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      Got the wrong discs? Or didn't receive them in the mail?   06/20/2018

      For those who opted for physical discs -- if you donated between April - June and you received the WRONG discs or NO discs in the mail, please email stexcd@simtropolis.com and include your donation info such as Paypal transaction ID and we will get this rectified!

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Found 39 results

  1. I've recently been watching YouTube videos by Rambalac of long-take, un-narrated, high-definition walking adventures in Japan, and Rambalac's latest video riding the Chiba Urban Monorail might be of interest here: I've ridden a monorail before, but it was not the suspended type like this, which provides here a peculiar view of the Tokyo region's urban jungle. As the video is in 4K, watch it full screen or on a large television so you can really see the cityscape through the cab windows. While no doubt engineered very carefully, this is "heroic" construction in the sense that the infrastructure feels almost absurdly large and lofty, as if it were infrastructure built solely for the coolness of building infrastructure. William Gibson wrote in Neuromancer that the arcologies of the zaibatsu of the dystopian future would be in Chiba, and now I can see they will be connected by towering monorail. I will admit Chiba's looks like it would be an irresistible magnet for some giant, radioactive monster to tear through while us hapless passengers trapped in the suspended cars scream in movie terror.
  2. Version 1.0.0


    City Link Transport Hub, by Mattb325. --------------------------------------- This is a purely fictional 1980's style building designed as a transport interchange suitable for downtown and other built-up areas. The podium floors of this building act as a rail, subway, bus, underground park & ride and pedestrian interchange. It also allows freight trains to pass through the station. It has a total capacity of 165,000 passengers so is perfect for big cities. The two towers are also functional and provide 1,600 jobs across all wealth levels. In game, this building is found in the Miscellaneous Transport Menu (about half-way down near the subway line). Once placed, drag two rail lines right through the building and connect the front and back of the lot to the road network using street tiles. To activate the subway component of this building, simply drag the subway line anywhere into the lot (note: as this is a multifuctional lot that there is no traditional 'stub' that you have to connect to as seen in other subway buildings) and of course then connect it to other subway stations within your city. Similarly if you wish to activate the bus component of the building, simply place a bus stop somewhere else on your city tile. If you don't wish to use any of the subway, rail or bus features, that's fine, simply don't connect that particular feauture to the lot (you may end up with the advisors nagging about 'mass transit 101' but you can safely ignore their wailing). At a minimum however, the building must be connected to the road, water and power networks or it will abandon. (N.B. I have put the 'bleeding obvious' in here as some twit recently told me that batters now have to provide "customer service" even when they are no longer active......as if providing all of this for free or your enjoyment isn't enough...lowest common denominator, here we come...yeah, baby ) This is the first in a series of multi-function transport lots that I will be releasing shortly. As this one doesn't involve NAM elevated networks and is more of a visual alternative to the ever-popular ninja boulevard kiosk, I have decided to release it separately from the upcoming pack. Lastly, a ****huge***** thankyou to RSC204/MGB204 who provided the modding for this file: you can be certain that the stats and values behave according to NAM methodologies. --------------------------------------- STATS: Lot size : 6 x 5 Plop Cost: §5,900 Monthly Cost: §330 Budget Item: Mass Transit Menu: Miscellaneous Transport Capacity: 165,000 Demand Created: Jobs§: 400, Jobs§§: 900, Jobs§§§: 300. Pollution: Air 25 over 1 tiles, Water 13 over 2 tiles, Garbage 49 over 0 tiles Power consumed: 17 MwH Water consumed: 67 Gallons/Month Bulldoze Cost: §560 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos or Mashty's night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. Either: (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) *recommended* OR (http://gizmo.aplaceforwebsite.com/index.php) OR Mashty Nite Mod: (http://hide-inoki.com/bbs/phpbb2/viewtopic.php?t=764) NB: External sites may require you to create an account (or log in with said account) prior to downloading. See, this is more customer service so you don't have to think --------------------------------------- NOTE ABOUT PARKING TEXTURES: The parking textures you see in some of the images are adjacent to the lot and are used as fillers. The main parking provided by this lot is the large underground area as well as a little bit at the back. --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC MEGA Props - CP Vol01.dat (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Textures Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90) NB: External sites may require you to create an account (or log in with said account) prior to downloading. See, this is more customer service so you don't have to think OPTIONAL DEPENDENCIES: *Network Addon Mod V36 (https://community.simtropolis.com/files/file/26793-network-addon-mod-NAM-for-windows-installer/). I have tested this in Vanilla mode without the NAM, and it basically works as intended. But honestly, if you intend to use this without the NAM, everyone will judge you harshly *SC4Fix: third-party patches (https://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/). If you use the NAM or even play the game, you will want this file. Enough said :-) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
  3. Minka City

