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      Got the wrong discs? Or didn't receive them in the mail?   06/20/2018

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City-building game(s)

Found 8 results

  1. AREA 64 Garden Park (36 x 35 ) x 4 Lots

    Version 1.0.0


    These lots are the largest that can be built. They are parks made up of grass textures which may be landscaped, tree-planted, and gardened with MMPs and flora to create your own fresh-air generating, health and well-being facilitating, wilderness in the city. There are 3 versions using a set of base textures made for this project, and 1 version using the standard grass area 1x1 park in Maxis. Also included are a set of 6 grass base textures and 1x1 grass area lots with more pollution reduction and park effect. No Dependencies: There are no external dependencies. The base texture file is included in the zip file download. 🌎 4 Versions of the Park Include: Ɵ AREA 64 Ecology. Found in the Parks Menu. Based on the Zoo Reward, provides maximum Park Effect over 100 tiles. Ɵ AREA 64 Energy. Found in the Power Menu and providing 25x wind power. Ɵ AREA 64 Education. Found in the Education Menu and providing a School EQ boost 5x the science museum. Ɵ AREA 64 Transit Found in the Parks Menu and providing a transit capacity of 1200 in one corner of the lot. All lots are transit and network enabled, reduce pollution significantly, and have minimal maintenance cost. These lots will moderately impact game speed, it is recommended that only 1 be used in any city, but all 4 may be used safely. Why are These Lots Called AREA 64? The maximum number of props allowed on a lot is 1280, including base and overlay textures, so although Lot Editor will allow you to build a lot as large as 64 x 64 with 4096 base textures, when you plop the lot on a city tile it will be missing (4096 - 1280), or 2816 base textures. The largest lot that can be built that fits into the 1280 limit is 36 x 35 which equals 1260 base textures. A 36 x 36 sized lot will have 1296 textures and will be missing 16. So, the actual largest lot you can build is 36 x 35, but you can only add 16 props to bring the total to the limit of 1280. Lot tiles are 16 meters wide and there are 64 of them wide in a small city adding up to 1024 meters or about 1 km. A medium city is 128 squares or about 2 km wide (2,048 meters). The large city, doubled in size again, is 256 x 16 = 4,096, just over 4 km wide. Given all the above our mega-lot is (36 x 16) x (35 x 16), factored as (576 x 560) square meters (322,560) which is about equal to one-third of a square kilometer or about one-fifth of a square mile (128 acres). If a football field is about 1 acre, and a city block is about 2 acres, our mega-lot is (128/2) about the size of 64 city blocks! The size of 'AREA 64' is about the same percentage of conservation area (23%) defined under the principle of 'Sustainable Development' as established in 1987. In SC4, placing this lot in the center of a large tile and populating it with flora will somewhat demonstrate the principle according to the game dynamics. The Blue Marble (photograph) Credit: NASA The 'Blue Marble' is an iconic photograph of Earth taken at about 29,000 kilometres away on December 7, 1972, by the crew of Apollo 17 on their way to the moon. The image is used often in conservation presentations and has been made into a base texture and used to make the color-coded menu icons for 'AREA 64'. Forest and Field Base Textures: (included) The base textures are compliant with the BSC Texture Index at SC4 Devotion. To make your own, request and use a unique personal Texture ID Range at SC4D. The Forest and Field Base Textures .dat file may be used freely for content creation as long as reference is made to prevent duplication and potential conflicts in the game software.
  2. SM2 Wind Power

    Version 2.0.0


    SM2 Wind Power Clean energy for a bright future. Cost to plop 900 Power Output 1800 No base texture, just plop it and dress it with your choice of MMP. Can be plopped on very steep slopes. Custom foundation included. Run power pylons from this lot to the edge of town and enjoy your zero pollution electricity. No dependencies. Enjoy Simmer2
  3. As title. I always end building a nuclear power plant, for huge amount of clean energy... but I hate living with anxiety of an earthquake, a monster or other thing like that. I had a nuclear meltdown and it was terrible... So I was wondering what's your favourite solution for energy when it comes to build a big city. Thank you guys
  4. Version 1.0


