Jump to content
  • Announcement

    • Dirktator

      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!

Search the Community

Showing results for tags 'ore'.

More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


  • Cities: Skylines
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • SC4 BAT & Lot Workshop
    • SC4 Modding - Open Discussion
    • NAM & Transit Networks
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
    • Indie Projects
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Simtropolis Challenges
    • ST Challenges - Info and Discussion
  • Club-owners Club's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Furry Community's Topics
  • New Washington's Topics
  • Everything about details's Topics
  • CityBuildingMasters X's Topics
  • City Journal Club's Topics
  • City Journal Club's Photo Shopping, Type Faces, Page Layout !
  • City Journal Club's Writing
  • Coolio Club For Cool Children's Topics
  • Atlantic Energy Co.'s Topics
  • Micropolis's Topics
  • City-Builders.info's Topics


  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT & Lot Editor Tutorials
    • Modding Information
    • Mapping & Terraforming
  • Other Games
  • Simtropolis Articles
    • Interviews


  • News
  • News
  • News


  • SimCity 4 Buildings
    • Lots
    • Mods & Tools
    • Maps
    • Props
    • Textures
    • 3ds Models
  • PLEX (Main Files)
    • Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • SimCityPolska Files
  • Cities: Skylines Buildings
    • Maps
    • Roads & Traffic
    • Vehicle Assets
    • Game Mods
    • Props
    • Programs & Tools
  • SimCity (2013) Buildings
    • Game Mods
    • Roads & Traffic
    • Vehicles
    • Programs & Tools
    • User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • Cities & Maps
  • CitiesXL Buildings
    • Mods & Tools
    • Maps
    • Textures & Props
    • Lots
    • 3d Models
  • Simtropolis en Español's Descargas
  • Club-owners Club's Dirk's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Furry Community's Files
  • New Washington's Files
  • Everything about details's Files
  • CityBuildingMasters X's Files
  • City Journal Club's Files
  • Coolio Club For Cool Children's Files
  • Atlantic Energy Co.'s Files
  • Micropolis's Files
  • City-Builders.info's Files

City Journals

There are no results to display.

There are no results to display.


  • Weekly Challenge
  • Extended Challenge
  • Monthly Challenge
  • Content Challenge
  • Voting Period
  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Club-owners Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Furry Community's Events
  • New Washington's Events
  • Everything about details's Events
  • CityBuildingMasters X's Events
  • City Journal Club's Events
  • Coolio Club For Cool Children's Events
  • Atlantic Energy Co.'s Events
  • Micropolis's Events
  • City-Builders.info's Events




City-building game(s)

Found 20 results

  1. Hi modders. I'm trying my first map and I am looking for some tips on how to add the oil, minerals, and fertile land areas. I'm trying to do a realistic Stockholm east, Sweden. Here is the basic topography: I'd like to add the resources but I have no idea how to approach this. Should I manipulate an image and use a script? I tried to paint them kinda haphazardly and they always looked terrible. How can I add them in such a way that the map looks more realistic? another pic with trees and a few roads added: thx in advance for any advice
  2. So i was wondering if there is any way i could change the config or something to make it so resources never run out, such as water, ore, coal and oil. If not, could somebody possibly make a mod? I will donate 10 dollars on the spot. If you want me to increase it, fine
  3. Is their a mod that gives unlimited oil & ore? For to search on here is next to useless and to google search gave me no result either
  4. Evergreen Ore gets crackin'

