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Showing results for tags 'north'.
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Version 1.0.0
160 Downloads
An Island archipelago in Lake Michigan. start SimCity 4 create [New Region] exit SimCity 4 navigate ~/Documents/SimCity 4/Regions/[New Region], replace config.bmp start SimCity 4 load [New Region] press Ctrl+Shift+Alt+R, open beaver.bmp https://en.wikipedia.org/wiki/Beaver_Island_(Lake_Michigan) -
Version 1.0.0
121 Downloads
The northern shores of Lake Michigan, halfway between the North Pole and the Equator. start SimCity 4 create [New Region] exit SimCity 4 navigate ~/Documents/SimCity 4/Regions/[New Region], replace config.bmp start SimCity 4 load [New Region] press Ctrl+Shift+Alt+R, open leelanau.bmp -
This is the the continuation of a story starting here Prologue, 913 - 914 In the year 913 the Danish Viking Leader Njal had been living in Normandy, fighting the Franks with other Danes and Norsemen for several years, now intending to travel back to Isefjord, where his family and wife was living. 43 men left the Frankish scores at springtime 913, 12 Vikings and 29 trælle * on top of that a number of women and children. After being caught up in a thunder storm Njals son Bjørn’s ship saw land at an unknown coast, to his best knowledge far west of Írland. Little did he know that his younger brother Asbjørn, about a week earlier, settled about 36 mil (approx. 270 km) to the south east. Bjørn and his men sailed up a river, called Wolastoq by the local people. On a riverbank, they created simple shelters of wood and hide, to survive through the first cold season. Never the less several trælle lost their lives due to the cold winter and also the elderly Viking Ulfhild died. Four Vikings survived the winter, The Leader Bjørn Njalson, his wife Signe, a niece of King Haraldr Hárfagri **, their daughter Astrid, and the young fearless warrior Herleif Bloodsword, living with a dark skinned træl women named Ysabel. The Vikings had 9 trælle left after the winter including children. Luckily Bjørn had a load of sheep onboard the ship, providing food during the first very difficult months. They had no other options than to split the ship apart and build some better houses, but now they were stuck here. The small group of houses, built on frames from the ship's planks, were placed a little further into the woods to get more shelter and avoid the cold wind from the river. Surprisingly everyone survived the winter 914/915 and everyone were able to leave the primitive shelters at springtime 915. How it was time to gather more food and wood, before the little they had left ran out. * Slaves **Harald Hårfagre, (Harald Fairhair) was the first known King of Norway, putatively on the throne from 872 to 930
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The North is one of the calmer, less populous corners of Udanani. This area relies mostly on agriculture, forestry and no heavy industry is present there. It is also the least densely populated part of the entire realm, containing just over 11% of the total population of the region. It is a little underrepresented too... Despite it's sleepy nature, it is an immensely interesting place due to its inhabitants' philosophies and lore. It's been a long time since you've last visited it so now, I invite you for a tour around the North. If Udanani ever becomes a megacity, towns like Wellbeing or Bedroom may be ideal places for the future suburbs to develop. Once you take a look at Wellbeing, you may quickly understand why. In its current state, the town consists mainly of low-density housing and elegant apartment blocks, which are frequently found outside downtowns. These comfy homes are further enhanced with efficient shuttle and bus transport as well as varied vegetation. This, makes the entire place a relaxing and hustle-free sanctuary, which is to be expected from a suburbs. Wellbeing also continues to experiment with the idea of a concentric city model. This successful urban plan, known from other cities like Terring's Hazelfield, is considered to be an especially interesting option by The Altruists. It's because it offers better accessibility to the city services. Pooling them all into the so-called "service island" which is easy to reach and relatively equidistant for all citizens. Currently, all residential neighborhoods are concentrated around this service island... ...though, as you remember, it hasn't always been this way. In the beginning, Wellbeing consisted of several, small, roundabout-centered "villages", each having their own service sector. While in line with The Altruists' agenda, it was dangerous in terms of financial stability. Wellbeing's funds were dwindling fast when used to finance multiple, independent clinics, schools and other amenities. This is why the micro-neighborhoods of the old are a history now. Today, all citizens live within an easy reach of the central EEC (Emergencies and Education Center). In the economical and logistical sense, the concentric city model and the EEC are better. However, the location of the hospital has become a bit of a problem in the recent years. The hospital was built during the transition period from the multi-concentric to the concentric urban model. In the times when the outward laying "villages" have still existed and a greater range for city ambulances was necessary. Today, the hospital's location could theoretically be adjusted, to move it to a spot which is more central relative to the current residential area. Otherwise, much of the ambulance funding is simply wasted. According to the City Council's estimates, the relocation of the hospital could generate monthly savings of about §60 to §100. On the other hand, it would visually break the EEC apart, creating a non-consistent landscape with an "orphaned" hospital building, away from all other city services. Should this change be conducted? Or is it better to leave the hospital as it is? Regardless the solution of the problem above, you might be interested to know that the space that was freed up after the removal of the smaller residential areas, has been redistributed in favor of other zones. Since