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City-building game(s)

Found 52 results

  1. 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.
  2. 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...
  3. Karlsruhe Courthouse

    Version 1.0.0


    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.
  4. Dental Clinic

    Version 1.0.0


    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!
  5. ING Direct

    Version 1.0.0


    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
  6. SimCity 3000 OFFICIAL THREAD

    Here is a new thread for discussion of SC3000,the BAP, and others. You can show off your BAP creations, show your cities, discuss issues, and more! All separate SC3K threads are to be moved here after I contact a moderator. ~~~~~~~Thread Rules~~~~~~~~ 1. Do not discuss compatibility issues with modern OS's here. This thread is for all SC3K general discussion and support but not for compatibility. This will flood the forums 2. You are allowed to show your B.A.P creations here. 3. You can post pics, share cities, and discuss modding here. BUT you may not discuss SC4, SC2K, SCSocieties,SC classic, or any other version. Just SC3K, and Unlimited. Please PM a moderator if things are not going well- Thanks Colco2121. :D NOTE: GENERAL DISCUSSION ONLY NOW. Best, colco2121. [Moving the other threads here wouldn't make sense, as most of them deal with specific issues and thus aren't general discussion. I'll compile a list and link to them in this post at some point though - Astronelson]
  7. For the Eager, Yet Overwhelmed Newcomer New to SimCity, Simtropolis, or been out of touch for a few years? Wondering what the heck a NAM or a BAT is? And just what the heck is up with those brown boxes?! This article will take you through the basics of registering your game, whether from a hard copy of the disc or from Steam, the essentials of Simtropolis, and a jumpstart into the world of Custom Content, to bring your game to a level beyond what you could imagine is possible. I would like to thank A Nonny Moose for his contributions and influences on the creation of this article. Rush Hours, Deluxe Editions, SimCity Boxes, Oh my! Before starting on registration information, we should make a clarification on just what the differences in these versions are. The short answer is nothing. When Maxis released Rush Hour, the expansion pack to the original SimCity 4 game, they released two versions: one simply the expansion (SimCity 4: Rush Hour); the other, a version that included both the original game and the expansion pack (SimCity 4: Deluxe Edition). It makes absolutely no difference to the game whether you own the Deluxe Edition, or Rush Hour. Now, just what is the SimCity Box? After the release of SimCity Societies in 2008, EA released this version which contains SimCity 4, SimCity 4: Rush Hour, SimCity Societies, SimCity Societies: Destinations, and The Sims Carnival: SnapCity. The story here is the same with Rush Hour and the Deluxe Edition: it makes absolutely no difference. In the event that you happen to be a long time player who does not own Rush Hour or the Deluxe Edition, it should be noted that the expansion pack is required to make use of 99% of the custom content available on this site. I will explain that further later on. Registering and Updating the Game Before playing, you need to pick up the two (2) necessary EA-released patches to your game for it to work correctly. In recent months, it has been noted that the official EA SimCity 4 Deluxe site has been taken down. So as not to leave these players hanging, some mirrors have been set up containing the assorted official updates. Important note: If you purchased your game from an authorized download source, you may not need any further updates. Check the properties of the game's .exe file. If it indicates you have version 1.1.641.0 or if you already have version 1.1.640.0, you will not need further updates. For the standard, PC version updates, check out here: SC4Devotion Own the Mac edition and can't open .exe's? Check out this thread: Bought your copy off Steam? Steam comes pre-patched! Yay! You should apply the two updates to the game in this order: EP1 to fix bugs, and the BATupdate to allow nightlights. When you are finished, you should check to see that the version number of the .exe file for the game in Program files/Maxis/Apps has been updated to 1,1,640,0. This is proof that your updates worked. Optional Upgrades and Tools You may notice on the mirror sites, a number of other downloads available. Among these are new landmarks, new rewards, the Lot Editor, and Building Architect Tool (BAT). These are all optional, and are not necessary for the games function or the addition of but do add content, and functionality. So, just what do these BAT and Lot Editor things do? The Lot Editor allows you to construct new lots, using the buildings, textures, and assorted prop pieces included within the game. The Building Architect Tool (BAT) allows you to construct new 3D models, and is what is used to create new buildings, trees, seawalls, spaceships, and everything inbetween. Using the Lot Editor and the BAT in tandem, the world is yours to create. It should be noted that both these tools have a sizeable learning curve. We do have a number of tutorials here to get you started, the most notable of these being the BAT Essentials Tutorial in the Omnibus. Unleashing the Game At this point, your game is ready to go! The appropriate patches are in place, and the game is as optimized as Maxis and EA could make it. So where to now? Many players are happy to play the game without any custom content, relying simply on what Maxis has provided. It is indeed very possible to create beautiful cities using only what content Maxis provided. But, many would also point out that the game can be so much more. In the 8 years since the release of the game, the amount of custom content available brings the game to an entirely new level. Players can recreate their hometowns with stunning accuracy, watching roads twist and curve, with even the correct corner market in place. Players can build in the desert, in futuristic settings, or on Mars. The custom content community has taken a finite game and given it infinite possibilities. And the question I'm sure you're asking by this point is, where do I begin? There are a number of exchanges available for you to browse. Here on Simtropolis, the STEX is perhaps the largest, and one of the oldest exchanges devoted to SimCity 4. The other primary English exchanges are