    Hi city builders! Well it's been about 15 years since my last city journal (SC4) so it's high time I started a new one. Relevant points: Inifinite money enabled 81 tiles enabled Graphics all on max (although researching mods to improve them even more, suggestions welcome!) Aiming to make the city unique, interesting and beautiful Mass Transit DLC just installed, looking forward to getting all of these methods of transport underway! Base map, 7th Island (https://steamcommunity.com/sharedfiles/filedetails/?id=421324015) As I always like to do, I get the infrastructure moderately completed before even thinking about laying down any zoning. Some initial stages can be seen below, with the island the highway ends on set to be the main industrial and port hub (subject to change, but I like to generally plan things out in advance). And the full highway system finish (but as always, and probably likely, more highways will be added in as required). The zoning will come after a lot of additional infrastructure has been completed, and when the zoning is complete I'll sit back and put the game on max speed and watch large areas shoot up and into existence (perhaps 10% of buildable area at a time). Eye candy... (note that the highways aren't quite perfect yet. They'll need to be smoothed out in areas so they don't look too lumpy, but overall they're fairly close to how I want them.) Suggestions always welcome! Cheers, Mark
  4. Ever since the release of the Mass Transit(MT) Update of C:S, I was unable to play one of my save game. I can load it normally, but then I was bombarded with so many errors every second that the save literally become unplayable. Can someone help? I got the output_log attached. output_log1.txt
  5. So, with the addition of blimps to the new expansion, I made a real scale Graf Zeppelin. It's my first time with a vehicle and weird stuff is happening. First, vanilla motors seem to be in the model and I don't know how to remove them (also the lateral screens, but they are hide inside the model, so is not a problem). Second, my motors don't spin as they should, only two of the four rotate, and they do it in the direction of wheels... Any idea on how to solve this?
  6. I'm really happy that the Asset Editor got some improvements. Most importantly, it seems to be much more stable now! I can do things now without crashing that would have crashed me 100% of the time previously. I can even use the Asset Editor without unsubbing to my 1000+ assets and 30+ mods. Previously, this was unthinkable. It's still sluggish, but it's actually use-able. In -noWorkshop mode, I can do "New Asset" after importing an asset without crashing, which I could never do previously. We also have some new options in the building stats window, particularly a dropdown list of monument templates (and one called "always unlocked" that doesn't have silly requirements) instead of the binary "use monument template" button that we had previously. And ofc now we can mod citizens. I'm really looking forward to some new folk to populate my world. Is anybody working on any new cims yet? Are there more changes that I haven't noticed?
  7. As expected, my save failed to load. What's the protocol here? Should I disable all mods and try to add them back one-by-one? Let's help each other out by listing out mods that have been broken and should definitely be disabled. Who will go first?
  8. To the North to be specific. We have mass transit and culture. We have old buildings, and we have alot of rails. This city journal will focus on function, infrastructure, public spaces and mass transit. Not the DLC, but real functional mass transit, Scandinavian/Northern european style. I will guide you through the larger urban area after the jet lag has let off. Welcome. A bit before landing, in the background you see Morstad, where we will spend most of our first tours. Older part of the urban area, Gamla Stan (Old Town). Can you spot the rail station? Hint: Walk down the road.
  9. This thread will focus on improving and revamping the Transport Lines Manager mod, as well as potentially adding features from IPT and/or unique new features if possible. Transport Lines Manager Reborn 6.0.2 now in the workshop. Bugs as of 6.0.2: Renamed depots are not working in the TLM listing and in depot details windows. Not show cable car stations on linear map as near transport. Ticket price changes not being implemented. Sort lines by colour not working. TLM Unknown Error on Evac Routes trace OP is below: The creator of IPT hasn't been online in over 5 months, and the creator of TLM hasn't been online in nearly 1 month. Mass Transit DLC is coming out in a few weeks, and I don't know how either of these mods will fare with changes being brought to the transit system. Is anyone in touch with either of these authors? I would especially hate to see TLM go to the dustbin of modding history considering how many options and useful configurations it provides (plus the aesthetics!) such as changing frequency depending on time of day (such a no-brainer), and IPT has excellent debunching. Now that these two mods are nearly incompatible, and with the DLC coming out soon potentially rendering both useless, something must be done. They're far too valuable to go to waste. If we can't get the authors to update their mods or publish their code for others to carry it forward, can we all maybe pitch in and create an entirely new mod from scratch? Is someone working on this already? Even with the improvements being brought with the free upgrade/DLC, I feel TLM/IPT features will still be vital to many player's C:S experience. What do y'all think?
  10. Cities: Skylines - New DLC Announced

