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

      For those who opted for physical discs -- if you donated between April - June and you received the WRONG discs or NO discs in the mail, please email stexcd@simtropolis.com and include your donation info such as Paypal transaction ID and we will get this rectified!

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Found 56 results

  1. I find it very interesting that I have the two games The Sims and SimCity 4 where in The Sims I'm living in the world and on SimCity 4 I'm creating the world. The two games have similarities in which it has the region view at the beginning, in The Sims it's more of a smaller regional view selection to build a house, and in SimCity 4 it has a larger regional view selection to build a city. I find this interesting of games creating life and The Sims and SimCity 4 are awesome.
  2. Aside from SC4 deluxe, I also play other games, including Starcraft 2. Recently, due to Blizzard's changing the system requirements for that game with an update, I had to upgrade my video card. Since then, SC4 has the worst lag issues I've ever had. I have also had more CTD issues when dragging networks, or bulldozing. A good friend recommended Cities In Motion 2 to me and I have started playing that. Since transport networks have always been my favorite part of the game, I find myself getting far more enjoyment playing CIM. I am seriously considering dropping SimCity 4. As I continue to keep my machine up to date I have to consider that a game that was created for Windows XP may not be feasible on my machine. Before anyone asks, I do run the game in compatability mode. That being said, I want to let you all know that I appreciate all the great custom content available here and at other sites. I also greatly appreciate this community. I have made a few small (I'm low income) donations in the past. If I do leave SC4 behind, I will always have fond memories of this place.
  3. London Stock Exchange

    Version 1.0.0

    2,290 Downloads

    London Stock Exchange, by Mattb325. --------------------------------------- London Stock Exchange was founded in 1801 and its current premises are situated in Paternoster Square close to St Paul's Cathedral in the City of London. It moved to these smaller premises from the Old Stock Exchange Tower on Threadneedle St in 2004 as modern technology has reduced the need for face-to-face dealings on the trading room floor. London Stock Exchange is one of the world’s oldest stock exchanges. The current building on Paternoster Sqaure was designed by Eric Parry Architects and Sheppard Robson Architects. While this is a fairly faithful representation of the real-life building, given the absolutely crazy angles and curves inherent in the original design, not everything is 100% true to real-life; this was done deliberately to ensure that the building can fit comfortably on a 4x4 lot. Additionally, the sun-dial feature on the back wall of the building was omitted because it was too small to be visible in game and the fact that the sun doesn't move in SC4. This building is modded as a non-conditional Stock Exchange reward (meaning it can be placed at any time without having met prior conditions). It does not over-write the Maxis Stock Exchange reward and can safely be used in conjunction with these (or any relotted version thereof). This reward has been modded with higher CAP relief and jobs values than the Maxis version. Like the Maxis version, this building costs nothing to place and has no monthly cost. Placing this Reward provides massive CO§§§ CAP relief, has a landmark effectand also provides up to 155 highly desirable civic jobs. If you wish to help develop high-wealth commercial skyscraper districts, then in addition to ensuring the other elements of your city (such as good health, education, correct zones, low crime & other infrastructure) are catered for, placing this reward lot will greatly assist in CO§§§ development. It is on a 4x4 lot. --------------------------------------- STATS: Lot size : 4x4 Plop Cost: §0 Occupant Groups: Reward; Stock Exchange; Biz Lawyer Attack Wealth: High Wealth Demand Created: Jobs§: 23; Jobs§§: 46; Jobs§§§: 86 Demand Satisfied: CO§§§ 405,000 Park Effect: +0 over 0 tiles Landmark Effect: +120 over 60 tiles Pollution: Air 6 over 3 tiles, Water 4 over 4 tiles, Garbage 57 over 0 tiles Power consumed: 66 MwH Water consumed: 66 Gallons/Month Bulldoze Cost: §43,900 Monthly Cost: §0 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two seperate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: To ensure proper functionality, please ensure the following files are in your plugins: *BSC MEGA Props - Mattb325Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) --------------------------------------- NOTE ABOUT PARKING TEXTURES: Expensive London real estate means little or no open-air parking exists in the city. If you want to add parking textures, then you know what to do..... --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  4. http://steamcommunity.com/sharedfiles/filedetails/?id=1176756723
  5. I'm going to start this by saying that I am probably the wrong personality type to play this game. Like as not, I'm expecting too much; I sincerely doubt it. Here's the situation -- I am running a game with the "Serenity Key" terrain. I am in Sandbox mode. The only mods I have in play are for extra MegaTowers. When I play, I use the cheats to turn off (in this order): -Sewer -Fire -Medical -Garbage -ControlNet Req's -Crime I haven't had to use the rest, as yet. Given the fact that none of the bloody cheats STAY ON, I really don't want to. Seriously; less than two minutes after I use the cheats, the issues act like they have not been turned off/were re-enabled. DAFUQ?!?!?! Also, I try to solve the problems of the sims, by following the advice, only to have that be completely worthless. Now, maybe I'm wrong, but I don't understand how the game can give you advice to build more high-wealth levels for a MegaTower, only to disregard the fact that you build a MT that is ALL high wealth. So, could someone PLEASE EXPLAIN THIS JODIDO MIERDA TO ME?!?!?! 'Cause, I'll be honest; right now, I wanna find the devs for this game, and pull a killer gorilla...
  6. Karlsruhe Courthouse

