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City-building game(s)

Found 130 results

  1. As stated in a previous entry, in my regional headcanon the ludicrous farm plots are an unofficial competition between towns to honor the Royal SimFamily's farming heritage, given that the matriarch of the current Reiss lineage - Queen Historia I - was raised in a farm and was affectionately named the "cattle-farming goddess" early in her reign. Captain Middle America: The Winter Wheat Seller Wood Man Brown Widow Harvesters: Infinity Farm Cider-Man: Far From Hoe Guardians of the Granary Crop circle to greet the UFO visitors. The aliens must be really tired from their long interstellar trip, so the thoughtful farmers had it ready-made for them Piggeries/hog farms forming a giant Star of Eldia. This time around, the pig enclosures have all been equipped with electrified fences and motion-sensing infrared cameras Brzenska city's fractal grid layout and hexagon outskirts. The hexagons look "futuristic" in the sense that you can expect to arrive at your destination in the distant future, eventually. If you're up for a challenge, download the ready made region and try driving through this monstrosity in u-drive-it mode haha If you squint at it long enough, the neighborhoods flanking the highway somewhat resemble the hallucigenia "source of all living matter" from the series. Dreyse-Freudenberg Metropolitan Area's concentric zone model layout. Inspired by the ancient Walls Maria, Rose, and Sina I was going to develop it a bit more to gather a clump of skyscrapers around the John Hancock Center, but never got around to it so it ended up looking like Isengard and Orthanc from Lord of the Rings On the very bright side though, it would make an ideal bullseye target for orbital nuclear bombardment (not that anyone's planning to do that anytime soon, right?) Berner Industrial Park hosts manufacturing plants supplying high-tech parts for the Hange Zoe Space Center Zacharius City's central business district, where the southern terminus of the national high-speed railway loops around to "lasso" the financial skyscrapers of what was once a frontier ranching town: where cowboys once wrangled market bulls, now their grandkids are chasing bull markets. The city's ranching legacy is celebrated annually during the traditional Zacharius Meat Auction
  2. "The Farmer's Market Ordinance, the brainchild of the Urban and Rural Resource Sharing Committee, asks the city to allocate a parcel of land where farmers can sell fresh fruits and vegetables to the public at wholesale prices. There are no costs to the city for enacting this ordinance, and all its effects are positive. It encourages farm development in nearby areas, and gives Sims a place to go on Saturday mornings."
  3. Hello everyone. Initially I've posted my question under the mod's comment section directly. I was kindly advised to create a new topic instead, so here I am. I've started a new region (San Francisco) with CAM 3.0. I've worked on a single tile only - the small rural town, that is mostly comprised of low-wealth sims, some shops, a little bit of manufacturing facilities and a lot of farms. I don't have any neighbour connections, nor any more cities in the region. I carefully read through a lot of info about the Census Repository mod and it's evolution history - a lot went over my head. But what I've noticed is that the "Industrial Jobs" value for the "Region" column doesn't take into consideration farms. From the screenshot you can see that there are 181 manufacturing jobs and 5,186 jobs from farms. Yet the total is indicated as 181. I am aware of the I-R fix, but learned that it is not needed to be installed separately when CAM 3.0 is installed since the latter arlready includes it. I am using the sc4pac package manager and indeed the I-R fix is installed as a dependency. But... the repository doesn't take it into consideration. Is it just a representation value bug that is contained inside the UI window only? Or does it reveal some bigger issue on the front of the demand/supply mechanic? Is it a bug in the first place or I am missing something completely? P. S. I've got a few more questions about this mod as well: Thanks in advance.
  4. Porphyri islet

