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Found 29 results

  1. Town gate

    Version

    3,779 Downloads

    Some informations: Michael's Gate (Bratislava, Slovakia) is the only city gate that has been preserved of the medieval fortifications and ranks among the oldest town buildings. Built about the year 1300, its present shape is the result of baroque reconstructions in 1758, when the statue of St. Michael and the Dragon was placed on its top. The tower houses the Exhibition of Weapons of Bratislava City Museum. It is LANDMARK cost: 35000 € monthly cost: 0€ size: 2x2 Happy new year 2015 and have a nice day!!!
  2. Hello, this thread is temporary closure,
  3. Medieval city building game

    Are there any good medieval city building games? or does such an type of game not exist?
  4. Everybody need Corn! Have a look into my VID
  5. Hello dear Cities Skylines Freaks!!! I wan't to present you my new castle-town. I have the plan, that this castle developes to a modern metropole through all tmes. I hope I can do it to there! Have a look in to the Video, hope you Enjoy.... Here als some Pictures for you:
  6. Cities: Skylines - EP25 - The British Challenge - The Castle (Part 1) Hello Guys, and Welcome back to another episode of Cities@ Skylines with me, Pug Gaming. In this Video I begin work on our next project - The Castle Cities: Skylines - EP26 - The British Challenge - The Castle (Part 2) Hello Guys, and Welcome back to another episode of Cities@ Skylines with me, Pug Gaming. In this Video I finish the Castle surrounding off by creating a small Medieval town.
  7. Medieval CO buildings?

    I am currently working on building a city with medieval European architecture for a City Journal. However, the CO demand (both CO$$ and CO$$$) is getting in the way of building it. I have found medieval European buildings for CS and residential buildings, but I have yet to run into any of the Commerical Office type. Are there any medieval-style (European or West Asian style) CO$$ or CO$$$ buildings?
  8. Hello everyone! Have you ever wanted to play Anno 1404 within cities skylines?! Well now you can! I am making a collection of buildings (Medieval style). Some of them are self made but for now most of them come from the game Anno 1404. So far I have walls, a tower, some houses, a chapel, a church and a keep. Basically, education is as follows: - Primary School : The chapel - High School : The church - University : The keep In the future, I will add a firestation, police station and more. This will allow you to build a complete medieval city without modern buildings in between. Any suggestions are welcome! You can view the collection here: http://steamcommunity.com/sharedfiles/filedetails/?id=667064518 PS: Some buildings will be kind of cheat buildings. All buildings have increased radius, increased capacity and more. Why you might ask? Well, I care more about if the city looks genuinely medieval. Therefore (if the Keep / Castle is a Uni) it is not realistic to have 3 Castles in 1 city. So yea, it's cheaty but its just for fun! Hope you all like the collection!
  9. Version

    2,559 Downloads

    It is medieval townhouses on the Master Pavol Square in Levoča. Similar townhouses are found in Slovakia, Czech republic, Poland, Austria, Hungary or Croatia and nearby countries(like Slovenia, Serbia, Romania, Lithuania, Latvia, Estonia or Belerus and Western Ukraine). Size: 2x2 Style: Euro Version: Res$ 45, CS$ 80, Landmark- cost 0€ No dependencies
  10. RULES FOR THE ELECTIONS: * Voters can be anyone on Simtropolis * Candidates must be followers of this city journal. Send a PM if interested * Elections will be held if there are more than five (5) candidates. The five who get the most votes wins * The term for the elected positions will be for the seven (7) city journal entries after the one with the election results. * Deadline for nominations will be January 17th, 2015, elections will be for January 24th should more than five nominations happen. And now for the next report for the Great Council: PROGRESS OF FORT IMPROVEMENTS AND OTHER DEFENSES: The main fort has finally been restored! The east wall was repaired in unison with earthworks and the addition of the second ring of walls. This will allow defenses to withstand much longer sieges, such that the fall of the outer wall does not mean the end of defensibility of the position. The fort also got a new pier, allowing supply lines to use the bay as an alternative to the overland path: The north side of the bay has started construction of the crossfire fort, this one will have a moat and three wings to provide coverage in multiple directions while thwarting progress of invaders: The southern auxiliary fort has also begun construction, providing coverage for the newly formed agricultural lands and protection for the land route that will enable supplies and manning of the lighthouse and the main fort: Finally I'm extremely proud to announce that our shipbuilders have completed four new Aquamare ships! We may now have a force large enough to attempt the capture of the town of Tarazed! This includes the eight new ships and the ships stationed at Drakonfaucem. GROWTH OF CANOPUS: As Drakenburguoise refugees escape the harsh rule of their new Hydrakoneian overlords they have brough manpower, families and dreams that contribute to the growth of Dragon's Head Island. They have been settling on this town, which so far looks quite promising in terms of growth. Once it reaches a population of 12,500 inhabitants it will be eligible for a City Charter: In order to sustain our military efforts and the growing population the Town Assembly approved a large expansion of agricultural activity, essentially tripling the land producing crops and feeding livestock: Reports from the other towns and cities in Dragon's Head Island are yet to arrive. From what local townspeople have made known to the Council there's a petition to establish two more settlements within the Island, they fear the existing settlements of Drakonfaucem, Phecda and Canopus will not be able to house the huge influx of new residents; while military advisors recommend ensuring as much of our shores are in active control, rather than remain as natural lands. Which of the three proposed settlements should we build first, if any?
  11. 800 FDU: Counterresistance organized