The Altruists are very devoted to fighting the unemployment and offering equal opportunities to all, the former residential areas have been turned into commercial and agricultural projects. Impressive... and equally expensive! Unfortunately, all of the changes described, have dealt another serious blow to the Wellbeing's already strained budget. The construction costs, administrative paperwork and, most importantly, resettlement reimbursements have cast the town's fiscal balance into a rather volatile state. Wellbeing's economy is just starting to recover now (for the second time), registering a small, but precious, monthly income. Before we move on, it is worth taking a look at the industrial sector in Wellbeing. It is safe to say that The Altruists have turned it into a "success story" and managed to find a way to reconcile economical profitability with ecology and healthy, stable employment. The industries in Wellbeing have greatly developed within the last few years and the manufacturing industry is slightly more popular than high-tech sector. Although a little dirtier, the manufacturing plants are maintained in such a clever way that they actually resemble parks more than anything else! There is one significant standout in the Wellbeing's industrial landscape. The "Double C" light bulb factory. Max Luminosity, the founder of the factory, explains that the titular "Double C" stands for "Christmas" and "Carnival". The factory sells its products to many customers worldwide. The rumor has it that some customers in particular, love to turn the light bulbs on and then just break them for fun! Of course, the factory staff doesn't mind as it simply means more sales. Some changes, though small in scale, have taken place in the agrarian dominion of The Localvores as well. Like the construction of some irrigation systems and more growth of the natural vegetation. Speaking of which, the Goldleaf Forest looks beautiful this time of the year... The entire Alouni Basan Plains area has essentially been turned into a farmland surrounding Farmington Minor. Hardly any free space to plant another potato in! Since free space in this part of Farmington is running out quickly, The Localvores plan to move on to the next portion of their city tile, designated as "parcel 4-4", covering an elongated hill in the Southeastern corner of their city tile. However, The Localvores are currently too busy to even decide what should be built there. Since the weeds won't pull themselves out, The Localvores wish to ask for your kind assistance with deciding the purpose of the parcel 4-4 while they will tend to their farms. If you'd like to help them, head to the voting poll on top of this entry! Hope you liked the first part of the tour! Next time, we will continue our trip across the Northern Udanani to see what The Residents are up to! Comment replies: @ulisse - You intrigued me, a mining town you say... Creating a town specializing in some branch of industry or business sounds like a very interesting idea... @AsimPika3172 - I will! Thank you! @TogaMasterJohn - Thanks for a very nice, creative comment TogaMaster John! I think the Spirits have already taken a decision and left me no choice regarding The Activators' expansion! @Dreamcitybuilder - I'm glad you like it and it's really nice to see a new face visiting my CJ. Judging by your profile, it looks like you play a lot of "poliferous" games, so you could indeed use the tribal concept in one of them! (SC4 version is already reserved though! )
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Version 1.0
277 Downloads
This is the map of the Monterrey City, Mexico. The size of the map is 24x24. Installation 1. Download the File RAR. 2. Unzip the file. 3. Copy the File in Documents/Simcity4/Region 4. Open the game and play. ----------------------------------------------------------------- Este es el mapa de la ciudad de Monterrey, México El Tamaño del Mapa es 24x24 Instalación 1. Descargar el archivo RAR. 2. Descomprimir el archivo 3. Copiar la carpeta en Documentos/Simcity4/Región 4. Abre el juego y a jugar. -
Previous Update: The University Update Next Update: Midtown Santa Rio No prologue today... Replies are at the bottom... First up...Palos Verdes Foothills Population: 15,032 Median Household Income: $104,683 Intersection of W. Redwood Avenue and N. Foothills Blvd., the center of life in Palos Verdes A local distribution center as well as Palos Verdes High School, a school that is so known for it's snobby student body that it was the setting of a high school drama show that became very popular in Henderson. A condominium overlooks Foothills Blvd in this rotated view. Some commercial on Foothills Blvd. Despite the area's strong suburban feel, big corporations still found a way to nestle themselves into the city. Eastbound transmission lines from the nearby nuclear power plant are hidden in a forest of trees. State Route 10 Zoe Nuclear Power Plant, which became functional in 1993, provides over 55% of the region's power, with the rest coming from hydroelectricity, something the Pacific Northwest is known for. Interchange of State Route 10 and Interstate 45, a freeway that one can take past Catalina Foothills and all the way to the US-Henderson Border in Alaska. At the bottom is the exit to the nuclear plant. Catalina Foothills Population: 14,338 Median Household Income: $86,229 A view of Interstate 45 entering Catalina Foothills An over-sized exit onto Foothills Avenue in the Southern portion of Catalina Foothills Catalina Foothills Police Department More commercial along Foothills Avenue Northbound transmission lines in the southern portion of the city Some affordable housing in Catalina Foothills, something Palos Verdes does not have. Some houses along the small mountain range that divides the city into two. Downtown Catalina Foothills, located in the Northern portion of the city More of Downtown Replies korver Thanks! MilitantRadical Thanks, and I always did have a small feeling the building didn't fit in... sunda Obrigado! Que bom que você gostou! gviper Lol thanks! Nexusfire I'm planning to show the airport sometime soon, but I must warn you it is a pretty basic airport...
