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Before more information, I want to thank all likes and comments in the last post, so thanks to: @Golan0, @CarstenB, @Barroco Hispano, @Zenist, @brancra, @CaptCity, @JulioC, @TogaMasterJohn, @Honolulu, @Girafarig, @sdrls, @kschmidt, @kergelen, @megie and @Mikeaut1 ------------------------------------------------------------------------------------------------------------------------------------------------------------------- After we known some San Martin neighborhoods, today we will visit some more imporant district. Our trip will be in the three central districts: Bromelia, Centro and Magnolia. Bromelia Population: 28.145 Bromelia is one of most dense neighborhoods in city and it is separated in two sides by the main avenue Paseo de La Playa which runs west to east throughout the city and divide the neighborhood in two parts. Bromelia have a mix of commercial and residential zoning and there is some interesting things to do: Museu de la Independencia (Museu da Independência/Independence Museum): A museum that initially was created to celebrate the country Independence, but for today have more than that, with larges areas of art exhibitions: An evangelical and a catholic church to show the religious diversity in the city (more like christian diversity than other thing...): And, of course, some beaches (not crowded as Costa Dorada, but still charming): Centro Population: 1.171 Centro is literally the city center, and at the same time is the least populated district. Basically is just a bunch of skyscrapers and highrises (despite the tourism and whatsoever, the people from San Martin and adjacent cities still need work), but there are some specific points that we could know more in Centro: Alcaldía (Prefeitura / City Hall): The two twin buildings where it is administrative office of the mayor, and the large plaza and green space where the people can take a little break, and of course, another church, in this case Iglesia de Santa María, the first church built in city in the late 1700s. And a big mall where people can buy something: Magnolia Population: 10.784 Last but not least, our last district today: Magnolia. It is right side of Downtown, separated by Avenida Magnolia. It is a big district in landmass but is not so populated, due the fact to have the biggest city park within your limits, beyond some interesting landmarks, as we can see now: Starting by the Parque Villanueva, the main city green area (consider the city is limited by space...): Teatro Delgado, the largest city theater, built in 1992 in contemporary architecture. In the top corner we can see also the Museo de la Concordia, one of biggest museums in city: If you prefer some shops, maybe the Rua del Encanto could be an option with various shops, boutiques and restaurants: And to finish, just another pictures from Magnolia, and of courses more beaches: Thanks for your attention, and we will see soon!
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State Signs for FL and NV and Miami Beach.
StardustCorporation posted a topic in SC4 - Custom Content
Would be nice to see some custom content were you can place these signs with plop-able lots. The Miami Beach one could have floral decoration I think the community could use allot of content from Florida and Miami. Some casinos in Las Vegas and landmarks around Nevada would be neat too. -
Version 1.0.0
43 Downloads
This is a rather experimental upload, it adds 46 sound effects to "sound\sfx\user" of which a few will be used by the landmarks in this upload. It's meant as example how to add custom sfx to landmarks and how to use custom sfx for std. events or buildings. It's hard to make a screenshot of a soundeffect In the zip is a short readme and in the audio.ini you will need as well to play the new files back is a longer explanation how to hack a landmark (it's easy).-
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English: After 50 long years since the town's founding, the citizens of Bellflower City have done what the first settlers dreamed about doing since Ríoside Beach was created: crossing the Río Colón. Español: Después de 50 largos años desde la fundación del pueblo, los habitantes de Bellflower City han hecho lo que soñaron los primeros pobladores desde que se creó Playa Ríoside: cruzar el Río Colón. English: Ríoside was the neighborhood that attracted the most growth, as a variety of apartment buildings, industries, and businesses, but also seaside promenades, roundabout sculptures, and a lighthouse helped add to the mixed-use, eclectic character of the district. While the freeway was the most obvious catalyst (which many car-free citizens cite as an eyesore), the Citizens' Council ensured that the bus, monorail, and train networks were expanded proportionality. Español: Ríoside fue el barrio que atrajo el mayor crecimiento, ya que una variedad de apartamentos, industrias, y negocios, pero también los paseos marítimos, las esculturas rotondas, y un faro contribuyeron al carácter ecléctico y uso mixto del distrito. Si bien la autopista fue el catalizador más obvio (que muchos ciudadanos sin automóviles citan como una monstruosidad), el Consejo de Ciudadanos se aseguró de que las redes de autobuses, monocarriles, y trenes se expandieran proporcionalmente. English: San Juan, the newest riverside neighborhood, quickly sprouted up due to the permissive zoning laws (the first high-density zoning in town) but also the deliberate design of waterfront amenities, containing the City's first marina, La Playa de San Juan, ferry terminals, and even a kinetic wave energy power plant (continuing the renewable energy profile of Bellflower City), designed by the SM2 Civil Engineering Firm, complete with the first bridge of the region, entitled the California Colón Bridge. Español: San Juan, el vecindario ribereño más nuevo, surgió rápidamente debido a las leyes de zonificación permisivas (la primera zonificación de alta densidad en la ciudad) pero también al diseño deliberado de servicios frente al mar, que contiene la primera marina de la ciudad, La Playa de San Juan, terminales de ferry, e incluso una planta de energía de onda cinética (continuando el perfil de energía renovable de Bellflower