    I made few improvements to Power/Energy buildings in SimCity. Mod works in SimCity 5 and with DLC (files separated) This is easy version for anyone who wants to fast expand city and don't worry about maintenance cost. Sorry for Polish version screenshots if someone don't understand, below list: Wind Power Plant: Free maintenance cost Addon: Small Horizontal Turbine - 10/h cost Addon: Vertical Turbine - 100/h cost Coal Power Plant: Free maintenance cost Extended storange to 40T Addon: Dirty Coal Generator - 100/h cost Addon: Advanced Coal Generator - 200/h cost Addon: Clean Coal Generator - 300/h cost Oil Power Plant: Free maintenance cost Extended storange to 4000 barrels Addon: Conventional Oil Generator - 150/h cost Addon: Combustion Turbine Generator - 250/h cost Addon: Clean Oil Generator- 350/h cost Solar Power Plant: Free maintenance cost Addon: Fixed Solar Array- 50/h cost Addon: Concentrated Solar Array (CSP)- 100/h cost Nuclear Power Plant: Free maintenance cost Decreased Skill Consumer for all addons Decreased water consumer amount Addon: Gen I Thermal Reactor - 350/h cost; 85k cost Addon: Gen II Thermal Reactor - 450/h cost; 75k cost Addon: Fast Neutron Reactor - 1500/h cost; 130k cost Fusion Power Plant: 100/h maintenance cost Without ControlNet (all addons) Standard jump start ignition Addon: Standard Fusion Reactor - 500/h cost; 100k cost Addon: Advanced Fusion Reactor - 1500/h cost; 1 mil cost Wave Power Plant: Free maintenance cost Without ControlNet (all addons) Addon: Standard Wave Generator - 150/h cost Addon: Advanced Wave Generator - 350/h cost Notes: power-mod is for standard power plants without DLC CoT-power is for CoT DLC expansion Mod does not have Wind/Solar Power Amplifier changes Copy all files to SimCityData folder and two files from your SimCityUserData\EcoGame (SimCityDLCEP1-Scripts_287520926 and SimCity-Scripts_287520926) to SimCityUserData\Packages
  5. 10.Energy

    ENERGY 12th March 2006, The rapid growth and new infrastructure have squeezed the most of the energy potential of coal plants. In addition there are the pressures of environmentalists groups to stop the pollution of these focus , and the high cost of exporting the mineral. Cala Des Foscos, One of the main industrial places in Ses Isles, choosed to build the new energy central Renewable energy plan, which seeks to permanently stop these aging plants starts: wind energy fields virtually every population will be created, and La Cala Des Foscos is building a solar power plant ultramodern. Solar Energy Plant Ïn Ses Foscos The Governor said: 'It is absurd that we have so many hours of sunshine throughout the year, and we are not taking advantage of the energy potential of the same' It is estimated that the plant will be completed in 2007, and coal plants are closing will gradually since late 2006. SES ISLES GENERAL MAP AND OVERVIEW LINK
  6. Ozan's Utilities



    Ozan's Utilities. These Lots look like normal R§§ building in rural or suburban areas, but they are even more than that. Each one of there three Lots has it's own function. All Lots have some differences but look quite same. Ozan_1x2_Energylot.SC4Lot - Energy (Produces 50.000 MWh/Month) Ozan_1x2_Trashlot.SC4Lot - Waste (Recycles Waste) Ozan_1x2_Waterlot.SC4Lot - Water (Produces 50.000 cu m/Month & Cleans Water) Depencies: BSC MEGA Props - CP Vol01.dat MMP_for_BSC MEGA PropPack - CP Vol1.dat Rush_Hour_Building_as_Prop.dat SFBT_Party_Props.dat SFBT Wind Power Plant by voltaic (v1.0) I got the idea to make some Cheatlots that look like buildings in european rural areas from gobo77. Thanks to him! Lotting and most of the modding by me. Special thanks goes to gobo77 for testing and isii94/250458 for help during modding. Ozan EDIT: One more depency was found. The last one in the list. Sorry.
  7. Version


    Those wind turbines produce about 200-300. They cost between 2000 and 3000. They make no noise pollution, so you can place them in your town, or in your no highrise cities. There are two versions, an urban lot, and a suburban lot (as in the pictures). Sadly they don't have an animation. I hope you like it.
  8. Version


    And you thought Dr.Vu was evil? This facility makes area 5.1 look like a charity soup-kitchen run by nunns and cute little puppies. A plant that makes power for your city, at the price of it's long-term security. Making the world 'better' by making stuff that can destroy it hundreds of times over. There is enough nuclear payload in there to end all sim life on sim earth... including the sim cockroaches. Are your sims ready for the darkest nightmare to ever light their homes and power their appliances? Probably not... But, it's not like they have a choice. Oh, and as additional "feature"... even though the plant has a parking lot and cars park there every once in a while... This plant provides no jobs and requires no sim operators to run. It is completely automated.. I guess someone thought it might be a "good" idea to have a nuclear powerplant/weapons manufacturing facility run entirely by artificial intelligence. Details: 150,000 MWh 1200 $/month Failure Details: Explosive power - Extremely High Radiation Spread - Freaking nuclear winter apocalypse (really, really high) So don't let it blow up, and everything should be fine... right? Mwaa ha ha ha ha... kinda. The plant leaks some radiation in a 3 tile radius, makes a bit of air pollution and water pollution too. Dependency: BSC Textures Vol.01

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