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Version 1.0
2,496 Downloads
Jan Mayen is a volcanic island in the Arctic Ocean and a part of the Kingdom of Norway. It is 55 km (34 mi) long (southwest-northeast) and 373 km2(144 sq mi) in area, partly covered by glaciers (an area of 114.2 km (71.0 mi) around the Beerenberg volcano). It has two parts: larger northeast Nord-Jan and smaller Sør-Jan, linked by a 2.5 km (1.6 mi) wide isthmus. It lies 600 km (370 mi) northeast of Iceland (495 km (305 mi) NE of Kolbeinsey), 500 km (310 mi) east of central Greenland and 1,000 km (620 mi) west of the North Cape, Norway. The island is mountainous, the highest summit being the Beerenberg volcano in the north. The isthmus is the location of the two largest lakes of the island, Sørlaguna (South Lagoon), and Nordlaguna (North Lagoon). A third lake is called Ullerenglaguna (Ullereng Lagoon). Jan Mayen was formed by the Jan Mayen hotspot. Although administered separately, Svalbard and Jan Mayen are collectively assigned the ISO 3166-1 alpha-2 country code "SJ". - https://en.wikipedia.org/wiki/Jan_Mayen I worked a lot on this map. It contains oil, forestry, minerals, and animals. The theme is Winter. It is very smooth and ideal for building. Recommended for players who want more challenge, as it is very difficult to strategically figure out how to maximize efficiency in this map. Have fun. -
North America East 1 Region - Players Needed!
Sindroid posted a topic in SimCity (2013) Region Games
Hi there! I just started a region and was wondering if anyone wanted to join in on the action! Region Name: Twerp Ville! My Username: SindroidMG Feel free to add me as a friends too. Thanks -
Looking for people for my Region NA- East 4 server
xpolkx posted a topic in SimCity (2013) Region Games
Hello! Looking for more people to join my region in the North American East 4 Server. Region is called "World A" heh, Ode to final fantasy. Friend me on origin (xpolkx). -
Hello! Welcome to my new CJ. This CJ will be all about the island of Waltham. For the first CJ, I will mainly just explain where Waltham is, and a brief history over the small island. WALTHAM'S LOCATION Waltham is a small island in the North Sea of Europe. It is a rather unknown island, because of it's smaller size. It is currently unclaimed, and unestablished land. A very few of people live here. Some rich mansion owners live on the quiet island. The only way to get to the island is by boat. The size of Waltham is enlarged on this map, to show detail. It is quite smaller... WALTHAM'S HISTORY Waltham has very little history to date. The small island was once under British control, but then the Americas were discovered, and Britain lost interest over it. In 1610, three years after the English settled Jamestown, Great Britain let go of "Bristburg", which the British had named Waltham. In 1762, Noticing the island still barren and incomplete, the UK once again took control over "Bristburg", which it was still called. They established one city, named "Bristburg City", after the island itself. The city was established on North-Eastern "Bristburg", and still exists today, although it is a self-governing city, the first in the world since 1801, when the UK gave up the island once more. In 1809, Bristburg City decided to rename the island which it's city was hosted as "Waltham", getting rid of the tiresome name their British descendants gave them. Today, the land is still technically unclaimed, except for city of Bristburg. I heard somewhere that the French were becoming of interest... Hmm. Well, that's all for today. In the next CJ, which will be either posted tomorrow, or after Christmas Day, I will show you Bristburg, the old British settlement. Here's an (as much as I could fit in a snapshot) overview of Waltham. Thank you for reading, please comment of what you think so far. With love, and Merry Christmas! ~ Tyler
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Version 2.0
12,351 Downloads
**UPDATE 24/5/13** - refer to the change log. Here I present to you a whole new map of Europe! Please download and give your comments. Thank you. For instructions on installing the map, please refer to the readme file in the zip folder attached. Please do not re-distribute this map. Thank you. -
Version 1.0
3,947 Downloads
I. Lostalim Presents 234 North Main This fictional building has classic American style architecture from Chicago and San Francisco. A perfect sized midrise for downtown, with plenty of shopping down below. Comes with 3 versions, Landmark, R$$, and CO$$. Note: Each version comes with its own unique lot. No Dependencies!! Stats: Landmark: Lot size: 4x3 Budget Item Cost: $25 Bulldoze Cost: $2,000 Flammability: 10 Landmark Effect: 40 5 MaxFireStage: 4 Mayor Rating Effect: 10 256 Plop Cost: $15,000 Pollution at Center: 1 1 15 0 Pollution Radii: 1 2 0 0 Power Consumed: 75 Water Consumed: 0 Wealth: none R$$ Lot Size: 4x3 Growth Stage: 7 Building Value: $5,009 Bulldoze Cost: $763 Capacity Satisfied: 4112 1296 4128 717 Construction Time: 76 Flammability: 40 MaxFireStage: 4 Pollution at Center: 2 2 7 0 Pollution Radii: 5 6 0 0 Power Consumed: 10 Water Consumed: 112 Worth: 763 CO$$ Lot Size: 4x3 Growth Stage: 7 Building Value: $5,009 Bulldoze Cost: $763 Capacity Satisfied: 13088 717 Construction Time: 76 Flammability: 14 MaxFireStage: 4 Pollution at Center: 7 7 10 0 Pollution Radii: 5 6 0 0 Power Consumed: 15 Water Consumed: 321 Worth: 763 -
Near Bologna. We have at least one member in this area (Verona) and I hope everyone is OK. It happened at 0400 local time, and there could have been many more casualties than the four reported. Apparently the shock was felt as far away as Venezia on the Adriatic coast.
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- earthquake
- italy
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Version 1.0
6,144 Downloads
This contemporary condominium set includes 14 lots, each including landscaping unique from one another. The only similarity is that each of the 14 lots will use one of the 4 HD house BATs. Either red, green, blue, or taupe. These houses are the first of their kind for SimCity 4, it's been a decade too long in my oppinion without modern suburban houses from your typical North American suburb in SC4. Please be sure to download all the dependencies for the best experience with this BAT/lot set. The list of what you need is in the installer, I can guarantee you won't miss it (even if you wanted to, it's the licence agreement). Just in case though, the dependency list is included below. If you still do encounter problems, such as not seeing the lots grow, you can always plop them yourself with the extra cheats DLL which can be found in a multitude of areas on this and other websites. I hope you enjoy these as much as I do, as I'm sure you can tell, I put a lot of hard work into these BATs and an equal amount into the lots. I hope that can be reflected upon you; I'm most certain you won't be dissapointed! ______________________________________ Dependencies: Note that required dependencies are at the top, while optional ones are at the bottom. ______________________________________ Required: http://www.toutsimcities.com/downloads/view/1780 http://www.toutsimcities.com/downloads/view/1882 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2740 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2614 https://community.simtropolis.com/files/file/26806-vip-ruralpack/ https://community.simtropolis.com/files/file/27064-vip-ruralpack-expansion1/ https://community.simtropolis.com/files/file/27011-vip-carpackmmp-vol2/ https://community.simtropolis.com/files/file/26808-vip-carpackmmp-vol1/ Optional: http://workingman-productions.co.uk/dlTracker.asp?GET=downloads/exchange/wmp_props.zip http://workingman-productions.co.uk/dlTracker.asp?GET=downloads/exchange/wmp_fence-garden_proppack.zip http://workingman-productions.co.uk/dlTracker.asp?GET=downloads/exchange/wmp_villa_props01.zip http://workingman-productions.co.uk/dlTracker.asp?GET=downloads/exchange/wmp_allotment_props.zip http://workingman-productions.co.uk/dlTracker.asp?GET=downloads/exchange/wmp_rdock_props01.zip https://community.simtropolis.com/files/file/21118-SimCity-4-extra-cheats-plugin/

