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City-building game(s)

Found 11 results

  1. Hey Simtropolis! I'm a pretty new player / Simtrop lurker, and was wondering if I could solicit the community's collective wisdom on resources to do a few things: 1) Help me to put a grid on my town of Boulder, Colorado using Google Maps + whatever grid-making software. I made a large-tile-sized square (4.09 km on each side) on Google Maps using ScribbleMaps: https://www.scribblemaps.com/maps/view/Central_Boulder/BoulderSC4, and now I suppose I need to draw a grid on it (256X256 right?). I'm not sure what the best way to do that is. I can eyeball it, of course, but was hoping to get more detail in case I feel the need to micromanage 65,536 individual tiles (like ya do). (edit to add: I'd also be willing to look at slicing the gmap into 128X128 or even 64X64 if it's significantly easier or if there's a cost differential) 2) Help me think about ways to re-create the University of Colorado, which is pretty large and triangular campus that'll sit in the bottom middle portion of the city tile. The standard Maxis Uni won't cut it, and while I could try to create some ad hoc triangular area that incorporates other educational facilities, I'm again hoping for something more robust and customized. 3) Help me find good ways to re-create the bike and pedestrian Boulder Creek path, which meanders its way East-West through most of the middle city and has lots of diagonal parts. Also - any suggestions on how to create a SHALLOW creek area (and other terraforming / landscape general ideas) would be appreciated. 4) And last but not least, help me conceptualize creating a City Journal for this, since I never have before! Any and all help appreciated, I'll keep you posted with what I come up with! Cheers, Neil
  2. I like the look of the national roads from the network extentions mod, except I would like to build on them without having to convert them over to a normal road. I tried using the tool that allows you to modify grids that comes with the experimental network extentions, but it doesn't seem to be adding a grid. I think I've seen someone add a grid to the national road before, does anyone know how to do it? Is there another mod for it?
  3. Hey there! I have some great ideas for new projects, based on a real life buildings. But they are all much bigger than the allowed grid size. Max tile size is around 12x13 while these buildings need at least 20x20. Have any of you made huge buildings like these? How did you do it? You scale it down? You just go bigger and place no props there? Please tell me your experiences. Best regards, Kliekie
  4. A pearl found today in Citylab, one of my favorite websites. Very interesting to watch if you have 15 spare minutes. Video here: https://archive.org/details/detroitspatternofgrowth As in any city, the story of Detroit can be told through its roads. In 1965, an educational film illustrated it all in 15 minutes. Explained in Detroit’s Pattern of Growth, made by Robert Goodman and Gordon Draper of Wayne State University, the city’s layout was informed by French, British, and American rule and its transformation from a fur trading post to the center of the automotive world. Using minimalist illustrations, the film shows the layers of different visions for the city overlapping though new paths, streets, and eventually, freeways. With a good 250 years of various plans colliding, there’s a lot to take in. But to keep it short, the film concludes, the city’s paths can be best understood as products of four distinct periods:
  5. Hello everyone. I'm interested in recreating real world cities and towns in the UK. After experimenting with the plethora of mods available, I'm quite happy I have the tools I need to create fairly accurate depictions of real places, within the limits of the game. My first job when creating a region is to accurately depict coast lines, which I can do with a heightmap with no real difficulty, and elevations I tend to improvise as I go. However my main difficulty has been the scale of the SC4 grid. Some searching indicates each square is 16m, however, which makes sense having the 1km square large city. Though based on the scale of UK roads, a scale of 10m seems to be more accurate. Is the 16m a community assumption? Or should I be safe to just go ahead and for my purposes assume the squares are 10m? Thank you.
  6. Tahoma: Great City of the North