    Porphyri islet is a mini project that makes our area to get that med vibe. The how to build tutorial is available on youtube and you are more than welcome to have a look of the process: A slender strip of land separates Argento village from Porphyri Island. 1. 2. 3. Porphyri, considered one of the most beautiful islets in the region, is home to the ancient Temple of Neptune and lush orchards. Just a short walk from Argento’s cafés lies a stunning pebble beach with crystal-clear waters. 4. 5.6. Nearby, the old fishing harbor now stands abandoned, adding a touch of history to the landscape. The breathtaking views make the journey truly rewarding for visitors. 7. 8.9.10.11.12.13.14. I hope you enjoyed another Agrophilia V2.0 entry !
  5. Greetings everyone! Everything from the previous updates have been lost with my old computer, but I figured that I could "continue" this City Journal with the same theme (almost) in new map, as I still had a backup of the plugins folder! @Propfam: tagging @bhmantan ================================================================================================================================================================ The Regency of Rancabodas is a growing, predominantly agricultural region tucked far up in a bowl shaped valley surrounded by mountains. The place is known for its cool temperatures due to its high elevation, allowing for temperate crops to grow there, year round, with almost permanent springtime weather. We start going down the Citanggung River and the village of Citanggung named after the river itself (how creative!) Citanggung is a small village tucked in a very narrow valley, at the junction between Citanggung River and an unnamed stream leading down from a cattail covered natural spring. Life is very slow and simple up here! ================================================================================================================================================================ Natural spring and fish farms making good use of the natural spring to farm the cleanest tasting carp from the cleanest water ever! Water from the spring re-emerges at an unnamed creek a few hundred meters north. Nature still dominates here The village's iconic bridge and the intersection which is practically also the village "center". Is is really a village or just some houses and farms lining a road? Now leaving Citanggang for the next village, Watukapur! What does that village look like?
  6. One itch leads to another, and it keeps going

    Okay, this one was not on my plan list for the week, and I sort of just did it on a whim. While making a plugin recommendation video for some residential buildings, I saw this area here... And so, I thought... Hmmm... the rails are a bit bumpy, I should flatten them. And then, the SAM-1 streets is a bit too much, and I just got the SAM-6 Detroit installed, let's see how it looks with it. And maybe I can extend the streets and make a connection with the road on the bottom left of the picture. Then the farms broke since I cut them in half, so it would be best to grow new farms for all of them, right? Just streets cutting through farms would be boring, let's zone some residential so it'll be more lively! And of course, farms wouldn't be complete without some paths and canals. Let's also place a passenger station for the Sims in this little area. And might as well add some detailing works while we're at it, too! One thing leads to another, and voila... my weekend! Direct street access for this farmhouse is blocked by some houses, so they have to cross the rails and make their own paths for it. I have a couple of dirt rails crossing, but the texture is not suitable for Scoty's field paths that I'm using here. Maybe I should make my own crossing for it. I really like the look of SAM-6 Detroit for this area, and I think the T21 works well here. Just the right amount of foliage and decorations to make the streets look lively, with enough variations so it won't be too repetitive. Just overall a busy crossing area. Sims are waiting at the bus stop, on the station's platforms, some are playing and hanging out on the basketball court, and some others are just having a chit-chat on the street side. A scenery like this always reminds me of when I was a kid, when the school hours were done, we just went outside to play & do all kinds of things on the fields. Some fancy houses in the corner with a private pool. The family that lives there owns most of the farms around this area. --- The area in motion Also made these short showcases for anyone to see how lively the area is. That's it, thank you for visiting my CJ. And I hope to see you again on the next one, cheers!
  7. How to restore farms?

