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City-building game(s)

Found 16 results

  1. Land Value Balance Mod

    Version 1.0.0

    180 Downloads

    Land Value Balance Mod – Makes land value more important and imapctful. Overview This mod not only makes land value important but also allows for better wealth sims placement managment. No more villas everywhere! Features 1. Land value does matter (it impacts what type of wealth is develop where) 2. Land value looks interesing (I have changed data view for land value that now is showing more colors, cause there are more stable levels ) 3. Land value is under control (By placing parks, schools, hospitals... you are in control of what land value will be in particular place) 4. Rivers and terrain level have impact on land value 5. Deasarability of all kind of development was ammend to support land values changes, and now are more interesing 6. I have tested that my changes are playable by playing diffrent style of playing including Cori's placing mansion inside crop fields 7. I work really hard to keep as much compatibility as I can to not ruin already builed city and I manage to keep it in some degree ... I mean for sure we need to place more parks here and there, or other things... but it seems to work on my exemples in acceptable way. Dependencies None Installation Download the .zip. Extract into Documents/SimCity 4/Plugins. Remove older versions if present. Compatibility It is compatible with NAM, SPAM, SEAPORTS - this is how I play my games. It is not compatible with COLOSSUS ADD ON. And it is not compatible with Cori's No Kickout Lower Wealth Mod but the later isn't require anymore as you can now by placing or not placing parks, schools, hospitals, landmarks decide where sims with particular wealth lives. Credits I am the only author of this mod.
  2. Land Value Data View Mod

    Version 1.0.0

    100 Downloads

    Land Value Data View Mod – Add more colours to make land value data view interesting Overview The vanilla land value data mode show land value level very poorly i.e. in most of the time there is no impact from higher land levels or water in neighborhood. Morover it seems like any land value unpgrades ends from going from red strict to green. Features Change colours of land value levels in land value data view Dependencies No dependecies Installation Download the .zip. Extract into Documents/SimCity 4/Plugins. Remove older versions if present. Compatibility No combatibility issues. Credits I am the only author.
  3. Anyone ever encountered a sudden drop in land value city wide? I am wondering if I have a mod that could conflict with it perhaps? Here's my graph: And look at my Parks Aura map! Other graphics All city ordinances enacted, services funded to 100%+, and I have lots of parks and stuff in town, despite what the Parks Aura shows. Taxes are low too. Any help would be appreciated. Thanks!
  4. Hi folks noob question here: I want to try making a thriving region but i really don't understand what land value is and how it differs from desirability? Let's say for example if an area has high desirability for R$$$ but low land value does that mean R$$$ wont build there? how does that work cause im confused lol
  5. I've been playing this city since 2013. It's been a very prosperous city with a ton of land value. However starting it up recently and running the simulation, the land value just tanked and a lot of buildings are abandoning. Loading the city: And after a few years: What could be causing this? I checked all my other city stats and all are fine. Taxes are low, fire/police coverage etc is good. No other weird problems. Could it perhaps be something I downloaded recently? I am not sure what it could be... the only thing I have that could affect it recently downloaded is @CorinaMarie's no kickout mod installed in my plugins last month. However after uninstalling it. no change. The issue persists so that can be ruled out. Just this one city seems to be affected. Other similar large, older cities seem fine. Any help would be appreciated. Thanks!
  6. This is awesome. How about if we implement unemployment and land value graph in SC4. Also, how about the combined City Size?
  7. I beg to differ - this is not a bug!