    I've written this from the comfort of my provisional residence during our time in counteroffensive against the Hydrakoneians--at the Drakonfaucem Estate on the west side of Dragon's Head Island. The view is nice but the place suffers from vermin and disease festering on the swampy grounds. From this week's field visit to assess our preparations, paired with the scouting reports of third party accounts and our spies we have managed to compile a report of the situation of our next objectives. I'll be presenting it to the other members of the Council of the Republic and their team of advisors and ministers: THE SHIPYARD AND BASE OF OPERATIONS: Our shipyard has completed its fourth Aquamare ship, and we have gathered enough material to start work on two more. One of the new captains hired for their operation has brought us the concern that our shipyard may not be defended enough, especially not since our bay's fort has suffered major damage in the latest skirmish. The bay's defenses, at present, include the now damaged fort, a lighthouse aiding our scouting maneuvers and the narrow inlet to our harbor. Military engineers have proposed building two additonal forts: one on the opposite end of the bay's inlet and a third to secure the land supply line to the peninsula's fort. In addition they also propose adding a second layer of walls around the first fort in order to provide redundancy for the main military facility of our stronghold. Restoring our main fort is our current maximum priority SCOUTING REPORT FROM DRAKENSBERG: Our gathered information indicates mostly good news: the citizens are safe, the fields have limited damage and most monuments are safe and sound! Unfortunately not all monuments are in good shape. My official residence as Council Master of the Republic, the Palace of Winds, has been torn down and brought into ruins!! only the foundations and the sturdiest walls remain in place. Meanwhile they siphoned the city's resources into building a new palace for the military governor instituted by the Kingdom of Hydrakonei--spectacularly lavish waste of Drakenburguoise resources!!! The Drakensberg Port, or at least what's left of it, has been slowly armed since our defeat. They keep the three captured Aquamare ships, while also bringing reinforcements of their own fleet! What will be advantageous to our counterstrike is that the development of the city's commercial strip along the port has included infill of the riverbanks, this has reduced drastically the maneuvering space available for ships exiting the estuary. Maybe our counteroffensive will be successful enough... Providing great relief we have also found out the Drakensberg Cathedral remains safe and sound: no treasures, relics nor architectural features have suffered damage, replacement or destruction. The Town Square and the city hall also remain nicely in place. SCOUTING REPORT FROM TARAZED: Further investigation of the most recently captured cities paints a different scene in Tarazed--an important crossroads location between the continent and Dragon's Head Island. The city itself is very intact, save for the temple which has been replaced with that ugly looking Hydrakoneian shrine! They have also started fortifying the strait leading to Dragon's Head Island--currently a no man's land after the truce. What used to be a modest gatehouse to provide upkeep for the island's bridge and some of its forts now is a barrier to the free transit of commerce between us Drakenburguoise and the rest of the region. The town's forces also appear to be strengthening, albeit at a much slower pace. The town itself remains unfortified, and the harbor now provides safe berthing to two ships, with a third ship being identified on the move to this small harbor. All in all, the situation looks fairly easy to handle--its our extremely limited assortment of resources on the island that restricts a more devisive course of action. However, we have one nice opportunity to further develop Dragon's Head Island--its soft, flat expanses are very welcoming for agriculture, while its southern waters teem rich with sea creatures to feed our population.
  12. Half-Timber Manor