    I mark farm tiles as historical as soon as they appear, but I forgot to check the box for one. Now a small industry appeared in its place. If I destroy it, the farm never returns, only industries. I can untile, but then there is a hole in the crop field. Is there a way to make it become farm again, without having to destroy everything and try to form again the farm from scratch? Many thanks!
  8. Need some help here I downloaded differend agricultures, so far, so well... In the Beginning there grow different Farms from Various Packs, well fine... But for now mostly the "Growers TriCounty Co-op" (Ingamename) will grow up in nearby every outzoned Agriculture. In the Fields are Maize, Barley, Wheat, Tilled and Rye growing. I*m searching in the Pluginfolders for all that, using explorer or ilive reader opening the dat files, but nowhere I can indify that lots. Any suggestions to find that lots and preventing to grow too much? Changing the Capacity Satisfied property was the plan to handle this, but unfortunelly I do not find the specific lots There is a screenshot of the plugins I suspected related to this, also Spam is installed.
  9. Hello, after years I am finally returning to SimCity 4 including CAM. Installation and all the plugins worked quite well, but I seem to be having an issue with some CAM Farms. They sometimes have a black background (see picture) or look quite barren. I am guessing I am missing a texture or similiar. Can anyone explain me how to check what is missing? Some examples of text when I click on the farms/fields: IR6 Fountain Park swi21 (seems to be missing the building/fountain...) BLS Farm Fields Forests 1 (or 2 or 3) BLS GA Farm Field - Pasture I probably have most dependencies still on my hard-drive, but do not know where to look. Any help would be welcome. Tanks, Deemer
  10. The First 5 years

    Mayor Swizzy led the diverse group of settlers to found Bellflower City in the Northeast portion of the city both for the land's fertility and to allow the denser parts of town better real estate. The mayor took the radical step of connecting the City to the rest of Sim Nation by rail access only and renewable energy only. With the construction of Estación Colón, the first settlers were able to move into their homes and open the first farms and businesses. The citizens of Bellflower City quickly demanded access to the beach, which was soon designed on the nearest part of Río Colón. As part of Mayor Swizzy's multi-modal bonafides, he ensured the citizens has a parking garage and nearby car & pedestrian ferry installed. Citizens were quick to move in and access this favored public amenity, though business owners were more reticent to construct their enterprises due to the lack of consistent traffic. With access to Playa del Río and the Mayor's founding principles, including the establishment of a primary school, public library, medical clinic, a playground and community garden, and bus stops. the neighborhood of Bellflower grew quickly yet deliberately. The growth of the City continued along Bellflower Boulevard with the new neighborhood of Lakewood, complete with a Lakewood Library Branch and baseball field, and nearby access to farms. Though initially resistant, as the sole city in the region and the growing unemployment rate, the mayor compromised to demand and permitted the zoning of a new industrial district with nearby freeway access. While he ensured that the district had its own fire station, community safety office, medical clinic, and outdoor workers' space, the area soon filled up with the dirtiest industries. The mayor held a public meeting plotting the steps to promote education and unionization to improve the types of industries citizens would work for in the future. As wealthy citizens started moving into Viejo Bellflower, as the founding neighborhood started to be lovingly called, they soon started leaving just as quickly, leaving their mansions to fall into decrepit conditions. The newly formed Bellflower Citizens' Council proposed a renovation of one of these mansions as a public meeting space, with the Mayor gladly endorsed! Bellflower City after a half a decade.
  11. I love vanilla farms & I love SPAM. I switched to SPAM because vanilla farms die off, don't include enough jobs etc. But vanilla farms aesthetically look fantastic. So the problem is I have SPAM but it is SPAM farms and a few vanilla variants too but is there a way to include vanilla farms too? Because they look nice and vanilla farms look great too, and SPAM don't include any apple tree farms? Is there any mod or a way to do something like it?
  12. Big John and farmers

