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City-building game(s)

Found 61 results

  1. Dirty Industry Pack Volume 2

    Version 1.0.0

    283 Downloads

    Where else are you going to keep your sprockets, widgets, and cogs? This volume is a collection of 1x1 BATs in the out subset of I-d buildings in the game, helping to keep your inventory safe and snug before it's loaded onto the truck and shipped to farflung places, all while earning a few bucks from a bit of your Sims' sweat and hard labor. Plus, they add a bit of variety to your grimey industrial sectors (as well as a place to store 1983's carbon-copy paper receipts that your accountant is so desperate to keep.) Enjoy!
  2. Dirty Industry Pack Volume 1

    Version 1.0.0

    268 Downloads

    Filtering fluid, separating sludge, and conveying all manner of waste, glop, and gooey goop, here is a collection of twelve different 1x1 "buildings" which were created to add some variety to your necessary (though cough-inducing) industrial areas. This pack is selection of BATs (primarily waste and collection tanks) under the game's mechanical subset of I-d buildings. Often industrial areas can appear rather repetitious, so these should give a bit of variation, even at the expense of air and water quality. Hope you can see past the steam and smoke enough to enjoy them!
  3. I'm having trouble getting dirty industry demand on new city tiles, I have a region with about 5 developed city tiles all connected at the borders and every new tile I create there seems to be an ever dwindling demand for dirty industry even after moving a bunch of poor sims in. The result is thousands of jobless sims but still no demand for dirty industry, would anyone know what could be the issue? I should note, I use CAM 2.1.0. I want to bring attention to this as it is still an issue for me and I'm not sure what could be the problem. I would also like to say that I am not an experienced player, I have played the game off and on since 2006 but I never was super knowledgeable about it. Also if anyone needs additional information I would be happy to provide. EDIT: Also shoutout to the mod who fixed my sentence spacing.
  4. So I've recently installed Colossus Addom Mod v2.1 in order to really spruce up my city centre with skysrcaper variety, and it's been absolutely brilliant. So brilliant, in fact, that I figured I'd apply the same thing to farming areas and industrial areas - the maxis varieties are shocking (so many wheat silos) and even the SPAM is now a bit outdated, so I installed the CAM options for farming and a bunch of new IM/ID/IHT buildings that are CAM-patible. I also have installed a bunch of new medium-density buildings and heaps of mattb's stuff in the interim, as well as mucked around with my terrain grass textures and sidewalk stuff as some of you know, so I'm thus having some trouble chasing down the source of my current problem. As you can see (ignore the erased parts of the left shot, that's just me blending layers in photoshop) something has changed the base textures of many (but not all) industrial lots, including standard maxis buildings. If they had been switched to some random concrete or dirt texture it probably wouldn't bother me, but the new textures are quite clearly the wrong size, like they were designed for completely different lots or some such. The textures occasionally extend over the top of the adjacent road or street, overwriting them and making it look really weird with cars traversing random bits of ground. I've tried deleting some BSC texture packs I installed as dependencies for the new industrial lots, and even removing the entire IRM base pack (which it looks like some of the textures have comes from) but no effect. I'm assuming since they replaced whatever textures were there before, I shouldn't have to delete the building and let it regrow in order to change them back. Does anyone know which files are capable of overwriting existing base textures for industrial lots? Has anyone else encountered similar issues? I've also got several base textures that are now missing entirely, but since I use a bright pink background those are fairly easy to detect and overwrite with some other random concrete through photoshop, but obviously something I've done has messed with ALL the industrial base textures and I need to revert. Many cheers gang, TheCouncill0r. EDIT: Deleting any and all files related to IRM seems to have eliminated the extended textures, but something in the games still seems to want them there, as they've now been replaced by the see-through problems. Again, this is only the case with standard maxis lots, so it can't be a dependency issue, no?
  5. AC Concrete Mixing Plants

