Jump to content
  •   Announcement

  •    Alternatively see here for an enhanced Google site search, which you may find provides more accurate search results. (More Info)

Search the Community

Showing results for tags 'industry'.



More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


Forums

  • Simtropolis Department of Public Works
    • Simtropolis Recovery Project
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • Mapping Community Room
    • SC4 BAT & Lot Workshop
    • SC4 Modding - Open Discussion
    • NAM & Transit Networks
  • Cities: Skylines & CS2
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
  • Challenges Forum
    • SC4 Challenges - Info and Discussion
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Club-owners Club's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Furry Community's Topics
  • Simtropolis Italia's Discussioni
  • New Washington's Topics
  • Everything about details's Topics
  • CityBuildingMasters X's Topics
  • City Journal Club's Topics
  • City Journal Club's Photo Shopping, Type Faces, Page Layout !
  • City Journal Club's Writing
  • Coolio Club For Cool Children's Topics
  • Atlantic Energy Co.'s Topics
  • Micropolis's Topics
  • City-Builders Website's Club Topics
  • SimCity Polska Organization's Topics
  • Simtropolis em português's Topics
  • Simtropolis em português's Fórum
  • My Little Pony Club's Topics
  • SimCity 2000 Resource Club's Topics
  • Simtropolis中文's Topics
  • Simtropolis en français's Topics
  • NewCity's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Topics
  • Southeast Asian Mayors's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Request Maps
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Social and Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Mapping
  • SimCity 3000 Resource Club's Information
  • The Great British Simtropolis Club's Topics
  • Roller Coaster Park Builders's Topics
  • Banished's Topics
  • Banished's Modding
  • Banished's Questions
  • Banished's Stories
  • Android City Builders & Other Games's Topics
  • City-Builders Website's Banished Toolkit
  • City-Builders Website's Banished Villages
  • City-Builders Website's Banished Achievements
  • Spooky Souls Building's Topics
  • TheoTown's Topics
  • Found Custom Contents's Topics
  • Cities in Motion's Topics
  • SimCity 3000 Resource Club's SC3000 Ordinances

Categories

  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT & Lot Editor Tutorials
    • Modding Information
    • Mapping & Terraforming
  • Other Games
  • Simtropolis Articles
    • Interviews

Categories

  • News
  • News
  • News

Categories

  • SimCity 4 Files
    • Residential
    • Commercial
    • Industrial
    • Agricultural
    • Building Sets
    • Civic & Non-RCI
    • Utilities
    • Parks & Plazas
    • Waterfront
    • Transportation
    • Automata
    • Gameplay Mods
    • Graphical Mods
    • DLL Mods
    • Cheats
    • Tools
    • Maps
    • Ready Made Regions
    • Dependencies
    • 3ds Models
    • Obsolete & Legacy
    • Reference & Info
  • SimPeg (PLEX) Files
    • PLEX Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • SimCityBrasil Files
  • SimCityPolska Files
  • WorkingMan Productions (WMP)
  • Cities: Skylines II Mods
  • Cities: Skylines Buildings
    • CSL Maps
    • CSL Roads & Traffic
    • CSL Vehicle Assets
    • CSL Game Mods
    • CSL Props
    • CSL Programs & Tools
  • SimCity (2013) Buildings
    • SC13 Game Mods
    • SC13 Roads & Traffic
    • SC13 Vehicles
    • SC13 Programs & Tools
    • SC13 User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • SC3K Cities & Maps
  • CitiesXL Buildings
    • CXL Mods & Tools
    • CXL Maps
    • CXL Textures & Props
    • CXL Lots
    • CXL 3d Models
  • Simtropolis en Español's Descargas
  • Club-owners Club's Dirk's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Furry Community's Files
  • Simtropolis Italia's Archivio
  • New Washington's Files
  • Everything about details's Files
  • CityBuildingMasters X's Files
  • City Journal Club's Files
  • Coolio Club For Cool Children's Files
  • Atlantic Energy Co.'s Files
  • Micropolis's Files
  • City-Builders Website's CB Files
  • SimCity Polska Organization's Files
  • Simtropolis em português's Descargas
  • My Little Pony Club's Files
  • SimCity 2000 Resource Club's SCURK Tilesets
  • SimCity 2000 Resource Club's CITY Files
  • SimCity 2000 Resource Club's Multi Object Tilesets
  • SimCity 2000 Resource Club's Single Object Tilesets
  • Simtropolis中文's Files
  • Simtropolis en français's Files
  • NewCity's Files
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Files
  • Southeast Asian Mayors's Files
  • SimCity 3000 Resource Club's SimCity 3000 Starter Towns
  • SimCity 3000 Resource Club's SimCity 3000 Cities
  • SimCity 3000 Resource Club's SimCity 3000 Terrains
  • The Great British Simtropolis Club's Files
  • Roller Coaster Park Builders's Files
  • Banished's Banished Mods
  • Banished's Kid's Mods
  • Android City Builders & Other Games's Files
  • City-Builders Website's Banished Save Games
  • Banished's Modding Files
  • SimCity 2000 Resource Club's MAC Files
  • Spooky Souls Building's Files
  • TheoTown's Files
  • Found Custom Contents's Chinese Sites
  • Found Custom Contents's European Sites
  • Found Custom Contents's Japanese Sites
  • Found Custom Contents's North America Sites
  • Found Custom Contents's Asia-Pacific Sites
  • Cities in Motion's CiM Maps
  • Cities in Motion's CiM Mods