    About this Game Mass Transit is the latest expansion for Cities: Skylines, the award-winning city-building game, and it brings several new systems into play to help citizens traverse their towns in speed and style. Commuters can now get around on the water, up high mountain peaks, and even through the sky thanks to the addition of ferries, monorails, cable cars, and blimps to the game. Along with new transit service buildings, mass transit hubs where lines can exchange passengers, new scenarios, new landmarks, and new road types, urban planners now have more options than ever to add unique style and personality to their growing cities. Feature List Sick Transit, Glorious Money: Add a wealth of new transit options to your city, and add wealth to your city’s income! Let your citizens get across town in ferries, blimps, cable cars, and monorails! Orderly Hub, Bub: New mass transit hubs can bring all of your services together, letting citizens change rail lines in one building, or hop from the bus onto the ferry, or even find their way through a sprawling monorail-train- metro station. Become a Roads Scholar: Explore a set of new challenge scenarios focused on solving traffic problems and adding new transit systems. New road types, bridges and canals adds variety to your city, and new ways to solve its challenges. Become an expert in traffic flow, and then use that knowledge to improve your city! New Hats for Chirper: NEW. HATS. FOR CHIRPER. (And also new unique buildings, policies and achievements. But HATS!)
  11. Surface Rail Pax Stations

    I am currently placing passenger stations on the rail net spanning my large region. My reading in the deep archives confuses me, because some "experts" say I should put all stations on spurs, while others say that the Maxis station doesn't have rail-through its lot, so its capacity is not slammed by through traffic, so it can be placed on a main-line a la real-life. I don't dare resurrect one of the moldering threads from like 2011, so... Is there anyone left alive today who can tell me which story to believe, and maybe explain (or point to the correct explanation) what's happening with pax stations? And then there's the real mystery: IRL, there's about one commuter station each two miles. That's about one per SimCity sector. Therefore I've been locating one Maxis station in the center of each sector bisected by rail. My vision is to build a village/town around that station in each sector. Can that work with SC4's model, or should I use rail mainly to move sims within sectors, placing a station every two blocks a la subway lines? FWIW, I am using NAM-35 (medium) with RRW. RRW solves all rail problems right? Please tell me that with RRW, I can place my stations in a natural way, and my sims will all find jobs no matter where they are in the region OK, I'll settle for the truth as long as I can understand it
  12. TEASER: Project Telegram.