City), completa con el primer puente de la región, titulado el Puente California Colón. English: A significant cornerstone of the new San Juan waterfront, was La Biblioteca del Borinquen, an award-winning design by Paeng Architecture. The citizens of San Juan soon voted to site their Luz Eneida Colón elementary school, named to benefit from their proximity, which was made possible by a donation by the Frosch Family. Español: Un rincón importante del nuevo frente marítimo de San Juan fue La Biblioteca del Borinquen, un diseño galardonado de Paeng Architecture. Los ciudadanos de San Juan pronto votaron para ubicar su escuela primaria Luz Eneida Colón, nombrada para beneficiarse de su proximidad, que fue posible gracias a una donación de la Familia Frosch. English: Anchoring the Ríoside flank of the California Colón Bridge was four landmarks in a row. From the left to right, was the Ríoside Terminus Rail Station and the first college in the region, Bellflower City College, both designed by the increasingly appreciated Mattb325 Design Firm. The final two landmarks were installed to celebrate the Californian heritage of the population, dubbed the Bellflower Capitol Records and Bellflower California Plaza. Español: Anclando el flanco Ríoside del Puente California Colón había cuatro punto prominentes seguidos. De izquierda a derecha, estaba la estación de tren Ríoside Terminus y la primera universidad de la región, Bellflower City College, ambas diseñadas por la cada vez más apreciada empresa de diseño Mattb325. Los dos últimos punto prominentes se instalaron para celebrar la herencia Californiana de la población, denominados Bellflower Capitol Records y Bellflower California Plaza. English: Moving inland, the densification of Lakewood was capped off with a new neighborhood train station, La Estación Catania de Lakewood, that also celebrated the large Hispanic population in the City, including the Portuguese diaspora, who clamored for - and facilitated the construction of - Igreja de São Joao. Español: Moviéndose tierra adentro, la densificación de Lakewood culminó con una nueva estación de trenes en el vecindario, La Estación Catania de Lakewood, que también celebró la gran población hispana en la ciudad, incluida la diáspora portuguesa, que clamó por, y facilitó la construcción de, Igreja de São Joao. English: Back in old town, the new City Hall was christened after the City population blasted past 15,000 people. The retired Mayor Swizzy was present for the ceremony that his son, the newly elected Mayor Swizzy Rafael, presided over. Español: De vuelta en Viejo Belfllower, el nuevo ayuntamiento fue bautizado después de que la población de la ciudad superara las 15.000 personas. El recién elegido Alcalde jubilado Swizzy estuvo presente en la ceremonia que presidió su hijo, el Alcalde Swizzy Rafael. English: Moving the furthest inland, a new rural community was established and named Aguada. Though small, the new neighborhood featured a new entry point into the city and, with the garbage piling up in the streets, the new and necessary waste transfer station, also designed by the SM2 Civil Engineering Firm. The solution to the garbage problem did fit in nicely with one of Emeritus Mayor Swizzy's favorite sayings: "Why solve the issue, when you can remove it?" Español: Moviéndose más hacia el interior, se estableció una nueva comunidad rural y se llamó Aguada. Aunque pequeño, el nuevo barrio presentaba un nuevo punto de entrada a la ciudad y, con la basura amontonada en las calles, la nueva y necesaria estación de transferencia de residuos, también diseñada por la Ingeniería Civil SM2. La solución al problema de la basura encajaba muy bien con uno de los dichos favoritos del alcalde emérito Swizzy: "¿Por qué resolver el problema, cuando puedes eliminarlo?"
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I am making a region that "embraces the grid," I suppose. I am using for my residential neighborhood an improved version of the neighborhood design I described in a post called "new neighborhood design a few years back. In a 2x2 city, I get 4 residential areas, and in a 4x4k city, I get 16 residential areas. The commercial areas surround the residential areas, and the industrial area follows a ring around the entire city. The reward buildings in a 2x2 city are interspersed in the commercial areas (except the churches and private schools which go into the residential areas). The reward buildings in the 4x4 cities are in the blank 10x10 areas, which I will describe more in the next paragraph. Between my neighborhoods, there are 10squarex10square areas between the residential areas. In a 2kx2k city, I get 1 of these, which I use as a "technology center" that has the advanced university, the advanced research center, the advanced medical research center, and the spaceport. In the 4kx4k areas, I get 9 such 10x10 areas, one of which is the "technology center," 3 have the reward buildings, and the remaining 5 currently are just blank. Here is a picture I made in a 2kx2k city which might help visualize what I did: As you can see, in a 2x2 city, there is a 10/10 area in the "middle" that has my "Technology center". I am not certain if you can make out the "civic centers" that I put in the middle of my residential areas. I can't, and I know exactly what I did when I built the city, but they are near the signs that indicate where my residential areas are. In 4x4 cities, there are 9 such areas, 4 of which are filled in as described above, and the remaining 5 are just empty right now. I do not want to zone any of them because even though I have a fairly powerful computer in relation to a 20-yr old game, it still has so much zoning as to slow it down a whole bunch and I just don't want to add any more. These are a few ideas I have for the empty areas: Make an "approximation" to central park. Some of the museums around central park are in the landmarks menu, and I think I found some others in the STEX, and I can put these around the edge of the park. I also found the "Paeng's Free Waters" lake making set and some other mods that I can at least approximate what is contained in the park. Also with the NAM I can put the trails in it, thought they would have to be straight and not meandering like in the real park. I downloaded the mod for making golf courses (PEG, I think) and the Marriot hotel/stadium and could use those to make a sort of sports center. I downloaded a mod (don't remember the name) that plonks down fancier trees than the vanilla game does, and I could just fill one of the areas with trees That would take care of 3 of the areas, and leave 2 remaining. I guess I am looking for some feedback on my ideas, and perhaps some suggestions on what I can do with the remaining 2. Brian Christiansen