City Journals

There are no results to display.

There are no results to display.

Calendars

  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Club-owners Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Furry Community's Events
  • Simtropolis Italia's Eventi
  • New Washington's Events
  • Everything about details's Events
  • CityBuildingMasters X's Events
  • City Journal Club's Events
  • Coolio Club For Cool Children's Events
  • Atlantic Energy Co.'s Events
  • Micropolis's Events
  • SimCity Polska Organization's Events
  • My Little Pony Club's Events
  • Simtropolis中文's Events
  • Simtropolis en français's Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Events
  • Southeast Asian Mayors's Events
  • The Great British Simtropolis Club's Events
  • Roller Coaster Park Builders's Events
  • Android City Builders & Other Games's Events
  • Spooky Souls Building's Events
  • TheoTown's Events
  • Cities in Motion's Events

City-building game(s)

Found 524 results

  1. Thareau Woods 15.jpg

    From the album Mayon Province !

    Thareau wood industrial development
  2. Version 1.0.0

    114 Downloads

    SM2 LNG Rail Loading Dock A small Freight station for those tight industrial areas. This one is in STR format (Single Track Rail). Just connect an STR rail line on both ends and watch the freight trains leave. Do not put it on a main line, I strongly suggest to connect it on a spur for the best visual effect. Lot size 3X2 Plop cost 4500 Freight capacity 9500 Water used 10 Power used 20 It provides 40 low wealth jobs or 20 medium wealth jobs. SM2 LNG Tank Car Siding Included in this download you also get a 10x1 tile long mostly LNG tank car DTR siding. Plop it beside the LNG freight station or anywhere else a siding is required in your rail network. 10x1 lot Plop cost 1500 Power used 0 Water used 0 Maintenance cost 15 No need for road access nor power and water. Simmer2 Dependencies SM2 Essentials https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ SM2 RRW nsb Tex https://community.simtropolis.com/files/file/31021-sm2-rrw-nsb-tex/ SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ SM2 Mega Prop Pack Vol3 https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack-vol3/ SM2 Mega Prop Pack Vol4 https://community.simtropolis.com/files/file/33304-sm2-mega-prop-pack-vol4/ SM2 Mega Prop Pack Vol6 https://community.simtropolis.com/files/file/34872-sm2-mega-prop-pack-vol6/
  3. Wainor Scene

