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Showing results for tags 'farmland'.
Found 11 results
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Version 1.0.0
429 Downloads
This is the same as the original arkatanya except I removed the extraneous connections that were from a multiplayer region I hosted. I renamed the region Silverbend Praire, as it reflects my vision of this being a farming region. You can rename it whatever you want by modifying the region.ini file. I'll a version of this with the regional transit (highways and rail) soon, that will be under arkatanya#4. Reposted: I was tired of seeing maps that were not fun to play on because they had very little buildable area and also were an unrealistic place for people to settle. Most maps being too big (100s or 1000s of tile) or too small (3-4 large tiles), this map is 8x8 with 60 large tiles and about 16 medium ones - although it will look fairly populated once it has 16-25 cities; the tiles are staggered allowing for commercial (office) centers for those that want to do a large international airport challenge. This map is a river valley map, of a hypothetical fictitious USA county in a northern state. Some people will prefer to densify the hills and others will add touches or leave the way it is. Download the zip and extract to your regions folder. -
It's been almost 4 weeks, but fear not, I've been chipping away at the South Ridge region, and I will get around to the next update very soon, hopefully within next week sometime. Huge plans are taking shape, and all will be revealed, in time. I leave you with a teaser of suburbs, farmland, leisure, and...science?
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- teaser
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tutorial Detailed how-to for sustainable SC3K farmland
VetinarisClerk posted a topic in SimCity 3000
For all of you who want to build a rural area: Farms need a road but only along one side. They need power but they can't have water. Build power lines along the road and keep pipes at least 7 tiles from farmland. Farms only develop on light industrial zones, and are best in 8x8 blocks. They fail if polution gets worse than low, but they produce polution, which means that every farm needs "hedges" around it to be sustainable. Plant 3 tiles of dense forrest between farms, and 5 between a farm and light residential. Keep heavy poluters far away. A farm develops all at once, so wait untill industrial demand is half-full before zoning a block. Once zoned, buldoze anything that popps up on the block that isn't plowed/wheat field. As soon as you see fields, pause and mark all tiles as historic, fields and buildings. If you miss one tile, as soon as conditions are not ideal, that tile will turn into industy and poison everything else. Then you'll need to de-histoic all the other tiles, buldoze the whole block, plant trees on poluted tiles to remove polution, and start over. Make sure you've made everything historic. Double check. Yes, it's tedious but salvaging a missed tile sucks. And having a big rural area is worth it. Once historic, the fileds will stay that way forever. Farm buildings will get abandoned if industrial demands goes into negative, but they will not turn into industry, and will recover as soon as demand is positive again. This will go in cycles, and is fun to watch. Anyway, wait untill industral demand is half-full again to zone the next block. Repeat as much as you want. And only build residential next to the "hedge"! Example:- 11 Replies
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- simcity 3000
- sc3k
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- 5 Comments
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- 12
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- diagonal bridge
- pedestrian tiles
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Adamskii Land Chapter 2 is coming...
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Version 1.1.0
4,796 Downloads
Crescendo Cove is a map I designed specifically for myself to build on. I wanted to build a map with a little bit of everything but flat and open enough to build a gigantic metropolis. There are roads and rail leading straight up to mountain sides, these are intended to tunnel through to other areas of the map or just a shortcut. Feel free to run them however you like but beware, the terrain is built around the road and rail network in a few areas and if you delete a section it may never go back like it was again..) Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=467920036 Remember to review if you like! Support your modders and artists! This will probably be my last map for quite awhile. Thanks for all the positive feedback on all the other ones and enjoy! To install the map: 1. Download the zip file. 2. Unzip the contents to the folder: AppData\Local\Colossal Order\Cities_Skylines\Maps 3. Play! If you want non European buildings to grow, there is this now. http://steamcommunity.com/sharedfiles/filedetails/?id=456408505 or check out his theme by districts beta, great stuff! These mods were used in some or all of the screenshots. The Moving Sun mod http://steamcommunity.com/sharedfiles/filedetails/?id=420230361 The Road Color Changer mod http://steamcommunity.com/sharedfiles/filedetails/?id=417585852 The No Pillar mod http://steamcommunity.com/sharedfiles/filedetails/?id=409073164 f I also recommend http://steamcommunity.com/sharedfiles/filedetails/?id=403798635 for unlocking 25 tiles These modders created all or parts, or provided inspiration for the highway assets that went into making this. Agusingnavy. http://steamcommunity.com/id/agusingnavy/myworkshopfiles/?appid=255710 TPB. http://steamcommunity.com/id/TPBAssetStudio/myworkshopfiles/?appid=255710 serial. http://steamcommunity.com/id/lircen/myworkshopfiles/?appid=255710 Kingfish. http://steamcommunity.com/profiles/76561198079301490/myworkshopfiles/?appid=255710 Nilipi. http://steamcommunity.com/profiles/76561198041632889/myworkshopfiles/?appid=255710 All of my maps are hand crafted with loving care and designed with the city builder in mind. Let me know if you spot any issues and I would love to see any cities made on this map so shoot me a link or leave it in comments. -