    As more and more lumber jacks find their way to the village, the village grows. The railway company already laid down some tracks to the saw mill and to the logging camp. But that's not the only railway track... there is another going east into the mountains. What's going on? It's Big John. John and his friend John went hicking into the mountains. They heard about the beautiful pond and waterfalls. The taller one, hereafter called Big John, found a rock. The rock was black and after closer study John decided it was coal. And it was. So Big John went to the government and bought a peace of land at foot of the mountains. He started digging and he hit the jackpot. Finding investers wasn't hard and in now time a fully operational coal mine was in place. The railway company extended their tracks and connected Big John's to the network. Having a large mine in the mountains, the village was more booming then ever. Trailers and cabins poped up where ever there was a road and plumbing. It didn't take long before the villagers demanded the presence of a church. The clergy decided they could leave those souls unattended and the church was built. With more people, more business also the need for security and protection arise. So a brave deputy from a county far away applied for the job as sheriff in this new village. And as there were no other candidates he got the job. The first thing he did was raise the flag and hire some officers, the village was safe. We know that the mountains in the east are beautiful and even provide for fuel (coal). In the west, however, the soil is fertile and some people tried to grow veggies there. Before they could say 'potato' there were farmers from all over the country buying land and starting their businesses. Farms poped up and where the village once was a logging camp with lumberjacks it now became a farmers paradise.
  13. The Northwest Corner

    (forgive me for the blurry photo, haha) Today we will be covering the northwest corner of Bandar-Brunesia; the towns of Cairo, Konstantiniyye Orda, Mavlan, and Villsburg. We'll go from the southern end upward, starting with Mavlan. This small city, wrapping itself around a small lake, is home to approximately 2,987 sims. This was also the second city I have built using a limited installation of the NAM. I primarily made use of the street curves. Here is one such corner, though retrospectively it appears I forgot to smoothen the 45 degree road turns. I do like how that small shopping center and diner grew in the north, they almost appear as if they were one single lot with how their parking lots connect. Now viewing from the night-time is a small neighborhood on the eastern section of the hamlet. Nothing really special about this picture, but I'm still getting used to drawing street curves again. It's been well around a year or two since I've last used them. The S curve up next to those three grain silos looks kind of neat to me, as well. A set of two cul-de-sacs on the northern end. I think Bipin's cul-de-sac mod will be my next addition to the plugins folder. I like the default NAM street roundabouts (particularly the corner pieces, as seen in the lowermost cul-de-sac) but I don't really use them as roundabouts... well, ever. I am merely an American, so I'm not really used to those being anywhere. Toward the west is the train section, and probably the busiest section of the town. Never realized until now how obscenely massive the neighbor connection signs are. They rival the size of some of this game's houses. I don't know why, but I have this strange habit of putting the playgrounds next to railroads. Don't ask me why I do this, it just happens sort of autonomously. Perhaps I should get that checked Next up is Villsburg. ...yeah, this one's shaped a little oddly. This is due to my poor space management when I first terraformed the region. All it does is provide a challenge, however, and I think I managed to make it work. The city is profitable, though only makes around 19 dollars a month. Enough to pay for a Netflix subscription, I guess. I did manage to pack 3,290 sims into this thin strip of land, however, which is more than Mavlan and Konstantiniyye have seperately. All the way to the stuff is probably the only semi-normal corner of the city... until you notice the fractionally-angled back lot in the lower left corner, and the siamese cat trying to hypnotize you on the billboard. Due to the nature of SimCity's default height limit being quite a bit above sea level, the terrain levels of this city are a little wonky considering it's squished between the Great Nothingness and a river. That piece of low-income housing next to the intersection reminds me of something out of GTA San Andreas when pressed up against that wall. Can you