    Version 1.0.0

    414 Downloads

    AC Betonownie/AC Concrete Mixing Plants This AC Concrete Mixing Plants was made by Aras (AC) and originally was uploaded onto http://www.simcitypolska.pl/, which is no longer existing and this upload hasn't been available according to my best knowladge since then. Please note, with the permission of the Simtropolis Staff Members (Cyclone Boom and CorinaMarie) and former SimCity Polska Staff Member (kbieniu7), this file has been uploaded on behalf of Aras. It was not available anymore due to the unfortunate demise of the SC4 Polska site. All the works contained within this download (lots, descriptors and models)* were created by Aras. *models now part of the Polish Mega Props - Misc Industrials dependency pack. Some of the stats have been updated by SC4PIM-X. Installation: COPY/Extract the "Aras" folder from the *.zip into your plugin folder. You don't need to keep the "_Documents" folder in your Plugins, best if you remove it somewhere safe outside of your plugins. To uninstall: bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. Stats: AC_Wezel_betoniarski Stats: - Lot Size: 5x4, - Type: I-D Ploppable, - Workers: 50, - Plop Cost: 1100$, - Monthly Cost: 110$, - Bulldoze Cost: 100$, - Power Consumed: 16, - Water Consumed: 42, - Pollution at Center: 5 (Air), 3 (Water), 4 (Garbage), - Pollution Radius: 16,20,0,0, AC_Wezel_betoniarski_2 Stats: - Lot Size: 5x4, - Type: I-D Ploppable, - Workers: 50, - Plop Cost: 1100$, - Monthly Cost: 110$, - Bulldoze Cost: 100$, - Power Consumed: 16, - Water Consumed: 42, - Pollution at Center: 5 (Air), 3 (Water), 4 (Garbage), - Pollution Radius: 16,20,0,0, AC_Wezel_betoniarski_3 Stats: - Lot Size: 5x4, - Type: I-D Ploppable, - Workers: 119, - Plop Cost: 1100$, - Monthly Cost: 110$, - Bulldoze Cost: 100$, - Power Consumed: 36, - Water Consumed: 101, - Pollution at Center: 11 (Air), 7 (Water), 4 (Garbage), - Pollution Radius: 16,20,0,0, AC_Wezel_betoniarski_4 Stats: - Lot Size: 5x4, - Type: I-D Ploppable, - Workers: 51, - Plop Cost: 1100$, - Monthly Cost: 110$, - Bulldoze Cost: 100$, - Power Consumed: 16, - Water Consumed: 43, - Pollution at Center: 5 (Air), 3 (Water), 4 (Garbage), - Pollution Radius: 16,20,0,0, Dependencies: - Polish Mega Props - MISC Industrials (former AC Saturn Prop Pack): https://community.simtropolis.com/files/file/33309-polish-mega-props-misc-industrials/ (original location is not existing anymore: http://www.simcitypolska.pl/download.php?view.390) Logistics Centre Dependency Pack https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1884 Have fun and enjoy! - STEX Custodian TEAM
  6. AC Mondi Paper Evaporator

    Version 1.0.0

    504 Downloads

    AC Wyparka/AC Mondi Paper Evaporator This AC Mondi Paper Evaporator was made by Aras (AC) and originally was uploaded onto http://www.simcitypolska.pl/, which is no longer existing and this upload hasn't been available according to my best knowladge since then. Please note, with the permission of the Simtropolis Staff Members (Cyclone Boom and CorinaMarie) and former SimCity Polska Staff Member (kbieniu7), this file has been uploaded on behalf of Aras. It was not available anymore due to the unfortunate demise of the SC4 Polska site. All the works contained within this download (lots, descriptors and models)* were created by Aras. *models now part of the Polish Mega Props - Misc Industrials dependency pack. Some of the stats have been updated by SC4PIM-X. Installation: COPY/Extract the "Aras" folder from the *.zip into your plugin folder. You don't need to keep the "_Documents" folder in your Plugins, best if you remove it somewhere safe outside of your plugins. To uninstall: bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. Stats: - Lot Size: 6x6, - Type: I-D Ploppable, - Workers: 806, - Plop Cost: 2500$, - Monthly Cost: 110$, - Bulldoze Cost: 100$, - Power Consumed: 150, - Water Consumed: 165, - Pollution at Center: 150 (Air), 120 (Water), 80 (Garbage), - Pollution Radius: 1,1,0,0, Dependencies: - Polish Mega Props - MISC Industrials (former AC Saturn Prop Pack): https://community.simtropolis.com/files/file/33309-polish-mega-props-misc-industrials/ (original location is not existing anymore: http://www.simcitypolska.pl/download.php?view.390) - BSCMegaProps JES Vol01: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 - RealRailway (RRW) NCD BSC Texture pack Update https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3350 - Vehicle Props v4.0: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3505 (original location is not existing anymore: http://gizmo.lunarpages.com/index.php?action=downloads&sa=vehicleprops) - BSC MEGA Props CP Vol01: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 Have fun and enjoy! - STEX Custodian TEAM
  7. I have a lot of (starting) dirty industry near my (starting) residential area, and even though I taxed dirty industry 20% to make it Demand -4000, and educated my sims up around 160, made demand for Manufacture Industry, High Tech Industry, and made Clean Air Act Ordinances, even after Cheetah speed with 30 years simulation, the dirty industry will still not go... (which is causing air pollution, land value-desirability drop) I think they still make profit even with 20% tax and will not go, do they eventually change to manufacture or high tech (don't think high tech wiil, since air pollution...) or maybe should I just bulldoze them and rezone... Also, for High Tech industry to come in, do parks make difference in desirability (i know that they increase for commercial...)
  8. Version 2.0