Hello and welcome to my first bigger entry not about just a small point of a map, but the whole map at all! Let's begin... The first thing you see as you visit the town, are a bunch of farms, delimited by small forests Then you have to drive some minutes on the highway To enter the town, just drive off at the interchange, then some minutes on the other highway, then drive off and - voila - you're in the town immediately. There not living many people, but the traffic connections are very good. (You see, I haven't got a geographical theme, though it's more like an american town, there german Autobahn signs and some roundabouts.) The first thing what one sees of the city is a small construction site. It's going to be a small shopping mall in the future, the trees are already cut off and the scrub behind it will be removed soon. Then your'e already in the town! Now you could drive to the station of the regional line...(in the right top corner of the picture ) ...and visit the outer commercial area, you just have to take the train to the next station... ...and here you are! It's not much build yet, but the town is growing. Not far away is the small indutrial area, but though it's heavy industry, it's kind of fitting in the nature, isn't it? (Of course not, I just had no idea what to say about this ugly piece of land^^) From here you can enter the highway again. And you leave how you enter the place: through nice, rural farms. That's it with the entry itself Sorry for my bad english, my teacher would probably kill me if she read this (literally, she would^^) To announce it: I will surely upload a christmas special next week, maybe a real life hike, but there's still no snow in germany, even here in saxony/bohemia, so it won't be that nice :/ We will see how to manage that... Have a nice day though, folks! Replies feeroz123: Yes, I am, thanks! SimCoug: Thanks, man! Benedict: Thank you too!
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- small town
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Here I am again. I wasn't really motivated this week, so there were'nt any new entries. As I told you, I update irregular, but next week the christmas vacation begins in germany, so I'll have enough time then. Therefore I made a little mmp work: There are no mmps in the last picture. It's all the Arden seasonal tree controller (you may have noticed I really like that one ) Have a nice evening guys! Replies agunter999: Thanks!
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- farmland
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This is just a thread where I upload some pictures of various themes, this time about a small farm. The journal will be continued irregular. Sorry for my bad english. Honestly, not my best one. I probably won't remember the custom content used at this, but I'll do my best to research it if you want. Hope you liked it.
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Version 1.0
5,776 Downloads
I've seen a few requests for this kind of thing in the forums so I decided it would be a good exercise for my first ever set of lots. The walls will conform to all but the steepest slopes without looking too silly. They're designed to be used to divide up farmland like the dry stone walls found in the north of England. The set is made up of 14 pieces: 5 tiles with a trail with walls either side - street connection (transit enabled visually), a straight, corner, cross and a t-junction. The other 7 tiles have a single wall and can be used to divide farms without the need for a path. I'm not 100% happy with the base texture for these tiles, but it's difficult to find something that doesn't look too out of place against all of the farm fields. If anyone can suggest a better texture I'd be happy to do an update. The diagonal lot is a bit rubbishy as well and I only really made it as an afterthought. Each tile costs 40 to place, 10 to demolish. They can all be found in the parks menu although they don't have any actual park effect. They don't consume water or power but will reduce pollution slightly. There is one dependency for the dirt path lots. It is PEG_MTP_SUPER_TEXTURES_PACK.dat and can be found in: PEG MTP SUPER PACK Thanks to all the great Simtropolis folks who've inspired me - no names need mentioning - the worthy know who they are. Shandypest. -Cori edit: Added linky to the dependency for the dirt paths. (Thanks to @rivit for locating them.) -Cori edit again: I've made an Override for the Building Exemplars. The only difference is I've added the Item Order Property to each so they are no longer scattered throughout the Parks Menu. Place my file in the same DryStoneWalls folder as the 14 .SC4Lots. By name and by .dat extension, it'll load after them. The Stone Walls Menu Item Order Override by Cori v1.0.dat