    Version 1.0.0

    1,865 Downloads

    Karlsruhe Courthouse, by Mattb325. --------------------------------------- The district attorney's office in Karlsruhe is presented in SC4 as a functional courthouse. It is a reasonably accurate representation although I have omitted the high perimeter walls which are just a little too imposing for my taste. In addition to providing your sims with 128 highly desirable civic jobs, it will help alleviate the commercial and residential demand caps that can hinder city development by providing additional regional demand of over 80,000 CO§§ spaces and 10,000 Residential spaces. Given the way that the game is designed, in addition to providing health, education, safety, etc, using rewards is an absolutely necessary part of being able to develop large cities and regions. It sits on a 5x4 lot. * It is offered as a reward without needing to meet pre-existing conditions. * It is located in the REWARD Menu * It can be placed more than once in a city. * It DOES NOT over-write the ingame courthouse (or any re-lotted versions there-of), so can be used in conjunction with the standard Maxis courthouse reward. * It DOES NOT over-write any of my other courthouse lots (so can be used in conjunction with these as well). --------------------------------------- STATS: Lot size : 5 x 4 Plop Cost: §41,000 Monthly Cost: §910 Budget Item: Government Buildings Occupant Groups: Reward, Courthouse Demand Created: Jobs§: 16, Jobs§§: 104, Jobs§§§: 8. Demand Satisfied: R§: 5,000, R§§: 5,000, CO§§: 80,000 Landmark Effect: +120 over 36 tiles Pollution: Air 6 over 2 tiles, Water 1 over 3 tiles, Garbage 29 over 0 tiles Power consumed: 92 MwH Water consumed: 184 Gallons/Month Bulldoze Cost: §9,140 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two separate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos or Mashty's night-mods) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC MEGA Props - CP Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC Texture Pack - Cycledogg V01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) *BSC Texture Pack - BSC Textures Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90) --------------------------------------- NOTE ABOUT PARKING TEXTURES: Sadly, ongoing negative comments from a few members of the community continue to force me to add this ridiculous disclaimer. This building has internal underground parking, and I have not used parking textures. If you wish to add parking textures, please do so using the lot editor. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
  7. ING Direct