    Version 1.0.0

    820 Downloads

    A set of residential building mainly intended for rural and village environment. I have included in the pack one R$$$ Manor house (2 lots), two R$$ residence cottages (6 lots), one R$ small house (2 lots), one R$ town house (2 lots) and two IR farms (2 lots). Plus some stable and shed props to match the half-timber style. Expect the R$ town house, all lots are for low density and for early stages 1-2. As before, the style is from British Isles, this time in period vaguely Tudor / Elizabethan. I have used my trusty Bilteezi railway model card kits as an inspiration. However, the buildings are adapted and I have used artistic freedom and using my modular approach, I have been able to do several different models from the same building block. I have built these houses to be a bit more slope friendlier than my previous BATs. I still wouldn’t call the lots as slope friendly, but I have included custom foundations. With modest slopes, there shouldn’t be problems. I have a lot to learn and my trial with prop steps at front of the buildings did not work well. Nightlights are Maxis, render HD. I have made two versions of the lots. One is very dependencies heavy with many HD props and textures. Other is with Maxis standard props and some commonly used prop packs. Please choose which version to use. The houses are same in both versions. Only lots and prop packs are different. Version HTM_Propheavy is the one with HD props by Girafe, Historic Harbour and Vortext’s texture. Version HTM_CPprops is a light weight version of the lots with CP’s trees, BSC textures and Swi21’s props. Use only one version of the Lots. Delete the extra file folder. Somerby Manor Lots 4x4 Stage 1, 3x3 Stage1 Capacity Satisfied R$$$ 10 Building Value 519 Bulldoze Cost 202 Pollution Air 1, Water 1, Garbage 4 Power Consumed 2 Water Consumed 5 Somerby Creek Cottage Lots 1x3 Stage1, 1x2 Stage2, 2x1 Stage2 Capacity Satisfied R$$ 8 Building Value 173 Bulldoze Cost 196 Pollution Air 1, Water 1, Garbage 4 Power Consumed 1 Water Consumed 2 Somerby Meadow Cottage Lots 1x3 Stage1, 1x2 Stage2, 2x1 Stage2 Capacity Satisfied R$$ 7 Building Value 144 Bulldoze Cost 178 Pollution Air 1, Water 1, Garbage 4 Power Consumed 1 Water Consumed 2 Somerby Manor Lodge Lots 1x2 Stage1, 1x1 Stage2 Capacity Satisfied R$ 7 Building Value 95 Bulldoze Cost 128 Pollution Air 1, Water 1, Garbage 4 Power Consumed 1 Water Consumed 1 Ludgate Hill Lots 1x2 Stage,4 1x1 Stage5 Capacity Satisfied R$ 35 Building Value 275 Bulldoze Cost Pollution Air 1, Water 1, Garbage 4 Power Consumed 1 Water Consumed 1 Somerby Farm LOTS 2X2 Stage1 CAPACITY SATISFIED I-R 5 BUILDING VALUE 765 BULLDOZE COST 191 POLLUTION AIR 1, WATER 1, GARBAGE 1 POWER CONSUMED 2 WATER CONSUMED 25 Somerby Manor Farm Lots 4x4 Stage1 Capacity Satisfied I-R 6 Building Value 928 Bulldoze Cost 191 Pollution Air 1, Water 1, Garbage 4 Power Consumed 3 Water Consumed 30 DEPENDENCIES Use only one version of the Lots. Delete the extra file folder. Version HTM_propheavy British Boxes http://community.simtropolis.com/files/file/29965-british-boxes/ BSC Mega Props CP Vol 1 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 BSC Textures Vol 1 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 Swi 21 Props Vol 1 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=403 Historic Harbour (Props only.) http://community.simtropolis.com/files/file/29880-historic-harbor/ Vortex Texture http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3211 Girafe Hedges http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3002 (The house model is not needed, only the file grfa_3mHedges.dat) Girafe Bushes http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2711 Girafe Oaks http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2632 Girafe Cypryss http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2983 Girafe Lindens http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2869 Version HTM_CPprops BSC MEGA PROPS CP VOL 1 HTTP://SC4DEVOTION.COM/CSXLEX/LEX_FILEDESC.PHP?LOTGET=1180 BSC TEXTURES VOL 1 HTTP://SC4DEVOTION.COM/CSXLEX/LEX_FILEDESC.PHP?LOTGET=90 SWI 21 PROPS VOL 1 HTTP://SC4DEVOTION.COM/CSXLEX/LEX_FILEDESC.PHP?LOTGET=403
  13. Kostoly na Gemeri

    Version

    1,726 Downloads

    Hello again, for now I create this set, it consists of 6 rural churches and 2 synagogues. These churches are mostly located in historic region Gemer in southern Slovakia. All BATs are landmarks. This pack consists of: 3 small rural churches and 1 small synagogue: cost 15000€, size 1x2: Catholic church in Ozdany (18. century), Catholic church in Jesenske (18. century), Reformed church in Tornala (15. century), Synagogue of Malacky ( end of 19.century) 3 medium smalltown churches and 1 medium synagogue: cost 30000€, size 2x3: Catholic church in Rimavska Sobota (18. century) Reformed church in Rimavska Sobota (18. century) Clarissed church in Bratislava (end of 13. century) Synagogue of Trnava ( end of 19. centrury) Dependency: BSC Textures Vol 03 If you have any advices or problems, write them. I create this set because I really miss our churches from central and eastern Europe, on this website are mostly western EU or US, and my synagoues are the first in SC4 what is little bit shame after all these years. More informations about reformed church in slovakia in wikipedia or slovak jews before ww2 in wikipedia.
  14. Version

