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Showing results for tags 'ideas'.
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So I've been playing around with SC4Pac after a prolonged absence from the SC4 modding scene. The ability to use json files and to have a less conflict-prone load order is a definite win for the community! Also, the ability to have multiple profiles (especially for juggling NAM/CAM load orders) is a game changer. I have a few constructive suggestions to make SC4Pac more intuitive for beginners and non power-users: I don't love the "star"/"unstar" method of installing/uninstalling mods. In most apps, websites, interfaces, stars are used to indicate favorites, not install/uninstall. I would use a checkbox, radio buttons or other more standard UI elements instead. While the folder-based organization is useful for ensuring proper load order, it doesn't solve the problem of long load orders and not remembering what you have installed. My first install with NAM/CAM only had over 300 entries. I'm not sure how you solve this, but it might be useful to allow users to rename (or nickname) or put custom tags on modpacks or individual plugins. There should be an obvious way to clear the download cache, and more importantly to permanently delete the installed contents of a modpack or individual mod from within SC4Pac. There should be a right-click contextual menu displaying options for dealing with an individual mod or modpack. There should be a manual install procedure for individual mods downloaded manually. Let the user create their own metadata for mods they download manually within the software. I'm not sure if this is possible, but SC4Pac should handle placing .ini files without a manual manipulation from the user. In my years of creating Youtube modding tutorial content, I have noticed a few general things that cause confusion with new users. Anything that brings up a script or a terminal is liable to push people away. I would hide these in the UI under an "advanced view" toggle. Extensive requirements to navigate subfolders and move/copy/paste files is also a turn-off. Finally, manual edits to .ini and .cfg files will cause people to bail on the whole process. The bottom line is most people are mostly comfortable with a WYSIWYG GUI approach and are very apprehensive about anything else. The Nexus Mod Managers and Mod Organizer 2, used for modding many other game are good references for UI design (they have pros and cons as well of course). I'm not sure if some of these suggestions are already in the works, impossible or if they are already possible but I've misunderstood, so apologies for my own incompetence. I hope that they are constructive and helpful for the devs!
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As a noob what mods and/or ad ons would you recomend I start with?
- 30 Replies
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- mods
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With the STEX approaching 20 years old (containing 23,459 files and counting), we believe the categories are due for an overhaul to make browsing much easier for all players. The current structure is way too broad and we believe that can be improved. Therefore, we've outlined a proposal to enhance the ease of finding SC4 files on the exchange. The poll question is simply whether or not you agree changes would be a good idea without needing to agree specifically with the following suggestions. Then when you reply, you can agree with the outline or make suggestions of your own. The following is a replacement for "Lots" and "Buildings" categories as well as other tweaks: Proposed New STEX SC4 Categories Residential: Houses, apartments, and tall towers with residential use. Commercial: Shops, shopping malls, office blocks, and skyscrapers with commercial use. Industrial: Factories, manufacturing facilities, and high tech buildings. Agricultural: Farms and other rural themed lots, including fields. Civic & Urban: Primary city civic structures, including fire, police, school, hospital, churches, rewards, and stadiums. Also anything urban themed in general, including other misc ploppable structures. Utilities: Power plants and transformers, water pumps and towers, sewage and garbage processing facilities. Parks & Plazas: Ploppable lots themed as park sets for city beautification purposes. Transportation: Items themed around transport networks, including stations, road and rail mods, tunnels, airports, and seaports. Automata: Cars, trains, planes, boats, which travel on game transportation routes. Gameplay Mods: Modifications which alter aspects of the simulation parameters. Graphical Mods: Modifications which enhance graphical aspects, including water, terrain, beach, rock, and tree mods, and UI elements (e.g. data views / graphs). Also includes MMPs which add details to the landscape. Cheats: Mods or lots which are designed to radically alter the gameplay, such as for city funding boosts. Tools: Programs to use for working with SC4 data files, along with map making utilities. Maps: Files to allow custom regions to be rendered for use in game. Ready Made Regions: Complete zips of playable pre-rendered regions (~50 MB max). These are either terrain only or with development in place. Dependencies: Files to use which add props or textures on custom lot designs. These are intended for using in the Lot Editor or PIM-X tools. 3ds Models: Gmax source model files which can be used for modifying and rendering as a custom BAT design. Obsolete & Legacy: These files are not recommended for use, but are kept here in case someone has a reason to need them. ---------- By creating this topic, we'd like to gauge community opinion about the idea for these new categories. Do you like these, or have suggestions for other categories which might even be worth adding additionally? Remember, the poll is for a Yes / No opinion meaning: Yes: Make some sort of changes. No: The SC4 STEX categories are perfect as they are already. We also encourage discussion about this so we can refine the implementation. We plan to keep this open for a few weeks (depending on input), and after such to commence the reorganisation if there is a two-thirds majority in favor (Yes) for changes. Thanks everyone. -CB & Cori
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Kind of like "Can't Find It" or "Ask a Quick Question" but more opinion based. Ask or leave advice about lots, mods, terrain, maps, basically anything to do with SimCity4. If you try something that you really like recently, recommend it here. I've been trying to figure out for a long time what's been causing these "sparkles" on my maps. I think I've narrowed it down to a cheat power plant. Although the stats read 0 on radiation, it still looks like its radiation. The lot is 1x1. Could anyone recommend a small, powerful power plant that is safe from this situation?
