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City-building game(s)

Found 19 results

  1. Setegria.sc3

    Version 1.0

    236 Downloads

    The largest known city built without cheating, Setegria houses 6,015,141 sims. The design of the city features several minor improvements over the design of previous large cities. The number of subway stations has been reduced to 377, from 400 in Magnasanti. The number of police stations has been reduced to 53, from 55. Connections to other cities now occupy the same tiles as RCI buildings, saving another 33 tiles. This comes at the expense of some stability. Some residential buildings along the northeast and southeast edges are too far from nearby industry, and will eventually become abandoned. Changing the building style may cause the city jails to become overcrowded. Two extra jails should be built beforehand. Enjoy!
  2. Satan City.sc3

    Version 1.0

    138 Downloads

    Rigid city painstakingly built by Senrils, without any cheating. Showcased in this video as the ultimate SC3K city: youtube.com/watch?v=JbZWywA0xLg
  3. Version 1.0

    267 Downloads

    Roadless city built by David Worsley without cheating, containing over four million sims.
  4. Argolon.sc3

    Version 1.0

    184 Downloads

    A rather scenic city built by Stry Wortling.
  5. Collabria.sc3

    Version 1.0

    146 Downloads

    Collaboration between comayors Imperar and Trar. Applies some of the tunnel- and pipe-related oddities exhibited in Tunnel Test 2.sc3.
  6. Parasanti X.sc3

    Version 1.0

    98 Downloads

    Modified version of Parasanti, accommodating more sims at the expense of some educational facilities and fire stations.
  7. Hedrapolidon.sc3

    Version 1.0

    141 Downloads

    An early megacity due to Imperar. The original blurb: "Greetings, everyone. Allow me to introduce to you all, the city of Hedrapolidon, the third "megacity" in line that I have built, and the first to be uploaded to this site. What I call a 'megacity' in SC3K, is a term that I refer to as any city that has surpassed a population of 4 million sims, without the use of cheats. Built in October 2006, it took no more than 2 weeks to create. With such a large population, the city (with the exception of fire departments) boasts a vast educational system, contains plenty of hospitals, parks, and opportunities, whilst maintaining low pollution, crime, and unemployment. It even has room for a large, green, open space in the geometric center of the city. This is where 4 million sims can proudly gather together during its festivity seasons and celebrations . There also lays my mansion where I, and other sims can view the encircling skyscrapers from a good observable distance. Being an experimental city, Hedrapolidon has been specifically designed to test out a new zone grid layout alongside a new construction method that I had developed in my SC3K notebook (yes, I truly am a fanatic). However, even though the city as a whole, appears to be of great achievement, the grid design was a disappointment, as it had failed in maximizing all its zones to its desired density, to which it was designed. Nevertheless, the city itself proved to become a worthwhile learning experience where I had discovered several key aspects that need to be considered when constructing an ideal megacity. Here are a few lessons I learned from building this city: 4x4 buildings do not always develop successfully in roadless cities no matter how much you try, so it is better to design a grid that avoids them 6x6 spaced-subway stops, is therefore, a more reliable distance for optimum zone growth Pollution can be reduced in dense residential and commercial zones with high land values, by avoiding 1x1 filler tiles Water pipes can be effective laid diagonally Never underestimate the importance of micromanagement, and the "make historical" option Low-value dense buildings occupy more sims than high-value ones Build in the center for equalised development of the map, not the corners Slice the map into equal sectors to make them appear faster and easier to complete Designing "grid modules" (clumps of grids) accelerate development Planning a preliminary zone layout test city first, would really help Never neglect the artistic side of designing a megacity! Hope this serves as another example to those planning to build their own megacities as well. Thanks for your time, ~ Imperar/Omnika"
  8. Suprematrix.sc3