    Version 1.0.0

    1,792 Downloads

    ING Direct, by Mattb325. --------------------------------------- A high wealth, 14 storey office (CO§§§) typical of the 1990s style, it is inspired by an office in Sydney. It has typical features of the late 1990s: polished stone veneer feature cladding over concrete pre-cast walls; double height, off-set colonnaded forecourt; a curved central window feature and arched entrance-way; mixed materials and a small balcony for the executive offices. It is offered as a growable lot as a 3x2 and 3x3. It grows on all tilesets on medium and high density lots. Having reasonably similar statistics to the ingame Hourvitz Accounting, Ajjanagadde Inc, Goldman Building and Walton Plaza, it should offer some competition for these Maxis buildings. --------------------------------------- STATS CO§§§: Lot size : 3x3 Growth Stage: 5 & 6 (Medium and High Density Zoning) Bulldoze Cost: §803 Capacity Satisfied: CS§§ 1,049, CS§§§ 735 Pollution: 4 (Air)/ 4 (Water)/ 4 (Garbage ) Pollution Radius: 6/7/0 Power Consumed: 30 Mwh Water Consumed: 329 Gal/Month Building Style: Chicago/NY/Houston/Euro Occupant Group: Commercial Offices Building --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This lot does not require external dependencies. --------------------------------------- NOTE ABOUT PARKING TEXTURES: As this model contains garaged underground parking - typical of Sydney offices, a garage door fronts the street - the lots do not come with parking textures. If you wish to add acres of parking or change the concrete textures, please use the lot editor to do so. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks
  8. Hello fellow planners and builders! Welcome to Pando Outfalls, a Cities: Skylines Playthrough series. I leave you with the most recent episode, where we build the main highway interchange of the city of Pando. Enjoy!
  9. I like discussions, so let's start a new one. I noticed that a lot of people play C:SL (and also SC4) only for the looks, with excessive "detailing". With in game prop placement and ground texturing, C:SL offers a lot of tools for these player. On the other side, there are players who want to build functioning cities, optimised for the simulation. I fell that this is a smaller group. And there are players like me who want a bit of both. I'm playing the game for the challenge, but I also want a realistic and visually appealing city. Personally, I'm refusing to use any prop placement mods because it just takes too much time to go into detail, and there is no simulation behind props. I would love to see more detail in my cities, but these elements should also serve a purpose, or be auto-generated by the game. Some ideas: - A parking simulation with parking zones, parking garages etc. - Automatic filling of empty space between buildings with props and ground textures, like fences, hedges. - Modular building concept from SC13, which allows you to add small details like signs, extra building parts and integrated networks. - Skins for bridges, power lines, roads.
  10. SimCity 4 Gameplay Demo: A Spiritual Journey

    This journal entry is an example of using SC4 entirely as a simulator with consideration also of aesthetics. Using no mods, cheats or tricks, I started a large tile city and began construction from one corner, keeping notes of my actions, and proceeding through 3 stages of development to the completion of the city and its stability. This entry is also a monologue of my spiritual journey with the SC4 city simulation game. Stage 1: In SimCity 2000 the game had a reasonably achievable end with the launching of the arcologies, but neither versions since are designed that way. In SC4 I suppose you could call yourself a master if you successfully gained all the rewards starting from the most difficult setting with the disasters enabled and launched a space shuttle, but the city itself may be unstable and headed toward destruction. The final conclusion, the mastery of the game, seems more so the social, financial and environmental balance of a city, a constant balance of dynamics rather than a static end. In SC4 you can get kicked out of the game and be forced to run for the senate if your city is a complete financial failure, and that is the only programmed end point. Otherwise, you may consider yourself a master if you can build a large city with most of the rewards and the city can be left alone to run with only basic maintenance such as replacement of utilities when they wear out. Stage 2: In the tradition of gaming as in the arts, there is always a greater master, never a final master. One can only hope that a greater master will arise, and another, and on and on, so to continue learning and being productive. I fondly remember the first time SC4 kicked me out of the game informing me that I was now qualified to become a politician. It was a moment of pure cosmic revelation, a mind-blowing insight into the true workings of the universe. I had lost everything, I had totally failed, and yet I could now go and succeed as a politician, no longer a technician. Is that so bad really? I mean, I would get lots of money and power and fame, but lose my soul, lose my integrity and honor, have no mind or meaningful existence. Life is nasty, brutish and short anyway, right? Why not go into politics and have a good time while it lasts? Intermission: Then a feeling surged strong in me, a determination of self-respect and the urge to fulfilment of meaning and purpose... I re-started the game and tried again. In conclusion, yes, I do still have my notes that I made while playing this session of the game, and I was going to publish them with this journal entry so that someone else could read them and apply some of my moves, but why boast? Why give information unless it is sincerely asked for? It is better to incite the will of another to spar, to joust, to juggle and jest in struggle to master the game for themselves. To become greater than the greatest indeed, always the lesser in process of victory over the electronic beast. Stage 3: Game Over, Please Try Again... Any Questions? EDIT: Here are the stats for the 3 stages of gameplay above: Stage 1: Pop: 5,400, §1,700, about 90 minutes of gameplay Stage 2: Pop: Over 90,000, §18M, about 5 hrs. of gameplay Stage 3: Below are the stats realized at the point that I stopped building and running the simulator, slightly skewed as the pic is shot after re-installing the plugins. The third stage was developed over about a week, about 20 hrs.
  11. I was playing arround and I checked my census and something was odd. I mean, all is odd. Now, my little town has about 1200 inhabitants, with a total workforce of 500. so far so good, but is says that there are 3300 people working outside town and working in my town. I query the roads and I get about 200 people moving in only. Then it says that I have over 9000 jobs in town??!! Now, this is a small (1x1km) town, barely covered in farms, no industry and a few shops. what??? you can actually see this bellow, where it says I have about 450 com jobs and 280 farm/ind jobs (more than enough for those 500 workforce), but then, it says that I have over 5000 and 7000 travelling outside town to work! from a 1200 inhabitant town! Again, the query traffic tool indicates only about 200 people come in from outside to work in town, and no one leaves town to work. I'm confident I don't have "eternal works" bug, because of the roads layout and continuous monitoring regarding that. Also, I'm using CAM v1.0, and removing it, didn't change a thing. Any ideas??
  12. Version 1.0.0

