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City-building game(s)

Found 11 results

  1. Northa Flats

    Version 1.0.0

    188 Downloads

    Very happy to see the community back! This is a fantasy creation: the Northa Flats. Lately, I have been inspired by those ugly, boxy-looking apartments being built in gentrifying neighborhoods. - Medium & High Density - Medium Wealth Residential, corner lots - Houston Tileset
  2. How to approach redevelopment?

    Hiya Guys, Given the time I spent playing the game, I find it quite surprising that I somehow still find it almost physically painful to actually redevelop parts of my city so they look differently or fill a different role. It usually goes like this - I build a town, run it for several game sessions, move to different towns. Then, I finally return to the town built and decide that once the necessities are taken care of, I can change it a bit so that it looks more realistic or decluttered. And this is where I get mental constipation... I instantly go "Naaah, but destroy so many streets now?!", "Naaah, but dezone and bulldoze so many buildings now?!", "Naaah, I don't even know where to begin and it will look just as bad as it looked before!". This was always the case in all of my SC3000 cities - once I filled the entire map, I was done with a given place and rarely went back. Opening the finished work just to watch it like you do with pictures in an art gallery. SC4 has more options to play with so I want to understand how redevelopment is pulled out and how does it work? What should I do to conduct successful and visually coherent redevelopment of a city or parts of it? I don't want to show any pictures of the cities I have in my mind, because I would like to get some general guidance that can be used is multiple different situations. What elements should I focus on for best results? Create new shapes for neighborhoods through roads and streets? Use existing roads to delineate new development? Switch the purpose of some of the zones? Build railway and only then attach new neighborhoods to infrastructure? (rather than other way round?) Please don't tell me "combination of all above" or I'll kill you.
  3. Sveavägen 2-10

    Version 1.0.1

    756 Downloads

    A recently finished office building built from the salvaged materials and the carcass of the previous one in its place. The real life building is closest to the FAR3 slope version in this collection, but that requires planning the site with 7.5m ground raiser and the included pavement helper lots as in the picture above to get it right. As these are not the kind of buildings you would have more than a couple times in a city, The FAR3 slope, FAR3 flat and diagonal versions are only accessible through the 'buildingplop' menu. Only the orthogonal version is available in the landmark menu. The FAR3 slope helper pieces have a seperate invisible building with 16 CS$ jobs, when you select it in the menu and only see the 1x1 version, just scroll your mouse and the other two should appear. All versions have around 820 CO$$$ jobs, The growable version is: Stage 6, medium and high density 5x2 commercial zone, Euro tileset only Required (to get the buildingplop menu) : Reccomended:
  4. Soltrappan + Röda Paviljong

    Version 1.0.1

    356 Downloads

    A brend new building intended to connect the elevated, dead and dangerous Malmskillnadsgatan to the more lively Sergels torg area via the exposed stairs and escalators heading towards there. The real life angle of Malmskillnadsgatan is close to FAR3, but since there are no FAR3 7.5m viaduct pieces, it looks awkward and there is much compromise. For this reason i made a straight version also, but they are for an extremely specific location. Both versions work as subway stations with a capacity of 26000(FAR3) and 24000 22 mostly $ jobs to account for the restaurant and kiosk in the red building. Required :
  5. Version 1.0.0

    1,006 Downloads

    something slightly more deviant now, several of them finalists for stockholm building of the year 2017 and highest rent in the country, all butchered by me to suit sc4. most have reduced power and water consumption and garbage emission ( - 1/3 ) dependency : for the paths to appear stats: Jaktgatan 33 (S mid 1) mostly 1 br. and studio apartments R$ - 88 2x2 medium density only Jaktgatan 39 (S mid 2) studio and multi bedroom apartments R$$ - 96 2x2 medium density only Grythundsgatan 5 ( E corner L ) mostly comfortably spaced 1 br. and studio apartments R$$ - 148 3x2 left corner high density only Grythundsgatan 11 ( E corner R ) single and multibedroom apartments overlooking the adjacent national park R$$$ - 80 2x2 right corner medium density only Husarviksgatan 16 ( N mid ) studio, single bedroom and duplex apartments overlooking the adjacent national park R$$$ - 122 4x2 medium density only Taxgatan 10 (W corner L) comfortably spaced apartments with a cafe on the ground floor, made this commercial to compensate for the surrounding shops that are part of residential lots. C$$ - 60 2x2 left corner medium density only Taxgatan 2 ( W corner R ) multi bedroom apartments R$$$ - 198 3x2 right corner high density only
  6. Garphyttan corner redo