    "Wainor Scene" Wainor is an important commercial-financial centre of Metzú Republic. Is situated some 195 Km of Yuti (capital city), 25 Km of Jalai and 19 Km of Krupó. Punta Retolk is part of Metropolitan Area. Founded in 1855 by english fishers, his main activity was fishing. Wainor was the first city of Metzú in have a seaport, in 1874. Wainor grew up slowly until the 90's. Large foreign capitals (China, principally) have invested a lot of money in financial services and commercial activities. The economic importance of the area and the existence of a seaport, made it possible this investment. The panorama of Wainor changed absolutely. High skyscrapers, large transport networks and other Infrastructure works (parks, stadiums, solar power...). Wainor is prosperous, cosmopolitan, touristic. A great place to visit in Metzú. Full Map Population: 52.351 Metropolitan Area: 58.350 approximate (includes Varisio) Main Activities: Commercial Centre, Financial Services, Heavy Industries. Wainor Scenes... We hope you visit our cities, See you on the next article, Stranger.
  4. Krupó Lifestyle

    "Krupó Lifestyle" Ciudad de Krupó or Krupó is an industrial city. Is situated some 250 kilometres of Yuti, capital city. Wainor, Vesto, Jalai are near cities. Founded by spanish inmigrants in 1840 with a name of "Serenísima Krupó", and re-founded by american people in 1881. There are a lot buildings with great influence of American architecture, like as New York. Krupó is multiethnic. Formed by Spanish and american people, principally. Although american culture predominates in the city. Krupó has a big problem: Contamination, precisely, Air Pollution. The heavy industries of Krupó pollute the atmosphere and reduce health of people. The National Government makes environmental protection programs since 1999, destining a great amount of money. Full Map Population: 70.357 Main Activities: Heavy Industries, Financial Services Visiting Krupó... We hope you visit our cities, See you on the next article, Stranger.
  5. Dairy Distributors

    Version 1.0.0

    301 Downloads

    This building located in Bellingham, Washington is still in use as a distribution warehouse for dairy products today, slightly downsized as it now also houses an art studio upstairs. This is a long but narrow industrial building I have lotted for I-M since warehouses don't really fall under any in game classification. Likewise, I nerfed the pollution and resource usage to fit the traits of a warehouse. It's a 2x6 lot I would like to have elongated to reflect the actual lot but 6 is the maximum depth the game permitted me. I added a different mural since I couldn't get a clear picture of the actual one, which was also probably too small to show up as anything recognizable anyway. The LOD on side view doesn't quite support props being placed snug as the one picture illustrates with the box truck, but the front view emphasizes the 'good side' where it is not noticeable. It has a few non essential props that are part of popular prop packs that everyone almost certainly has by now so it's ready to go. Thanks to @sejr99999 for testing
  6. Well, I know this is an old game, but imo it's still SimCity as I remember from back in beginning. (for me-1999) Now let's dive into it. You have just build a College, and allready 1. day you'll see the first coupple of Tech Industries in your City. If you let the game go on from here, you'll never have any Tech-Point related problems, unless your traffic hinder enough students in Classes. But that's another story. Tech-Point works just like if you have an old mobil, you need to charge every night. The Tech-Point in the game "live their own invisible life". When students go to College/Uni the points starts to accumulate in the Industry, and after noon you'll see green bars all over. When you have 5 Tech Factories you'r allowed to build Processors. The Processor Factory are "born" with 1 production line, -containing 1440 Tech-Point, and if you add the last 3 lines, this Factory needs 4x1440 Tech-Point every day, and it will get those point BEFORE any factories in the City. Also if you want to add Computer and Tv production, every production lines also needs 1440 Point each every day. The Vindmill is born with 30 point (who needs them?) and VERY important-the Nuclearpower Plant is born with Tech-point. That's why you can run it with no problem 4-6 days before it's Tjernobyl. The NuclearPower Plant is THE ONLY building in the game who needs Tech-Point to run, but to get Tech Industry and Processor You need at least 5 Tech-Factories to unlock them. Here is what you have to do. Play the game as normally and get your School uppgraded to 950 students, so College and University are unlocked. Then-at about 9pm, when you'r sure no School Busses are driving, turn off the School but let it be and let all the busstops be,-you'll need it again. Build the College and wait untill you have 5 Tech Industries and Processors unlocked,-then simply shut down the College again, and continue with Highschool for the rest of the game. Now you can have all the Processor Production you want-without ever run into "yellow blinking Hats" again. The description for College/Universitet says "nearby Industri", so people build their best Schools out in the dirty Industry area,-but Nearby should just have been EVERYWHERE. This take me to the "Ghost-Students" The problem starts because of the Glassbox itself. All those students who live in walk distance from College/Uni will walk to there. Then when class are over, all the Cars are faster out and will take all houses nearby, before the walkers have a chance to go there. Therefor they need to walk longer and longer, and in the end you'll have students all over with no where to go. They never gets "home" and they never get in school. There is 1 nd only 1 solution. Place the College and University away from walk distance from any Residents. This should cover the two most destroying "bugs" (fails) ind the game.
  7. Hi all, Can somebody please explain why this industrial city doesn't fully develop into high-density lots despite there being enough demand? I have dozed and rezoned the entire city multiple times and everytime development seems so stagnate without fully developing the blocks in the centre, which remain medium-density. I have waited several in-game decades and exited and reloaded the city multiple times but development seems to have just stopped. Any help would be much appreciated. EDIT: I already found an explanation in the Prima guide. Apparently the amount of higher-stage buildings is limited by stage limits.
  8. Port of Tyrell: South Terminals