    Version 1.0

    142 Downloads

    The third city in Imperar's -Matrix series. The original blurb: "Once again, my efforts and dedication to the SimCity 3000 world has produced yet another urban monster, one taking 3 weeks to construct. Completed in the year 10001, I behold to you all, the sequel to Unimatrix – Suprematrix. Not only has it surpassed 4.2 million residents, but it has fully gained the A-level grades I have strived hard to obtain since 2004 at that population. To clarify, the ‘A-level grades’ I mention refers to the grading system that sc3000.com’s city center had used before it became historical – A-grade in aura, health, education, crime, traffic, pollution, land value, and unemployment. This city has it all. Firstly, I started directly from scratch, raising the elevation much higher than any previous supercity I had built, in order to accommodate for tunnels. I then began building a temporary city at the center, that once big enough would be replaced by the actual permanent city. Secondly, in comparison to the prequel, I opted to completely eliminate roads, which posed an entirely new yet interesting problem. Since I planned to have the RCI zones laid out in clusters just as before, without roads there is liability of having them abandoning (due to poor transportation) in large numbers. To solve this dilemma, I came up with a theoretical solution – cover the underneath of the city entirely with subways. Thirdly, this time, I designed the shape of the RCI zone clusters in direct relationship to the classical layout model – a circular CBD superimposed onto the square map, with 4 smaller industrial squares located at the corners of the map, the rest being residential zones. The CBD disk, shaped as a circle – the perfect form – relates to the concept of an ideal and unified society, and also to the harmony of the microcosm and the macrocosm, like Leonardo Da Vinci’s ‘Vitruvian Man’. In which case, the city becomes a representation of the universe itself. Fourthly, there are 49 modules that make up the collective whole of the city, which I developed from several tests not before, but during the making of the city. Unusual in design, these modules contain an irregular layout of subway stations, and houses structures for all sizes, that I admit I struggled to conceptualize at first and that I could have had improved. Nevertheless, all the modules in the city managed to fit well as whole sections, with a slight modification to the design at the edges of the city. Fifthly, another varying property of the city is my choice towards the type of RCI buildings. Like Unimatrix, this city has only 3 types of 4x4 buildings, but what is different now is that the commercial and industrial buildings have changed. Finally, I wanted Suprematrix to have yet another unique feature – a fully adequate recycling system. Another interesting fact during the making of the city was that I had attempted to add as many trees into the city as I possibly can, in order to get rid of the ‘city goes green’ message. Many parks and libraries were demolished in the attempt that ultimately led to failure. This led to a separate investigation to see how and when the message actually appeared, and also disappeared. The results revealed that the message never actually goes away once half of the tiles on any size map have been developed, no matter how many trees were added afterwards. Even though, an earlier part of the city’s history had proven that with the removal of the recycling centers and libraries, and the addition of many trees, the overall pollution came down to an incredible level 2, the cleanest ever attained at such a city size. As always, NO cheats, hacks, trainers, plop buildings, sc2000 imports, etc, were used to make this city. NO automated software, robots, aliens, or anything else absurd for that matter either, despite what others may want to believe. Thanks for listening and enjoy the city :-) Imperar V Omnika"
  9. Unimatrix.sc3

    Version 1.0

    100 Downloads

    The second city in Imperar's -Matrix series, built over a four-day period in 2007. The homogenous appearance of the city was achieved by demolishing every RCI building except for Quigley Towers, Mullet Hi-Rise, and SimMars Research & Testing Facility. Features a population exceeding 4 million sims, and a rather sparse grid of roads.
  10. Prematrix.sc3

    Version 1.0

    91 Downloads

    The first city in Imperar's -Matrix series.
  11. Aquaia 5.sc3

    Version 1.0

    188 Downloads

    In SimCity 3000, once the land value on a tile reaches 255, raising the land value any further will cause it to overflow. That is, the land value will wrap around to 0. Imperar's unfinished city, Aquaia, demonstrates the practicality of his proposed workaround: raise the land value even further so that it reaches astronomical levels again. The land values in Aquaia are, effectively, twice as high as they could go. The city is designed so that: Every building borders water The water is full of marinas Every building borders a park The buildings have large footprints in order to reduce pollution For the same reason, only clean industry is used There is no crime The areas furthest from the city center are unoccupied Subways are used for transportation As a result, the average land value is 213.
  12. Parasanti.sc3