SC4Devotion LEX and the PLEX (now on the STEX). You could say that SC4Devotiion is the high-tech site, and that Pegasus is the theme site, and you wouldn't be far wrong. Most community exchanges both require free registration in order to download, as Simtropolis does. The SimCity community expands far beyond English speakers, however - other communities include German and Japanese sites. Growable? Ploppable? What? As you browse the exchanges, you'll notice these phrases on assorted files throughout. The answer to this could not be simpler. A growable lot means that it will grow on its own with the appropriate zoning, as if it were any building created by Maxis. Ploppable lots allow you to plop the building as if it were a landmark. Some ploppables retain their commercial/industrial nature and provide jobs as though they were grown. It should be noted that at early points in the exchange, you may run across residential ploppables. These do not work, and will abandon some time after plopping. So, I've Downloaded Some Stuff. Now what? Installation of downloads really is simple. This article by our fearless Dirktator outlines the process of installation. Some downloads now come with .exe installers, which simplifies the process even more - the installer does all the work for you. The next question you may have is where the heck do I find my ploppable items in the game? Some items will be pretty intuitive as to where they are located - Educational facilities are located in the Schools menu, policing facilities in the Police menu, etc. But what about that great skyscraper advertised as a ploppable? Those will generally be located in the Landmarks menu. Nearly everything else (parks, churches, etc.) will be located in either Parks or Rewards. And if you just can't find it anywhere, consult the ReadMe that should have been included with the download. It should state where it is located in the menu system in game. Brown Boxes, Everywhere! Uh oh! This may look tragic, but it doesn't mean your game is wrecked. You just missed downloading some dependencies. Wait, what? Dependewho? Dependencies are separate files that a lot uses to complete itself. If Download A cannot find the appropriate dependency, it reverts to the lovely boxes you can see in the picture above. It may not look like it, but each lot is actually filled with bits and pieces of other files to make the bigger picture. The trees, the benches, the garbage cans, the swimming pools you see on assorted lots are all individual pieces, that come together to create a house, a park, or a shopping complex. All downloads on the SimTropolis EXchange are required to list all dependencies needed to work properly. If you've looked everywhere and just can't find that dependency, or if the dependency package is locked, please make a post here, and one of our friendly members will help you out. You may have further questions in regards to dependencies. As with installation, I would like to refer you to another article that goes into much further detail. The Dependency Debate by north_country_dude goes into great detail about the pros and cons of dependencies, and answers a few of the common questions you may have about them. So what should I download? Building tastes vary from person to person. Personally, I prefer the drab, 1970's concrete buildings, while many prefer the sleek, glass modern skyscrapers. Because of this, I'm not going to recommend any particular buildings - but I can recommend some mods that are considered the best and the greatest. Network Addon Mod, or the NAM. This mod was first conceived with the discovery of an unfinished road network Maxis left in the game. The talented modding community has taken this and turned it into entirely new road networks, gave us roundabouts, and allows us to create true metropolitan cities with roads to match. This can be found here on the STEX, or at SC4Devotion. If you're interested, here is the "official" NAM FAQ Thread with links to the different parts used with NAM & answers to common queries. If any issues come up while using NAM, there's also a support thread here. Various NAM Team members including Tarkus frequent the thread and gladly help out. A terrain and water mod. When you first launch the game, the grass and water seems realistic enough. A bit off perhaps, but hey nothing can be perfect. Not true - modders have been able to create new textures for the terrain and the water, which makes the Maxis textures look like off-coloured drawings. Cycledogg has made a number of varying terrain mods, and there are assorted water textures on the STEX, each varying for the kind of water your city needs. SimMars. Certainly this mod is not for everyone, but this article would be deficient if it weren't mentioned. SimMars transforms SimCity to Mars, complete with textures, buildings, road networks and music to match. The work done on this is exceptional, and it sits with the NAM as the greatest projects to improve the game that SimCity has seen. Everything else listed here. Livin in Sim has created this top ten list of great mod's that should be essential. A few other members have listed their contributions as well, and I would highly recommend them all! From there you could look through the CJ section to get ideas or run through the STEX and other exchanges to see if anything "jumps" out at you. As I mentioned before, if you can't seem to find something, make a post here and someone is bound to help you out. How do I win? SimCity is different from most games, as there is no set end point. Your success is based on goals you set. For many, a balanced budget and proper governance of a successful city without "godly" intervention (ie. cheats) makes a successful game. For many, the accurate recreation of a real life city is the goal, generally with the assistance of assorted budget cheats. For others still, it's simply to create the best city they can. Set your own goals and adjust as you achieve them. For all flavours of player, however, we do have an assortment of tutorials here on Simtropolis to help you on the Omnibus. The sections that will interest you most are SimCity 4 Reference and SimCity 4 Tutorials. Check back from time to time, as we do continue to add articles! Hopefully, this article has helped you get started. If you have any further questions that this article didn't answer, the folk in the forums and the chatroom are always eager to help, and any member of the Simtropolis Help Squad would be more than happy to give you some tips to the right direction.
  8. Version