    3,916 Downloads

    Bankstown Council Chambers and Civic Center, by Mattb325. --------------------------------------- This is a campus-style council chambers and civic center building. This is a modified model based on the auditorium, council offices and tourist information kiosk of a similarly scaled complex in suburban Sydney. This is a very specific architectural style that was popular during the 1960s and 1970s, when Tehran was one of the most sophisticated and popular destination for western tourists. Unfortunately, the tumultuous events of the late 1970's saw Persia (as Iran was then known) loose its shine with the West; but as with all exotic things popular in the west, this popularity found expression in borrowed architectural styles making their way into western cities. Civic architecture was an early adopter of this simplified Persian style; the main building of the Lincoln Center in New York is a particularly famous example of this style, but there are very few other examples in SC4. In the Persian style, all of the typical, classical ornamentation is reduced to very simple, strong geometric shapes. It was undoubtedly modern; but probably seen as a more sophisticated architectural expression than the somewhat similar atomic & googie styles which were prevalent at the time. Thankfully, all three styles fell out of fashion. This BAT functions as a government building and town hall in game. In addition to providing your sims with 310 highly desirable civic jobs, it will help alleviate the commercial demand caps that can hinder city development. It has also been modded to provide residential cap relief and increase desirability. It is designed for a 10x7 lot and this building looks best when used in either a suburban setting or to be break up a larger downtown area. * It is offered as a reward without needing to meet pre-existing conditions. * It is located in the REWARD Menu * It can be placed more than once in a city. * It DOES NOT over-write the ingame town hall (or any re-lotted versions there-of), so can be used in conjunction with the standard Maxis town hall reward. * It DOES NOT over-write any of my other town hall lots (so can be used in conjunction with these as well). --------------------------------------- STATS: Lot size : 10 x 7 Plop Cost: §72,000 Monthly Cost: §1,920 Budget Item: Government Buildings Occupant Groups: Reward, Courthouse, Tourist, TV Magnet Demand Created: Jobs§: 38, Jobs§§: 253, Jobs§§§: 19. Landmark Effect: +135 over 39 tiles Park Effect: +50 over 70 tiles Pollution: Air 4 over 2 tiles, Water 2 over 3 tiles, Garbage 50 over 0 tiles Power consumed: 36 MwH Water consumed: 144 Gallons/Month Bulldoze Cost: §19,240 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two seperate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. Either: (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) OR (http://gizmo.aplaceforwebsite.com/index.php) --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC BAT Props Mattb325 Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) *BSC MEGA Props - CP Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC MEGA Props - SG Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746) *BSC Texture Pack - Cycledogg V01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks, and enjoy!
  13. Hello, Can someone please explain to me how the majority of mods (buildings, road types, vehicles etc) affect the vanilla game experience?How do these building mods work? If you install the mod, do some buildings appear randomly (ie. are more just cosmetic) while others are discrete new building types you can select from a build menu (that actually affect gameplay)?There seems nothing in the mod descriptions explaining any of this.What happens for example if you install a bunch of building mods, build your city, save then un-install all the mods? What happens to the mod buildings that were in your city?The sheer number of mods available I have found to be a bit daunting to deal with. I have no idea what in the game will change as far as game play goes if I install any of these potentially purely cosmetic or actual game changing mods, so I have never really got in to the mods.How do you know if a mod is cosmetic (just replaces/improves on existing graphics/models) or if it actually changes gameplay/adds a new feature that affects how the game plays?
  14. Hello, I understand that a patch introduced a "day/night cycle" to the vanilla game, albeit a graphical one. I do not have the "Nightlife" DLC and I am wondering what effect the "day/night cycle" has on the game. Is it just graphical? What is kind of understandable but still odd and immersion killing is that the graphical day/night cycle does not match the actual in game "clock". The days/nights seem to last several days (week?). This is a bit of a problem for the player because when it is dark you can't really see what you are doing and any building/progress on your city has to basically stop until the sun comes up. Do we know exactly how many in game days the day/night cycle lasts? I found a thread where someone mentioned this: What is the point of adding the day/night cycle to the vanilla game? The darkness of the map during the night cycle obviously affects a players ability to literally play the game as they can't really see the map/terrain too well. What are players meant to do during these "cosmetic" night cycles?
  15. Another newbie question... So what happens when you've maxed out and filled up all nine tiles? All 25? How does it affects game play at those levels? What kind of hardware to you need to go "above and beyond" that? ALL responses welcome!!
  16. Dental Clinic