    Welcome back to our tour of the Port of Tyrell. In this second part, we're going to be looking at Seaport South, which as stated previously is the true centerpiece of the operation. Indeed, the colloquial "Seaport South" title collectively refers to five different operational piers, together comprising over 4/5ths of Tyrell's total cargo capacity in the form of containerized cargo, break bulk, oil, liquified natural gas, grains, and assorted food stuffs. This area includes some of the newest facilities in the port, but near the mouth of the Neskowin River one can also find the lesser-used remains of mid-century warehouses and wharfs, echoing the original permanent structures which started to turn a marshy estuary into the economic powerhouse you see today. We'll start with the most recent development: the deep-water port facilities of Piers F and G. Completed in 1993 and extending far from shore on reclaimed land, this artificial peninsula services the latest generation of Neopanamax super-carriers. As such, it boasts state-of-the-art automation and logistics technology to sort and handle the enormous volumes of container freight it sees each day. Moving inland off of Piers F and G, we begin circling counterclockwise around Inner Harbor South, beginning at the warehouses, railyards, and truck lots of Piers C and D. In addition to handling most mid-size shipping which docks at Tyrell, this area serves as the main logistical hub of the port. This is where nearly all the cargo entering Seaport South is sorted, catalogued, and loaded onto whichever truck or train will be used for the overland portion of its journey. The governing offices and operation centers of the port can also be found here. At the mouth of the port, incoming sailors are greeted by the iconic Cristo de la Concordia statue, now as much a symbol of the city of Tyrell as its opposite partner: the Shipwright's Lighthouse. A typically busy day of train shunting behind Pier C: Continuing our circumferential tour, we come to the main entrance and checker station for this area of the port, as well as the storage and processing facilities for oil and LNG imports. Next, as we near the mouth of the Neskowin, the entirety of Pier A comes into view. This facility consists of the aforementioned oil/LNG infrastructure, along with warehouses for break bulk and food storage, grain piers, a coast guard station, and assorted maintenance and processing depots. This is the oldest part of Seaport South, and while it has been retrofitted to accommodate containerized freight coming off of Pier B, many of the buildings are original and give a sense of the minor regional hub Tyrell began as. Finally, we come to Pier B. This was the first modern container port in Tyrell, built before even Seaport North was re-tooled in the 1970s. It's the smallest pier, and as such hosts the same older, smaller-scale ships found across the channel on McElderry Island. Thus concludes our grand tour of the Port of Tyrell. We got a taste last entry, but next time we'll be diving deep into the industrial heartland of the city, where we'll get a look at just what all those imports are used for. Before then, I'll sign off with some overview shots of the entire port, now that we've covered everything in detail.
  9. AGC - Industry, Energy & Telecom DLC