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Version 1.0.0
683 Downloads
Thank you to Sgt Pepper for his great tower models located here: https://community.simtropolis.com/files/file/28435-the-twin-towers-of-the-wtc/ You will need this for the menu to work. Installation Just add the three files to your TwinTowersNew(v1) Original Lotwork folder You will be overwritting PLOP_5x5_Two World Trade Center_9deabeb3 and PLOP_5x5_One World Trade Center_2deabe44 SAVE a copy of the above to files if you want to uninstall later Uninstall Remove the Tower 1 Query wSound.dat file Put your original PLOP_5x5_Two World Trade Center_9deabeb3 and PLOP_5x5_One World Trade Center_2deabe44 back in and overwrite the files from this mod. Dependencies NONE Except Sgt Pepper's The Twin Towers of the WTC- 1 Comment
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I installed the Functional Landmarks mod and noticed some of the landmarks still don't show any jobs. I click on a landmark and on some it just shows the monthly cost instead of the jobs created/available dialog. I tested all the ones in my list and the following have no job data shown on query: I even renamed the list z_AllinOne.dat (with the 'z' in front) to help it load last just in case. Is there a fault with the file, or is the dialog wrong? What's going on here? Any ideas?
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I believe I am correct when I say that in SimCity 4, Landmarks don't create any jobs or income. I'm pretty sure that I have seen somewhere mods that turn Landmarks into building that gernate income. I jjust can't now find this information. Can anyone shine some light on this?
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Locale dat? Maxis and Functional Landmarks Conflict?
Kloudkicker posted a topic in SC4 Bugs & Technical Issues
I noticed I have load order issue with my landmark files and a question on the SimCityLocal file(s). Steam copy of SimCity 4 version = 1.1.641.0, osVersion Windows 10 Home 64-bit NT 6.2. Question 1. The SimCityLocale.DAT(from Steam) file is the only one I can see in the directory. Where is the one with .dat(in blue pic 1)extension coming from overriding the first and why? Same file size. 2. The Sku_Data\Sku_US\Plugin_002_TheLivingMall.dat file is getting overridden by the Maxis DLC Landmarks\Plugin_TheLivingMall.dat. What is going on and dose it need correcting and how? But... But the kicker is, I download the Functional Landmarks (https://community.simtropolis.com/files/file/21340-functional-landmarks-complete-set-v10/) while this was going on. I've placed some LMs already. I just now noticed the Maxis LMs are overriding some of the functional LMs. One is the living mall that is in turn, overriding the Sku_Data version. I know I need to removing the currently placed landmarks within the cities I've made before any file moving happens. 3. What is the best approach for the load order with these three files? (Here is the Functional LM mod partly overridden by Maxis LMs) Help and/or information is needed please. Thank you, -
I have downloaded some buildings that both plopable and growth, but the plopable ones are not showing up in the landmark menu like the creators say they should. Is there a limit to the menus in SimCity 4 is why they are not there? I have them in my plugins folder.
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Version 1.0.1
897 Downloads
United Rentals and Sunbelt Rentals for SC4. The equipment rental business in America and globally has grown as companies recognize a need for people to rent construction equipment without having to own it, especially for smaller construction projects. Sunbelt and United are two of the largest companies in America in that field and they combine for 2000 locations in the US. Plop lot 6x4 and Industrial lot 5x5 included as well as new props specific to each building as well. IMPORTANT: for most of the construction equipment to show up, you need the R6 packs from ToutSimCities. R6 Prop Pack Vol1 R6 Prop Pack Vol2 R6 Prop Pack 2010 Vol1 R6 Prop Pack 2010 Vol2 Other dependencies BSC MEGA Props SG Vol 1 CP Prop Pack Vol. 1 PC Mega Props 1 PC Mega Props 2 RR Mega Props 1 SHK Parking Pack SM2 Mega Props 1 SuperSHK MEGA Parking Textures 1.0.1 SuperSHK + FA3 Parking Textures BSC - VIP Girafe Trees/Shrubs Linden Trees Maple Trees Poplar Trees Rowan Trees Feather Grass Maple Trees- 4 Reviews
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Version 1.0.0
213 Downloads
Hello Dear Bros and Sis, I like Faneui Hall, small and beautiful design, but then I think this building alone without any props and road access will be just a simple building, so I reconstruct the lot and came up with this lot. I hope you dont dissapoint if this lot not as you are expected. Anyway, enjoy playing with plugin! Dependencies: BSC files only! Thank you for your time spending in my creation, dont forget give me feedback. BobHPB- 1 Comment
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Greetings fellow Sim Jong-uns, I'd like to know more precisely the effect Maxis landmarks have in order to establish a reference point. I put some landmarks from the Maxis Files bundle into Leprop, and many showed no data at all. The ones that did seemed to average a landmark effect of about 40 with a radius of about 20. I just thought that surely one should expect a little more bang for their buck if dishing out tens or possibly hundreds of thousands of dollars. Also curious to know about water consumption. I downloaded a skyscraper that's close to 2800. Not sure what the creator based that on, but I compared it with a Nuclear power plant, which is 900, so I was wondering how consistent the previous figure is with most buildings.