    3,340 Downloads

    Hello, I present you my little set. This set consists of few parts. Theme of this set is again historic and from Central/ Eastern Europe. Architecture is typical for former the Kingdom of Hungaria. Nowdays, there are countries like Croatia (without Dalmatia), Serbia (North part), Transylvania (Nowdays part of Romania) and of course Slovakia and Hungaria, a similar if not identical in Czech republic (Bohemia, Moravia, Silesia), Galicia (part of Poland) and maybe Austria and western Ukraine. This set consists of: 10 small w2w townhouses, size: 1x2, lived RES $ 22 and landmarks, Inspire in real houses from towns Rimavska Sobota and Rožnava (Gemer) 4 little early medieval churches, size 1x1, they are landmarks and cost 5000 euros, Inspired by real churches (such as rotunda of Skalica, Kopčany and Nitra), these churches are oldest in Slovakia (9. centures to 11. century). System of townwall and tower, it consists of several walls with towers, unfortunately this townwall doesn't consists of Puzzle piecies, inspire in real townwall of towns Bardejov and Trnava. And of course Caste Every town in Slovakia needs own castle, My castly is generic Slovak/ Hungarian castle on the rock, inspire in real (unfortunately) ruins of castles Stará Lubovňa and Spišský Hrad. Dependencies: PEG MTP SUPER PACK (I hope it is only dependency, if you have any problems please write them, I hope you like this set)
  15. Version

    3,858 Downloads

    It is gothic church (Bardejov, Slovakia)- landmark Size: 2x3 Cost: 55 000 No dependencies It is my 19th upload, I hope you like it. If you impressed with 1st image, you can check my thread, thank you.
  16. Version

    2,679 Downloads

    This small set (4 BATs) consists of several slovak w2w buildings mainly from medieval age ( 14th to 18th century). Examples of medieval slovak civil architecture are Town Conservation Reserves (slovak towns: Bardejov, Levoca, Poprad, Presov). Same medieval architecture are found in Czech republic, Transylvania (Romania) or Hungary and South Poland. Elementary info about BAT Size: 2x2, 2x3 Growth stage: level 3 Version: 45 Res$$, 45 CS$$, Landmark- cost 0€ No dependencies I hope you like it, please write comment... Exampe of slovak medieval townhouses (Poprad)
  17. Version

    2,724 Downloads

    It is a splendid Renaissance building by the end of the 16th century put in place two Gothic houses built Žigmund Rákoci( Slovak nobleman). The building is located in town of Prešov( region Šariš). Today the building serves as the town museum. Size: 2x2 Version: Res$$$ 25 and museum dependencies: BSC MEGA Props D66 Vol02 BSC MEGA Props - SG Vol 01 (optional)
  18. Nový zámok

    Version

    5,275 Downloads

    Banská Stiavnica, Slovenská republika ( region Hont) Nový zámok (literally "New Castle") is a castle and a national cultural monument. It is symbol of town Banska Stiavnica and one of two castles in this town. Nový zámok is a six-floor Renaissance building with four bastions. It was constructed in 1564–1571 as a watch tower during the Ottoman wars. Because of its dominant position, it was also used as the town's live clock (exact time was announced every quarter of an hour on a trumpet). A permanent exhibition called Anti-Turkish Wars in Slovakia is installed on four floors of the castle. The highest floor offers a panoramic view of Banská Štiavnica and its environs. More information on wikipedia. Two versions- museum and landmark No dependencies
  19. Oravský hrad

    Version

    4,564 Downloads

    Oravský podzamok, Slovenská republika ( region Orava) It is medieval castle from 13 century. The original design was in Romanesque and Gothic style; it was later reconstructed as a Renaissance and Neo-Gothic structure, hugging the shape of the 520-metre spur on which it perches. More informations on wikipedia. It landmark, Cost: 90000 € No dependencies
  20. Spisská Kapitula

    Version 1.00

    3,928 Downloads

    My old file. Only reupload. No dependencies
  21. I want to start a CJ, but need help with roads. I want my region to have break-the-grid roads without actually breaking the grid. (I.E. not be block after block, but still follow orthogonal road directions) I am not sure how to go about doing this. I tried it before, but with little success. The main thing I want it to be like is too look unplanned, like London or Boston, especially Boston, with confusing one way roads. As soon as the road grid is up, I can figure out the one way roads. Find a road a lot of people are going on, one-way it, and then one-way the other direction with whatever road they spill onto, repeat. P.S. The region I will be using will be the ultra high detail Seattle:
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