    Something to tide you all over for now. Feel free to figure out what the city is/it's name, :).
  13. So I decided to fire up Warsaw again and showcase some powerful mass transit transfers in action. Here's what I built to get Warsaw up to 12,000 people rather quickly. Today, we'll be following Cedric Cooper, a new employee at the Warsaw Ice Cube Factory LLC. We see him waiting for the bus that routes through his neighborhood, though he chooses to forego the nearby light rail line. His first transfer point is the connection to the S8 Express buses running underneath. Traffic President has readjusted the speeds to the two lane, one-ways to 100 kph. Cedric didn't have to wait long for the New Flyer DE60LF that travels the S8 Expressway to the S7 interchange to his new job. The S8 Express Bus moving at a fast clip away from the residential area where Cedric lives. Ah, this is Cedric's stop to the massive industrial complex of Warsaw, his work center. Another transfer point. Here's Cedric about to hop onto the industrial tram line. Cedric then gets off at the next stop, unfortunately there is no mass transit options beyond this point. Cedric doesn't seem to mind walking some ways to work, also it's bring your dog to work day. Actually he doesn't mind walking quite a bit to work. Cedric finally arrives to work, but he took a small rest on the bench outside. Cedric's commute to gulag ice cube factory is done! Bonus pics: Moving in congestion Heavy rail commuter to bus transfers
  14. Has this happened to anyone else? I was happily playing along when i noticed a ton of "No Jobs" signs popping up due to long commutes. I checked my train, subway and bus stations and they all were showing zero usage, zero maintenance cost and zero capacity. The query doesn't even recognize that there are any train or subway stations in my city! I've tried re plopping the stations but nothing happens. Is there anyway i can fix this? I have a feeling I'm going to have to start from scratch. Thanks.
  15. Hey everybody! I'm trying to find some Avenue median bus stops for my BRT system. We already have "Bus Only" Lanes, Bus Blockers for fixed paths ,RTMT Stations that provide stations in the two sides of the road/avenue, but not median bus stops. I think its possible to do using the old Tram-in-avenue stations method, that were puzzle pieces transit enabled. Thank you all!
  16. I've been noticing for a while that every time that any of my cities exceeds maybe 400k citizens, the usage in public transportation significantly drops (for example, at some point I have 10k users in the subway system and then in goes down to less than 5k). Does anybody know why is that? I've been trying to encourage the use of public transport by increasing the budget to 150% and setting the free public transport policy for the whole town, but it won't help. I always try to design a multi-modal public transportation scheme, and it works really well (increasing number of users, reduced traffic congestion, etc), but then this happens. I have also noticed that traffic congestion is very well controlled, even with the low public transport usage. I've been looking for an answer for this like crazy, but it seems that anybody in the internet ever has had this issue before, and it's driving me nuts.
  17. Venish Transit Hub OG

    From the album Weekly Challenge #20 - Transport Hubs

    An overground view of my transit hub, so far.