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Version 1.0
2,056 Downloads
As you will no doubt know, the Maxis SC4 website shut down a long time ago, and with it went the Maxis tools and DLC landmarks. The Maxis DLC landmarks were once available over on Screwpile Developments, but that no longer works. Also @MoofishPro made them available here, but the .ipb file means these cannot be installed on a Mac. (Staff Note: This has now been fixed and was broken due to an error with the file submission, where the zip extension wasn't assigned. So this can also be a viable alternative to the landmarks as packaged here.) You can find all of these by trawling the internet and various SC4 forums. But, in this simple .zip file, I've compiled the .dat files for all 29 Maxis DLC Landmarks. Installation Unzip Place the entire folder into your SC4 Plugins folder Done Contents 63 Building Adler Planetarium Air Force Base (actually a Civic Reward, not a landmark) Arc de Triomphe Brandenburg Gate Capitol Records Globe Arena Grand Central Station Grutze Industries Grutzehaus Kunjungjon Living Mall Longfellow Castle Lucky's Hang Ten Mayflower Port Nam Dae Moon (a.k.a. Sungre Mun) Parthenon Rockerfeller Center San Francisco City Hall Schloss Schoenbrun Shorty Burger Seoul City Hall Seoul Soccer Stadium Sobchak Lanes Stone House (a.k.a. Ian's House of Stone and Wood) Stonehenge Taipei Art Museum Temple Expiatiori de la Sagrada Familia Temple of Grutz As far as I can see, this is compatible with the 'AllInOne.dat' file from @toroca's Functional Landmarks mod. -
From the album Scenes from the Cutting Room Floor
This picture shows most of the Maxis tall building landmarks and tall office and residential buildings. The city layout is somewhat of a hybrid of New York, Chicago, and San Francisco, especially Chicago with the placement of the airport. The Transamerica Pyramid and Willis (Sears) towers are my re-lots from user-created BATs. The Willis tower is noticeably a bit out of proportion. -
Version 1.0
1,452 Downloads
This is a relot of the Transamerica Pyramid by ed_diaz (2004). The 7x7 lot size, specifications and menu description are maintained as is. The building and lot are Maxis-lighted and the lot is transit and network enabled. The model file is in the original zip package which includes landmark and ploppble versions. To make this relot work you only need the model file: transamerica pyramid-0x5ad0e817_0x8d2e3988_0x50000.SC4Model Put the model file into this Transamerica Pyramid Relot folder with the 0A0_Transamerica Pyramid Landmark_ReLot_a4f2be46 lot file, and then into the plugins folder. (delete this readme.txt) If you want to have the fountains working at nite for a dazzling effect of light and splashing water download Peg's 24/7 Mod below: PEG_24-7 Patch_106.dat For reference to the building, its place, specs and history, visit the above linked file location. -
Landmarks. Square Kennedy, Anvers Centrum (M1)
bateau_ivre posted a City Journal entry in Anvers, Diamonds and Containers
One the most famous places in Anvers. Red Entrance for the Grand Hotel JFK ( *****L ). Anvers Centrum (M1) -
Canalia : And a bit more Kultur
tariely posted a City Journal entry in P.R. Crastina's Travels (SC4)
After revelling in the high-brow cultural broth (yes, she doesn't shy from using mixed metaphors), P. R. followed the advice of some of the students she met at the University, and went to more popular entertaining places. Like the Coostaw Aquarium (near the Mayor's Mansion) or the Orbisonn Museum, full of strange machines that serves no discernable purposes, but seem very intent on whatever they're doing when switched on. She also visited (and crossed) one of the most beloved bridge in Canalia -- City of a Thousand Bridges -- the Rorlach Towers Bridge, to visit one of the many famous vertical Farms of Canalia, bringing fresh vegetables and fruit in the heart of the city. And she watched the sunset on the Bay Promenade, in the Old Port, where people go to see the barges float by. Very relaxing after a busy day.- 5 Comments
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Hey, is there a way to organize the landmarks menu with subcategories so I don't have to hold the button down for like an hour when I want the smalltown USA pieces?