    So, I dived back into SC3000… To be honest with you, while I have always liked this game, most of my past cities have been quite mediocre overall. I have never achieved „astronomical” land values in any of my cities. „High” was the peak of my mayoral abilities and even this was reduced to some isolated spots of the game map. However, as a „warm-start beginner”, I decided to completely change my strategy. Instead of saving up pennies, I put as many services, parks and amenities as I could right from the start of my projects. Though I have been taking a yearly hit for a few initial years, my cities grew well and got richer every year. Until one day I have noticed the first „astronomical” label in my commercial district. But the story is about to begin just now… After several years, I have noticed that my ludicrously expensive comm district has suddenly turned into a slum with „very low” land values. What the…? Since I have never gone past „high” in my previous projects I was quite surprised until I found information in various sources (including this forum) that there is a „bug” in SC3000 which causes really expensive areas to recalculate to 0 once they achieve their highest possible land value. „Okay, so this is a bug” – I concluded. But before long, this issue has burrowed into my mind and got me thinking… What if this is not a bug? What if this is an intentional mechanism? And the second conclusion I made was – „What if this is an intentional representation of the "economic bubble" effect?” While a „fringe” statement, I believe that this may actually be an in-game mechanism that is aimed at representing a „bubble burst” event. A situation in which land prices grow so high that people can no longer afford to buy them and pay rents (taxes) causing the prices to undergo a "correction". This translates into the SC3000 moment where prices plunge back to reasonable values again, causing a player to experience a „bubble burst” (albeit, lacking newspaper headers). While I like to consider this peculiar SC3000 "bug" to be a representation of a real-world problem, I also accept the fact that it may not be entirely accurate. One of the reasons I can think of, is that you can regain the "astronomical" label in a matter of months once you introduce some crime or pollution into the "crashed" area. However, a classic "bubble burst" scenario postulates that all prices plummet to minimum and rise back up gradually, over an extended time frame. I did not manage to find any resources that would look at this „problem” from a different perspective - the one which I have just shared with you. While all this may indeed just be a bug, I still prefer to think of it as a game mechanism and not an issue per se. Do you know a programmers’ oversight can actually be regarded as an advantage? I think all this just shows how timeless and ingenious SC3000 is in its "simplicity". What do you guys think about this theory? Best regards, TMC
  8. Hi everyone, This has probably been discussed somewhere, and if so I am sorry. I am a little baffled. When I check my land value most patches I can understand as they are related to one file or another, but there are a few patches here and there that don't make sense. For example, I will have a whole field of a particular crop and right in the middle there might be a patch of red (pale but red all the same). The rest of the field surrounding it will be bright green. There's no house or other props where the red is, just the same crop. Can anyone explain to me what determines that difference? Thanks in advance.
  9. Let's talk about how we like our downtown areas best.... HIGH LAND VALUE DOWNTOWN AREA: LOW LAND VALUE DOWNTOWN AREA: Pictures are just my examples. But how do you prefer your downtown area - low or high land value? Or a mix, perhaps? For many, this might seem like a stupid question.... because the answer seems obvious. Historically, many creators of cities in SC3K have been obsessed with creating high land values in downtown areas. This is understandable, since very high skyscrapers only will occur if you have very high levels of land value in the area. However, I think downtown areas with only astronomical levels of land value are boring. They all look the same and they just seem rather.... soulless. Conversely, I think downtown areas that are filled with all kinds of seedy looking (low land value) skyscrapers mixed togehter with very tall (high land value) skyscrapers are more realistic - and more aesthetically appealing also. Another thing: Parks. I think having too many parks is boring. Many city creators (including myself) have a tendency to build endless amounts of parks in order to reach atronomical land values in downtown. Filling endless blocks with parks is a quick and easy way to reach very high land values - but it just looks..... wrong. It feels fake and unauthentic. And most important: They take up important space, and makes your city look too much spread out between open areas. High density cities just looks better. Sure, you need parks. Don't get me wrong - and of course, a certain amount of higher land value is nice to have - mostly because those very tall skyscrapers look cool. But my advice (if you would like to create realistic cities) is to go for a mix between low land value and high land value buildings in your downtown area. Also, do put some residentials into the mix also - these elements will boost some soul into the ocean of concrete filled commercial buildings. So, how can you build authentic and realistic looking downtown areas without building an insance amount of parks? You need to focus on aura and the map center effect. * Aura: Almost self explanatory. Having high levels of aura is a sure way to sucess for any city. Museums, libraries, good coverage of police, healthcare, and education etc. are all elements that makes your city dense and happy, and high levels of aura itself will also increase land value. Make your sims happy. You can easily reach high aura levels without building too many parks - but of course you do need some parks. * Map center effect: As many of you probably know, when you progress through the game, the land value automatically increases the closer the zones are situated towards the center of the map. So, in many cases, it is a good idea to plan out you downtown area in the very center. In this manner, you can create downtown areas with soul without building an insane amount of parks. And with a little bit of residential buildings too, you all of a sudden have a realistic inner city area. Maybe something like this: But in the end, this is of course a matter of taste. What do you think? How do you like your downtown area?
  10. I've discussed the problem of mansions popping up all over the place in this thread. I feel that a key part of this issue is that it seems to be too easy to get most of the city up to maximum Land Value. In this screenshot of my previous city, one can see that most of the city is at the highest level of green Land Value. Using the SHIFT + CTL + ALT + Query Tool, I was able to confirm that most of the city was at the maximum allowed Land Value of 255. This means high-wealth mansions can appear pretty much anywhere in the city - the default Medium/High wealth boundary is 120. I've been going through the list of known Exemplar properties trying to find something that might have an effect on this, and have then been creating some modified .DATs to test out in the game. I've been through a few and haven't noticed any effect, but I've now found one that looks very interesting, even though I don't know exactly what it's doing. There an Exemplar property called: 0x47e2c331 Float32 Land Value Desirability Factors Size of effects (see IDs) It's default value is 2.5. I changed it to 1. I then loaded up my city and the effect is instantly obvious on the Land Value data map. Instead of most of the city being maximum 255 Land Value, everything is reduced significantly. The highest I could see was 172, and then all kinds of numbers below that. Lots of land had gone below the High-wealth default threshold of 120. So I don't know exactly what's happening here or how it will affect other aspects of the game, but it looks promising.
  11. Version 1.0