    Version 1.0.0

    5,361 Downloads

    Dental Clinic, by Mattb325. --------------------------------------- Few people look forward to a trip to the dentist, but as every one knows, part of general health care is looking after your pearly whites. I've often wondered at how bad the Sims teeth must be, given that there is no specific health exemplar for dentistry and there are next to no such clinics in Sim City! This little building is inspired by a real such mid-century low rise building near downtown Los Angeles. I really liked the curved entrance façade and small, high windows within the curtain wall and of course, the unmistakable dental signage ensures that the building's function is immediately recognisable. As an added bonus, this building will function equally well as a stand-alone building or in a Wall-to-Wall environment. In game, I use buildings like this to supplement the main hospital function and I have modded the capacities to sit mid way between the clinic and standard hospital. But it will work equally well in a smaller city without the need for an additional hospital. --------------------------------------- STATS: Lot size : 2 x 2 Plop Cost: §1,250 Monthly Cost: §900 Patient Capacity: 1,850 Coverage Radius: 656m/41 Tiles Demand Created: Jobs§: 17, Jobs§§: 39, Jobs§§§: 12. Wealth: Medium Wealth Pollution: Air 1 over 3 tiles, Water 1 over 4 tiles, Garbage 0 over 0 tiles Power consumed: 4 MwH Water consumed: 12 Gallons/Month Bulldoze Cost: §70 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. Either: (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) OR (http://gizmo.aplaceforwebsite.com/index.php) --------------------------------------- DEPENDENCIES: This file requires no external dependencies. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks, and enjoy!
  17. I am making a "hardmode" mod... Or rather, I was, I started making it months ago, stopped, and I am considering finishing it... Features so far: Features regarding fires Fires are actually dangerous, they will burn buildings down if you take too long to put them out, also they can spread decently, a fire in a "shantytown" neighbourhood will quickly burn the entire neighbourhood down if neglected. Good street planning is actually needed (because the way the game simulate fire trucks, if you make crap streets, fires will burn entire blocks before your trucks ever get there) Fixed Maxis Fire Station "cheat", that made fires never happen inside fire station coverage (unmodded game make about 25% of maximum protection already wipe out all fires instantly) Features regarding crime Fixed Maxis Police Station "cheat" that made crimes always happen inside police station coverage (unmodded game made that even if you have 10 police stations around a square, it would only stop 50% of crimes, I bumped it to 97%) High education crime chance instead of 0, is 0.0001 (thus you will see some rare crimes if you manage to have a maximum educated city) Wealthy citizens with maximum education commit crimes (0.003 to be exact), reflecting those greedy "onepercenters" we all know. Joblessness has greater effect on crime (to both increase and diminish it) Features regarding budget Less starting money, with "0" money on hard, akin go Sim City 2000 You have 30 years to pay loans (instead of 10) Total interest is higher, but it is smaller per year (this is to encourage more strategical loans, and allow SC2000 hard mode game with starting loans only) Utilities, schools, hospitals, police and fire stations accept lower funding before striking, and need less funding to stop striking, making reducing budgets a possible strategy Made 100% funding for utilities stop repairing them, now to repair stuff you need more than 100% of funding (but at exact 100% they don't break either). Increased pipe burst probability... I have no idea what this do! (I never saw a pipe burst, can someone give me some light?) Features regarding happiness Having, or not having, schools, parks and hospitals has greater effect Crime has MUCH greater effect (now that crime is "fixed", if you let crime run rampant it is your failure, not the game engine, and citizens will hate you for it) Happiness value updates faster Wealthier citizens and business are "grumpy" and need more work to be happy with you. Poor citizens in high wealthy areas are happier than in vanilla Rich citizens in poor areas get angrier than in vanilla NAM related fixes Power stuff has wider radius (thus you can more easily handle power lines when you have NAM extremely wide highways in use) No positive effects for 0 commute time (NAM makes all commute time be 0, unless it is to other city, then it is 255...) Some future ideas are Fix pollution system (it is extremely wonky actually, and has variables spread out all over the place :/) Fix the mansion bug (when mansions kick out all high density low and medium wealth buildings and your population drop) Improve land value calculations (so that "medium" values are more common than extremes) Attempt to fix nam "0 commute" problem somehow... Anyone else has any more ideas on what to fix, improve or add in game mechanics? Or comments on what I am doing now?
  18. Traffic Weirdness

