data expenses map MOD)? Also, is it possible to make some kind of datamap that shows the various stages of road densities so it is easy to see and upgrade whichever roads need upgrading? It would probably not work best as a bar graph like most of the data maps but for example, have all low road densities show up as colored while the rest of the map is white (similar to going into edit mode for individual modalities). Once upgraded, they can turn white to indicate they are no longer in the low density street map. There could be low, medium and high density view options to select each density view.
  20. Medium Density Buildings

    Is there any mod to block small houses? is because it bothers me that in medium density areas appear small houses
  21. I have a city that appears to be doing well. Almost all residence are happy, and the population has swelled, but no buildings are moving to maximum density. There appears to be enough room, so I don't understand the problem. This is my second attempt at this city, and the first version had this problem as well. Here are some screenshots of my city: https://i.imgur.com/Wc3SmtT.jpg https://i.imgur.com/BW1Zg3w.jpg https://i.imgur.com/NaBi85Y.jpg
  22. What tips does anyone have with regards to increasing the commercial and residential density to the third and highest level possible? I would prefer someone who has actually achieved this to answer instead of someone speculating...
  23. How do you acquire high density roads in the new Simcity? I have many times clicked on the "High Density Road" upgrade only to have my money be taken and to have the tab I clicked on say "Unavailable". I have scoured the internet and cannot find anything about how these roads are accessed. Thank in advance for your help!
  24. This game has a terrible fundamental, but seemingly easy fix. It is highlighted by 100% residential cities (with no other cities in the region). At the moment a residence will survive and expand without any source of income, or at the very least very little city wide income. 100% resident cities develop by using parks which does add a very small amount of cash via a couple of job slots. It currently stand this is enough to sustain and build up to high density. Obviously this is obsurd. The simple, yet far reaching fix to this is to require that residential buildings have to pay rent/mortgage per day/hour/whatever. Thus if the residential building does not receive enough cash from job buildings it decays. This would make 100% residential cities remain at very low density unless you had a supporting city nearby that had a high number of jobs to commute to and bring cash back. It would also strengthen the I-C-R cycle. Resident buildings require cash, generally by Industrial buildings who need to make cash to give to residential buildings from sales to Commercial buildings, who need to get cash by selling stuff to resident buildings. So a cycle goes. So industrail profit would be freights sales-resident payments-tax. This way, if your industry has no sales, it cant pay residents which forces population to move out of the city, commecial buildings would fail because there is no cash to buy stuff. The entire system would be so much more dynamic and interesting and inter-city relationships would have far more meaning as basically a way to move cash around and gradually build up and densify a region. Mining serves as a cash generator to kick start the region by injecting cash into the cycle, also to allow the simulation described above to function a little bit of cash is injected by each new building built. The cash removed from the system is via importing goods and also dumped into the Mayors city building account via Taxes and cash destruction by services/utilities. So in essence, Free Cash Flow should drive densification modulated by happniess. The happier your Sims the less cash required to increase density, converse being true too. (So you could have a very unhappy town, making A LOT of cash increasing density). Crime should also be a reflection on happiness, the less happy your citizens the more crime there is and vice versa. At the moment it seems happiness is the driver of densifcation with available cash having little to do with anything other then shopping. Please comment. Some of what I post above may actually be occuring however if it does, it needs serious tweaking as evident by 100% resident cities.
  25. I've seen it stated that the new Simcity does away with zoning density restrictions, this is big change so I've searched to try to find an article or interview where this was said but can't find anything, anyone know if this has been confirmed and where if it has?
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