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Entry no. 9 - Transportation & Places of Interest in Cisco Bay pt.2
TakemeThere posted a City Journal entry in Pretoria Metropolitan Area
Continuing on from where I left off last time, City overview: A - Broadcast Hill B - The Trueno River & related tunnels C - Guardians Gate Bridge D - Port of Isuzu, Supra River & Isuzu (Rail)Jct. E - Highway 709/Astel Rd. Interchange F - Kewston(neighborhood) G - Highway 709/Malkin Blvd. Interchange H - Cagalli (Rail)Jct. I - Downtown J - Highway 709/Crosby Ave. Interchange K - O'Leary Peak L - Fastraxx Cisco Bay M - Highway 700/709 Interchange N - Cisco Bay Beach O - Highway 700/Malkin Blvd. Interchange P - Great Western Mall, & Richview(neighborhood) Q - Great Western Tower R - The Skybridge G & H - Highway 709/Malkin Blvd. Interchange & Cagalli (Rail)Jct. This interchange connects downtown Cisco Bay with vehicular traffic originating from the east. There is no westbound access onto the 709 here. For that direction of travel drivers must make there way to the nearby Crosby Ave/709 interchange. I've made numerous changes over the years to this interchange, but it never seem to look quite to my liking. This is largely because of the difficulties in making the a realistic looking connection to a diagonal highway in SC4. Even the RHW mod or project symphony for the matter don't fully resolve this issue. The other problem at this location is the lack of space due to nearby rail lines crossing over the highway. In order to maintain smooth curves, both horizontally & vertically I finally settled on a tunnel solution: Transformation of the interchange over time: The next few paragraphs deals with trains & grades So it may be a long read to some - you have been forewarned The horizontal curves are the 45 degree highway & rail pieces, I placed the highway and rail lines as close as physically possible while still enabling the use of these curves. The vertical curvature I'm referring to is for the rail lines. I use a slope mod, which is good enough for roads but not for the rail lines. For those I manually smooth out the height difference one zone at a time. GWR's Almera sub for instance(the rail line on the top of the image) drops 91.5ft/27.9 over a distance of 1890ft/576m(40ft over 16 spaces in the image above) or or more plainly it drops about 2 spaces of height over 36 spaces. This equates to a 4.8% grade. I didn't pre-plan that out before hand or anything, its just what it ended up being. Anything over 1.5% is considered not desirable for freight trains and over 2%(or 2.2% in some areas) is considered "mountain grade". The biggest reason why freight trains can only handle such small grades is because rail companies try to make their mainline trains as long as possible while needing a few locomotives as possible. This of course reduces expenses and increases profit. But it can cause problems on lines with steep grades. A quick goggle search indicates the largest grade in the US was 4.7%. Here's an excerpt on what it's like for a train to operate on a very steep grade; "Operating conditions on the original mainline through Kicking Horse and Rogers passes were proving to be something of a nightmare. Between Field and Hector, on a four mile stretch known as the Big Hill, stretches of grade up to 4.5 per cent meant that eastbound trains climbing up to the pass had to be divided into sections for the assent. Freight trains working down the hill were restricted to SIX miles per hour, and four steeply graded safety tracks were insurance against runaways." Thankfully while I'm certainly much more attentive to this than your average SC4 player or perhaps almost any player for that matter, I'm not completely anal about it. I don't spend my days trying to make every rail line is SC4 under 2 or 3% thank god lol. There's no point to that. As I said before, I don't measure or preplan the grade. My goal is simply to make the slope relatively unnoticeable. I'm guessing most of my rail grades are probably around 4 to 6%, which certainly appears to be a very smooth grade in game. IRL freight trains would struggle mighty with even that. But on planet Azura, where my city is located in, one consequence of the overall population being far lower(mentioned in the first entry of this CJ) is that things like freight trains can be and are indeed far shorter. Instead of the monster 2 mile long freight trains that many companies run today(http://en.wikipedia.org/wiki/Longest_trains), the longest trains on Azura would be at most half a mile long. This also means that the freight yards need not be 2 miles long either, otherwise I'd have to build my freight yards as big as a medium sized city! Therefore the trains are much lighter while at the same time the number of locomotives remains the same. On top of that the length of most of the grade changes are relatively short, probably a km long at most. So even the 6% grades are not that problematic. Now back to the interchange. Here's how it actually functions: Cagalli Jct. is nearby to the interchange: As with Isuzu Jct, the sole purpose of this junction is to serve as an interchange point. An interchange point is a location where freight traffic can be transferred from one company to another. Even though these companies are in direct completion with one another they will allow each other to use their lines to reach specific customers that they otherwise wouldn't have access to. This is at steep cost of course. This junction in particular is used by eastbound trains coming off GWR onto ICR's track or conversely southbound trains coming off the ICR(Lakeridge spur) and onto GWR track. The power line/hydro corridor seen in the foreground is the Hardack hydro corridor. This line connects the largest power plant in the region, located in the South Shore borough, to the more denser areas of the Central borough. It's a vital piece of infrastructure that at this spot carries up to 2000MW of power. 