    © Kyle Spokes

  18. Park and Ride (Cheat)

    Version 1.0


    Increases the limit of passengers waiting at park and rides to 500. I noticed that it help traffic a bit for those students, workers as well as shoppers. If by any chance encounter any bugs, please let me know and if you like this Mod, please give it a rate. Thank you. For offline use only. Work best with HyugaHinata's Public Transport
  19. Aloha I started this region a couple days ago, and as it stands the regional population is about 390,000. It isn't huge, but it's probably the most successful region I've ever developed as far as not failing or starting over goes. Being the auspicious being that I am, the plan is to reach ever higher towards and into the millions - however, just as I was beginning to think 'the world is my oyster, I've so got this' all of a sudden I've developed this problem with demand and commute time. *shock horror! gasp! so authentic*. I've tried for the past two days to get things back on track so I can steam ahead, but alas I lack the sufficient knowledge, or skills, or both, and thus admit defeat. The current developed region consists of a large tile (the centrepoint, and the problem area) surrounded by a multitude of smaller tiles, which provide a mix of all RCI types - minus I-Ag. My problem, in short, is that I'm getting abandonment and the 'no job' zots. I think this is due largely to commute time, with my avenues, highways and passenger rails being spectacularly congested (and as a side note - I always thought my placement of bus stops was helpful, but i checked today and citywide the usage is like 3%... what). I also think it might have something to do with the balance of R wealth types (which is what I've been playing around with to try and fix the problem - to no avail). I have a tonne of R$ and R$$ demand, and a tonne of C$ demand, and nothing else. I'm pushing R$$$ out of the main city and into neighbouring cities, which is fine, but the low wealth demand has me stumped. How do I follow the RCI graph when doing so will increase my existing abandonment problem? The city is at a standstill... minus the multitudes of angry drivers driving bumper to bumper down below. The demand is extensive. I started a medium tile with a highway connecting to the large tile, zoned for R$ (thinking I was lacking the janitors for future commercial development) but no. 80,000 R$, not even a dent in the R$ demand bar, and one more super congested highway to add to the fun. And it didn't even effect commercial demand at all, haha - my troubleshooting: fail. Oh, and I have the NAM installed. That's all, other than a little custom content here and there. I can't get the dynamics of vanilla right, so I don't want to add even more complexity.I realise I'm being vague - I'll post screenshots and see what you guys have to say. I want so much for this region to be a success First image - The RCI graph. Second image - Traffic density. Third image - Commute time. Forth image - Zones.
  20. Version 1.0


    FANTA1990 Presents: When it comes to replacing that default blurry blue bus, the sheer number of choices can potentially trigger a migraine. Continue reading to avoid that headache altogether using another one of Fanta's signature mods. He began by dividing available funds among three different size buses, imported from Cities XL, making the entire network more efficient. A half-length community bus serves special needs passengers and offers door-to-door service. A double-decker unit provides the best profit margins for high volume routes. Finally, the conventional single-decker is most versatile and can fill in for the other two if necessary. Fanta then settled on a generic, yet streamlined blue and white texture with heavily tinted windows to achieve an ultra-polished look and overall cooler cab. Classic front and rear marquee signs advertise the destination to waiting patrons while dual access doors assure a smooth entry and exit, minimizing stops which hypothetically reduces traffic congestion and commute times. Subtle details like side view mirrors and ventilation ducts nail down the overall realism. Finally, you can expect well tuned night lighting, multiple selection UDI, comprehensive props, available HD textures, and not a single dependency. Choose one of the following two files inside the download: CXL BUS.dat - Uses HD textures, but requires Hardware Acceleration to avoid visual defects. CXL BUS-256.dat - May be used with Software Acceleration. *** For the latest updates and other spectacular creations by Fanta Soda, visit his homepage on SimCity China at the following URL: http://www.SimCity.cn/thread-99303-1-1.html Fanta has taken considerable measures to make his site accessible to English speaking users. However, I encourage you to exploit the automatic translation features available in browsers such as Chrome and Firefox, or one of many Add-ons for Internet Explorer. Mandatory registration will unlock Fanta's downloads and all other custom content on SimCity China. One login prompt and two verification screens may seem excessive, but are well worth it. Since Fanta spends considerable time manufacturing custom mods, he specifically requested my assistance publishing his work to the mainstream English speaking audience. All credit and responsibility for this download lies solely with Fanta Soda. He will personally read and perhaps respond to any praise, feedback, criticism, or suggestions to this post. More impressive works from FANTA1990 will follow.
  21. Akashi Global City and Teiko's Loop Line