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Just fired up an old laptop and loaded Win7 on it to get my SimCity4 cds to load. While I am playing around with the city dynamics, it would be cool to have unlimited funds while I play around with each of the artifacts and see how they work. The seaport is sort of tricky, getting used to the round cursor to terraform is a trip. I am trying to figure out the correlation of some items to others. When does the rail work just going by something vs needing a station? Got hooked on SimCity 2000 and SimCopter (shooting out a traffic jam was fun, then go pickup the injured and do a quick dust off atop the hospital then back at it). Bought SC4 (reg and then deluxe) years ago and just came across the discs to try again. Interested in the traffic parts but usually run out of money before things really take shape. What is a good 1st MOD to download (never tried these)? Where do I find those?? I got hit up at the door to donate and probably will but don't see me blindly buying $50 dvds just to find out I am not interested in 90% of it.
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What am I forgetting? Unique Creation Ideas for Cities and Regions
Jedimarine posted a topic in SC4 - Custom Content
Modular International Airports Modular Golf Courses Wilderness Parks Cultural Centers Theme Parks Campgrounds Suburban Subdivision Sprawl High Tech Industrial Campuses Freeway Adjacent Warehouses Multi-Modal Transit Hubs Naval Yards These are just a few of the unique additions made to my SC4 cities and regions. Most are largely due to the excellent content so graciously shared on this site. But I feel like I'm missing something important. There is some element of world simulation that I'm not adding in, and I cannot put my finger on it. I suppose it could be that I just grow bored of creating another neighborhood or routing another monorail line...but in the past I have always discovered something here that had me racing back to each city to find a way to squeeze in a new nightlife district or a new sports venue, etc. I almost miss the days long ago when i just went Skyscraper hunting...simpler times...simpler tastes. ------------ What am I forgetting? What have you done lately to enliven your cities? Thanks for your input...- 24 Replies
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Hi everyone, is possible in some way to add new animations of sims in the streets or Plazas maybe putting an animated lot? Because will be cool to create historical re enanchment of medieval knights in central historical plazas of towns like we have here in Italy and im'thinking too to the concerto and live festivals of music, thanks
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- animations
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Suggested Future Plans of STEX (and Simtropolis in general)
Propfam posted a topic in Simtropolis Related
Hello, I have some proposal to the STEX. Here are the proposals. STEX Premium Collections STEX is one of the largest SimCity 4 exchanges. What makes STEX different from LEX is STEX also hosts C:S, SC2013, SC3K, to even C:XL. Not only those, we also hosts defunct exchanges like SimCityPolska, SimCityBrazil, PLEX, to recently, WMP. But, we lack things from LEX and one of the things is certified mods. We currently don't have certified mods in Simtropolis. This means mods can be low quality. Fortunately, we do have an active custodian to fix problems but we can only fix problems regarding things that mods advertise. For instance, we don't make officially the CAM version of some old buildings because they didn't advertise the version. That's the Premium Collection job. This is the replacement to STEX Collections and not the regular STEX. This is similar in concept to the Mod Certification on LEX, but not the certification criteria. We are more strict and we have an exclusive contract with creators. For instance, we can provide an official CAM version of old buildings alongside regular after-release bug fixes. Another example is the BAT itself. We can obligate creators, for instance, to have a proportional job capacity, both in vanilla or CAM version. We can also prohibits creators from adding unrealistic stats except if they're advertised. This is a paid service as again, the replacement to STEX Collections. We may set the price of $5/month. With this price, you can access the entire collections. Some mods are even exclusive to the collection. In the future, we may paid creators in the collection per download in the contract. And for you, content consumer, you won't see the ads in the mods' listing even on regular STEX. It feels like YouTube Premium, except it's for mods. For the name, we may settle with STEX Premium, STEX Premium Collections or STEX Subscriptions. Which name you like? A bit of disclaimer here, we still provide after-release bug fixes to mods available on STEX. However for adding things beyond the advertised, we won't do it, at least officially. Again, it's not replacement to the STEX. You can still use the STEX however you want. STEX One-click Dependency Similar to existing LEX Dependency Tracker. The One-click Dependency will automatically downloads dependencies with just one-click. This is backed by .json files