    Version 2.0.0

    1,052 Downloads

    Industry, Energy & Telecom DLC will contain props & buildings (No lots). You can find images and info of what this DLC contains here: >Soon< You can find them in the props section as: AGC_Props_IND_ AGC_Props_Fence AGC_SUB_ AGC_PS_ Includes Darknite (I removed the support for Maxisnite). Scale of the models: 133% on all axes. I will update this DLC constantly so you must be on the lookout. Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.
  10. So, recently ive started playing sc4 and ive been enjoying it a lot but im having some issues with getting a big city. I dont know how to get rich people living in my town and also i cant get high tech industries to get on my industry zones either and on top of that my town is super polluted and i dont know how to get rid of all of it... help?
  11. AGC - Bucket Wheel Excavator

    Version 1.0.0

    281 Downloads

    Specs: The file contains a 4x4 lot (MMP Friendly). Lot editor: AGC_BWE_Soviet_ Ubication: Landmarks Dependencies: Scale of the models: 133% on all axes. If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.
  12. Dig for victory...

    Before we begin, be it known that the will of the Revered Spirits of the St'ropoli Dimension has been taken into consideration and the texture for beaches all over New Udanani has been changed to "HD Sandy Beach" - according to the results of the vote. And now for the update... As the years went by, The Activators steadily built up their industrial base. All these actions resulted in accelerated production of wide array of resources that, in turn, sped up the growth of their cities. Mining industry has always been the key element in this "virtuous cycle". This activity was keenly embraced by private companies based in Industrious Hills - the first city in which "rare earths" and coal deposits have been discovered. Nadir Mining Company, which laid claim to these deposits, constructed traditional, shaft-mining facilities atop Dal Xanth Hills to extract and ship these resources out. However, much larger project has been completed by the Activator Mining Syndicate - a state-owned company which discovered vast deposits of limestone and useful concrete aggregates within Kuun Lan Plateau. This discovery and the intense need for construction materials, turned the entire area into the largest open-pit mine in New Udanani... Kuun Lan Mines became a huge draw for Activator workers and the more resources they extracted the more money could be reinvested in the mines. Modern conveyor belts, crushers, vehicle maintenance facilities and a broad array of employee benefits soon followed. Employment in the mining business became an attractive and interesting way to make a living. A large portion of the materials obtained in Kuun Lan ended up on the Activators' own soil with the city of Industrious Hills being the main beneficiary of the new opportunities. Thanks to cheap and abundant resources The Activators were able to build the first, large-area shopping center, a minor league sports stadium and some R$ neighborhoods in this city. But even after the construction of all these facilities was complete, a large surplus of resources was still available and The Activator Tribal Council authorized a trade mission in order to try to sell some of the remaining goods. The Activators have thus gone to great lengths to dig out an artificial river harbor and build a cargo port through which their ore could be efficiently exported. All of these projects would probably have an eccentric, industrial appeal were it not for the fact that the extensive mining and building activities triggered several environmental processes that have only recently been linked to the latest developments... One of the problems identified is the way in which mining byproducts are disposed of. Uncovering valuable deposits in Kuun Lan, requires the removal of huge amounts of ground from the excavation sites. All of this ground is being piled up by the edge of Kuun Lan Plateau and then forgotten about... Kuun Lan Plateau, however, is known for fairly strong winds sweeping across the landscape all year long. This causes the dumped ground to quickly dry up into dust and travel all over the place, covering large portions of nearby meadows with dark, powdery sand. Wind has caused some of this dust to travel East as well, migrating into Industrious Hills area. Moreover, the ground dug out during the construction of artificial port basins have undergone a similar process and, likewise, started to be blown about the place. Although it may sound insane to outsiders, The Activators have welcomed the phenomenon and the dust-covered expanses have been accepted... as a form of development... As long as a piece of land is covered with something, The Activators are happy. But apart from travelling dust, experts have also noticed a slow but steady drop in the local water table levels - a phenomenon frequently associated with the mining areas all over the world. This, rendered the main water source in Kuun Lan unusable and forced some of the citizens to move to lower parts of Kuun Lan Plateau, where proper aquifers could be found. Not coincidentally, the process have also exacerbated the travelling dust issue as low moisture meant the ground became drier and loose. Regardless of The Activator's