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Found 8 results

  1. MAGNASANTI RECORD BROKEN!!! =D

    Hey all fans, devotees etc After months of preparation and hard work I finally present with lots of proudness the NEW WORLD's BIGGEST CITY ever made in SimCity 3000!!!! Previously, Magnasanti held the world's record of being the most densely populated city in the world with about 6,005 Million population, but after lot's of sweat, and clicking and almost the burial of my pc mouse, lol, I proudly present the new biggest city of the world! Kuta, Bali!!!! Currently, my city holds 6,100,988 citizens with a total city size of 9,314,1905 population. This will surpass Magnasanti by about 95000 residents! I also attached the city file to the topic, so you can give it a look I don't really know how to make a cool video, but I will happily answer any questions people have for me, also I will later go more into detail about the game's true mechanics and I need to admit that the city was already mostly finished when I gained some new important knowledge which could have pushed the population towards around 6,2 million, which is really the upper limit of what's possible without modding the game. In this journey I learned lots about the game and it's true mechanics, and I want to explain more about it later, but the curious people who look at my city will notice some strange stuff, but yep, go figure out, btw you need SimCity 3000 world edition to view my map, as it uses the asian theme. Woaa I'm so proud I did this, and next up I want to set the world record of the most densely populated medium density city of the game, I think around 3 million residents should be achievable with that, so its fun to have a new project come up. Just to answer some of the craziest questions, no I'm not lunatic or maniac or something scary, just extremely devoted and built a 7 tabs excel file with all the game's mechanics, which I will keep secret for now. Enjoy peoples! SimCity 3000 is a truly great game! KUTA, BALI.sc3
  2. Episode 5

    The creepy and satanic vibe of this video is appropriate, reflecting the nature of the dystopian secrets, the pain and suffering the city hides. - M Luminoth Episode 5 Welcome! It's another (hopefully beautiful) day in New Magnasanti and a time for another part of this interesting, if perilous, adventure. As no new entries (apart from the content recycled into the CJ format) have appeared for a long time, I believe you will like today's report which is a brand new part of New Magnasanti's story. Enjoy! If you remember from last time, I have invited an external advisory firm to help me revitalize Magnasanti - "Vetinaris Clerk Urban Excellence Think Tank" (VCUETT). The amount of work continues to be so great that I simply need a few dozens of helping hands to wrap my mind around the city and the problems it has. One of the most valuable suggestions put forth by the VCUETT was to organize a new initiative named "Mayoral Meet & Greet". The idea was to invite random Magnasantians to have a walk with me - their new mayor - through the city so I can better know the history of their home and themselves while they can learn about my plans and the, hopefully, brighter future that awaits them. I was really excited with this project so once an agreement to carry it out landed on my desk, I signed it, you could say, with both hands. Thus "Mayoral Meet & Greet" had become a fact. After the residents selection process (which involved diving headfirst into a swimming pool full of numbered rubber balls) several lucky Sims have been chosen for the initiative and I spent a total of several days taking promenades across New Magnasanti in their company. These are the stories they told me during our meetings... Citizen #1 Name: Stanislav Wilmot Occupation: Police civil servant - monitoring specialist Age: 45 The moment I saw Stanislav for the first time, I was astounded with... how old he looked. He had trouble walking, used a cane and was already balding at an age at which men outside Magnasanti were, so to say, taking hair for granted. Although I tried to hide my surprise, Stanislav probably knew what I was thinking and started a tirade about the weight of poor healthcare on the residents of Magnasanti. I was curious to hear what Stanislav had to say about his work in one of the very institutions which held the entire city captive for almost 50000 years . "It's not that simple. You see..." he started and I soon realized that it was actually very complicated... For untold millennia, as he informed me, people in Magnasanti were trapped behind a huge wall of concrete which separated them from the outside world and which has partially been toppled during the revolution. However, when the city had first started to grow, Imperar Omnika had maintained that he wished to construct a city of perfect efficiency and spatial