    I wanted to experiment in some region play, so I started new city and got the population up to 115,000 (city A). With demand on the positive side in all zone types, I exited that city and started a new city directly to the south (city B). I zoned nothing but residential, to the tune of about 15,000 residents. The only jobs available in this city came via civic buildings (Police, Fire, School, Medical), therefore most of the sims traveled to the first city for jobs, which the traffic query indicated. I then started a third city (city C) directly south of the second city, this time with about 5,000 residents, zoning no commercial or industrial, with jobs only coming via civic buildings, just like in city B. Okay, the same thing happens. The sims head to city B, which the traffic query indicated, but there are no jobs in city B. I exited city C and went to city B and when I hit play, the traffic query acknowledged the traffic coming from city C with the exact same number city C’s query told me was leaving, and as I expected, the traffic from city C was going “through”, not “to” city B. Okay fine, so I exit city B and go to city A, hit play, and the traffic query indicates that there is absolutely no traffic coming into the city. Where did the travelers go?! I exit city A to check city B and the traffic query still says there are 7,000+ sims traveling to city A in their vehicles. I hit play and the traffic that was coming through city B from city C disappears, but now 65 residents from city B are traveling to city C. I assumed these were civic jobs they were traveling to, and when I exited city B to check on city C, that was indeed the case. Now I query the route in city C and it’s telling me there are still 2,000+ travelers leaving the city. What happened to the commuters? They just vanished.
  19. For Starters, Skylines is lonely. You can't play with friends which makes it somewhat-boring (to me at least). So, Do you think Skylines Should Add A ''multiplayer'' system, or not?
  20. Hello Sim City 4 gamers, I have been wondering, how people play this game since it does not have just one objective? So, what are you aiming to achieve when playing SC4? Aesthetics, functionality, quantity, resemblance? Do you have any rules you follow? No cheats, realistic mass transit, etc? I am both just curious to know and also hoping to get some great inspiration. To start off, currently I am playing with the aim of building dense cities with mass transit (transit oriented development). It is fun to try to nudge the sims out of their cars and onto the trams; I hope to achieve massive density by having high mass transit capacity. I play the economic aspect too so the cities must be financially viable - which is not that difficult on 'easy' setting but I intend to increase the difficulty as I improve. I use adjacent tiles as pollution sinks for my main city. Though I don't really like this simulation wise, it seems necessary if I aim to achieve high density. What is your mission when playing SC4?
  21. Hello, I recently started doing a Cities Skylines Let's Play over on my channel. It's actually been a game I have been waiting for, and am super excited to play it. This will be the first city I do on video, which will be part of an overall greater series as I learn. My main goal is to create aesthetically pleasing cities. My first city is going to focus on vanilla gameplay. Future cities I will likely be using mods to really push aesthetic boundaries, and will probably even be creating a few models myself once I get the chance. Here is the first episode I am currently on episode 9, so if you would like to see more I suggest you check out my playlist. https://www.youtube.com/playlist?list=PLGXArk9M4faNoyJuHYF5sQPLhWs39M0PT I also will be posting a city journal from now on, with images as I go along and planning. I think getting feedback would also be great.