imagine relaxing in your backyard, perhaps grilling a hot dog or two, when suddenly two cars collide on the road next to your home and one of the vehicles goes careening over the edge, destroying your grill? That would be absolutely heartbreaking. To the north is something far more rustic. I unlocked the graveyard as I was finishing up the city, and since I had no space to put it anywhere... well, I made space. I quite like making cliff-esque outlets like this. I will try and do it more in the future, maybe for things as benign as a simple residential cul-de-sac to see how odd it looks. Wonder what it's like to live in the house next to it. My advisors also started complaining about the lack of a school, so I acquiesced and built one for them. A similar mindset to the cemetery, except this seems somehow more haphazard. Miss one half-court shot and your basketball is sleeping with the fishes. I suppose the minnows deserve a chance to play too, don't they? Going back to cities with normal proportions, we enter the Konstantiniyye Orda. This was my first city re-testing out the NAM. It clocks in at 3,276 sims, which is somehow 14 less people than Villsburg has. How Villsburg managed to triumph over these other two towns is beyond me. Here is me experimenting with the single-tile roundabouts for the absolute first time, as they were not in any of the versions that were released back when I played modded a lot more. I don't think this is even remotely an effective use of a roundabout, but I just wanted to put them somewhere because I thought they were cool. I think it's placed in a sufficiently scenic location, between the vineyard, mayor's house, church, and commercial district. No idea why the sidewalk falls apart infront of the police station, however... we'll just say they're doing road work. One thing I've learned recently is that the gas power plant generates virtually no pollution. There's some, but it's still very negligible. Seeing it next to the thick green farmland reminds me of a location you'd see in True Detective Season 1, and fittingly enough there are two police cars out in the middle of nowhere at the bottom of the image. Perhaps a string of dastardly slayings? Not far is this cozy section of the town. The rail line, while only connected to Mavlan, will eventually join up with the rest of the region at some point... but I figure that since Cairo doesn't have a line running through it, Konstantiniyye was a natural end-point. Come to think of it, if a train reaches the end of the track, it'll block not one, but two entire roads of traffic. Maybe not the wisest placement on earth. The aforementioned rail line exits out of city bounds here. You may notice the street bridge to the right, as well. That's probably one of my favorite parts about the NAM. Still have no idea why they never put those in the base game, but I guess they didn't want people constantly building bridges and making more use of the ferry system. As we enter the evening time, here's the other bridge in the city. I always preferred the covered bridges as a kid playing this game. Don't know why, they just seemed to endear me much more than the other styles. I quite like how it looks here, so perhaps 5-year-old me had a point. Next on the docket is Cairo. This city is pretty old, it predates me installing the NAM and predates probably 70% of the rest of the region. Unfortunately, Villsburg doesn't have this place beat in population size, as Cairo houses approximately 23,577 people. A whopper compared to its neighbors! The southern limits of the city. I don't know what possessed me to build a landing strip, but it simply felt right. Most of the city's power comes from these windmills. Due to the nature of how finicky beaches can be to place, they didn't necessarily fit in with the road system I already had in place. To compromise, I put together a long stretch of one-way road going along the whole beachside, which I believe did the job just fine. Nothing special, just a picture I snapped of a ferry passing by the city. If I was a sim on the beach, I'd be very unnerved by how close it is to the shore. The upper corner of the beachfront, interrupted only by a large park system I cobbled together. And finally, the center of town. Whenever I unlock the city hall, I always immediately look for a location to build it. There are a number of rewards I do sometimes ignore, however, including the university-- who has the money for that? Not me! That is all I have for now. Next time, I will likely go over the largest city in the region (as of now) which is Kingfishland. There are a couple of particularly odd corners in that one, so I am pretty excited to go combing through it again. Until then!
  14. Kanin Fjord Entry 9: A Rural Swedish Countryside