    Greetings! It's been a while. I was so awfully busy at work, Wei Liu (Minister for MIEC) had passed away last week after failure to recover from the complications that arose after he got a stroke. He was among the 512, this is the final tally by the MoT, who died due to the plane crash either directly or influenced by it. So starting today, as approved by the Teiko Regional Council (Central-46) itself, I will be taking over as the new Minister of Internal and External Communications Ministry. Oh great, just silly me giving myself a new problem. Why can't be contended of being just a celebrity... Anyhow, here are the most awaited updates for this week! First off, the final resolution regarding the plane crash was finally submitted by the investigative panel headed by the Ministry of Justice (MOJ) and Ministry of Transportation - Aviation Safety and Regulatory Division (MoT-ASReD). Teikoninans erupted in joy signifying their support for the decision. The photo below shows the snapshot of the ongoing panel meeting earlier this week. This is the news report article for the resolution. I must admit that Devon News is really doing a great job in publishing news although its a bit bias sometimes but then again it's the only media company in Teiko! I feel bad for them though... It's Light Yagami (Minister of Justice) were talking about here and I'm pretty much sure he wouldn't go easy on them. He had this notebook where he writes all records and there I am taking about it, its suppose to be his secret! You can read who whole article here. For our second update, SZT Properties and Ayala Land Premier had hooked up for a construction of Akashi Global City (AGC) in Kamizaki District. This is a 200 Hectare land development which is the biggest in any district in Teiko so far which will be a new city center. It will incorporate condominiums, apartments, commercial offices and commercial lifestyle districts. This is the poster for the upcoming project. The name is given as a veneration to the current Teiko Premier, Akashi Seijuro. This project is divided into four phases due to it's massive area size. The first phase has recently began construction. This is a new commercial building just before the AGC Underpass. The left is the site of Pearl Coast Hotel (it's second branch) and the right is the new HQ of Glasglow Glass Corporation. To the right is another unidentified establishment (all of them are secretive about this one!) and the left building is the only finished structure in the area. Well technically, there already two completed structure in the area, the parking garage at the left and Diamond Hotel (the one with hexagonal features) The new Teiko Interstate which will pass by AGC is also being finished by Industrial Illusion, this 8-Lane Highway will be first of its kind in Teiko and will be running south to east connecting the southern districts (Kamizaki, Nakamiya South) to the eastern districts (Tetsuya, Rakuzan) A portion of the Interstate being constructed. If you notice, there will be interchanges in Kamizaki, the first one will be the diamond exchange at western end of the district. The other exchange which is a parclo is still being constructed as of the moment. The whole length of Teiko Interstate and the first phase construction of AGC. Lastly, with this new highway, it also inevitable that mass transport all doesn't want to be overshadowed. This coming Friday, The Loop Line, Teiko's official name for the Teiko Railways whichi is managed by Teiko Railways Corp., will be doing its grand launching. This 57-Station line will be running into 8 districts (Too, Kaijo, Kamata West, Kamata South, Meiho, Shutoku, Kirisaki Daichi, Josei). This is another milestone in Teiko's transportation systems and many people are already waiting to experience riding a train for the first time. This is a inside picture of the train cab. Since it's designed for mass transit, there won't be any special thing here. Wait for the monorail, I guess? Lastly, here is the official complete transit map as published by Ministry of Transportation - Mass Transit Authority Division (MTAD). Notice, it runs in like a loop hence the name Loop Line. Here are some shots of the test run done earlier. That's the blue train and the brown train. For a start, Loop Line will only be using the two of them, Teiko Railways Corp. is hoping to acquire more train cabs in the future. Happy riding! Here are free passes to everyone. Oh, one more thing, lastly, I mean definitely lastly, Ministry of Social Development and Welfare headed by its minister, Quillsh Wammy had started to construct Teiko's first national orphanage. A project designed to empower those children who had seemed to lose direction and purpose n life. Our goal is to give them hope and a future. In behalf of the government, we would like to ask for partnership with the private sector to help realize this dream. I present to you Wammy House! THANK YOU VERY MUCH FOR THE UNDYING SUPPORT, SEE YOU NEXT TIME! TEiKO. IT'S MORE FUN HERE! Disclaimer: Some pictures are not mine, all of them are credited to their rightful owners. They are used under the fair-usage policy. If you want your pictures removed, feel free to message me.