2000MW is enough power to supply the needs of over a million people during the mid day summer peak. Electrical usage peaks on both a season & daily basis. Seasonally, summer and/or winter, deepening on the climate of a region, is when power usage is at its highest due to power intensive applications like heating and cooling. On a daily basis the peak threads to happen early in the more and late in the afternoon and then drops at its lowest in the middle of the night. The 1MW to 500 people ratio is derived from my real life numbers. The record summer peak demand for the region I live in is 26,000MW for a total of 13 million people. What can I say, we're power hogs over here Though power conservation measures have slowly begun to decrease our usage over the last couple of years. The power usage in the city itself is 112MW, which puts it in the mid-range of nearby cities: 285MW Lexenborg 134MW Lindin City 112MW Cisco Bay 85MW Halon 72MW Mayfield 14MW Mount Prominence 13.9MW Gravenhurst Here's one last overhead shot of Cagalli Jct & the Malkin-709 interchange before moving on: I - Downtown Cisco Bay There's been plenty of pictures of this area in previous entries so won't to spam any more, well maybe one more, For the record, the Cardiff Capital Tower built in 1979 is the tallest building in the city: List of the 10 tallest buildings in Cisco Bay: More or less about what you'd expect from a mid-sized city of 40,000. Following the construction of the Cardiff tower in 1979, the city slapped a 17 story height limit on all future buildings(quite obvious yes?). They did not want the downtown area to be overwhelmed with highrise buildings like other area's of the region. Their primary reason was out of concern about overwhelming the transportation network of the city with too much density. While the city had a well integrated highway network there were a few problematic areas(eg. item R). Higher capacity subway lines do not run into Cisco Bay. While the L line runs a fairly frequent commuter train service it would not be sufficient if population densities were to increase any further. Aside from the train station there are only a couple of low frequency bus routes that operate through the city. The height limit originally only covered the downtown area but was later extended to cover the entire city after condo's started popping in Richview. It remains in place to this day. IRL many cities across the world have height limits in place either localize or across the entire city for a myriad of reasons. Here's a few IRL examples: Airport/FAA restrictions: Miami Edmonton until 2014, 492ft/150m San Jose 300ft/92m Historical precedents: Philadelphia 1894 to 1984, 548ft/167m Saint Petersburg Street widths: Washington View cones/corridors(for scenic reasons): Vancouver There is one other city Pretoria metropolitan area that has a height limit, that being Calgon with an absolute limit of 675ft/206m. However unlike Cisco Bay, the restriction in Calgon is likely to be lifted soon as developers are mounting increasing pressure to built taller. J - Highway 709/Crosby Ave. Interchange The interchange that connects downtown CB with vehicular traffic originating from the west: As with the 709/Malkin interchange, there were numerous early versions of this one as well: From the beginning, 2005: Could never get that connection between the highway ramp and the road to look natural. So in the end I separated the two and incorporated a tunnel instead. The pre-RHW/Project Symphony/CJ version: And today's version: The rail line(ICR's Lakeridge sub) limits the type of ramp that could be placed here, hence the 'stub' ramp that goes underneath the viaduct and connects to Michigan rd. on the south side/side opposite of downtown. While not an ideal solution its the best that could be done to maintain connectivity. Needless to say the speed limit for the ramp off the 709 is quite low and is strictly enforced by photo radar - something my sims aren't too happy about... K & L - O'Leary Peak & Fastraxx Cisco Bay More or less just denoting the location of each in the aerial shot. The Fastraxx commuter station was seen in last update. O'Leary 'peak' meanwhile is the highest point(elevation-wise) in the city, by a dozen or so feet from the hills to the east but there's nothing to look at there. I've yet to do any mmp work on the hillside, other than planting trees that is. In truth I'm contemplating removing it altogether so as to expand the suburban area of town. M - Highway 700/709 Interchange One of the "Big 9" interchanges in the region. Though its so small calling it big in any respect is a bit of an oxymoron. However that was always the idea, I wanted it to take up as little space as possible, as at first I wanted more space for development to increase the population. And later I wanted to maintain the existing development in the area. But I also wanted it to be a custom interchange rather then just the standard maxis or later on, the project symphony 3-way. Plus I never liked the maxis 3-way to begin with, urgh: So work started on a new custom version, once the NAM become advanced enough: The original version was completed sometime around 2006-07. a few minor modifications were then incorporated over time: Traffic paths: I was actually quite fond of the unique appearance of this interchange, so much so that for nostalgic reasons I really didn't want to rebuild it for the CJ. Alas seeing as how I was rebuilding the entire freeway system, it had to be modernized as well. As with many other interchanges both in this city and around the region, the available space for ramps and transitions that could be used was limited by a near-by rail line, curse you GWR!. But as difficult as building a RHW interchange is a small space can be, its easier than rebuilding an entire rail line and the portion of the city it cuts through. Originally this is what I came up with: However I needed the northbound 700 to be elevated so that I could get rid of the slope before the Skybridge. Otherwise I couldn't place any ramps there(item O). This is end result of that modernization: Interchange rank of the "BIG 9" Size in terms of total space - 9 of 9 easily the most compact. Size in terms of ramps - (4) tied 8 of 9 Size in terms of entry lanes - (12) tied 8 of 9 Comparison: Traffic Paths: N - Cisco Bay Beach Where sims in Cisco Bay go to relax. Using the