    1,017 Downloads

    SM2 Hydrocarbon Separator Array A petroleum related assembly used in the oil processing industry. 2 lots are included in this zip. 1 plopppable and 1 growable Grow stats Lot size 3x2 Stage 3 dirty industry with 25 jobs Power consumed 15 Water consumed 60 Plop stats same as above plus Cost to plop 1500 Bulldoze cost 500 This lot is under the Landmark menu. Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 Alternate links for my packs only SM2 Essentials v4 https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ SM2 Mega Prop Pack Vol3 https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack-vol3/ Simmer2
  9. Welcome to Aeroes City: Part I

    A long overdue update to The Flatlands, I welcome you all to Aeroes City. The last few weeks have had me busy, wrapping up big assignments for end of semester, and life in general limiting my time to SimCity 4. The last couple of days, I have started fleshing out some inner city and southern suburbs of Aeroes City, so before I get much further, I figured it's finally time for the long awaited tour of Aeroes City. This update will be long, so I can bring you all up to speed with the mess of a city I've created. Firstly, an overview. the Greater Aeroes City has passed 180,000 population, as I move to open up the Eastern and Southern districts [map], formally connecting them to the city. You can already see in the region overview that the suburbs of Southern are creeping up to Central, and Eastern to Northern. Teaser alert: I have also done some work on the Promethius Agricultural community, with the farmlands overtaking Demeter Valley and Hermes Connection. There's also a new township in the area, which I will explore in a future update. I am taking to naming my cities after Greek gods, where the name suits. Coincidentally, Athena Straight was named because I like the name, but I guess Athena is the god of war, and there was a battle between the industrialists and the agriculturalists in the area, so the name fits. Demeter and Hermes were more researched, and fittingly for agriculture and the traveler/merchant subsequently. Back in Aeroes City, I have also started adding the arteries connecting Southern, Western, and Central. Suburbs in this area are not far off, but there's lots of work to do. Now we're up to speed, lets take a closer look at the distinct regions in the city. Part I: Dirty Money Home to 10,000 jobs, mostly low-income dirty industry, Athena Straight is often considered names such as the power house, the dump, smog city, and boom town. All these names are equally accurate. Athena Straight is the gold mine (or oil, more accurately), that Aeroes was founded on. Before the business expansion, Aeroes City was an industrialists paradise. Oil, smog, pollution. Factories as far as the eye can see have damaged the landscape to line the pockets of a few greedy investors. A ferry comes into dock, bringing a boat load of factory workers with it. When the factory workers get hungry, lunch isn't far away. The orange trim retail stores actually have similar architecture to a local fry up near where I live. Athena tried recycling. Tickets please. Rail is a popular transport in Athena Straight. Across the other side of Aeroes City lies the 'port city' of Cobbers Harbour. Home to 4,000 industrial jobs, the city acts as the gateway of materials and goods in and out of Aeroes City. It is conveniently located nearby the city center, and has road and rail connections to the other industrial districts located throughout the city and the region. The port is slated to undergo further development as the Southern District is developed. The industrial hub is on the road to becoming a satellite city to Aeroes City. The Port City is nestled between the slopes at the eastern end of the Ridge Valley National Park. The 'gateway' to the Port City. Anchors aweigh: A ship leaves port after unloading an import of goods. The lighthouse provides clear way for ships at night, as well as security throughout the industrial estate. Part II, and more, to come.
  10. Hello! Maybe my topic is not a new, and there is a lot of information in this website, but anyway I have decided to create a new topic because I tired of seeking any of interested information =) And an information can be updated from year to year, because SimCity4 is the eternal game. I tried to find an instruction at Youtube and in the Internet about how can a build for example 6x6 avenue which can connect to neighbour cities but I can't do it in the game. I also interested how can I make elevated or underground train rails? I have only found how to build an elevated roads, pushing Tab. I am going to build an underground subway and elevated monirail systems, but I am interested if addons has for example underground subway/monorail stations length of 8 cars, and if this length has an elevated monorail station? I think that standart 3 car stations can be too small, and I only see the exit is to build 2 stations near for having an illusion like 3car station *2 = one 8 car station (3 + 3 and + 2 rail segments). And if for example, subway has 8 car length station, can I use only the standart subway underground entrances as a pedestrian entrances (theoretically), of addons can have some of human entrances/vestubules which I could connect to road intersections? Thank you!
  11. Update 5