    Tahoma is one of the three principal cities of the Whatcom Region. Boasting a population of 75,000 within the city proper and over 100,000 more in its outlying suburbs, the city has shed its exurban status with the advent of better connectivity to Whatcom, via high-speed rail service and a new, six-lane freeway. From its very founding, Tahoma has been planned on a series of grids, one for each of its somewhat distinct neighborhoods. Downtown, bounded on the west by Tahoma Bay and on the east by the steep Market Hillclimb, is home to most of the city's highrise buildings. The city has invested heavily into renovating its waterfront, building a new pier and Ferris wheel adjacent to its former skid row. Downtown Tahoma is served by two ferry docks, with regular service from its suburbs in Westpoint as well as the Port of Tahoma, to alleviate traffic on the few north-south streets during rush hour. Two new sports venues, BT Arena (left) and Tahoma Stadium (right), were built in the central boulevard of the city for its popular teams, part of the superclub Tahoma North Star (abbreviated as Tahoma NS), which fields teams in over 30 sports. (AN: Ignore the intersection error. It was not seen until the images were uploaded to Majhost.) Tahoma Central Station is served by trains coming approximately every 6 minutes at peak hours, arriving from destinations as far away as Newport/Baker and even Westgate Island. High-speed rail service to Whatcom, which runs through South Tahoma and Elliot Bay, operates on 15-minute frequencies during normal service, but is increased during special events and holidays. At the north end of Tahoma's downtown sits her tourist areas, home to the sprawling Downtown Mall and Tahoma Performing Arts Center on Plaza Street and the small Tahoma City Beach, often crowded with sunbathing tourists and locals, only differentiated by their choice in more generic towels. At Downtown's other end lies the new Tahoma City Pier, home to a museum dedicated to the local shipping industry as well as the popular combination arcade/aquarium. New hotels have sprung up in the two blocks adjacent to the pier's only entrance, filling the streets with tourists on any remotely nice day. Above the train station sits the Tahoma Public Market and the rest of Market Hill, including a 3-block park that reaches the Tahoma Viaduct. Market Hill is one of the densest neighborhoods in the region, with older brownstone apartments and modern condos sitting side-by-side, well served by frequent bus service to Downtown and other neighborhoods. The Tahoma Viaduct carries six lanes of freeway through the eastern neighborhoods of Tahoma. Various plans to replace the aging structure, which is at risk of collapse during the next megathrust earthquake, have ranged from deep-bore and cut-and-cover tunnels to replacing the freeway entirely with a boulevard. As of writing, no official plans have been announced by the Tahoma municipal government. Most of Tahoma's big box stores are only allowed on designated corridors that can handle increased traffic, such as arterial streets that connect Downtown to the Tahoma Viaduct. South of Tahoma's Downtown lies the Industrial District, home to the Port of Tahoma and plenty of heavy industry. The Port of Tahoma is the third largest in the Whatcom region, behind the ports of Whatcom and Baker. The ease of access between the port and various connections to other cities in the region give it a major advantage over its larger competitors. The Industrial District and the upscale southern neighborhoods of Tahoma are served by a newly-constructed rail station with frequent service to Downtown during peak hours in addition to regional rail service. The first diverging diamond interchange in the region was built in Tahoma to better serve port traffic without interfering with commuters from Tahoma's eastern suburbs. One final parting shot of Downtown Tahoma. Stay tuned for the next update, to come in a few more months!
  7. I want to start a CJ, but need help with roads. I want my region to have break-the-grid roads without actually breaking the grid. (I.E. not be block after block, but still follow orthogonal road directions) I am not sure how to go about doing this. I tried it before, but with little success. The main thing I want it to be like is too look unplanned, like London or Boston, especially Boston, with confusing one way roads. As soon as the road grid is up, I can figure out the one way roads. Find a road a lot of people are going on, one-way it, and then one-way the other direction with whatever road they spill onto, repeat. P.S. The region I will be using will be the ultra high detail Seattle:
  8. The new Simcity gives you the ability to build truly circular cities, something "impossible" in the grid-based Simcity 4. Too bad that the new buildings are not designed for those kind of constructions. So let's have a look at Simcity 4. In original version, the closest shape to circle was an octagon. Thanks to N.A.M. team and the F.A.R.-3 technology however, it's now possible to build 16gon cities! But N.A.M. team didn't stop there. Not only the original F.A.R.-3 is now dragable, but F.A.R.-2 is now possible. Check the video to have a look. With F.A.R.-3 and the new F.A.R.-2, grid will be a thing of the past. Thanks to N.A.M., it's possible to build gridless cities without having ugly empty spaces between the buildings. But this is not enough. With the new F.A.R.-2, it's possible to build 24gon cities. Even closer to an almost circular city! Thanks to N.A.M. team, I can now build this! Now I need to find a... formula? blue print? basic design? You name it. Anyway, a way to make always perfect 24gon in any shape. Because however I'm not mathematician, any help will be more than welcomed
  9. Granularity

    In SC4 the grid granularity is too big. Lots are far to large for modern real estate usage. A 1 x 1 lot is over 50 feet wide (16m) and this is too much. Only luxury accommodations come in such increments as houses go. Even in the 1970s the first house I lived in had only 35 foot frontage. Whether there is a permanent grid or a temporary one that can be rotated, there has to be a grid of some sort to allocate space. Computers only work in discreet hunks of things. I think something more like 8m (24.25 approx) feet is more like it. This implies also that in order to get an even multiple that the 2 x 2 cities they are talking about are actually 2k x 2k (k=1024). One of the bad things we are all guilty of in this computer age is confusing the abbreviation 'k' with 'g'. k=1024; g=1000. There seems to be no question that distances in the game will be metric.

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