    Version 1.0.0

    813 Downloads

    it is sometimes hard to reconcile and compromise real scale buildings with the sc4 grid and it was the case here, i was annoyed with how the previous version turned out so i made this, almost exactly as in real life in width. stats : 4x1 left corner high density R$$ 184 contemporary tileset optional (for the backyard paths to appear) :
  7. Version 1.0.1

    1,140 Downloads

    more of the same from that area, not the whole quarter this time. stats: 3x1 south corner right - R$$ 122 high density ( left corner when zoning ) 2x2 north mid - R$$$ 80 medium density euro tileset includes the path prop
  8. Version 1.0.1

    995 Downloads

    a very recent development in line with more traditional forms. divided into 7 lots, all except one ( North corner Right ) are growable only with the contemporary tileset checked in high density zone-road configurations as shown in the last picture. stats are following: 2x1 south corner left - R$$ 114 3x1 south mid - R$$ 224 1x3 south corner right - R$$ 180 1x3 east mid - R$$ 228 diagonal, hold alt while zoning 1x1 north corner right - CS$$ 96 ploppable in the landmark menu 4x1 north corner left - R$$ 184 2x2 west mid - R$$ 92
  9. Version 1.0.0

    770 Downloads

    these facilities were used for storing gas until the recent redevelopment of the area, as of now they are being turned into an event space (gk 2 - the larger one), a hotel (gk 1 - small one) and an indoor climbing hall and restaurant( the more ordinary building), i made the lot loosely based on how it is supposed to look when construction is finished next year or so. gk1 and climbing hall has 262 CS$$$ jobs, gk2 - 298 CS$$$ both lots are ploppable, they have a slight landmark effect ( increased desirability for commercial ) and they can be found in the power menu.
  10. Hello fellow SC4 fanatics, Long-time reader but first-time poster here. Have been playing SimCity 4 on and off for about ten years and I'm recently getting back into it for real. One thing I really enjoy is focussing on realistic city and region dynamics - the nitty gritty if you will, instead of living out my urban fantasies. Lately I have been dealing professionally with socio-economic housing dynamics and one thing really always bugged me: Growable buildings in SC4 may, depending on many factors, "dilapidate" or go down in wealth level. This is realistic and something we see in the real world - particularly in waves. Over the last couple of decades, however, we see - influenced by trends such as housing shortages and re-urbanism - the reverse happening: buildings going "up" rather than down in wealth level, i.e. the building being used by people of a "higher wealth level" than the people for whom the building was originally intended. I myself live in a building that people of similar means 100 years ago when it was erected could never have afforded and I turn cannot possibly afford a more middle class dwelling from that point in history. Without arguing too much about definitions, let's call this gentrification. Part of the "story" or progression of SC4, if you will, is about cities progressing from a primarily rural economy to an industrial one to one based on high-tech industry and the commercial sector. In a way this mirrors our real world and arguably the lives of your sims get better over time. I would love to be able to "revitalise" neighbourhoods in that way and play around with that changing population dynamics within the city - particularly in combination with the No-kickout mod. I guess it's just a particular interest of mine. So without further ado - since so many of you are proficient at modding the game - would it be possible to reverse these dynamics for buildings and have them go up in wealth? It seems like by changing building properties it may be done, but I have no clue how. Any thoughts? Thanks!
  11. Neighborhood of Riverside

    Update Time: This post will feature the Riverside neighborhood of Des Plaines. Riverside is the oldest neighborhood in Des Plaines and is situated along the Mississimi River. Historically Riverside has been the first stop for new immigrants in Des Plaines' history. While that is still true today, the neighborhood is rapidly gentrifying due to its close proximity to downtown and its wealth of beautiful old historic buildings and landmarks. Despite the rush of yuppies moving in, the neighborhood still has a reputation for being on the dangerous side. Location in Des Plaines. View of neighborhood: The Encroaching Downtown: Example of Housing Stock: The hip and artsy Lincoln Street. 20 years ago people would laugh at you and think you were nuts if you moved over here. Now it's one of the hottest addresses in town. Housing around Lincoln Street: Barely visible at top right is the Des Plaines Modern Art Museum before downtown.A huge tourist destination. Street to avenue widening has left an odd, uneven steetscape and caused the loss of many historic buildings. Roads are packed at all hours. EL to subway transition. Northern section of Riverside is mainly composed of single family homes which are separated from the dense apartments by the firefighters memorial and the Old German Chuch and Cemetery. Next update I will show downtown. Later updates will have calm rural areas, and blighted ghettos. I have most fun making the ghettos look as depressingly realistic as possible, so stay tuned!
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