    The Beach
  12. Update 4

    Sutro Tower
  13. Update 3

  14. Update 2

    New industrial park.
  15. Update 1

  16. Industrial area

    From the album Lindenboro

  17. So I discussed this with A Nonny Moose already in August 2015, but his suggestions did not fix my problem. This is not good, as this problem, until I understand exactly what is causing it, is pushing me away from SC4. I am convinced it is a bug or glitch of sorts, so until I know that it isn't, it's hard to look past it. Anyways, here is a copy-paste of what I wrote A Nonny Moose, here's to hoping somebody can help me fix this!: "My problems are as followed, these always happen, I have yet to see it not happen and I have been playing on and off since 2006 or so. Do note that I have yet to find somebody with the exact problem, thus I could not properly fix this myself yet: Whenever I start a new region, my first city is always perfect, it always works without problem, and any problems that arise are manageable, for example, my first city in a new region I started is 100% finished with 172K people and I am very proud of the city. Now I started a new city on the block right next to it, this is where the problems begin. I notice that I-D demand is -6000. How can this be? I have no clean air act or similar ordinances, I have the taxes at the standard 9% (even changing it to 0%, just for a test, doesn't change anything after 6 in-game months). As with most people I always start with dirty industry, this won't work. As odd as it seems, Manufacturing & High-Tech always want in and build up right away, where as in the first city it was the opposite (until much later in-game of course). So basically, in city 1, it's normal, at the start, dirty wants in, but not manufacturing or high-tech, but in city 2 it's vice-versa, and even after 27 in game years (I play at turtle speed) no matter what I do, dirty has never once wanted to come in, despite me never doing one single thing to negatively influence their demand. I also have no RCI or demand mods installed. For some reason, in city 1, unemployment was manageable and no annoyances occured, sure it's not 100% employment, but that isn't my goal of course, my goal is fun and enjoyment. In city 2, despite being more commercial and industrial jobs than citizens, unemployment keeps coming and coming (my worst attempt saw nearly 65% unemployment). Residents want in, but commercial and industry wants out aka doesn't develop. Odd thing is that the unemployment is changing between all wealths, it's not just upper-class like by so many others that have this problem. This always seems to happen when I connect the two cities aka make use of the roads and what not. Pretty much acting as if city 1's citizens are stealing city 2's citizens' jobs but not vice-versa. Mass-transit doesn't seem to help much either and this is quite frustrating... So yeah, those are my problems that ALWAYS (at least by me) seem to happen when I start a second city in a region, I always play on hard difficulty, but believe it or not, hard difficulty in city 1 is vastly easier than in city 2, which makes no sense. I realize that I get more citizens because some from city 1 will come, but why is it that tactics that worked in city 1 for per se, 30K citizens, doesn't work in city 2 for 30K as well? 30K's 30K, how should that make anything harder, this is just an example, but still. I am so frustrated that I already attempted city 2 10 times, I haven't started the 11th attempt yet. I feel as if something is wrong with the industry if the start is the same in both cities, yet city 1 wants dirty, whereas city 2 doesn't. Hmm, I hope I didn't confuse you, explaining is a serious weakness of mine. I thought i'd ask you first before posting to get your two cents since you seem to be the elite of elites in terms of knowledge :)"
  18. RAH Wat-Air Inc. v2