    Old Delaware County Courthouse, by Mattb325. A request by a fellow SimCity player, this building drew its inspiration from historic photos and drawings of the Delaware County Courthouse that once stood in Muncie, Indiana. Sadly, this eyecatching courthouse with its high victorian 'wedding cake' design and grand side staircases was demolished in the 1960s. This game asset is offered as reward that DOES NOT replace the original in-game courthouse (nor any other custom lot) and it is offered without the need for pre-existing criteria to be met. It can be placed more than once in a city and can co-exist with the default Maxis courthouse reward if you so wish. In addition to the benefits of enhanced crime fighting offered by the courthouse, I have modded this building so that it also provides 50 very desirable civic R$$ jobs, has a positive effect on commercial areas, provides a landmark effect, improves the mayor rating and is useful in lifting residential demand caps that hinder city and regional development. The cost to the monthly city coffers for this government building and all of the benefits it brings is $118. It sits on a 6x6 lot and is sure to make a grand centerpiece for any small city. STATS: Plop Cost: $68,900 Bulldoze Cost: $5,580 Power Consumed: 38 Mwh Water Consumed: 75 Gallons Pollution: 2 (air) / 1 (water) / 13 (garbage) Radius: 2 / 3 / 0 Occupant Groups: Reward, YIMBY, Courthouse DEPENDENCIES: (note you must be registered with, and logged into, the SC4D Lex to download these) BSC MEGA Props CP Vol01 BSC MEGA Props CP Vol02 BSC BAT Props Mattb325 Vol02 To install, simply unzip the files into your plugins folder Thankyou and 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. 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!
  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. Bureau of Bureaucracy



    Bureau of Bureaucracy, by Mattb325. I present another civic building: this is an example of the Beaux Arts style which was popular for government buildings in the late 1920s and early 1930s, as its domineering style represented stability and permanence. This game asset is based on a real building in the US city of Texarkana and in game it is modded as a similar variation of the Bureau of Bureaucracy. Like the Bureau of Bureaucracy, this is found in the rewards menu and sits on a 4x4 lot. Unlike the Maxis counterpart it is available at any time and can be placed more than once. Like the in game version this building provides highly desirable civic jobs, and helps raise demand caps and mayor rating which is vital if you are to continue building a large city. It DOES NOT replace the in game version and both the Maxis and my version can co-exist in the same city if you wish. STATS: Plop Cost: $36,000 Bulldoze Cost: $7,440 Monthly Cost: $320 Wealth: Medium Demand Created: Jobs$$ 100; R$$ 100 Park Effect: 10 over 22 tiles Landmark Effect 25 over 17 tiles Pollution at Centre: 2 (air) /2 (water) /50 (garbage) Pollution Radius: 3/4/0 Power Consumed: 200 Mwh Water Consumed: 200 Gallons Occupant Groups: Reward & DMV Dependencies (note you must be registered and logged in at the SC4 Devotion LEX to download): BSC BAT Props Mattb325 Vol02 ([url=http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383]http://sc4devotion.c...php?lotGET=2383) BSC MEGA Props CP Vol01 ([url=http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180]http://sc4devotion.c...php?lotGET=1180) To install, simply unzip these files into your plugins folder. Thankyou and enjoy.
  13. Version 1.0.0