  22. I decided to come back to SimCity after a few months off. I have spent 77 hours in the game recently. I have four cities in a region, and total local region size of close to a million sims. First, the bugs: I'm playing by myself in sandbox mode. I have lost multiple gifts in the millions of $s from one city to the other. This problem alone has almost bankrupted the whole region and trashed hours of my time. Additionally, the recycling trucks being shared aren't traveling from their city of origin to the city they are assigned to. Shared services like sewage are unexpectedly turning off. And finally, though I have train passenger stations in all cities, only one city shows sims using the service - 25,000 a day. All the other cities show 0 passengers. Oh - and the game crashes about once an hour. Besides these bugs, which have made the game nearly unplayable, I have several suggestions for how this game needs to be modified. 1. Mass transportation is not nearly effective enough given city size and building footprint. I have four cities. In just one of those cities, I have: a passenger train station, a regional bus station, three smaller bus stations, four park and rides, and a streetcar system - it's a city of 250,000. In just this one city, there are 32 buses, 8 streetcars, 12 streetcar stops, 35 bus stops, and a train station. Park and rides are located in residential areas. Bus stops are planted throughout all the cities and all routes are green with coverage. This is the same setup for all three other cities. And yet, I only have about 55,000 sims using mass transit for the entire region of almost 1 million! That's ridiculous. I've used up almost 8% of land area on mass transit, not including roads. And since I've heard that each city can grow up to 500,000, and yet I've pretty much maxed out mass transit, but traffic is horrible, there is only one reasonable answer: The number of sims using mass transit needs to be increased by a factor of 10 to work properly! 2. Recycling centers are constantly warning that their lines are full. I have two plastic lines, one metal line and one alloy line at one plant. I have 8 pickup trucks and 4 delivery trucks at that plant. I then have three trade depots that include 6 plastic warehouses, 2 alloy warehouses and 2 metal warehouses. The recycling center is close to the trade depots and set up to export everything. And yet, I get constant warnings that my recycling centers are backed up. If I'm that maxed out, this shouldn't happen. Deliveries to trade depots from recycling centers need to happen 2X more often and exports from trade depots need to follow. 3. The whole trash and recycling system is completely flawed. Some days only some trucks will go out, or none will go out at all. There is no warning system in place when trash is piling up until it is WAY too late to fix the problem. If your trucks miss even 1 bag of trash a day, that will eventually add up until you have tens of thousands of bags destroying your city. Recycling for a city of 250,000 can't be covered with a fleet of 42 recycling trucks - that alone is completely wrong. The recycling stacks up and pisses off my sims, and yet there is nothing I can do to get rid of it short of creating a new city that does nothing but recycle. But oh wait! My city with all the recycling trucks only occasionally gets their trucks over to my city that needs help. And do not tell me that's because of traffic. See point 1, above. I've done everything beyond reason to max out mass transportation. Recycling MUST be limited to the amount of material that can be picked up by the trucks you have available, no matter how many or how few trucks there are. 4. You cannot schedule when your recycling and trash trucks go out. This means they always go out during max traffic hours, unstaggered. We need to be able to schedule when trash trucks go out. And even better, assign an area for them to clean up and the city needs to show you when you don't have enough trash and recycling set up to cover the needs of the current population. This must update when populations increase, or trash and recycling need to be able to magically pick up everything in the area they've been assigned regardless of population growth. 5. You can't reasonably figure out how to plop a trade port and dock. I spent almost a million dollars, setting up trade ports, only to find out that no dock could support it, then destroy it to set it up somewhere else where *fingers crossed* the dock could also work. Plopping a trade port needs to be able to happen without a road being present - the road can be put down later - AND it needs to show where the dock could go, and confirm that the dock can be plopped in that area as well. Ok - wall of text done. I think this game could still be awesome. It's addictive. But it's so deeply flawed, that I can't keep playing it without it driving me insane.
  23. I was wondering how I can upgrade to a large monorail station? it looks like it uses a different set of tracks.
  24. HELP! so many buses.