name of the city & bay for the beach is the not most original name I know, but currently there is only one beach on the shoreline of Cisco Bay - the shoreline is predominately industrial. So its only logical to name it so. The beach officially ends at the chained link fence, property beyond which is owned by the railway(GWR). Though that hasn't stopped trespassers from frequenting the area occasionally playing chicken with trains O - Highway 700/Malkin Blvd. Interchange And we've reached the last interchange in the city. As with the other four this one has gone through a ridiculous number of revisions over the years. Earlier changes: Aside from the fact that I switched over to Project symphony, the road underpass/tunnel was causing some strange behavior as sims refused to use the ramp and would rather just drive right off the highway and straight into the tunnel, somehow miraculous managing to survive the trip home: The difficulty here was adding access ramps to a diagonal highway. The location of the ramps couldn't be moved much since the whole idea is to connect the highway with Malkin Blvd. The highway had to curve in this location because of where the connection was to Lindin City on the other side of the bridge. The problem with diagonal ramps is the lack of an acceleration/merging lane, but diagonal ramps are not even an option with project symphony anyways. So I had to get rid of the slope leading up to the Skybridge and use that location for the ramps. The merging lane issue was dealt with by increasing the width of the bridge from 4 lanes to 6 lanes. The highway also had to be elevated here to maintain the bridge clearance for ships heading to the Port of Isuzu as well as ports further up river. While these ships aren't large and don't require huge clearances, 20-odd feet doesn't quite cut it. The final change: Overview of the approach to the Skybridge: P - Great Western Mall, & Richview The Great Western Mall doesn't quite live up to its name. For starters its the second oldest mall in the region having been built in 1969, its not a very refined mall at all compared to its newer contemporaries. It's also the smallest official mall in the region with a mere 75,000 sq/ft of retail space and just 200 surface parking spots. The mall contains large grocery store, a well known discount clothing realtor and has space for a dozen other small shops on 2 levels. Really the only reason why its called 'great' is because the GWR - Great Western Railway purchased the naming rights to the mall and promptly named it after themselves back in '69. Richview is a nearby highrise luxury condo community. While not entirely gated, it is walled in and heavily patrolled by private security. A total of 1,447 residents live in the 5 building complex. 4 of the 5 buildings in the complex are built out to the maximum 17 story limit. Amenities include outdoor and indoors swimming pools, tennis courts, a rock garden and mini golf putting green. The mayors house/office is also conveniently located nearby for the rich locals to voice their concerns to. Q - Great Western Tower The Great Western Tower is a 559ft tall freestanding reinforced concrete structure built in 1967. At that time it was the tallest structure in not only the city but all of the South Shore borough. List of the 10 tallest structures in Cisco Bay: (Measurement information in most cases is gotten directly from occupant size exemplar, otherwise I measured it on screen using a ruler 1cm=2.25ft in the 2nd closest view) The tower has three public levels - one being the ground level where entrance fees are paid. A restaurant occupies level two at the 386ft level and the observation deck occupies level three at the 406ft level. The GWR once again purchased naming rights here shortly after the tower was built. The contract extends for 100 years, its unlikely that they will renew those rights when they final expire in 2068. Attendance has fallen precipitously over the years as newer, taller and more flasher attractions have popped elsewhere in the region. Telecommunication revenue, which was never that great to begin with since the tower is not located in an idea location for such, dried up after the construction of the tower on Broadcast Hill in 1984. The HAAT(height above average terrain) of the tallest transmitter here is a mere 560ft verses the far greater range provided by Broadcast Hill's HAAT of 998ft. Having said all that, I think having a short concrete tower located here is still kind of interesting and the night lighting is quite nice as well: At this time the city has no plans to demolish it and replace it with something else, as the costs of maintaining the structure aren't exorbitant... at least not yet. R - The Skybridge The Skybridge is a recently constructred 6-lane RHW bridge: bridge info: Type - Cable-stayed Completed in - 2005 to 2008 Design Life - 150 years Roadway - Highway 700 Total Length - 2,231ft (680m) Longest Span - 1,182ft (360m) Clearance - 100fft (30.5m) Cost - $535 million (2011 dollars) Width - 158ft (48m) Hight - 425ft (129.5m) The new bridge replaced the Spanbridge, a cantilever bridge that was the longest of its type in the world when built in 1924. Imo the in game highway/avenue cantilever bridge is still one of the best looking structures available in the game. But then again I can't say that I'm impartial since I love steel exoskeleton structures. Type - Cantilever Built in - 1923 to 1924 Design Life - Roadway - Highway 700 Total Length - 2,204ft (672m) Longest Span - 1,250t (381m) Clearance - 149fft (45.4m) Cost - $46 million (1924 dollars) Width - 105ft (32m) Height - 414ft (126m) The next section deals with the history of the old bridge, so feel free to skip it if reading about fictional history is not you cup of tea The Spanbridge was the first highway bridge to cross Cisco Bay. However after 84 years of use the bridge was badly degraded/corroded and in need of immediate replacement. The bridge had also been over-built height wise, engineers had anticipated that the Trueno river would one day need to accommodate ships larger then low-max class. Hence the hefty clearance of 149ft, with the deck level coming in at 