    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!
  14. 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?
  15. Waterloo Apartments



    Waterloo Apartments, by Mattb325. Waterloo apartments is a modern, 6 floor boutique block of condominiums suited to many urban environments. Executed in brick and colored concrete panels, this multi-family home has an abundance of light and, thanks to fairly complex massing, relatively private outdoor spaces, and given its scale, makes a good transition between suburban sprawl and downtown hi-rises. Perfect for R$$ Sims, Waterloo Apartments are presented on 2x2, 4x4 and 5x5 lots. The 2x2 will also fit in with W2W environments (both of itself and when grown amongst other traditional W2W buildings), while the 4x4 and 5x5 lots feature a common pool and open landscaped grounds to lend an air of tranquility and luxury. The 2x2 building also has occupancy stats similar to many of the Maxis 'small condo' sets so will give those apartments a run for their money. All lots grow on medium and high density zones at stage 5 on all tilesets. Use the control key while zoning to assist growth. STATS (2x2 lot) Bulldoze Cost: $394 Capacity Satisfied: R$$ 240 (R$ 432 when dilapidated) Pollution: 2 (air) / 1 (water) / 4 (garbage) Radius: 5 / 6 / 0 Power Consumed: 4 MwH Water Consumed: 10 Gallons STATS (4x4 and 5x5 lots) Bulldoze Cost: $503 Capacity Satisfied: R$$ 477 (R$ 861 when dilapidated) Pollution: 4 (air) / 2 (water) / 4 (garbage) Radius: 5 / 6 / 0 Power Consumed: 7 MwH Water Consumed: 19 Gallons DEPENDENCIES (note you must be registered and logged in at the SC4 Devotion LEX to download): BSC BAT Props Mattb325 Vol03 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2768) BSC MEGA Prop Pack CP Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) BSC MEGA Prop Pack CP Vol02 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) BSC TexturePack Cycledogg V 01b (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) Thanks and enjoy
  16. 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?
  17. 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!!
  18. 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?
  19. 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.
  20. Luxury Car Dealership



    Luxury Car Dealership, by Mattb325. I always quite liked the Maxis luxury car dealership, but at just 15 jobs was just too small to offer any real benefits for city growth. Additionally in real life, over the last few years car sales show rooms have moved away from the basic lot, to quite elaborate and funky purpose built show rooms and dealerships. I originally made this BAT for my own use as a generic low-growth stage filler lot suitable for suburban high streets and other main thoroughfares where some high wealth CS jobs are needed. It has a striking modern design, and features a curved glass wall double-height show room fronting the street. Like almost every car dealership I have ever seen (even in cooler climates), it even has the obligatory palm trees as part of the lot This lot provides 58 CS$$$ jobs. This lot is a 4x4 corner lot and grows freely (without being weedy). Use the control key while zoning to assist in getting the 4x4 size. An additional benefit of having a 4x4 lot is that as your city grows, its footprint can easily upgrade. STATS: Growth Stage: 1 (low/medium and high density zones) Bulldoze Cost: $189 Capacity Satisfied: CS$ 550, CS$$ 140, CS$$$ 58 Pollution: 3 (Air)/ 2 (Water)/ 4 (Garbage ) Pollution Radius: 6/7/0 Building Style: Chicago/NY/Houston/Euro DEPENDENCIES: (these are very common dependencies and most of you will have all of them already, however the links are also below) BSC BAT Props Mike Seith Vol 01 (http://community.sim...e-seith-vol-01/) BSCBATPropsMattb325_Vol02.dat (http://sc4devotion.c...php?lotGET=2383) BSC TexturePack Cycledogg V 01b (http://sc4devotion.c....php?lotGET=101) BSC MEGA Prop Pack CP Vol01 (http://sc4devotion.c...php?lotGET=1180) BSC MEGA Prop Pack CP Vol02 (http://sc4devotion.c...php?lotGET=2790) BSC Essentials (http://sc4devotion.c....php?lotGET=443) To install, simply unzip the file into your plugins folder. Thankyou and enjoy.
  21. 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?
  22. 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?
  23. 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!
  24. 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.

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