provided by creators or us if it doesn't exist already. Our service to add .json is available both to Premium Collections mods and regular STEX mods. STEX Modpaccs Yes, it spelt like that. It's actually an acronym by @CorinaMarie and @Cyclone Boom (or CoriBoom should we say). Modpaccs are similar to Collection mods on LEX. It uses One-click Dependency. The mod is similar to other mods, except it's not downloadable (or downloadable with .json/.txt file as a reference). The user should use One-click Dependency to download the content that the modpack provides. This greatly reduces time needed to download a set of appropriate mods. STEX (or Simtropolis) on YouTube Basically, we will create a STEX (or Simtropolis) YouTube channel. Here, we will post showcases, editor's picks, Q&A and tutorials of mods here on STEX. But not only that, we will also post city journals, hot topics, Omnibus articles, and so on in the future. So, we won't just post STEX content but also Simtropolis. We may combine Simtropolis and STEX or separate both in channels. We may monetize the video so the profit goes into the community. Or, we can skip ads and just promote our premium service (Premium Collections) in our videos. The question will be who want to be on the show? Simtropolis Merch Credits are due to @SorryImLate and @Raymond7cn. We will sell merchandise related to Simtropolis. The most likely one will be hoodies. We partner with expert garment factory to produce high-quality and even better, fair trade hoodies. In the future, we may sell much more luxurious yet simple and elegant hoodies, maybe aside from the standard ones if they're profitable. In the future, we will also sells mugs, t-shirts, to even premium mouse pad. We will also trying to be a fashion brand to even gain more "profits" (because we aren't profit-based corporation), which will be fueled to our community. Ad-free Simtropolis Because of the profit taken from the merch, AdSense (if any), and the Premium Collections, we mayn't need ads anymore. We can remove ads from Simtropolis for seamless experience. But, we still consider this feature to be exclusive for Premium Collections subscribers or for general (even guests) users. What do you think about these ideas? What ideas you want to propose? Thanks.- 6 Replies
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Evening one and all I have volunteered to take on the Omnibus as a project, in the next few weeks people will start to see the knowledge tree articles from these sites (all belong to Simtropolis) start to be added to the Omnibus http://www.sc4ever.com http://www.sc3000.com http://www.sc3000.com/sc2000/info/ As anyone who has visited them will realize they are using very old site software and to be honest its amazing that they still work but they do crash quite frequently these days, the priority is to make sure the contents of these sites are also available here at Simtropolis should the worse happen. I think we all realize just what a mess the Omnibus is in, and that finding the document you are looking for can be a bit of a miracle, unfortunately in the short term things aren't going to be getting any better as I will be adding quite a few more articles into it, but I would like everyone who reads this post or has ever used the Omnibus to please start thinking about what categories (and sub-categories) are needed, if its possible to change the layout of the Omnibus then what would you like to see, to give you an example the BlackLiquid (Banished Forums) website uses the same software as Simtropolis and its wiki looks like this. http://blackliquidsoftware.com/index.php?/articles.html/ So please everyone give it some thought and all suggestions are welcome ... may not be doable but it still helps to get an idea of what people want to see in the future. -catty
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list Award Category Ideas: Trixies 2015-2016
Cyclone Boom posted a topic in Trixie Awards - Community Discussion
Award Category Ideas - Much like the Oscars, the Trixies just wouldn't be complete without The Awards themselves! Here is a thread where you can suggest what default categories you'd like to see... The Trixie Awards traditionally feature a selection of categories which can be used to submit nominations for. These have ranged from content on the STEX, creativity in the CJs, to wide-ranging contributions in the forums. With the previous 12 editions of the Trixies, the categories have been pre-defined by the admins, and the only method of suggesting different awards was by submitting a custom nomination. So starting for the 2015-2016 Trixies, prior to the start of nominations, we're opening up the suggestions to the community! Last time the Trixies were held, the categories were simplified in an attempt to make the process less overwhelming. When in actual fact, all this did was the precise opposite. There were fewer nominations per category, and less variations of each type of award. For instance with custom content and CJs, there were only more general themes, which encompassed the more niche categories. This time, by allowing you all to choose what you'd be interested in submitting nominations for, hopefully it can provide a much broader selection to choose from. This should also