    August 1, 1998 Population: 1,098 The E220 project provided more than Kanin Fjord’s connection to the outer world, it also opened the door to farming and other forms of commerce on Tufjord Island. Despite its rugged and mountainous terrain, some regions of the island contain topography friendly enough to support farming. With the final stretch of E220 ending in Sweden, Swedish farmers began immigrating into Norway and settling land adjacent to E220. Prior to the construction of E220, farming was practically unheard of on the island. Most of the island’s population is divided between the port town of Stokkvågen and the fishing town of Kanin Fjord. Tulford Island’s proximity to the Arctic Circle, limits the types of crops that can be planted. The growing season is short, and the topsoil is poor in nutrients. The only crops that grow are grains and most areas are only suitable for raising livestock. Now that a maintained high-speed roadway connects the two towns, it is practical to develop farmland along the E220 corridor. Norway’s prosperity from shellfish fishing has changed the way in which the country is implementing new taxes. Fishing now makes up almost half of the country’s exports, second only to crude oil. New taxes were being levied against fishermen, while tax rates on other industries were lowered, including farming. Sweden on the other hand, was raising taxes on agriculture. As a result, farmers on average are taxed 20% less in Norway compared to Sweden. Swedish farmers are taking advantage of the lower tax rate and began immigrating into Norway. It is estimated that nearly 10,000 Swedish farmers immigrated to Norway in the past 2 years. The mouth of Thor Creek and Jegere peker are the most suitable areas along E220 for cultivation. A total of 4 medium-sized farms were constructed. New farms specialized in growing various types of grain and raising sheep. Lamb actually is the second most consumed meat in Kanin Fjord, with only fish being more popular. Overview of agricultural development along E220 west of Kanin Fjord. The Inngjerdingen Farm at Jegere peker The Inngjerdingen Farm is the smallest farm along E220. Built on a precipice overlooking Kaninfjorden. This farm has some of the best views of the fjord, including Kanin Fjord and the lighthouse. Agricultural Development at the mouth of Thor Creek Mini village of Rural Homes A cluster of three homes built at the intersection of Glomveien and Nordhaugveien The Trøgstad Farm The Trøgstad Farm is the only farm that is built on a beach along Kaninfjorden. The Vestengen Farm
  15. A trip to the North - Part I