    Version 2.0.0

    2,696 Downloads

    RAH Wat-Air Inc. v2 This is the latest updated version (June 2015) of my Wat-Air Inc. lot. (Wat-Air Inc. v2) It's the final creation and will clean the water and air in a small to medium city. Please replace any older versions with this version 2. It's the better of them. It must be connected to your main water supply or used as the main water supply for it to work properly. Connect those pipes from the pump to that flange! -------------------------------------------------------------------------------------- Description: Got water pollution? Got air pollution? Need water treatment? Need air treatment? Need water purification? Need air purification? Well, brother, you've come to the right lot. You are looking at a revolutionary breakthrough in clean air and clean water. This process sucks all the air it can suck into the large turbo sucker than separates the H2 from the O found in the air and reprocesses the air into large green ionization balls which are than expelled from the top of the big blue ionization building. The 'smoke' you see is nothing more than hot steam used in the process. Backed by little steam injectors, they expel the ion balls into your city's atmosphere. The steam also keeps those little green buggers soft and pliable while they float around your city devouring any and all nasty particles in the air. It's revolutionary, I tell you! The 'waste' from the breaking down of the H2 from the O is 99.44% pure so it can be pumped back into the water system, completely cleaning all grunge and any nasties it finds. Yup, you heard right! Back into the main water system! These little goodies are called waterons and work like tiny microscopic scrubbing bubbles floating around throughout your water system. It's revolutionary, I say! ---------------------------------------------------------------------------------------------- Note 1: It was tweaked to clean two nasty coal burning power plants and one incinerator I have in one of my city's. If you have more dirty industry than that, you may need to plop two or more of them. It is also residential and commercial friendly. It can be plopped most anywhere. I've kept the stats within reason keeping it from being an actual CHEAT lot. The updates are: Increased radius area out to 144. Increased the plop cost from 10,000 simolians to 15,000 simolians. BUT reduced monthly costs from 500 to 200 simolians. Reduced garbage output. Added a small water pump, the same as the small water pumping station in the game. And a couple other minor unimportant thingys. Note 2: Don't forget to connect this lot to your main water supply or use it as the main water supply for it to work properly. Connect those pipes from the pump to that flange! Stats: Plop cost: 15,000 simolians Monthly cost: 200 simolians Bulldoze cost: 1,000 simolians Jobs Generated: 600 ($=100, $$=200, $$$=300) Installation: Unzip the 'RAHWatAirIncv2.zip' folder and place the lot file in your, My Documents/SimCity 4/Plugins folder. Dependencies: There are no dependencies other than Maxis bldgprop_vol1 & bldgprop_vol2 OR Maxis Prop Names&Query Fix ENJOY!!! A little credit goes to SimCoug for helping with the tweaks.
  19. REPLIES ____________________________________________________ Schulmanator: Thanks a lot! Blunder: Thanks! And a tropical tree controlled mod would be really a great mod to have, hope you finish it eventually! MilitantRadical: Thanks and sorry to tell you, but the Mass Effect Kodiak ship is actually photoshopped in there. It'd be great if there was a model of it though... ggamgus: Thanks a lot! City_Master: Thanks! RepublicMaster: Truly is mysterious indeed, thanks Hellken: I Appreciate the very "shocked" reaction, Thanks! TekindusT: Thanks a lot Tekindus but your CJs are one my inspirations, so the pleasures all mine Forthwall: Thanks, but won't be on break for long... Fox: Thanks a lot Fox, and I'll be sure to revisit this place sometime later... KonstantinII: Cool, thanks for the link, I'll be sure to try it out! Modern City Lover 26: Jurassic Park? Lol, well thanks! IL.: It's really awesome to see your enjoying it, thanks! Kruness: All down to trial and error, it really is hard to get it right sometimes but you'll get it. Thanks btw! felano: Thanks a lot! About the staircase, I kinda liked how it turned out, considering the ruins are several dozen thousand years old, I hardly think something would be able to stay in form for long considering that flora would probably obscure it in its future, but that's just me And the ME shuttle is just photoshopped in, while the temple prop is from the STEX. Just search "temple". alerules: Lol, thanks Follarch: Thanks a lot! ____________________________________________________ Note: Since this city journal was heavily inspired by playing through the "Mass Effect" series, I've wildly decided to take my planets and incorporate them into the Mass Effect universe, and adapt the story, ideas and plots into my own worlds. I've been really intrigued by the story lately and probably will make an update with Reapers destroying the worlds I've been showcasing, and the use of Mass Effect's own game plots will appear regularly in certain parts of this City Journal. Generally, all the planets that I use are of my creation, and simply take place in the Mass Effect universe. So...uhh...yeah, enjoy ____________________________________________________ Welcome back, oh and by the way, we're still on Kanaze. The very same Filthy and hazardous wasteland. We're still on the same island of Ark'bor, which is just another part of the greater continental plain of Ilego-Ark'bor. We've travelled several hundred miles across the island to the very heart of Kanaze, considered the planet's capital. Ark'bor City. It's a relatively small metropolis, compacted on an island surrounded by two rivers. The East Glo'gahn River and its counterpart, the West Glo'gahn River. It's the scum capital of the swampy wasteland planet Kanaze, dominated by criminals, gangs, factions and off-world pirates. It's haven criminal haven in the lawless Terminus Systems, allowing its inhabitants to do almost anything on Kanaze. Therefore, with a mediocre excuse of a government, Ark'bor, as for the entire planet, remains a corrupt, hectic and totally uncontrolled society. Crime in Ark'bor City is on a constant high, and ever present brothels, bars, nightclub as well as hideouts litter the edges of the city's civilian accessible districts. In the inner core of the city, off-world corporations base operations here, constructing an endless array of structures, factories, refineries and storage tanks across the inner metropolitan Ark'bor districts. No matter where you are in this city, you'll always find yourself in the worst of situations, but those many used to this form environment and ambience try, manage and succeed in enjoying themselves in a lawless city full of chaos and disorder. At first glance, the city looks like any other. But underneath this is a bustling, never ending story of grief, criminality and an underworld hidden from the surface of the city. Its surrounding swamplands are often hiding bases, and obscure the city's position at times. The overgrowth of plants in this planet is often very radical, which causes for concern about the future of the city on many occassions. But with the amount of pollution it throws back into the environment like all other industrial colonies located on Kanaze; many that of which are unknown and unregistered on planetary maps, also causes for question as to how much Stagnum's floral and fauna population can take. And of course, on another note, Cerberus seems to have found there way into the planet. Though what could possibly hold much value on this dying rock that Cerberus would want to retrieve? As evening falls on Ark'bor, the hazy yellow atmosphere begins to soften into a dark, maroon air. Time doesn't halt operations on the planet, and so continues to spew out pollution into the planet's already fragile environment. Industrial factories like this cover almost 80% of the city's island area, which has been fully developed. Many of these factories and refineries run manufacturing operations which are of an unknown nature, never released, due to the fact that most companies which base manufacturing here operate anonymously on the planet with no given records. In the midst of a dark night, wild holograms and bright seizure inducing lights appear out of nowhere; transforming the city's civilian outskirt districts into a vibrant city of color. Though a hard place to live, and difficult to access, many people off-world enjoy the social sites, Ark'bor's clubs, brothels and bars, with endless parties and continuous stream of music playing throughout the night. Ark'bor essentially becomes a nocturnal metropolis; A quiet sleeping city (but of course, still full of noise, gunshots and criminal activity) during the day, a vibrant and cool, yet dangerous social city during the night. Though one can never avert, nor avoid the dangers this city contains. There's always something hectic, and life-threatening hiding on the far corner of the street that one walks through. Ark'bor will eternally be a city of danger, criminality, forever spiraling Kanaze into a chaotic world and destined to be lawless for its remaining future. Thanks for viewing! Rate 'n' Comment! ________________________________________________________
  20. uncler's Iron Factory