eccentric affection with the new features of their landscape, the processes initiated in their cities did not have a localized effect. Although not toxic or directly harmful to health, some of the pollution and dust from their industrial sector entered Cualescet River, resulting in a visibly murkier waters around Designers Bridge. As can be expected, rivers carry the pollution downstream. This is where another problem occurs as Cualescet passes through the Smileyface territories... Of course, this Southern tribe was not amused to see the waters along their coast getting a maroon tint... - Lady and Gentlemen, someone upstream, most likely The Activator tribe is tainting waters off our coast. We need to discuss possible solutions and counters to this situation. Said The President of The Smileyface Tribe to his cabinet of ministers. The officials understood the gravity of the situation - clean environment was one of the principles for the society's happiness. When the water pollution started to increase, the Minister of Social Satisfaction alarmed the rest of the government that satisfaction ratings in Tralfamadore (the city most affected by the problem) dropped as much as 18% in just two months - an unprecedented dip, never registered before. - Mr. President, I believe that me and my colleague, Minister of Environment, have a good, short-term solution to this challenge - said Avalan Tekhriti, Minister of Economy and the only female member of the Government - after the recent survey that we jointly ran, we have determined that Tralfamadore's hi-tech companies are able to design technologies to filter the already polluted water. At a cost of course, but it's still worth it. - Yes, it's true - "CleanAir Co." and the new "Environes" companies are working on water filtration engines as we speak. Meanwhile, my Ministry monitors the quality of all our aquifers to make sure that the drinking water is clear and safe for consumption. - Thank you dear Colleagues - said The President - I welcome your initiative and your hands-on approach puts smile on my face. However, we also need to find, or shall I say, confirm the culprit behind this sudden deterioration of our local environment. - Mr. President, if I may, this requires proper reconnaissance - replied General Baasan Ranktutru, the Smileyface Minister of Defence. - I suggest sending out a couple of SSSDs (Stealth Surface Skimmer Drones) to gather samples and intelligence upstream... This way we'll learn who or what is the source of pollution clogging our waterways. - Whatever we do, let's do it fast... - said the Minister of Social Satisfaction - Happiness and peace of mind is our ultimate goal and we need to protect it. Either the polluters understand that, or they will pay the price. - Speaking of which - added General Ranktutru - we also need to prepare ourselves for the further deterioration of the situation and... probably a direct military action. Just in case. - What do you mean General? Are you suggesting an open war with whoever has done this? - Well, you know me well and I think you know that I am not a particularly hawkish type of politician... But this is just a possibility. Our customs and laws are clear - either they smile with us, or they don't smile at all. What I'm saying is if this problem persists or spins out of control, we need to shut down or target the cause of this threat ASAP. - As controversial as this idea is, I consider it entirely logical - The President opined - General, you are authorized to make all preparations necessary but you are not allowed to take any action on your own. We shall wait for the results of the reconnaissance and the effectiveness of filtration methods offered by the Tralfamadore's companies chosen for the task. Let's act Colleagues! For the happiness and smile! The unexpected problem only further antagonized The Smileyfaces against The Activators. The former tribe had already been disapproving of the latter's tightly-packed, suffocating cities. However, the ongoing construction of R-2 highway resulted in many Smileyfaces eagerly waiting to meet The Businesspeople which, if you remember from this episode, have received a high happiness rating from The Smileyfaces as the most desirable allies. By the end of this episode, The Revered Spirits of the St'ropoli Dimension are kindly requested to once again help determine another custom texture for New Udanani. This time, the overall terrain texture (grass?) is put under your vote. The possible choices are displayed below (sorry, no Italia Mod - it's just too obvious... ) The previously selected "HD Sandy Beach" texture will, of course, be retained for the beaches. Comment replies: @Ke|is - I'm happy you liked The Mirror and the last episode! It's always nice to have you around. @tomz16 - It's very nice to hear - thank you. In fact, your CJ inspires me as well! @TogaMasterJohn - The Slackers are just lucky - that's all there is to it! Unfortunately I forgot where is the template for port information directory, so I won't post any details just yet.
  13. So, I have built a pretty nice industrial park. the thing is that it seems that no workers are working at these industrial places. The only thing I see is freight trucks according to the route query. Why did my workers disappear from the industry?
  14. The First 5 years