  22. I am officially opening my own thread with my first video. I have named my let's plays: Let's Learn to Play because I am going to learn as I go and try to show you what I learn and expect you to tell me what you have learn so we can keep learning to play Cities: Skylines better and better together. Feel free to leave your comments here or in the videos comment section. Latest video: Episode list: EP 1. https://www.youtube.com/watch?v=Ts-ykDrg37A building roads and utilities EP 2. https://www.youtube.com/watch?v=P2ll2sXgIYQ starting zones EP 3. https://www.youtube.com/watch?v=33O0-QuLtC0 getting services EP 4. https://www.youtube.com/watch?v=aqfnbbiiNgo expanding and districts EP 5. https://www.youtube.com/watch?v=hRniFxROGOs more services and high school EP 6. https://www.youtube.com/watch?v=VZlPjTuDhZM first traffic problems EP 7. https://www.youtube.com/watch?v=P6rrMgr3V0k expanding and traffic management EP 8. https://www.youtube.com/watch?v=GRYdFiRB-4I more traffic problems EP 9. https://www.youtube.com/watch?v=fVk0mGBCLro incinerators and university Ep 10. https://www.youtube.com/watch?v=7NzH7-XQgQM build offices and planing expansion Ep 11. https://www.youtube.com/watch?v=vLvwT-67HEk cargo train terminal and traffic fix Ep 12. https://www.youtube.com/watch?v=u1bN8PO2918 I test out a circular city design Ep 13. https://www.youtube.com/watch?v=yBxpSt1lsHU I start building my circular city Ep 14. https://www.youtube.com/watch?v=8jFcX4v_r-M developing the circular city Ep 15. https://www.youtube.com/watch?v=20euQ0M_YUM circular city and land value Ep 16. https://www.youtube.com/watch?v=MjH1lQbxSEM circular city and testing Ind. building upgrades Ep 17. https://www.youtube.com/watch?v=WhKSWKo2Rzo I try to understand the land value mechanic and industry upgrades Ep 18. https://www.youtube.com/watch?v=HIw2Vw7RdNo I add the big service buildings and land value problems show up Ep 19. https://www.youtube.com/watch?v=z_ekmblDhkg I try to reduce the parks in number to get more commercial demand Ep 20. https://www.youtube.com/watch?v=DqfKXn4On8U Patch 1.0.6b fixes the park-commercial bug Ep 21. https://www.youtube.com/watch?v=08IAo33aOHg An answer to how Industry levels up Ep 22. https://www.youtube.com/watch?v=FEm__414vcE using public transportation
  23. Hello all! Thanks to Dirk and the folks at Paradox, Simtropolis has gained an early access into the gameplay of Cities: Skylines. For me, Cities: Skylines is the first city-building I've played since SC4, so this will be a completely new learning experience, and one I'm really looking forward to. This thread will be a picture-based walkthrough version of a "let's play" series. Along the way, I'll do my best to describe what I'm doing at each step, and showcase the gameplay as I experiment city building. Also, please feel free to ask questions or anything specific you'd like me to show, try or explain. So without further ado...
  24. Hi Simtropolis! I have been given early access to Cities: Skylines courtesy of Paradox and Simtropolis staff to do a playthrough of the game. I've already got a few parts up! Check them out here! Playlist Link: https://www.youtube.com/playlist?list=PLHxDKhkauacw5GkB7nTdejWtn6jhaazMI Feel free to comment / ask questions here or on the videos themselves. Gotta say I'm having a lot of fun!
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