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City-building game(s)

Found 5 results

  1. La Gomera, Canary Islands, Spain

    Version 1.2


    La Gomera is one of Spain's Canary Islands, located in the Atlantic Ocean off the coast of Africa. In area, it is the second-smallest of the seven main islands of this group. It belongs to the province of Santa Cruz de Tenerife. Its capital is San Sebastián de La Gomera, where the headquarters of the Cabildo are located. This map is probably even more challenging than my Jan Mayen map. Aside from the railroad connection, which I have no idea how you'll use, this map's resources are extremely difficult to access. The different zones on this map are modeled semi-realistically, very similar to that of the real La Gomera. The rainforests are better left undisturbed for even more challenge, and me being the ultimate bastard of the universe, I placed oil and ore there, as-well as fertile land, which is available from the start. If you really want the oil, you have to butcher the rainforests. If you really want to be renewable, you have to butcher the rainforest too. If you want to be Greenpeace, you have a huge problem to overcome. The rolling hills and mountains are incredibly different to go by. If the Spanish colonized this place, you can too. NOTE: Los Organos is not present here. Sorry. NOTE2: be careful about where you build! I got flooded in a lot of places.
  2. 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?
  3. The Cauldron

    Version 1.0


    Very hard map, Huge Water Cauldron Dominates this region Another reclamation map needing dams to keep your city from drowning, This time it's very hard. you will need to use plenty of water to open new areas. 4 Connections (All Types), usual resources Build in the wrong place and you better have a water pump! Connections when opening new segments lead to Mount Doom and a highway pass right through The Cauldron ,
  4. FloopyLands

    Version 1.0


    Steam Workshop Link >>> FloopyLand Hello Ladies And Gentlemen and welcome to FLOOPY LANDS ! First of all I suggest you subscribe to one of the 2 mods that allow to extand the tiles to 25 All Spaces Unlockable - With Right Price OR All 25 Areas purchasable And btw the mod that unlocks achievements Mod Achievement Enabler So why Floopy Lands Well ... I've always liked to build on cliffs so I created a map with cliffs. Yep. I started the design of the map here based on a nice but very mixed heightmap and the result wasn't a very user oriented map, to be honest it was unplayable. So I had to fix it to make it more friendly-building. (And it took longer than I expected ) The map remains a challenge and sometimes you'll need to submit to the curves of the cliffs and forsake the practical side. I hesitated to get the begining on the map on the beach as adventurous pioneers but, I finally adopt a traditional start to let you the choice of expansion. We could divide the map into several regions An artificially landscaped area. (Beginning of the map) A relatively steep terrain San Fransisco style. (Southern map) A nice flat beach for a free construction. (Well... where there's sand) Wide areas with low height variations for a free construciton but in addition it, it's beautiful. (Top of map) Challanged-areas with 2 mountains. The great cliff at east of the map And... And a small secret area. Oh oh mysterious, mysterious... Of course all conveyance are avalaible. This is the first version of my map, so feel free to bring your sugestions or bugs, and even map names... ( but i like Floopy Lands ;D ) , and especially post your screenshots of your cities i will be glad to see them.
  5. UDI Missions v.s. Difficulty We all know that an 'Easy' difficulty city will not be offered some UDI missions. For example, when I used to play only 'easy' difficulty cities, I never saw an ice cream truck mission for placing 2 elementary schools, but I always do on medium difficulty cities. But will UDI missions reserved for Medium also be offered on Hard? And will the ones that work on Easy also work on Medium and Hard cities? Or are we always limited to exactly the UDI mission set per each difficulty city level? If we are limited in that way, then since I play UDI missions a lot, I may have to start choosing the city difficulty based upon which rewards I will want to unlock via UDI. It would be helpful to know that always starting a Hard city would for sure unlock all UDI missions, but I suppose thats the question here for the SC4 GURUs, isnt it? Thanks! (Hmmmm.... perhaps this could be my next Mod [or someone's] - A Mod that allows all missions to be offered when the requirements are met, regardless of which difficulty city you are building.)

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