help with searching for possible candidates, as it will give a clearer perspective. In other words, we're asking you to nominate awards, to be used as the awards! Post Your Ideas Below You may add multiple posts with multiple ideas, or single posts with single ideas -- it's completely your choice... Just remember we're looking for the title here, for example: Best Llama Impression OR Most Likely to outrun a Llama OR Llama Dedication Award And feel free to discuss and hit the button for ideas you, hmm, well... Like. They will then be populated into the below index lists for final consideration by the Llama Crew. Similar with how it worked in 2014, there will be at least 3 types of general awards: (There could be more yet, we'll see...) Custom Content Buildings, lots, mods, maps, and their many variations. City Journals Types, styles, genres, themes, countries, presentation, etc. Community Forum awards, site contributions, members, staff, special mentions & moments, etc. At this stage, ideas don't need to be specific for a particular game or year (2015 or 2016), as most awards can be doubled up for that purpose. Also don't worry about duplicating someone's idea. That just proves it's a good one! Whether big or small, we look forward to hearing your ideas! -
The SC4 Encyclopaedia, AKA the SC4 Devotion Wiki
CorinaMarie posted a topic in SimCity 4 General Discussion
@Tarkus has kindly granted me editing privileges in the SC4 Encyclopaedia, AKA the SC4 Devotion Wiki. I'm starting this topic here in the SC4 Discussion forum cause it's more likely to be seen by more SC4 peeps. Disclaimer first: I have never edited a Wiki anything so I'll want to get familiar with the how-to-do-it from the help files there before I make any changes or add anything new. Ergo, it may be a little while before I do anything there. My own plan so far is to update what the Water Min and Water Max are for in the Region.ini file and to check if the functions I discovered for the hex values in the filter list of the Zones Data View are in there.Then I have several other ideas, but I'll need to see what's already there before I go messing around. So, this thread is for peeps who already browse that wonderful reference and who have ideas for things needing updated, better explained, or just general tips for me. For the first two of those you'll need to provide the specific details that I can c & p since I'm just starting to get a wee bit of knowledge about the workings of the game. Basically, I'm offering peeps a chance to make detailed, thoughtful, and thorough replies here for what they'd like to see tweaked over there. Once I've learned what I'm doing, I can then add stuff. So, in essence, you can submit your suggestions here for the SC4D Wiki and I'll do the leg fingerwork of adding it there. Note: Any reply in this thread may get added so by replying here you agree it can be used under Attribution-Noncommercial-Share Alike 3.0 Unported over there. -
Got some ideas? Here's a place where you can recommend any improvements to Simtropolis. It's about time we had one of these. Even though the site continues to develop, we'd love to hear your thoughts on how it can be further refined and made better for everyone. Whether it be a simple layout/design tweak, or a completely brand new feature, post away in this thread! While we can't promise everything will be possible or implemented, each idea will be read and considered. I'm sure you'll appreciate there are limitations, both technically and financially. To report any issues with an existing site feature, or something not working as intended, please instead use the Bugs Thread. Guidelines For clarity, please keep one idea per post. Double posts are acceptable if you've more than one idea at once. Note: To prevent successive replies from auto-merging, you may need to wait 5 minutes. Give a subheading, describing briefly what the idea is. Explain the idea -- it helps to give as much detail as possible. Pictures or diagrams are acceptable, but not required. Why would this be of benefit to the community? If you value anyone's idea, please Like it to show your support. This helps to give a rough indication of how well an idea is received. If commenting on an idea, please quote/copy the subheading so it's clear what is being discussed. Progress Status Once processed, ideas will be tagged with one of the following: NOT PLANNED - The idea is appreciated, but at this stage, is not feasible to implement. INTERNAL REVIEW - We like the idea, and will pursue whether it's currently feasible to implement. PLANNED - We have decided to implement the idea, and are finding the best ways to go about it. IMPLEMENTED - The idea has been added as a new site feature! This will change depending on ongoing progress with implementation. Thanks all! -The Admins
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Title. I've been itching to try and pick up 3DSMax and BAT again, but I'm not sure what I'd want to create. I figured it'd be best if I saw what the community wanted. Though, if someone ends up bringing up a really good case for producing one of the above, I'll consider it more heavily. Side note is that if I end up getting committed to it, I do have a knack for making things into huge projects. Thanks again!