160ft ASL. However this turned out to be unnecessary as cargo volumes along the river have never even come close to reaching the point of requiring larger vessels. Not to mention justifying the cost of expensive dredging of the river bed which would be required to allow for ships with a larger draft. The height of the roadway in addition to the narrow width of the lanes had become a severe safety hazard by the mid 70's. By then transport trailers had grown in size both in width but more importantly in height. The taller trucks were often buffeted with strong winds at times causing them to swerve over onto adjacent lanes. In response, the number of lanes was reduced from 6 lanes to 4 in 1975. However issues with swerving still persisted and after numerous crashes resulting in fatalities a bylaw was introduced in 1982 restricting the speed of transport trailers to 45mph/72kph over the bridge. This of course resulted in serve congestion. By the 90's even the its name had been largely forgotten as sims commonly referred to it as the Slowbridge. Hence its replacement was long over due. The new bridge was built adjacent to the old bridge and once completed the 'Slowbridge' was dismantled. The Skybridge was not only significantly wider but the height of the roadway was reduced from 160ft to 105ft. Winds at this height are substantially weaker, thus the by-law did not carry over onto the new bridge except during the occasional periods of high winds. Sensors on the bridge continuously monitor local wind speeds and once a certain threshold is reached a yellow warning light automatically activates at the entrance to the bridge and all bridge users must reduced speed during these periods. And with that I conclude this entry. Probably should have broke it up into two but I was on a little bit of a roll there. Hope you found it interesting nonetheless.- 10 Comments
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Version 1.05
20,861 Downloads
Project Shinjidai (New Era) Japanese Cultural Landmarks and Buildings Ever since Yuttho Started Building Tokyo 1.0 and 2.0 the request and his request for more traditional and specific content for Japan and by many users has been something high on my list of things to publish to the public. I hope this will inspire many new cities and designs as well as other mods that will use Cultural Inspiration as a methodology to give us greater control over our communities and create Neighbor Hoods that will give greater diversity in our cities. 2 New Landmarks - Himeji Castle (Japanese Castle) - Todai-ji (Sumo / Martial Arts Monastery for Cultural Learning) 3 $$ Residential 3 $$$ Residential 4 $$ Commercial 4 $$$ Commercial NOTE: THIS MOD REQUIRES OFFLINE AND AKAR FOR MENU STRUCTURES Icons and Descriptions by Yayie (Thanks for doing the artwork and Menu Positioning for me within Akar) (Thanks to the SUGC Team Members for testing and debugging the mod for me). Special thanks to Oppie for the SCP for which no mod would ever be possible and the Developers for always being around to answer questions when we all need questions answered on quirky things we do not understand completely yet as we learn. MOST OF ALL THANK ALL OF THE USERS FOR WHOM WE CONTINUE TO MAKE THESE MODS FOR TO ENJOY. Without the community and their continued desire for mods I myself and other would not be working so hard to deploy So many of these new ideas buildings and Blue Prints that will further the modding efforts globally. Place the mod in your \simcitydata folder ENJOY XoXiDe Jeff -
Version 1.0
10,652 Downloads
NOTE: THIS MOD WORKS OUTSIDE OF SANDBOX MODE! Hello all ProcsKalone has done what I thought was impossible; he has allowed you to plop 10 of the same landmark in one city. I have updated my More Landmarks for Your City Mod to allow you to have up to 230 landmarks in your city (to match up with amount of landmarks): https://community.simtropolis.com/files/file/29424-more-landmarks-for-your-city-mod-offline-only/ P.S. MY MOD WORKS IN ANY OFFLINE MODE (regular or sandbox)! NOTE: If you plop more than one of the same landmark, you MAY not be able to bulldoze it. For some people, they can bulldoze it, while others, they cannot. How to install: 1. Unzip the files after downloading. 2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityData. Enjoy! I take no credit- 15 Comments
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[IMPORTANT INSTALLATION INFO] More Landmarks for Your City Mod (Offline Only)
CapTon posted a file in SC13 Game Mods
Version 1.1
20,468 Downloads
NOTE: IF THIS DOES NOT WORK FOR YOU WHEN INSTALLING IN YOUR SIMCITYDATA FOLDER, PLEASE ATTEMPT TO INSTALL IT IN YOUR SIMCITYUSERDATA/PACKAGES FOLDER WITH THE SimCity SCRIPTS FILE. Hey all I'm back with a new mod. Now, in your offline-mode cities, you can have up to 230 landmarks! Note: I didn't create any new landmarks. I simply allowed you to plop 230 in one city. How to install: 1. Unzip the file after downloading. 2. Copy and paste the .package file into C:\Program Files (x86)\Origin Games/SimCity/SimCityData. Special thanks to: MaxisGuillaume for showing me what I needed to do and giving me a head start on offline-mode only mods. Enjoy! More are on the way! Want to mod for SC2013 but don't know where to begin or how to do anything? Go here and apply for help! https://community.simtropolis.com/topic/62213-simcitydefined-offering-sc2013-modding-help-to-all/ -
Version 1.00
2,702 Downloads
This is a redone version of the Free Landmarks Mod done by CAL0807. I have requested permission from him, and permission was granted Includes: - ALL 38 LANDMARKS 1. Plop Cost and Bulldoze Cost are zero Simoleons 2. No pollution 3. No power or water consumption needed 4. Increases Mayor Rating by A BUNCH 5. Helps Increase Density of Zones 6. No Monthly Cost 7. No Garbage 8. Higher RCI Demand I may add more versions to this later on. Let me know what you guys think! If anything needs improved upon, just let me know -
Hey, guys I'm new to modding, and I've created two mods so far, that are both listed in the ST/Exchange. Here are the download links: Could any of you try this mod out and then tell me how I need to improve? Any help is appreciated