    I know there is a mod available, I just can't find it. I have GLR running in my city as the main and only mass transit system, but with each stop also being a bus stop, my avenues are often filled with buses and not Trams. can someone tell me where I can download the mod to eliminate some of these buses.
  25. Construction & Transit In Manatee

    CONSTRUCTION & TRANSIT IN MANATEE If you've been following updates recently you'll know that Holt District is in the process of building a new, state-of-the-art LRT system. Including new lines and the existing EL-RAIL system, the vision is to not only serve as transport along major corridors, but have secondary/feeder lines into the majour neighbourhoods all over the region. Today's update takes the tour of the first completed line: In Manatee. We're also going to see some construction along the line's main station, mainly the redevelopment of a portion of the Shorerock Shopping Centre's western parking lots. So let's get a move on and into the update! 25.1 | We begin in South Manatee, where the line nears the border with Norecount. This station, located in the heart of the area that was devastated by the Manatee Tornado, is now open. This early in the morning it doesn't see much activity, with a mostly empty parking lot. The station is gaining traction in the weeks after officially opening to riders. 25.2 | The area hit hard by the tornado is recovering very nicely, with many new homes completed and others well under construction. As part of the LRT line and avenue extension projects, sound walls and treescapes were installed/planted here. It adds a nice touch, perhaps better than backing onto a grass strip. 25.3 | As we move north to downtown we come accross the first in-road station, right by Lowe's and Pine Place Centre, both popular destinations. This also serves residents nearby, and to those working at the HD Police station in the bottom right of this image. 25.4 | On the outer limits of downtown we come accross another station, this one directly in front a large and busy office complexe. This also currently servers as one of two downtown stations, although they're not in the heart of downtown. 25.5 | We now reach the line's main station, across from Shorerock Shopping Centre. The station, which features 2 large parking garages (which also allow mall parking) has a large glass-covered platform. This station also marks where the line begins travelling underground for a short distance. You can also see parking lot redevelopment at the mall from here. 25.6 | The station is nicely landscaped to help break up the large mass of parking garage that's now gracing the landscape. This station is often quite busy, usually the busiest on the line because of its location in the centre of the line, close to the mall, offices, schools and residences. The regional school board is contemplating a switch to LRT transit for some students once the lines pass closer to schools. This would help reduce bussing expenses and redirect funds to educational programs. 25.7 | The first of 2 west-side parking lots have been ripped and have begun being redeveloped at Shorerock. The parking lots will house new office and residential towers and additional retail space. Construction has just begun, so there is still a fair amount to do. 25.8 | With another view of the construction you can notice the now-open pedestrian walkway to the mall. The original plan called for a bridge, but the designer did not account for the train platform in their design, and as such a light was installed instead. The walkway materials will be used on another project. This sometimes causes traffic problems, but the lights have been re-synchronized in the area to ease this congestion. 25.9 | As we head east, towards the water, we reach where the LRT line comes back above ground and intersect with the former EL-RAIL line. Most of the line remains EL-RAIL, however a small portion was converted to LRT to allow integration of the new line with the el-rail system. The old station was demolised and moved north (down in this image) to a large locale. 25.10 | The new station features ample parking for the surrounding areas, and occupies formerly empty land. A building was demolished to allow entry from the main avenue in the area, however unlike the original plan the main entrance was located off the residential road, upgraded to include a signalled intersecion. 25.11 | As night falls, we head back west a litle to view the large under-ground station featuring a beautiful glass atrium. The design has been a hit with residents and has really changed the once dull intersection. 25.12 | As we finish this update, a view of downtown Manatee. This area may, one day, have an LRT line of its own running through it...

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