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I were thinking if the following concepts could be added to SC4, somewhat simulating some aspects of real life and also games as Tropico and Hidden Agenda... Social Divide: Sims may divide into factions: sports teams, soap operas, alignments.... These divides could bring from minor efficiency losses to major civil wars inside the own cities, and also terrorist events and situations. Each type of building would promote a type of alignment in the region adjacent to it, and in places where ''contrary'' alignments'' interceded, there would be conflicts, causing promblems in the regions. Some specific alignments would appear in preset eras, for example, simbots and simtants appearing after 2040 and causing anti-simtant and anti-simbot sentiments, which would force the mayor to isolate them for avoiding a war situation inside his city. Discrimination would cause factions to ''zone in'' in specifical parts of the city, affecting traffic. Further rifts among the alignments would cause ''feud wars'' from alignment to alignment, including from destructive riots in their intersections for simulating the rift amongst them, to bioterror/bombign strikes. Illegal Ocuppation: Citizens and business would trying ''autozone'' regions of the city, without authorization. Police cars could be necessary for containing them, until proper zoning being done. An anti-occupation ordinance should be implemented, making the jails full of people and causing unrest among poorer sims. Tax Evading: A certain percentage of tax evasion should happen in the city, thanks to government and police underfunding. Revenue offices should help reduce this according to their coverage. A special ''whisteblower ordinance'' should bring extra money to the city, at the cost of slightly less commercial, industrial and elite housing demmand cap. Buildings: Trade Union Building: Reward Building(having X citizens employed, maybe?) Generates some jobs in return for some government spending. Slightly augments mayor rating amonst low and middle income. Allows ''Trade Union Ordinance''. (Plus mayor rating, lesser fire risks in industrial and agricultural areas.) Civic Center: Civic building. Has a slight park effect, and also a educational and anti-criminal one. Militia Firing Range: Reward building. (for?) Gives a slight security bonus, but causes traffic and garbage problems. Allows for ''Freemen Security Act''(Reduces criminality drastically at the cost of augmenting unrest and pollution.) Robot Containers: ''Civic building.'' Container zones for excluding the simbots/simborgs from amongst the ''normal'' population. May diminish unrest but can creates a huge crime spot and traffic problem. Mutant Camp: ''Civic building.'' Excludes simtants/simaliens from regular population. Monster Castle: Excludes simspooks from regular population. Control Post: Similar to a tool booth. But in place of charging money, reduces traffic for augmenting security. An excess of control posts may cause unrest/disapproval amongst population. Animal Shelter: Reward building. Some effect on garbage and water pollution. May allow for ''Pet Adoption Ordinance'', with slight effects on pollution, and garbage. Student Union QG: Reward Building(College/University coverage?): Similar to Trade Union, but with more effects in the educated class. Allows ''Student Wing Act''. (Plus mayor rating, less unrest in educated areas?) Miniluv: Works as a great jail and police department at the same time. Consumes a lot of energy, and lots of ''black cars'' in the traffic. Minipeace: radioactive building. Generates a lot of tanks in the traffic. Minitruth: Generates a lot of jobs, and mayor rating, but also garbage. Miniplenty: Consumes a lot of garbage, energy and water, but also generates a great park and health effect. ASAT Testing Range: Business Oportunity. An EMP Weapon that fires periodically to the air. May cause the explosion of a major energy facility or some hi-tech industries from time to time. Nukair. Inc: Business Deal/Reward. Military company which is testing a Nuclear Powered Plane. Comes with a Nukair plane with especial ''Nukair Missions''. Mega-Church: Business Oportunitty. Causes massive atracction, but may divide city amongst followers and non-followers. Sect Village: Idem. Besides that, may enter in feud