    The North is one of the calmer, less populous corners of Udanani. This area relies mostly on agriculture, forestry and no heavy industry is present there. It is also the least densely populated part of the entire realm, containing just over 11% of the total population of the region. It is a little underrepresented too... Despite it's sleepy nature, it is an immensely interesting place due to its inhabitants' philosophies and lore. It's been a long time since you've last visited it so now, I invite you for a tour around the North. If Udanani ever becomes a megacity, towns like Wellbeing or Bedroom may be ideal places for the future suburbs to develop. Once you take a look at Wellbeing, you may quickly understand why. In its current state, the town consists mainly of low-density housing and elegant apartment blocks, which are frequently found outside downtowns. These comfy homes are further enhanced with efficient shuttle and bus transport as well as varied vegetation. This, makes the entire place a relaxing and hustle-free sanctuary, which is to be expected from a suburbs. Wellbeing also continues to experiment with the idea of a concentric city model. This successful urban plan, known from other cities like Terring's Hazelfield, is considered to be an especially interesting option by The Altruists. It's because it offers better accessibility to the city services. Pooling them all into the so-called "service island" which is easy to reach and relatively equidistant for all citizens. Currently, all residential neighborhoods are concentrated around this service island... ...though, as you remember, it hasn't always been this way. In the beginning, Wellbeing consisted of several, small, roundabout-centered "villages", each having their own service sector. While in line with The Altruists' agenda, it was dangerous in terms of financial stability. Wellbeing's funds were dwindling fast when used to finance multiple, independent clinics, schools and other amenities. This is why the micro-neighborhoods of the old are a history now. Today, all citizens live within an easy reach of the central EEC (Emergencies and Education Center). In the economical and logistical sense, the concentric city model and the EEC are better. However, the location of the hospital has become a bit of a problem in the recent years. The hospital was built during the transition period from the multi-concentric to the concentric urban model. In the times when the outward laying "villages" have still existed and a greater range for city ambulances was necessary. Today, the hospital's location could theoretically be adjusted, to move it to a spot which is more central relative to the current residential area. Otherwise, much of the ambulance funding is simply wasted. According to the City Council's estimates, the relocation of the hospital could generate monthly savings of about §60 to §100. On the other hand, it would visually break the EEC apart, creating a non-consistent landscape with an "orphaned" hospital building, away from all other city services. Should this change be conducted? Or is it better to leave the hospital as it is? Regardless the solution of the problem above, you might be interested to know that the space that was freed up after the removal of the smaller residential areas, has been redistributed in favor of other zones. Since The Altruists are very devoted to fighting the unemployment and offering equal opportunities to all, the former residential areas have been turned into commercial and agricultural projects. Impressive... and equally expensive! Unfortunately, all of the changes described, have dealt another serious blow to the Wellbeing's already strained budget. The construction costs, administrative paperwork and, most importantly, resettlement reimbursements have cast the town's fiscal balance into a rather volatile state. Wellbeing's economy is just starting to recover now (for the second time), registering a small, but precious, monthly income. Before we move on, it is worth taking a look at the industrial sector in Wellbeing. It is safe to say that The Altruists have turned it into a "success story" and managed to find a way to reconcile economical profitability with ecology and healthy, stable employment. The industries in Wellbeing have greatly developed within the last few years and the manufacturing industry is slightly more popular than high-tech sector. Although a little dirtier, the manufacturing plants are maintained in such a clever way that they actually resemble parks more than anything else! There is one significant standout in the Wellbeing's industrial landscape. The "Double C" light bulb factory. Max Luminosity, the founder of the factory, explains that the titular "Double C" stands for "Christmas" and "Carnival". The factory sells its products to many customers worldwide. The rumor has it that some customers in particular, love to turn the light bulbs on and then just break them for fun! Of course, the factory staff doesn't mind as it simply means more sales. Some changes, though small in scale, have taken place in the agrarian dominion of The Localvores as well. Like the construction of some irrigation systems and more growth of the natural vegetation. Speaking of which, the Goldleaf Forest looks beautiful this time of the year... The entire Alouni Basan Plains area has essentially been turned into a farmland surrounding Farmington Minor. Hardly any free space to plant another potato in! Since free space in this part of Farmington is running out quickly, The Localvores plan to move on to the next portion of their city tile, designated as "parcel 4-4", covering an elongated hill in the Southeastern corner of their city tile. However, The Localvores are currently too busy to even decide what should be built there. Since the weeds won't pull themselves out, The Localvores wish to ask for your kind assistance with deciding the purpose of the parcel 4-4 while they will tend to their farms. If you'd like to help them, head to the voting poll on top of this entry! Hope you liked the first part of the tour! Next time, we will continue our trip across the Northern Udanani to see what The Residents are up to! Comment replies: @ulisse - You intrigued me, a mining town you say... Creating a town specializing in some branch of industry or business sounds like a very interesting idea... @AsimPika3172 - I will! Thank you! @TogaMasterJohn - Thanks for a very nice, creative comment TogaMaster John! I think the Spirits have already taken a decision and left me no choice regarding The Activators' expansion! @Dreamcitybuilder - I'm glad you like it and it's really nice to see a new face visiting my CJ. Judging by your profile, it looks like you play a lot of "poliferous" games, so you could indeed use the tribal concept in one of them! (SC4 version is already reserved though! )
  16. Riverside South.png