    4,405 Downloads

    Hi All, This is a very simple upgrade for the "Roadside Trees", those trees that you can plop in the roads in order to create more beauty and healthy neighborhood. I've always thought it was absurd that those trees weren't able to increase land value. In my opinion, a tree-lined street is a much more valued street. So, this mode creates a (very) small amount of medium and high value on the fully tree-lined streets you create. Its a very small amount, but suffice to give beauty, healthy AND some value to the streets of your city. I also re-introduce the Pine Tree as roadside tree. It creates a beautiful line if you put it on the streets next to the Worship Set's "Chinese Temple" or the wonderful Japanese Temples from Project Shinjidai, created by XoXiDe (https://community.simtropolis.com/files/file/29906-project-shinjidai-xoxide/). I hope you enjoy. THIS IS AN OFFLINE MOD. Install by copying the .package file into your ...\Origin\SimCity\SimCityData\ folder.
  12. Low land value all through the city? What is this?!
  13. Updated all the information you need to know regarding There are several misconceptions about the Orion that users don't understand how it works, I decided to use images rather than words. Which I truly hope users will understand them better. So anyways, back to Orion, there are some limitations, we all aware of that. From difficulties to Zone or Bulldozing roads doesn't bulldoze the buildings itself, etc. Please list them here, perhaps we could mod*workaround* it to make it better or give you the information you need.
  14. Parklets

    Version 2.3

    38,023 Downloads

    Added 82 additional parks under Parklets Menu !! (Only applies for HighRes users only) For LowRes users as well as non Akar users, all parklets will be stored under Parks Submenu's (Basic $, Nature $$, Formal $$$) Click on "Previous Version" if you wish not to have the modules and some visual looks on the parklets. >> Mac users please install Parklets 1.0, there are issues that 2.3 may cause crash on start up. How to install? 1. Download Rar files. 2. Right click the rar file > Extract 3. Copy and paste the package file into your SimCityData folder. Make sure you've installed Project Akar : UI Enhancements first. Industrial Parklets Coming Soon!!!
  15. Well I was just booted for server maintenance (Standard Operation Procedure at this point) So I figured I would ask this here, I didn't see any search results about homeless Sims. I had a serious homeless problem, turns out I had an entire neighborhood of abandoned houses, there was a land value issue I had to correct. Once I cleaned up the neighborhood, the massive outpouring of homeless milled around the city for a while then settled in all my parks. Now the middle class is complaining that they don't have parks, since they are occupied by all these bums. Is there anyway to truely get rid of these people? I have no more abandoned houses, and no more trash piling up. I read in the game that homeless will take the busses out of town if they can't find trash or abandoned buildings, but they just wont leave, they just sit in my parks all day. Did anyone else run into this problem?
  16. I have this one area in my city that has very low land value. I've tried putting stuff in to increase the value(parks, plaza's, and planting trees). The area has low water pollution and low air pollution low crime and low fire protection. I've thought maybe it was something I put that that is making th value go down so I deleted all buildings that I put in, but it didn't change. I even went so far as to dezone the area and remove the roads and planted trees, this did help but once I zoned it again it went down again. Any thought of what is wrong or is it just a bug in my city?
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