with the Mega-Church. PENSA Chapter: Reward for high education levels. Has a little park and EQ boosting one. Conflicts with religious and military places. Presidential Camp House: Reward/Business. Brings a lot of money, but also atracts crime. Gives acess to presidential vehicles with ''presidential missions.'' Villain Tower: Mega-villain tower. Gives a permanent base to a mega-villain. Allow for ''Villain Base Ordinance'', in which, for a little money and mayor rating, the city gains an EQ and Hi-Tech Cap Bonus. Heroic Hall: Heroic Squad homebase. Allows for ''Oficial Hero Place Ordinance'', in which, for a little security and fire risk, the city gains an agricultural and commerce cap bonus. PMC HQ: Mercenary group HQ. Provides a free ''special security'' unit, and ''special'' missions. PI HQ: A small private investigator office. Would serve mostly for displaying factional rifts when clicked, and enabling ''private investigator'' missions. Indian/Mutant/Robot/Dinossaur Reserve: Reward/Landmark/Business deal with some money bonus, but service demanding. Demolishing them would bring great costs/unrest in the city. Revenue Office: Civic Building. Some cost and high garbage production. Less garbage would be produced with a special ordinance: ''Online tax forms.''
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Hi guys, I need some help in how to reconfigure or replace my heavy rail inside my existing city. Some info, my city is a medium density city which is primarily based on pedestrian and public transit use. Currently inter-region travel isn't very big, but I am planning to build some out suburbia and maybe some industrial areas outside my main city. The subway, buses and light rail have been going pretty well, but I kind have ignored the rail built earlier. Instead of building my city around the old heavy rail, I have built my city over the rail. It has resulted in some messy, and unrealistic railway crossings. Within the city there are only a few stops, used well enough I guess (it is important for some sims travel to outer areas), but i want to invest in it for the new outer developments. There are just 4 lines. I like the idea of elevated rail in the inner areas, but monorail or elevated rail looks kinda silly on the ground in the country side. Would an elevated rail to heavy rail be a good idea, or is that a bit buggy? I think I planned to turn the heavy rail into underground rail when the town became a city, but underground rail seems a bit complicated to me~ especially passing it underneath tram intersection roads.
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New Commercial Buildings Ideas
Silentjacob98 posted a topic in SimCity (2013) Modding - Open Discussion
Just a long list of new building requests/ideas: Fast food: (M$, LD) -there is already a McDonalds and Burger King but maybe they should make -KFC (Kentucky Fried Chicken) -Jack in the Box -Carls Jr. -White Castle (east coast USA fast food resturant) -In-N-Out (very popular west coast USA fast food resturant) -Pizza Hut -Sonic Drive-Thru Larger Resturants: (M$, MD) -Cracker Barrel -Black Angus -Bob's Big Boy (popular west coast USA Burger resturant) -Denny's Diner -Hard Rock Cafe -Outback Steakhouse -TGI Fridays Gas Stations: (already using the Medium Wealth gas station building) -Arco -Cheveron -Shell -Mobil Miscellaneous: -7/11 (convenience store) -TA Travel Centers (Travel of America) -Pilot Flying J Travel Centers -Love's Travel Centers Stores: (M$, MD) -Target -Wal-Mart -Costco -Macy's -JCPenny's -Best Buy Hotels/Motels: Hotels: (M$, MD) -Hilton -Embassy Suites -Holiday Inn -Best Western -Marriott -Hyatt -Radisson Motels: (L$, MD) -Motel 6 -Econolodge -Vagabond Inn -Ramada -Rodeway Inn -Super 8 I Know its alot, but its just some ideas for some new buildings Comment any other ideas for commercial buildings too!- 21 Replies
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Hey All ! Just Looking at Most of the fast food restaraunts currently available on the STEX .. and it came to mind that None are Transit Enabled. i know it may seem pointless but many people pay attention to such details & realism , because obviously in Real life you can drive into the drive thru. Anyways Putting the Idea out there it would be Great to see this made possible .
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