    From the album Riverside

  17. Hi, Can someone help me with how to create the diagonal farms without the zig-zag effect shown in the image?
  18. CASAMASSIMA

    CASAMASSIMA The city is crossed by a beautiful highway with a junction you can go to the city of Casamassima The city is crossed by the railway that divides the city with farms The city obviously has a railway station the city is very picturesque with its vibrant buildings But the city is located at the foot of a mountain range and there is a road that climbs the mountain with elbow roads and a tunnel After a tunnel you find a nice show a system of two dams if you follow the road we get up in altitude with curved roads and tunnels and then to get to the dam that is at the top of this system with a vantage point both at the bottom and top of the dam Of course the road leads to Casamassima Antica a small town on the mountain Here is Lake Casamassima born from the construction of the two dams If you follow the power line you reach an electrical substation that carries a part of the electricity that powers the capital of Siculia: San Foca Near the electrical substation a small industrial area was born next to the farms of course there is a highway junction that connects the farms and the small industrial area with the highway and the city Obviously a nice highway and railway bridge was built to cross the river While from Casamassima Antica starts a road that goes to a nearby mountain village Obviously when night falls the city transforms. Especially Casamassima Antica with its small lights illuminate a side of the mountain Even the lights of the dam illuminate the night and the mountain the only light that crosses the river are the lights of the highway bridge and the railway bridge The deep night is very nice when there are lights that illuminate the buildings differently To conclude the train station overnight COMMENT REPLIES: GRASSANO @911Diva Thanks @Kloudkicker Thank you for the compliment @mitsos Thank you for the compliment @tomz16 Thanks @Hammurabi Thank you for the compliment @monkeywater Thanks. I use the MBEAR set to recreate Mediterranean cities
  19. Hi everyone, im starting a new region And i want To have a Lot of farms and country houses in The countrySide areas And mid rise apartments And offices in the towns, i want this because My real Life region is in this way, there is some mod for control this? The CAM? the IRC super demand mod? Or something other? I don't know what is The Best mod To control The cities/region growing But the game itself stop tHe farms growing after a bit of time, thanks in advantage for any answer and suggest!
  20. I have not really got into the farming aspect of the game before and would like to. Does anyone have a list of mods they use for nice farms? I have the SPAM but that is it. I see great images of farms in the 'show us your' sections but mine never look similar
  21. Let's break the mega-thread into smaller bits. This time, I'd just like to ask you guys how a developed agricultural zone looks like, visually. Because, perhaps, I just have overgrown (sorry, that's a terrible pun) expectations regarding this topic and consider my zones undeveloped... My agricultural zones do rise up from the dirt - some barns and utility buildings are being constructed, but instead of producing crops, my fields just always stay plowed and "naked". Hence the question - is something like this a developed agricultural zone, or not? These areas do pollute water and employ a handful of Sims. So I'd say they are functional... But other than that they are completely lifeless! Only twice did I manage to actually see some orange trees planted on a farm. Other than that - lifeless.
  22. 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:
  23. Hello, I-R is the most unprofitable zone in the game. It so unprofitable that a farm almost the size of medium city gives less than 500 simoleans per month, even if the tax is 20% (ofc this is an exaggeration, but you get the idea). I know, in real life, farming isn't too profitable as dirty and manufacturing as well. But not as extreme as SimCity 4. You have to account quite large externalities: garbage and water pollution. None (especially garbage if it's too late) is cheap. Yes, SPAM reduces water pollution a lot, but I still prefer the vanilla way. And, even if you don't have any filtration and landfill and even large power plant, you only break even or worse, lose your income. How should I monetize farm? Should I use public transit? What public transit ideal for monetization? Ferry? Thanks.
  24. Hello everyone I was experimenting with SC4 growable size limits for bigger farms and this mega farm grew out of a 98x49 zone ... So this got me thinking is there no size limits for farms since it just a building with a field
  25. Version 1.0.0

    312 Downloads

    SIM-ple Jack's Special Reserve- Forest Lake/Chisago City Minnesota ? Large Tiles ? Medium Tiles, ? Small Tiles Editable grayscale included. Made from scratch, pre-transitted(for select maps) cities or regions requested by our special members or for special events. To Use: Unpack, place in Regions folder, play. Raised lines reference streets, roads and highways. Refer to enclosed maps if you're unsure which is which. Simply level and place roads as you go or zone agriculture around them. No extra terrain-ing required, unless you want it. Use any non-elevation altering terrain texture or water mod. Stand alone or import into larger regions. Preview Pic Texture: Berner Oberland Terrain Mod (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2834 About: This file contains 2 cities and 3 versions, Large Tile, Medium Tile and Dealer's Choice(random) Forest Lake is a city in Washington County, Minnesota, United States. It is 27 miles northeast of Saint Paul. The population was 18,375 at the 2010 census. The 2019 population is 20,933. Chisago City is a city in Chisago County, Minnesota, United States, approximately 35 miles northeast of downtown Minneapolis–Saint Paul. The population was 4,967 at the 2010 census. The city is between the twin lakes of Chisago Lake and Green Lake, and is part of the Chisago lakes region.
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