    Version 1.0

    114 Downloads

    The second city in Imperar's -Santi series, Parasanti. As he put it: "PARASANTI Parasanti is the official sequel to the city Armadasanti, built a year before. This urban megagiant is now truly the largest non-cheat city that could ever exist in the SimCity 3000 world that includes a full set of schools, colleges, hospitals, libraries, museums, recreational facilities, police, and fire stations. It is even cleaner than its sequel and more carefully designed. More so, ever since the completion of my city Emporia, the increased standard level of construction quality has been so significant it has continued to resonate into this city. The following paragraphs shall describe and explain the nature of the city in the fullest of details. A super-city requires super information about it. The basic zone plan starts out as an octagon shaped central business district where the largest concentration of commerce can be found. In addition, the majority of industrial zones are at the corners of the map, relating back to the classical model of earlier times by method of superimposing a circle onto a large square to represent the commercial sector and then placing smaller squares at the corners of the larger square without overlapping the circle to represent the industrial sector. The remaining area would thus represent the residential sector. This has been a recurring theme amongst large cities of the past by others with the goal of appearing symmetrical, mainly due to its success at being practical to implement whilst giving cities sophistication and elegance, although many variations in design exists with the basic characteristics of the classical model intact. What I have done was to combine these ideas with the radical concept of living nearer to work by method of distributing RCI zones as closely and evenly together as possible - a fundamental aspect to building big. The result could only be described as bewildering. To add to this, a special building code similar to that used in Unimatrix limits the styles of buildings that can exist in the city. By having control over building styles you have absolute control of what you want your city to look like. Several key innovations include the inland marina that was possible by water pipe terraforming; road and railway connections that overlap each other in a single tile, a triangular network of police and fire stations positioned for maximum effectiveness, and an economical subway system that was spaced out using a 10x10 subway station framework, making the system extremely space and cost efficient. The south of the city is the only place where you can actually find trees and it is there where you will find the inland marina. The most important public building of all is the library - it is this miracle structure that raises the residential capacity providing the necessary demand required to build at this level. No other structure can do this better than the library except the Casino Row, Stadium, Performing Arts, Historical Statue, Theme park, and Space Port reward buildings. In order to squeeze an adequate supply of educational and health facilities requires being able to control your workforce by controlling the life expectancy. This in turn can enable you to prevent your cities entering a depression. Unemployment can be controlled in this manner as well. The original plan for the city was to have a population of 5.5 million sims without all the public buildings but changed as the city was nearing completion. In fact, the city had peaked to that population which quickly diminished during the introduction of public buildings. The plan for the CBD was also originally intended to be smaller than it is now. The central design breaks away from the traditional concept of having the mayor's house located dead center, and instead a towering monument has been erected alongside a complex of government buildings to define and establish the city as a world class record-breaking supercity, thus giving itself a unique identity and reputation that cannot be ignored or forgotten. With the city obtaining 100% historical buildings, an accurate plan of zones and structures, great statistics, it is by far, the most perfect city I have built up to this point. Overall, Parasanti is a very unique city as it has many features like those mentioned above that makes the city almost revolutionary. The scale of construction itself was so intense and overwhelming that it took me one entire year from conception to completion. From the start, the city had been plagued with problems and other issues but gradually through incremental stages of progress and improvement, and armed with experience from the past, the city eventually took its final form and became something truly amazing. The next big step now is to take these ideas and principles further, to create something even bigger, and better. Specifications Population Residential 5,313,148 Commercial 2,375,850 Industrial 404,544 Total Size 8,091,501 Aura 236 Health 89 Education 123 Crime 0 Traffic 9 Pollution 5 Land Value 128 Unemployment 0% Special Features Overlapped road and railway connection 6 Neighbor deals Economical subway design Marina on land Monument in city center Efficient police and fire coverage layout 100% historical buildings A Central Business District More than enough schools, colleges, hospitals, libraries, museums, and recreational facilities City Issues 3 Buildings Abandoned Land Value Level 128 Pollution Level 5 Not enough trees Inadequate recycling centers Not enough parks Historical Events Lowest life expectancy was 48 Residential population peaked to 5.5 million sims Try and beat this baby!!!"
  13. Armadasanti.sc3

    Version 1.0

    137 Downloads

    This city is nearly ten years old, and the first in Imperar's -Santi series. It houses five million sims, the first city to do so. It accomplishes this by distributing residential and commercial zones regularly throughout a central square, in which all transportation is via subway. The buildings are selected for their density, footprint, and location, but not their appearance. This creates a more of a noisy, mottled look than in Imperar's other cities. He's credited the movie Koyaanisqatsi, and the former Kowloon Walled City, as inspiration.
  14. 4141193.sc3

    Version 1.0

    152 Downloads

    usotuki, an unidentified salaryman, uploaded this city in 2001, noting: "No Cheat." This was the largest city built at the time without cheats, sporting several neat innovations: - An enormous strip of libraries was used to boost the residential population cap. - The water treatment facilities had expired, lowering the land value to the point where the density was highest. - Dirty industry was used, and separated from the rest of the city by said strip of libraries.
  15. Version 1.0

    118 Downloads

    Now approaching fifteen years old, this is one of the last and largest cities by Cappy Rico. It features many of Rico's usual idiosyncracies: noisy, random-looking zone placement, ubiquitous small parks and water, high land values and life expectancies, minimal crime and pollution, subways instead of roads, and highway connections lining the edges.
  16. Zerotaxus.sc3

    Version 1.0

    84 Downloads

    Imperar's proof-of-concept city has zero RCI taxes, and instead maintains a surplus using only the Legalized Gambling ordinance.
  17. Sharapolis.sc3

    Version 1.0

    130 Downloads

    A copy of Sharapolis, Z-T's record-breaking city from 2007. In addition to 4.5 million sims, there are: - Adequate recycling centers - Roads within walking distance of every building - Optimal healthcare and education facilities - 10 Landmarks - No cheats used
  18. Imperamatrix.sc3

    Version 1.0

    253 Downloads

    The final city in Imperar's -Matrix series, Imperamatrix is a squeaky-clean, ultra-rich utopia boasting more than 4.5 million sims. From the original blurb: "With a total population of 7 million, it boasts full education, health, and safety features, ZERO unemployment, ZERO abandoned buildings, 3% pollution levels, and has the lowest commercial tax rate of 2%. Utilizing an even more sophisticated master plan than its predecessor, it squeezes 100% 4x4 structures across the map, carefully spacing each building for optimum population density without sacrificing the art of functional design. Inspired by the concept of crop circles, this city has been designed to use the properties of each 4x4 structure to create a meticulous pattern of circles, curvatures, and squares clearly visible from the sky, all to produce the energy of unity and opulence which this city has."
  19. Magnasanti.sc3

    Version 1.0

    1,341 Downloads

    A copy of Magnasanti, the first city to surpass 6 million sims without cheating. Due to careful design, the population will remain 6,005,407 at least until the year 100,000, given adequately treated water. Its distinctive look and extreme stability is due in part to the fact that every zoned building has been marked historical. This is the last of Imperar's three -Santi cities, which sought a high population at any cost.
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