    Mayor Swizzy led the diverse group of settlers to found Bellflower City in the Northeast portion of the city both for the land's fertility and to allow the denser parts of town better real estate. The mayor took the radical step of connecting the City to the rest of Sim Nation by rail access only and renewable energy only. With the construction of Estación Colón, the first settlers were able to move into their homes and open the first farms and businesses. The citizens of Bellflower City quickly demanded access to the beach, which was soon designed on the nearest part of Río Colón. As part of Mayor Swizzy's multi-modal bonafides, he ensured the citizens has a parking garage and nearby car & pedestrian ferry installed. Citizens were quick to move in and access this favored public amenity, though business owners were more reticent to construct their enterprises due to the lack of consistent traffic. With access to Playa del Río and the Mayor's founding principles, including the establishment of a primary school, public library, medical clinic, a playground and community garden, and bus stops. the neighborhood of Bellflower grew quickly yet deliberately. The growth of the City continued along Bellflower Boulevard with the new neighborhood of Lakewood, complete with a Lakewood Library Branch and baseball field, and nearby access to farms. Though initially resistant, as the sole city in the region and the growing unemployment rate, the mayor compromised to demand and permitted the zoning of a new industrial district with nearby freeway access. While he ensured that the district had its own fire station, community safety office, medical clinic, and outdoor workers' space, the area soon filled up with the dirtiest industries. The mayor held a public meeting plotting the steps to promote education and unionization to improve the types of industries citizens would work for in the future. As wealthy citizens started moving into Viejo Bellflower, as the founding neighborhood started to be lovingly called, they soon started leaving just as quickly, leaving their mansions to fall into decrepit conditions. The newly formed Bellflower Citizens' Council proposed a renovation of one of these mansions as a public meeting space, with the Mayor gladly endorsed! Bellflower City after a half a decade.
  15. HI, don't know if I should post this here, but need help. My city won't develop industrial areas. From the game start that the industrial desirability is super low. Any idea of why this happens, or any idea (or mod) to increase it? Thank you
  16. Version 1.0.0

    1,698 Downloads

    Description: As cities grow wealthier, their citizens' priorities migrate toward their surrounding environment. Their demands for clean air and water typically call for a new agency to handle the execution. This lot provides civic jobs, improvements in health outcomes, and significantly reduced pollution, however, it comes at a price: your industrial growth will suffer. It requires no electricity or water as a net zero, self sufficient building. Found in the parks menu. Stats: Lot size: 4x2 Plop cost (bulldoze): 4400 (100) Maintenance cost: 15 Civic jobs: $ - 120, $$ - 460, $$$ - 110 Water/power: 0 Pollution: -500000, -500000, 0, 0 @ 255, 255, 0, 0 Industrial Demand: -25000 Health effect: 11@11 Dependencies: The amount Captain Planet will take pollution down to.
  17. Hi all I've been, for the past few weeks, messing around with jobs multiplier mods. I started with industry doubler by @Bones1 specially for the farm jobs, which seemed to be working. However decided to expand to the other industrial types and noticed that while the mod was in effect with its double resource use, it wasnt providing the jobs increase. I tried to install the Industry Quadraluper by @toroca which seems to no be working at all. I went back to the Doubler and confirmed that for sure it is not working. I loaded my citys and saved them, but to no avail. Thank you in advance
  18. Version 1.0.0