    Version 1.0

    630 Downloads

    This is my first building. Sorry but he has not nightlighting because I'm still practicing gmax. properties: Demand: Dirty Industry Construction time: 25 days Job Capacity: 56 Bulldoze cost: 500
  21. Version 1.0

    6,559 Downloads

    EBLTeam proudly presents, Dirty Industry Texture Replacement. Have you ever wanted to your industrial areas to look better, not so earth like? Do you not like the maxis texture for ID lots? But don't want to spend some time reloting everything to change the textures? Fear no more! Here is the solution! This simple mod replaces all seven textures used in the ID lots for some concrete look textures, and also have some variations as cracks, dirt and so on. It comes with a installer file, no dependencies, no conflicts known. Installation: Copy/extract the EBLT parent folder into your plugins. If you extracted the _Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. Un-Installing: To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. Enjoy, rate and comment!
  22. Version 1.0

    7,540 Downloads

    A small set of industrial warehouses - 'GridBusters' can be used along diagonal roads and may also serve as 'Extenders', meaning they can reach under elevated networks, at least partially. LIST OF ITEMS 6 Lots - varying sizes, functional Landmarks (I-D jobs) DEPENDENCIES * Murimk Props vol03 - Industrials * Grunge Concrete Set OPTIONAL: Recommended to be used together with - * NightOwl Diagonal IND-Fillers and Extenders DEVELOPER NOTES The lots are layed out as functional landmarks with some I-D jobs. They need Power, Water and Road Access, and also produce a little pollution, see ingame menu for more details. You find all items at or near the end of the 'Landmarks' menu. As mentioned, these lots will help you fill some space along diagonal streets and roads - the better if you also download the recommended (optional) Filler- and Extender Pack. Together they can be used to really add life to diagonals, as well as hiding some of the worst jaggies you may get. Since many diagonal lots work with overhanging props, you may be familiar with some small issues - e.g. street lamps or -junk sticking out of your lot in places where you don't want them. In most cases you can solve that by clicking into the street again with the street tool - that will change the items and their placements... Or, if that does not help, try to move the lot one square to the left or right, e.g. to get a streetlight out of a driveway. All items labelled 'GridBusters' are made so they can be 'overplopped' with MMPs - that way you can add even more life to the lots by brushing in vehicles, industrial props, peeps, greenery or whatever else strikes your fancy. INSTALLATION Put the whole bundle into "(My )Documents/Plugins". You may of course opt to install only certain items - just remove any lot(s) you do not wish to use - but make sure you always keep the Resource file (KEEP_Warehouse_Resource.dat) installed. To un-install - bulldoze all lots you may have plopped from this pack, then remove it completely from your Plugins. SUPPORT Should you need support for these items please visit the Paeng Production Forum Enjoy! Fixed dependency links and tidied up description formatting.
  23. Dirty Alleys

    Version 1.0

    3,578 Downloads

    Five different Lots to create dirty alleys for your lower class homes. They are in the park menu. No dependencies.
  24. Chemical Tank

    Version 1.1

    1,377 Downloads

    This is my first BAT. I followed a tutorial on the Omnibus. Have fun and enjoy! If there are any bugs, let me know. INFO Type: Industry Dirty $$ PLOP Jobs: 16 Menu: Landmarks.
  25. Small Warehouse

    Version 1.0

    1,767 Downloads

    A small warehouse for your dirty industry. Stats: LOT-Size: 3x2 tiles Growth Stage: 1 Jobs: 30 I-D Bulldoze cost: § 175 Construction time: 15 days Power consumption: 15 MWh / month Water consumption: 12 Gallons / month Air Pollution: 2 over 4 tiles Water pollution: 3 over 3 tiles Garbage pollution: 5 over 0 tiles Worth: § 500 It's an 'OUT'-LOT! Dependencies: - BSCMegaProps Vol. 1, 2, 3, 4, 5 and 8 by jestarr (www.sc4devotion.com) Have Fun!
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