distribution. The wall, according to him, was absolutely required to isolate Magnasanti from the outside world and even the view of it in order to maintain the city's pristine state and its success. Of course, as the time flew by, the initial goal become twisted and retold every century until, by 4500 A.D. nobody was able to recall why the wall was there and whether there has ever been anything beyond it... Magnasanti has become the only reality that have ever existed. However, by an incredible strike of luck, at the age of 20 when Stanislav visited one of the libraries in the city (one of the few entertainment facilities Magnasanti had) by accident, he found a couple of... postcards from some strange places that he had never heard of... Although the postcards were quite fragile and badly damaged, he could make out, what appeared to be, other cities imprinted on them... Stanislav told me that he instantly knew these were genuine photographs of real places, because computer graphics and art were forbidden in Magnasanti as illogical and wasteful activities. There was no possibility of a forgery! Stanislav has also told me that after he found the postcards he tried to find a job that could help him unravel the secrets of the mysterious places illustrated... By the word of mouth, his own research and... certain illegal activities, he found out that a handful of Imperar Omnika's trusted police members, have occasionally been sent on top of the Magnasanti Wall to ensure that the dreaded barrier is in shape good enough to keep citizens trapped in his "perfect" city. As our "mayoral walk" drew to a close, Stanislav told me that he joined the police force in hopes that he can become one of the "trusted ones" who were allowed to climb atop that wall. As he said, at least once in his lifetime, he wanted to see the outside world with his own eyes. Perhaps spread the word of it further on or if not, at least fling himself from the top of the wall, knowing that he saw the most beautiful view he could ever hope to see after living his entire life in a lockdown... Citizen #2 Name: Remedy Chellston Occupation: Member of the R.E.B.U.I.L.D Age: 25 Stiff upper lip and the poker face of a born warrior was what stood right out when I first saw this young, blond-haired rebel for the first time. Remedy has struck me as an exceptionally intelligent and brave soul. Just like Stanislav, by some cosmic miracle she managed to obtain the wisdom of the generations long gone and knew that better and more reasonable life has once been possible despite all the evidence contrary. During our walk, Remedy told me that in R.E.B.U.I.L.D she played a role of the so-called "custodian" and she took care of the so-called "remembralls" - objects like Stanislav has managed to find... In other words, remembralls were proofs that the world outside the confines of Magnasanti still exists. Remedy went to great lengths to explain the story of remembralls and her role in preserving them. She told me that at some point between 2300 and 3800 AD - during the most brutal time of opression in Magnasanti - then resistance movement had realized that victory against Imperar Omnika was impossible within any reasonable timeframe. They determined that the only way to preserve the knowledge they had about their goals and the truth beyond the wall surrounding the city was by storing it in and conveying it through seemingly meaningless items. Like postcards, small pieces of embroidery, glass marbles etc. - anything that could point to creative thought, the little "imperfections" of life, or the world outside Magnasanti. As previously said, any items like these were considered wasteful and impractical in the mathematically and ideologically-perfect "utopia". Possession of such items was strictly forbidden and has sometimes been punishable with life in prison (as if being outside of prison in Magnasanti was anything better...) The plan, Remedy continued, has been put into motion and the resistance movement has managed to frantically collect around 5600 remembralls. The resistance movement of old ceased to exist in unknown circumstances by 4000 AD but the remembralls survived. Scattered throughout the city, they waited to be uncovered by the future generations. Remedy maintained that R.E.B.U.I.L.D has managed to confirm that the police forces of Magnasanti had a special unit which was involved in search & destroy raids against such items. In any case, out of 5600 remembralls, only 32... just 32 made it until today. I always knew that we have won Magnasanti back by a narrow margin. I just never realized just how narrow this margin was... In any case, Remedy told me that her role was to take care of and relocate items whenever a police raid was imminent. As a young person, she still had enough health and mobility to be able to outrun and outsmart most of the cops. However, as she defeatedly admitted, she "failed" two remembralls during her career. Were it not for the revolution, she would have spent the next 27 years in prison... In most cases - a life sentence given the average life expectancy in New Magnasanti. During our walk, the rebel took me to a rather regular, abandoned block of apartments which, as I have learned, had contained all of the surviving remembralls. As she informed me, the building we have entered was R.E.B.U.I.L.D's former headquarters. Several armed guards have greeted us and one of them have led us to the main "display room" in which I was allowed to take a photo of some of the surviving items. Other items, as the rebels had informed me, were in a very bad condition and efforts were ongoing to preserve them. I have managed to closely inspect each of the available objects and did not know what to say. These, by our standards, were perfectly mundane objects... decorative espresso cups, small toys, artificial flowers, glass marbles or even hairbands with plastic "jewelry" pieces. None of these objects really stood out but they still had a near magical significance to the Magnasantians... * * * The first session of the mayoral "Meet & Greet" has been an interesting but also overwhelming experience. I returned to my office in the early evening and slumped into an armchair located next to my desk. Looking at the nightly sky and an overwhelming, darkening jungle of old, rundown sky-rises I tried to gather my thoughts, trying to decide what to do with this city next and how to help the brave but downtrodden, people unlucky enough to call New Magnasanti their home. I decided to put any big changes off for the time being and determined that it was already too late to take any reasonable decisions. The next day, however, I came to the conclusion that there is at least one good idea that I can quickly bring to life. Namely, turn the old R.E.B.U.I.L.D HQ into the "Remembrall Museum" in which all of the New Magnasantians' precious objects could be protected and put on permanent display. As a testament to the citizens' resilience and hope and a warning for the future generations... Although not really visible from the bird's view, the old R.E.B.U.I.L.D HQ has thus been surrounded by friendly greenery and became a significant part of the New Magnasanti's history. I even found some time to plant first-in-ages, free-growing trees in a different area of the city... Before I called it a day, I also removed seven city jails from New Magnasanti as the number of criminals continues to steadily drop. It was sure a welcome sight for any New Magnasantians like Remedy who either served or faced a threat of serving most of their lives behind bars during the old regime... This is how New Magnasanti looks like by the end of today's episode:
  3. Episode 3 - Aura and the crime

    These cities resemble microprocessors viewed through a microscope - many identical components packed to reach maximum efficiency - John Johnson Episode 3 I’ll be frank with you. I really wanted to make another „Streets turning red” joke, but I think I can hear crickets chirping outside my window... Anyway, I’d like to open this episode by making a reference to the people who actually do sport red color on their vehicles. Behold, the first two fire stations in New Magnasanti (upper left and lower right corner)! Not much for a city this size, but a much-needed support nonetheless. I just think that a single squad of firefighters, embattled by flames erupting from every possible direction, is a very tough and sad thing to witness. Luckily, this will soon be a thing of the past and the number of these life-saving professionals will increase. Considering I have inherited six billion simoleons from the previous mayor, building a fire protection network should not be a problem. In this situation, placing even a hundred fire stations is an expense comparable to the cost required to plant a tree… But let’s put these considerations aside for a while. This time, I’d like to focus on something that is probably the single, most time-consuming and burdensome task on my “to do” list – un-ticking the “Make historical” boxes. Not all of them at once of course - just the buildings in the immediate vicinity of Camp Freedom. I’d like to be as systematic as possible about it, so all abandoned projects will be the first to go. These areas will be “de-historized”, dezoned and repurposed. The existing, fully functional buildings will be dehistorized as well. This may give the developers a chance to build something new there. The former mayor Imperar, has forced his Simtizens to live in identical structures which are just plain depressing. However, judging by the land value of some of the residential areas, there is a potential to rebuild them into something which is actually attractive and pleasant to look at. Hopefully, they will eventually turn into more handsome buildings. You know, some elegant white and brown-shaded bricks instead of the “henhouse high-rise” style that repeats over and over. (See? I invented a building name for all of you BAT-dwellers. You’re welcome.) Of course, I do not intend to document the entire process of un-ticking, so forgive me - no pictures from this action will be shown. In any case, I can assure you that, even for a part of the city, this was a looooooooooooooong process… Maybe this is why I feel like I worked out on my elbow. Once un-ticked, all abandoned areas have been bulldozed and dezoned, to uncover a lot of land and possibility for a new growth: Wow! At last – some space to breathe. But now is the time to decide what should be done with it. Like I said, I am reluctant to let the commercial developers in. It is a very complicated decision though – remember the 11% unemployment? Exactly… This is why I plunge back into the city depths and continue with the demolition of close to 1000 neighbor connections that New Magnasanti “enjoys”. This, actually, is not a made up number – there are roughly that many subway connections here. I’d like to have a better control over commercial demand and these tunnels are like “pumps”. Except it’s demand instead of water they’re pumping in. Oh! Speaking of water, I also wanted to show you how the water system in this city looks like. This is one of the few things in New Magnasanti, which I do not plan to change: A perfect, well-watered grid. The only disadvantage is that New Magnasanti actually buys all water from neighboring cities. But this is a different topic for a different day. The most important part is that the water system is in an excellent shape. I just have to rebuild the two missing water treatment plants that were probably destroyed on the revolution day. Rrrright… yadda-yadda-yadda. I just realized I do all this storytelling to procrastinate a more serious issue, which I referred to by the end of the previous episode… Fighting crime. As it (surprisingly) turned out, all of these police precincts cannot handle the crime in the city at a normal 100% funding level. Something I thought is perfectly possible. The inflated police funding is just necessary to keep the crime in check. Such high police funding, however, significantly decreases aura throughout the city. In case you are wondering how the current aura situation looks like, here it is: Pretty bad, eh? From my experience, keeping the police accountable for their deeds can really lift city spirits up. Currently, this sounds like a luxury though - better sad but safe rather than happy and stabbed to death by a random cutthroat. However, as a handsome, smart, educated and virtuous young man [redacted by 'globaladministrators' – @TheMurderousCricket - Keep it down, it’s not a dating site. This is your first and only warning.] I do have two theories on how to solve the crime problem in New Magnasanti. The first theory has legalized gambling at its core. A very profitable but also a very problematic ordinance if not carried out correctly. I guess this is what must have happened here! I open up the books and… Sssssugar… It’s been disabled all this time! Pity. Onwards to the second theory then. Theory #2 suggests that the crime at 100% funding stems not from the ineffective police or the sheer criminal power but from... the lack of jails. I can’t see any of them here in New Magnasanti… Oh wait, there it is. Can you spot “Wally” in the following picture? To be honest I never, like, believed the “revolving door” argument, stipulating that the lack of jails accounts for a high crime rating. Sure, I did plop a jail in each of my cities, but only at my own pace and whim. Still considering them fairly useless. But… desperate times require a reconsideration of our beliefs. I doubt if it helps… But let’s give it a try anyway. The only question is how many jails a crime-ridden, 5.7 million city needs…? Hmmm, let’s make it 25 for now, k? I shall put them in the empty spaces that I gained after dezoning. Oh the irony… A huge jail complex just two blocks away from Camp Freedom… If you are in the mood for a “trivia time”, I can tell you that the area covered by the penal colony is larger from Camp Freedom by roughly 0.3 square kilometers… In any case, the prisons are up and running, though ridiculously overcrowded (you don’t wanna know by how much...) Currently, this is one of the most important municipal services, tasked with the job of reeducating the Simian (wow, it’s a homophone people!) detritus that has infested New Magnasanti. Unfortunately, the influence of all prisons combined is strong enough to trigger some new abandonments and even the rock-solid “henhouse high-rises” fail in its vicinity. Sadly, this cannot be fixed just yet. Everybody has to clench their teeth and simply wait it out until the wave of convicted criminals clears. Perhaps then, the number of prisons may be reduced to a reasonable quantity and the aura will improve. Currently, the situation in this corner of the city looks rather depressing… But there are some good news as well. I did not make a separate shot of the RCI demand meter, but if you take a look at the picture below, you will find that the residential demand has climbed back to normal (despite some abandonments near the prisons). This has happened automatically, apparently without any action on my part… It looks like the mass exodus has simply been caused by the shock the city has sustained, but it looks like everything has fallen back into its place. I’m now going to let the time fly and let the prison officers do their job. So now we wait a bit… But it doesn’t mean a day off for the Mayor. In the meantime, I’d like to do some more work on the city infrastructure. I think I’ll run a few more streets through the free spaces I still have. For your convenience, I have briefly turned off all the ugly buildings that obscure the view: I think I will fill the remaining spaces up with parks just to lift the Simtizen’s spirits a bit. Yep, a fire station can find a good home here as well. As far as fire stations go, I wanted to show you something… Remember the aura map from one of the previous pictures? Here’s how it looks like after a few more fire stations have been built. See anything interesting? I was happy as a kid in a candy store when I discovered how powerful the fire stations are. Not only do they protect Sims from fire, they also bring a noticeable boost to the aura in the region! What I did, was to randomly put a few more fire stations in areas that were no longer used (read: abandoned). As you can see, the aura in these areas have visibly improved, which proves just how much SC3000 Sims cherish safety. The safer it is, the better the general well-being. I would say that this is one of the things that we as players sometimes don’t even notice and frequently scoff at - “How on Earth can a single ‘X’ improve ‘Y’? Rubbish…”. Apparently, this is a logical dead-end and it is only on an extreme "-santi" magnitude that things like that are properly noticed and appreciated. I wonder if this will also prove true in the case of the crime problem… I believe we are drawing to the end of the third episode. However, before I wish you all a pleasant day, I think it might be a good idea to take a note of the current crime stats for later comparison and record-keeping. This is my #1 concern these days. Then we’ll compare if there is any difference between the current state and the future. Here is the crime situation by the end of the third Episode: Naturally, I also offer a glance at the entire city by the end of Episode 3: Thank you for your visit and have a nice day! Feel free to share your comments and thoughts below.
  4. Episode 1

    I feel like I just got out of a 90s movie trailer telling me the tale of three ancient lost cities and now I have to stop some such dark overlord from achieving some such ancient artifact and only me and my cast of unlikely heroes can save the day. - Arius Scorpius Episode 1 " 'Dark Star' to 'Cricket'. We are ready to begin the citywide scan in search of the target area", said Tomabaltuu Saaltu - the commander of the Reticulan mercenary force called in for a seek & destroy mission, against the corrupt city council of Magnasanti. " 'Cricket' to 'Dark Star' proceed..." I said "Surgical strike authorized when target in range. ‘REBUILD’ and popular revolution will take it over from there. Have a good hunt!", I said, anxiously awaiting for a momentous battle to unfold. Soon, the skies over Magnasanti filled with Reticulan crafts, each beaming a strange, pale-yellow scanner lights upon the entire city. Slowly but systematically, the UFOs combed each block in search for the people who held the entire city captive for tens of thousands of years... Suddenly, my mayoral radio went on again " 'Cricket', this is ‘Dark Star’ we have picked up a strange reading on our scanners. Looks like some sort of a hive mind... located in the North-Eastern tip of Magnasanti!" "This is your target, 'Dark Star'! Fire at will!" Soon, the Reticulan mothership has silently hovered over the newly discovered target. The next minute, a blinding flash of blue light flooded half of the city. When it subsided, we saw our enemy’s keep (disguised as a regular block of flats) ablaze, completely engulfed in flames. Extraterrestrial weapon made a short work of the evil city council. But the battle was not done yet… Suddenly, thousands upon thousands of the city council minions have swarmed the nearby area, seeking revenge for the death of their leader. Apparently, summoned by the last will of a dying, diabolical, disembodied mind that has called itself “mayor” up until now. However, the popular revolution and the REBUILD rebels were no less determined to liberate the city… Soon, both armies have speedily leapt at each other with a mighty roar and the streets turned red… No! No, no, no. It’s not what you think! I just told them to use rotten tomatoes instead of firearms! (Because, as we all know from SPAM, tomato paste can’t fix a broken tomato anyway...) The battle raged on with the REBUILD forces taking the upper hand. But then, to my shock, I saw flames erupting in the battle area… *Sigh* “If Sim wants, Sim gets. How, in the Simlord’s name, did they manage to incinerate the entire neighborhood with a veggie ammo?!” Well, never mind, the situation could quickly escalate into a horrible blaze, not unlike the Great Fire of London. In case you missed it – Magnasanti has never had any fire stations. Luckily, I remembered the lesson from an emergency simulation I also played in the good old days. I quickly realized there is only one way to extinguish the fire if no fire engines are available – by cutting the fuel out! Thus, with a heavy heart, I decided to bulldoze some blocks… This way, I could at least isolate burning buildings from the rest of the city! Easier said than done… I forgot that every single building in this crazed city has been made historical!! No turning back now… I promised to save this city, and I WILL save it. Even if it means “dehistorizing” entire city block! Disaster response (and the revolution) underway! The REBUILD forces continued to fight for the freedom of their city, while I kept my “dehistorizing” and fire-containment efforts going. After several loooong and tense minutes (what must have been hours in Magnasanti) I have finally managed to isolate the fire from the rest of the city… Due to the “buffer zone” achieved, whatever burned now, could no longer “jump” onto any other building. Gasping for air, heart beating heavily, I suddenly heard a triumphant cry. The revolution was over! The Magnasanti Sims were free! Chanting their revolutionary songs and the name of yours truly! The battle was done. The REBUILDs have fought the evil loyalists while I fought the blaze, but we won… Our adversaries, all tied up with broccoli-made ropes, were now sitting in the rubble, defeated, resigned and soaked in tomato juice. In case you are wondering, next week, we decided to send them all to San Francisco region as a part of a neighbor deal… “ ‘Dark Star’, ‘REBUILD’, this is ‘Cricket’ – a job well done guys! Congratulations!” I radioed to my allies. “Rebuilding this city should be far more fun than ruining it was!” And this is how the battle area (and the city overall) looks like by the end of this episode:
  5. Episode 0 - The Prologue

    "I can only imagine what a city hall must look like in this place. Probably a room full of completely pale hairless old men in black hooded robes sitting around an obsidian table each in his own H.R.Giger throne with cables and wires connected all over their bodies, all in wordless brain link communication with the mayor, whose body is composed of 95% machine fueled by human souls, suspended in a dark void." - DumbTomato * Once in the SimNation's history, the evil genius, Vincent Ocasla, has created an "ultimate" SimCity 3000 city with the highest number of population possible, the rock-solid RCI indicator, ample money reserves and mathematical perfection to rule them all. Thus, "Magnasanti" was born. But make no mistake. Magnasanti is not "Minority Report's" safest city in the world, neither is it a blissful utopia seen in "Tomorrowland". Magnasanti's "success" is built upon poor health, high crime rate, poor education, suffocating pollution and an equally suffocating cityscape where good living conditions and hope, if there ever was any, have already faded away tens of thousands of years ago. The only things that matter are the population numbers and urban stability, no matter how heavy they weigh on Simtizens' lives. In this CJ, I will document my attempts at repairing this city, turning it into a safe and friendly habitat for the first time in its long, depressing history... * So it’s come to this – I have been contacted by a group of Magnasanti Sims from an underground organization that goes by the name „REBUILD” (Radical Enemies of Brutal Urbanization Ideas, Lobbying for Democracy). The REBUILDs have begged me for my help to make Magnasanti, their oppressed home-city, a better and healthier place to live. And before long, I have been elected the „Mayor-Reconstructor” of Magnasanti. Albeit in exile… The first time I have ever set my sight on Magnasanti, I almost cried. How can a city so full of people be so cold and lifeless at the same time... REBUILDs have obviously needed my help and as an empathetic, caring mayor I simply couldn't deny their passionate plea. After all, it must have taken a lot of courage, determination and, most of all, research to ever come up to the conclusion that a better life is possible... I had no idea where REBUILDs got that knowledge from considering the society they live in has been locked up and isolated in a concrete jungle for the last 50000 years... I didn't think of this too much at the time though. Obviously, I wasn't able to do anything while still in "exile" and with the pale, hairless, Geigeresque city council still in place. I started to wonder if perhaps some friendly SimCity UFOs or robots could help me oust the old city council from power… After making several intergalactic phone calls, I have managed to secure the Zeta Reticulans' help and firepower to do the job for me. Although their asking price was quite high, I figured that once the city is liberated, the contents of Magnasanti's vault would well cover the amount of reward and then some. While I was busy drafting some plans and intended course of action for the city, once it is liberated, I set myself some goals that could let me (and you) track the progress of making Magnasanti a better place to live. The following, self-imposed, goals/milestones have been written down as a result: LIFE EXPECTANCY Gold - ≥88 Silver - ≥83 Bronze - ≥77 LAND VALUE Gold - ≥60 Silver - ≥52 Bronze - ≥45 AVERAGE EDUCATION Gold - ≥101 Silver - ≥95 Bronze - ≥88 APP. RATING Gold - ≥75 Silver - ≥70 Bronze - ≥65 CITY SIZE (R+C+I) Gold - ≥4,25mln Silver - ≥3mln Bronze - ≥1,7mln UNEMPLOYMENT Gold - 0 Silver - ≤ 2 Bronze - ≤ 6 NEIGHBOR DEALS (a.k.a "INDEPENDENCE GOAL") Gold - ≤1 Silver - ≤2 Bronze - ≤3 PARK/RECREATIONAL AREA COVERAGE Gold - ≥2500 acres Silver - ≥2100 acres Bronze - ≥1400 acres POLLUTION Gold - ≤8 Silver - ≤13 Bronze - ≤20 Plus others that are not easily measurable – add roads, make the city more visually appealing, simply have fun etc. It's time to begin the revolution…
  6. Recently, I got excited by modern urban planning with YouTube channels like NotJustBikes and City Beautiful. Since I'm not a citizen in my country of residence, I have to express my urban planning desires in games. I cracked open my old favorite SC3KU, and got to experimenting. Then I got to data collecting. I gleaned as much as I could from the Prima guide and collated it into a spreadsheet. I also went back to the old legend, Magnasanti, to learn what I could from that. Total population in SC3K is limited to approximately 10,289,000. This would be the densest residential structure tiled infinitely. Magnasanti carefully placed each individual building to ensure the maximum number of them and came up with a final population of 6,005,000. Land values had to be kept low because low-value structures support more sims than high-value structures at the same density. Looking at the endless expanse of identical brick towers makes one imagine that living there must be horrible. It would be horrible, but not because of the density. I found two real-world cities that have very close densities to Magnasanti (91%): Paris and Macau. Paris is far from any dystopia, and very little of the land is covered with high-rises. Macau is pretty dystopic, but not for reasons related to its density; moreso the crime, totalitarianism, and income inequality. Macau's population is less than one million; just a mile away (as the bird flies) is Zhuxian Park, an area larger than the city that is basically wild forest. There are a many IRL cities denser than Magnasanti, such as Manila or Manhattan. They didn't have to sacrifice schools, healthcare, fire protection, or public spaces to achieve their densities. Density in SC3K is unrealistically sparse. The densest buildings in-game compare to real-world mid-rise structures. My own recent attempt at the densest possible humane city has so far clocked in at sparser than Queens, New York, even though it displays countless Kong Towers and endless other skyscrapers. That being said, there are some things I have questions on our pursuit of either realism or mania. Perhaps the whole community doesn't know the answers, perhaps it's only me. 1. Do we have knowledge of the number of sims and jobs provided by every RCI building in the game? I know one place on the internet this data used to be accessible, but not anymore. 2. Has there been any interest in the modding community toward making SC3K more realistic in terms of density? (Either to accurately represent the number of sims, or to change the buildings graphically so they make sense?) 3. Does anyone know the trigger for "Sims want more fun in their lives"? I've got five Central Parks' worth of parkland in my city, but they always want more. I know there's been some recent attempts and talk of getting into the game files (see here and here and here). Any news beyond what's in those threads? I tried my hand at getting inside OccupantAttribs.ixf and BuildFam.ixf, but wasn't able to glean very much using only Excel. I did make some discoveries I thought were interesting, though.
  7. Saving Magnasanti

    In that other thread, @CorinaMarie has posted a link to the city of Magnasanti. This is something I always wanted to dig into... I'm sure that probably all of you mayors and urban architects had heard about it. If you haven't... what the heck are you doing on this forum...? To be brief, Magansanti is a mathematically ideal city that nurtures land value, functionality and stability. And nothing else apart from that... Magnasanti is an oppressed city, swarming with sick, stupid and terrorized sims who die around their 50s', have no future and are uncertain about their past. It is a dystopia in the truest sense of the word. But... what if the tides turn? They say that our Universe has gotten out of darkness due to random quantum fluctuations. I'm sure the same can happen in this monster of a town... Something that could change this ruthless amalgamation of concrete into a much friendlier and gratifying place to live. All it takes is for one sim to stand up and disagree... then another, then a few more... ________________________________________ In this (attempted) megathread, I will try to save Magnasanti and its citizens from the living hell their city had become. Who knows, maybe someday the poor Magnasantians will even witness... a tree? (naturally, the un-modded "sys.pak" will be used)
  8. Hello, It would seem this site is geared toward modding and custom buildings, so I figured I should make sure I'm not uploading a bunch of files that nobody wants. I have about 200 .sc3 files, comprising perhaps 150 distinct cities. Most of these were downloaded off the internet, but the sites I got them from no longer exist. Here's a rundown of some of the more interesting ones: Magnasanti.sc3 Name: Magnasanti / Mayor: Imperar / Date: 5/5/50000 / Date(R): 3/29/2009 / Pop: 6,005,407 First city to break 6 million residents without cheating. Zerotaxus.sc3 Name: Zerotaxus / Mayor: Imperar / Date: 2/25/2134 / Date(R): 10/11/2007 / Pop: 39,618 Proof of concept city. Achieves net positive income at 0% tax rate. 4141193.sc3 Name: Japone / Mayor: usotuki / Date: 6/4/3753 / Date(R): 4/6/2007 (probably from 2001) / Pop: 4,141,193 Old city, among the first to break 4 million residents without cheats. Pioneered the use of libraries to raise the fun cap. Les Simerables.sc3 Name: Les Simerables / Mayor: Rico / Date: 10/10/2964 / Date(R): 7/20/2002 / Pop: 4,236,009 Nearly 15 years old. Uses randomly placed zones and roadless transportation. Montnoir.sc3 Name: Montnoir / Mayor: me / Date: 3/21/2563 / Date(R): 6/15/2016 / Pop: 325,243 Using pipe terraforming, every building is below sea level. Stable Abandoned Library.sc3 Name: Setegria / Mayor: me / Date: 5/17/6932 / Date(R): 10/19/2015 / Pop: 3,763,604 While trying to abandon a large amount of RCI buildings at once, the library at (82,114) also became abandoned somehow. Setegria 22.sc3 Name: Setegria / Mayor: me / Date: 2/1/7417 / Date(R): 2/20/2016 / Pop: 6,015,141 Contains around 9,000 more people than Magnasanti, albeit not quite as stably. No cheats used. Imperamatrix.sc3 Name: Imperamatrix / Mayor: Imperar / Date: 2/9/17108 / Date(R): 12/25/2008 / Pop: 4,546,064 Ridiculously cool-looking city. Low pollution, crime, taxes. Maxed EQ, LE. Huge land values. Sharapolis.sc3 Name: Sharapolis / Mayor: Amy Lee / Date: 3/6/5522 / Date(R): 1/8/2007 / Pop: 4,509,383 Large city satisfying a huge laundry list of self-imposed restrictions. These include: road access to every building, adequate recycling, ten landmarks, good education, unpolluted geyser park, &c. Big_City.sc3 Name: Dense City / Mayor: Bob VIII / Date: 4/6/2055 / Date(R): 1/8/2000 / Pop: 12,568,846 An attempt to achieve the highest residential population via plop buildings. It would fall a few thousand short due to some inefficiencies at the edge. However, a glitch caused the population to spike upward by 2 million. Tunnel Test.sc3 Name: Borg / Mayor: Imperar / Date: 6/14/2984 / Date(R): 10/23/2008 / Pop: 469,296 Tunnels used to create unusually steep terrain, tunnels making use of teleportation, Y-shaped tunnels, marinas on land, RCI buildings in the water. Also, I have a bunch of related screenshots and city design notes saved, including some old forum posts which elucidate some of the contents of sys.pak. My question is, how should I upload all of this? As one big zip file, separately, or not at all?
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