    1,675 Downloads

    so the issue with the knowledge network was ( and is ) is that the modules for each of the special electronics factories take so much of it and more importantly consume it almost as quickly. this can lead to the issue of not enough knowledge points bieng generated fast enough which means that some factories modules may not get any knowledge points leading to a loss in productivity to fix this i have adjusted the amount of knowledge that each module can hold and more importantly the depletion rate of knowledge for each module. under the hood for buildings that can use the knowledge network there are three attributes to pay attention to kpropSkillconsumer_SkillThreshold 2 and 3 are the properties that tell the module how much of the tier 2 and 3 (CC knowledge network and uni knowledge network) they can hold kpropSkillconsumer_SkillThreshold 1 add on to this but more importantly it acts as a knowledge consumption rate in the base game these three values were set to 640 for each of the three properties discussed above that means that the module ( more specifically the computer assembly line ) would start out with 1920 knowledge but would lose 640 at the end of each shift even a fully decked out uni has a hard time keeping up with that depletion rate so i changed that now the processfor assembly module starts out with 900 knowledge and depletes at 20 knowledge per shift so accounting for 3 shifts that's 15 days worth of knowledge the tv assembly and computer assembly lines start out with 750 knowledge and deplete at 20 knowledge per shift so they have enough for 13 days worth of knowledge there are two flavors to choose from electronics1 contains just the modded factory modules electronics2 is the same as electronics 1 but contains the added modules present in processfactory Upgraded 1.01 and Consumer Electronics factory Upgraded 1.00 by Nikola101 happy electronics manufacturing
  19. SM2 Industrial Exhaust Stack

    Version 1.0.0

    1,126 Downloads

    SM2 Industrial Exhaust Stack A high tech looking smoke stack for your industrial maps. Stats Grow IHT$$$3_1x2_SM2 Industrial Exhaust Stack Lot size 1x2 Power req 35 Water req 40 Bulldoze cost 1196 Provides 95 high tech, high wealth jobs Will grow on high density industrial zoning. Dependencies NONE!
  20. I'm having trouble getting dirty industry demand on new city tiles, I have a region with about 5 developed city tiles all connected at the borders and every new tile I create there seems to be an ever dwindling demand for dirty industry even after moving a bunch of poor sims in. The result is thousands of jobless sims but still no demand for dirty industry, would anyone know what could be the issue? I should note, I use CAM 2.1.0. I want to bring attention to this as it is still an issue for me and I'm not sure what could be the problem. I would also like to say that I am not an experienced player, I have played the game off and on since 2006 but I never was super knowledgeable about it. Also if anyone needs additional information I would be happy to provide. EDIT: Also shoutout to the mod who fixed my sentence spacing.
  21. Zürich, herz der Welt !

    Zürich, herz der Welt ! At least the financiel heart of Switserland, the largest city of the country. Finaly I can show you my imprsion of this city in the last city yournal of this Euro region series. There still some area´s to explore , but these will follow when I like to do so ! We start with a fly by tour of the city. Zürich and the Züricher See and surrounding mountainious area ! Disctict 1 Zürich financial and commercial heart like Manhattan in Newyork distinctive ! ,Zürich Hauphtbahnhof ! Oerlikon, eastern town area where close by airportZürich Klöten is located just north ! Kreis 5 the histrical industriaol area of Zürich ! Zürich Altstadt and the mountanious University area ! Old Botanic gardens in the disctrict 1 area ! Some picture of the surrounding moalpine area of Zürich ! Out of town the nwe botianicl gardens in district 8 ! Zürich last in the Anno Europe euro region. Lot´s of work tro complete. Time and patience rising tthrough this series+. 4 Gb patch helped to make life more easier. Mayon Province in a similair stage, i am looking forward to for some new worlds to explore ! Hope you enjoyed this city yournal and see you back next time !
  22. everything seems right but maybe im missing something. i moved this area out, dont see any air/water pollution
  23. Riverside Seaport (AFTER).png

    From the album Riverside

    Finished Seaport, with seawalls and relocated industrial zone.
  24. Riverside Seaport (DURING).png

    From the album Riverside

    Here the only change was to change the model of the high voltage poles.
  25. Riverside Port (BEFORE).png

    From the album Riverside

    First look at the Riverside Seaport, still a lot of details to polish, mainly changing the Maxis Seaport.
×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections