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Showing results for tags 'mansions'.
Found 11 results
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Version 1.0.0
662 Downloads
as far as I know this beautiful building has only been available as a reward so I decided to make a high wealth growable lot to use in my cities It is stage 5 R$$$ 7x4 with 478 residents (high yes but building takes a lot of space so kept PIM's stats) power 61 water 193 building is carbon neutral dependencies: https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=556 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=141 you only need CSX Embassy-OC Barber.dat -
924 Bel Air Road in Google Maps. Here is the closest real life representative of SimCity 4 mansions.
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Has anyone ever seen a 2x3 or 3x2 mansion grow?
Psiman posted a topic in SimCity 4 General Discussion
Has anyone seen a 2x3 or 3x2 mansion grow? I don't recall ever seeing one grow in the vanilla game, and was amazed to find out that mansion lots of this size existed in the files. I've been doing some testing to try and create them, but without success. Low-density zoning will get me mansions of a size no smaller than 3x3, which is Growth Stage 3. If I zone medium-density residential, then I can get 2x2 mansions, which are Growth Stage 5. The 2x3 and 3x2 mansions of Growth Stage 4 are not appearing. EDIT: I've found a couple of palazzo 2x3 mansion in my city, but they're Growth Stage 5. -
Issues around the subject of mansions in this game have been brought up many times, including in my recent thread here. There are two main problems with them in the vanilla game, in my opinion: 1) The over-abundance of them. In the vanilla game, they spawn all over the place, including in areas where one doesn't want them. They appear so frequently, that they usually soon dilapidate and get inhabited by lower-wealth residents, or get abandoned altogether. The "Less Abandonment" mod largely fixes this issue, and another mod I am working on may be of some use. 2) The size of them. They are large and back-to-back lines of 1x2 housing can upgrade to them, whereupon the mansion will fill the space between the roads, which looks a bit odd, as seen in the screenshot below. This thread is about making a mod for the second of these issues, and is a continuation of a discussion in the thread I linked to above, starting here. In my experience of the game, the large majority of the mansions I've seen have been 3x4 or 3x3. The vanilla game actually has mansion lots of many sizes: 2x2, 2x3, 3x2, 3x3, 3x4, 4x3, 4x4, 4x5 and 4x6. Most of these I don't think I've ever seen before. The way that low-density high-wealth residential appears to have been designed, in theory, in the vanilla game is that the earliest stage mansion lots are the largest, and they get smaller in footprint size until Level 5, when bigger buildings start to appear. So the improvement with increasing level is that the footprint gets smaller and so more buildings can appear in the same physical area, meaning more total residents. In reality, I don't recall ever seeing low-density mansions ever upgrading this way and becoming smaller-footprint mansions. It doesn't make sense to follow the way Maxis did it for low-density high-wealth residential, that the larger the footprint size the less efficient the mansion, since there would be no reason to build anything but the smallest mansion size. So in this mod, bigger-footprint mansions will be better than smaller-footprint mansions, which makes sense. The change will be made by reducing the residential capacity of smaller-sized mansions. Basically, the aim will be that high-wealth residential zoning will be fairly uniform in overall efficiency, regardless of footprint size, although the larger sizes could have a marginal bonus, since the smaller sizes have the advantage of adaptability, being able to fit into more space requirement situations. I had been considering having larger mansions as a higher level upgrade of smaller ones, but I think it's better to keep them at the same level, since low-density mansions do not appear to upgrade in the vanilla game and also because they would still be using the same building models. So the mansions in this mod will all be Level 1 growth stage, and will replace the vanilla mansions of Levels 1-4, after which R$$$ development will return to vanilla for Growth Stages 5 and up. The following sizes of mansion will be included in the mod (width x depth): 3x2, 2x3, 3x3, 4x3. 2x2 mansions will not be included as they don't appear in vanilla until Growth Stage 5. 4x4 may be included if it can be proven that it cannot spawn from from back-to-back lines of 1x2 housing. I've tested, and it's possible to use Ctl/Ctl+Alt to zone specific residential sizes, and the mansions will grow into that size. If one just zones normally, then it will try and parcel the zoning into widths of one and two, so smaller 2x3 mansions are more likely to appear. Allowing no parcelling of the zoning also brought variable size. By zoning a 4x4 as a single property one can get a 4x4 mansion. Here's a screenshot showing some mansions growing to specified zone sizes of 3x3 and 4x3: For comparison, here's a screenshot I posted in the other thread of smaller 3x2 lots: So, going forward, I think there are two main areas of discussion: 1) The gameplay side of it. This, I think, centres around getting the balance right with the stats, such as residential capacity (Capacity Satisfied), Water Consumed and Worth. An archetype of the vanilla mansions will need to be decided on as something to base the other lots on. The first lots that come to mind are 3x4 and 3x3. Both have buildings that provide accommodation for 14 R$$$ residents. 3x4 appears at Growth Stage 2 and 3x3 appears at Growth Stage 3. If choosing 3x4 as the model, that provides 14 residents. So a 3x2/2x3 would be half that, so seven residents. There's a cost in Water and maybe electricity per house, so the smaller size would lose efficiency in that there would be the costs of two 2x3 houses vs one 4x3 house. The smaller house is more versatile, as explained earlier, so does that sound like a balanced trade-off? 2) Secondly, there's the implementation, and I will probably need some help along the way with the technical side of things in Reader. The first thing done, as CorinaMarie outlined here, has been to change the Growth Stages. I've changed the value for all the lots of sizes being used to Growth Stage 1, and all the mansion lots of sizes not being used to 255. I have a couple of questions about this: 1) Can lots in the game upgrade straight from Stage 1 to Stage 5, skipping Stages 2-4? 2) Even though I've set the Growth Stage of the unused tiles to 255, could a Level 8 Residential upgrade to Level 255, so a skyscraper might "upgrade" to a 3x4 mansion? Also, since larger footprint mansions will have a larger residential capacity than smaller ones, yet use the same buildings, I'm going to visually augment the 4x3 and larger lots slightly from with extra patios, observatories, garage and other props.
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Low-stage mansion buildings not appearing in Lot Editor
Psiman posted a topic in SC4 Modding - Open Discussion
If I open up one of the low-stage mansion lots in the Lot Editor and click Building>Replace Item, then the mansion buildings that the game uses for these lots do not appear in the available buildings list. There are other slightly bigger mansions there, that I don't remember seeing before. Anyone know why, and where to find them? -
Mansion Spam: Preventing mansions from popping up everywhere
Psiman posted a topic in SimCity 4 General Discussion
In my previous city, the majority of low-density residential areas were taken up by high-wealth mansions, usually not actually housing high-wealth residents. This seemed a bit silly and almost like a game bug, so, for my next game, I want to reduce the likelihood of this happening. This issue has been noted before by other players and remedies have been suggested, including: 1) Zoning residential areas in such a way that there aren't 3x3 or 3x4 residential rectangles of the same density. This option is rather restrictive to one's play. 2) Manually setting many houses as historical, so they can't upgrade to mansions. Only one house in a mansion's footprint needs to be set as historical, but this option still seems rather tedious. 3) Using a no-mansion mod, such as "Stop Maxis Mansions from growing", to remove mansions from the game altogether. This seems a bit extreme to me. 4) Using "Less Abandonment" mod which increases the desirability requirement for high-wealth construction. Although I haven't tried this yet, it makes sense in theory. Increased desirability requirement should reduce overall number of mansions being built, and also make them less likely to grow in areas not set up for high desirability. 5) Using no "No Kick Out" mod (in conjunction with "Less Abandonment" mod). It seems like this mod might give one complete control over which zones become high wealth. I'd like to keep the idea of a city developing organically so I'd probably need a bit more info about this one, but it looks like it could be a useful mod. Are there any solutions players have suggested that I haven't listed? My current thinking is to definitely use the "Less Abandonment" mod. I am wondering whether I will also need to use other solutions in the list in conjunction. One would be setting certain houses in each residential block as historical so they don't upgrade. However, is there not a problem with this that, by setting a house to historical, it will not increase its density? So if one made a medium house at low-density low-wealth as historical, it could not upgrade to a larger house at the same low-density low-wealth level? And at the same time, other houses in the same residential block that had not been set as historical could? This seems to make this option rather un-ideal, unless one makes every house historical. The other option I'm considering is the "No Kick Out" mod, although I have concerns that it might give too much control to the player. Having said that, I'd take this option over having mansions unrealistically popping up everywhere. Here's an example from my previous game of Mansion Spam in an area that was supposed to be terraces of low or medium wealth houses. Note the lack of parks or beautification. I've always thought it a bit strange with SimCity 4 that when one clicks on the Land Value map, pretty much everywhere apart from industry and main roads is high value. There are no high land-value parts of town and lower land-value parts. Here's an image of the same area with the Land Value sub-map showing the whole city's land value. One thing I had previously been thinking about, before finding other suggested solutions, would be to lower the default land value of neutral ground. If the overall default level of land value was reduced, then theoretically one would would have to add more beautification to areas to get them to high-value. So high-value areas would hopefully be more pronounced on the map, rather than everywhere in the city falling in the highest land value band. Another possibility might be to somehow adjust the game's land value settings to squeeze them and therefore raise the threshold for what the game considers to be the highest band of land value. So if the map currently shows/game considers everything over x100 beauty level to be the highest/greenest level, raise that to e.g. x120 beauty level. Any thoughts? Links: "Less Abandonment" mod: https://community.simtropolis.com/files/file/14931-less-abandonment/ "No Kick Out" mod: https://community.simtropolis.com/forums/topic/75599-indiana-joe-and-the-quest-for-the-ultimate-plugins-folder/?tab=comments#comment-1701630 -
hi. im trying to make a city full of skyscrapers and apartments but what i get is alot of mansions what am i doing wrong? please help
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Is there a mod that shrinks mansions rather than blocking them?
bluemonkey posted a topic in SimCity 4 General Discussion
I found a mod that prevents mansions from growing here, but I actually like the look of them and would like to just shrink them a bit. The biggest mansion I've seen has been 6x4 tiles, so if removing mansions completely is the only way to stop these monstrosities that ruin my zones and block other buildings, I guess I can tolerate a mansionless city. However, I just want them to be able to exist on normal lots. The normal 2x2 mansion with a 1x2 front lawn (2x3 lot) or maybe a sideyard for my suburbs (3x3 lot) seems reasonable. I'm thinking maybe a mod that limits mansions to something that looks like a 2x3 Hyde Condos lot, but with a mansion instead. Is there a mod that does this? I haven't been able to find one on my own. I know using a Maxis blocker and custom buildings could be a solution, but downloading the 300+ custom lots it would take to get vanilla-like variety and competition seems like too much work, and might increase load times beyond what I can tolerate (my total plugin count, counting NAM as 1 plugin, is 30, and cities already take around 5x the vanilla load time).- 7 Replies
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- simcity 4
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Hi, I recall a mod that stops mansions from building in your city, but I have been searching and cannot find it again Anyone know where it is? Thanks
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After getting out of our hotel, we went back to the beach for a while. Mirani beaches are some of the best in the world! We had to come back, I had a go at some fishing, I caught a rare native fish, but due to strict fishing regulations, I was not able to keep it, not that I wanted to. I gently placed it back in the water and watched it swim away. I will decide when I get back home to Coffs Harbour, wether or not to stay in Australia, or move to Mirani. I began looking at one of the few suburbs in Fernston. They are very green and have various different styles of architecture, mostly Australian mixed with European and American styles. There are lots of open parks and green spaces in the suburbs, with Australian Football dominating the local sport, there are always many parks open to everyone. My friends and I stopped off at one of the parks and kicked around a footy, I felt like I was back home! Upon getting to the edge of town, we realised we were in the richer areas of town, where famous Miranians live to get away from the bustling streets of Crestview. Drving past, I saw that they were relatively new buildings, is this the true Miranian style? I would love to live here! Replies RepublicMaster: Thank you! Fox: Thanks! Ah well, people do some crazy things! Sylvio Jorge: Thank you! Schulmanator: Beach party? Great idea! I'll send out the invites! haha Hazani Pratama: Thanks! Ggamgus: Glad you liked them! I like those boardwalks! Sam.: Thank you! Dabadon5: Thanks Jeckyll: Thank you! Looks like I did! Felano: Thanks! A simple effect can make a great photo! Ajee: I use this beach kit, TekindusT: Thanks! Spursrule14: I am honoured to have won "Excellent" Thank you! -Note, Miranian cars drive on the left, the cars are on the right because I have had a problem with NAM, reinstalled it so the cars will be on the left in one or two updates, thank you-
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Version 1.0
8,443 Downloads
This is a mod that stops low density Maxis R$$$ (the huge, sprawling mansions) from growing in your game. But the higher density R$$$ condos and apartments still grow, as well as 2 of the smaller 2X2 high wealth homes that blend in better. INSTALLATION: Simply unzip and place the DAT file in your documents/SimCity 4/plugins folder. No dependencies. CREDIT GOES TO ANDREAS ROTH FOR THIS TUTORIAL: If you are comfortable with using Ilive's reader to mod, you can make a similar effect to any degree you want if you are unhappy with any of the things this mod allows you to grow. Simply take any existing block-all-R$$$ mod, highlight any of the exemplars which represent the buildings you still want to grow, delete those exemplars and save as a new DAT.