    While dabbling with Spring 'n Summer we built an residential addition near the CTNX facility aptly named Castle Condo's. Little did we think the influx of so many new Cim's would create a nightmare of, "Not enough goods to sell." We had taken the advice from Blake Walsh too an extreme and spent many hours walking the city back. One upshot from the fiasco was the development of Evergreen Ore. With this expanded industry demands on the cargo terminal brought drushkey's option into play. Please heed Chief Brown of the Highway Patrol and do not engage Carey Loftin in a duel -- you will lose! Mayor (Acting) Haylo Stachoo
  5. Okay, so I just bought the City of Tomorrow, the Airships Set, and the Amusement Park Set. I know, a little bit late, but I have recently got back into playing this game and wanted something a little bit different to try. The Towers seem to be a challenge, but I love it. However, every city that I play since doing the upgrades, I have depleted resources. At first, I thought it was because of the new "omega" resource, but since Omega requires those resources to produce, this just simply is not the case. Also, I have had to demolish all Trade Centers and Ports to add new storage to them. Every time I would add a new storage lot or delivery trucks, they would disappear as soon as I came off from pause mode. Is there a solution to this issue?
  6. I tried to find information about specialized industry on the internet, but couldn't learn what I wanted to. So here is what I have figured out: Extraction: Primary industry extracts resources within a radius around the building, the extraction rateis faster the closer to the building. When the center tile is depleted the extraction industry can quit - even though a lot of extractable resources are left within it's radius. Here is an image of the aftermath of a single oil pump facility: The Park with Trees is included for scale. It can be summarized that the area extracted from is about equal to the area of a park with trees. If you wish for the extraction phase to last longer you can use 'strip mining', that is when you lay down narrow strips of industry, separated by the width of about a 'park with trees', these strips will extract resources for a bit longer than if you blanketed the whole area in industry. What is specialized industry good for? Farming and Forestry: The farming and forestry industries are exactly equivalent in employment to lvl1 Industry, they pay 10% more taxes. Why get them? They are less polluting than standard industry, and having some farming and agriculture will reduce import traffic. On the other hand, having an excessive amount of these industries will increase export traffic. The extra tax seems like little incentive because there is no upgrade path - once everyone is educated enough to be employed in lvl2 industry there is little reason to keep an excess of forestry or farming industry. Ore and Oil: The ore and oil industries are exactly equivalent in employment to lvl2 industry - there is no difference in employment profile between extraction and processing. They pay 20% (ore) or 35% (oil) more taxes and generate more pollution. Why get them? There are two really good reasons to get these secondary industries, the first is they pay more taxes, enough so to significantly improve profit margins. The second reason is they have the employment profile of lvl2 industries yet have zero education or service requirements. This means they are available at a much earlier date (assuming one power-grows their city), long before education permits lvl2 industries, and the fact that you don't need to provide any services means potentially higher profit margins. It makes sense to zone a lot of oil even if you have no oil resources, just because you get more taxes, but remember to return the oil industries to generic industries once lvl3 industry and offices become available. Why not get them? Once lvl3 industry is widely available, there is little reason to keep an excess of ore or oil industry. Another more insidious aspect of Ore/Oil, is that it will attract educated workers away from generic industry, this will greatly delay the generic industry from upgrading to lvl2. Since ore/oil is equivalent to lvl2 industry, while paying more taxes, this is not a big deal, but it is something to be aware of! Managing Depletion: Depletion presents a logical(istcal) problem. When you first build extraction industries, they impose no import traffic and only marginal export traffic - assuming most the generated product can be used by local industry. However once the resources deplete, the specialized industries turn into a pure import/export, however, and this is the logical(istical) problem: The ideal place for an import/export industry is right next to a freight station, and wherever the ore/oil reserves were, is most likely not an ideal place for a freight station. Furthermore, once you have a freight station within range there is no barrier to lvl3 industry which will normally be just plain better than ore/oil. I believe it is better to run with the principle that the processing component of ore/oil is best located close to the freight station, and close to generic industry. So create an ore industry zone, and an oil industry zone, right inside your generic industry sector, where it has ready access to most of the industry import/export/delivery chain, these will become processing facilities. Create some extraction zoning in the richest deposits of ore/oil, probably employing 'strip mining' with the minimal services to sustain them, once the resources deplete, simply eliminate the extraction industry altogether (perhaps replace with residential suburbs), and fully embrace import/export but doing so in a way which harmonizes with the rest of your industry, instead of trying to work with a bunch of ill-situated processing facilities in the middle of nowhere. Note that once lvl3 industry is available, there is not much point in keeping much ore/oil around, as either way you have to import stuff.
  7. Serpent Peninsula

    Version 1.0


    Serpent Peninsula is a large, hilly oceanside location where there is plenty of space to build, and many deposits of resources and fertile land. There is also a waterfall which is *hint-hint* pretty good for sewage disposal. It is reccommended to use the Unlock all 25 spaces mod. To install: 1: Open the 'Run' window and type in "appdata" without the quotes. 2: Find the map directory in appdata/local/colossal order/Cities_Skylines/Maps 3: Place the .crp file in the folder.
  8. Hi you all, Is someone having these problems as i'm experiencing? I start a new region (offline mode) and i want to build a industrial city. After deploying the mines and the recidences suddely the Coal Ore and/or Oil recources have disappered. With some luck i find (on the blind) new resource at the outer limits of the city. Don't know what to do about it. I'm using Skyestorme Mod pack 3.1 Regards, Nick
  9. https://www.youtube.com/watch?v=41z7CO0j3lI This is the real finale... enjoy!
  10. https://www.youtube.com/watch?v=j7VbPJjTYvA The finale... or is it?
  11. https://www.youtube.com/watch?v=pL5U0G6h5Vs Welcome to part five probably the second to last part for this series.
  12. https://www.youtube.com/watch?v=ZrTscBUSN9I In this part, we destroy some ore mines find out why by watching the video.
  13. https://www.youtube.com/watch?v=XDIODF5uF-I I'm back with a brand new part to the series.
  14. Hi everyone, I have a bit of a problem and have no Idea what to do about it. I'm trying to extract Ore and Oil. I always check both the Ore map and the Oil map before hand and it shows plenty of both. However when I get ready to place extraction materials on the area it reads "no oil here" or " no ore here" and its clearly there. Could it be a mod? Any Idea why this is?
  15. https://www.youtube.com/watch?v=4oeRleL4oRo&hd=1 We get zoning and watch it grow into a small town enjoy!
  16. https://www.youtube.com/watch?v=J4TZ7OmWm70&hd=1 Welcome to my brand new series: Building an Ore City! We begin by starting to build the road layout. Enjoy!
  17. Version 1.0


    Hey all What this mod pack does: - Reduces maintenance cost - Reduces construction cost - Increases number of jobs - Decreases minimum number of workers needed for production - Reduces water consumption - Reduces power consumption - Reduces garbage production - Increases ore storage capacity - Increases coal storage capacity (only in smelting factory) - Increases resource extraction rate The things above apply to: - Ore Mine - Ore Shaft - Smelting Factory NOTE: Module counts may be increased. I was messing around with them, but they were not working out correctly in my game. Do not worry; they are not insane numbers. The highest module count is sixteen. And here's a video for the pack: How to install: 1. Unzip the files after downloading. 2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages. NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder. Enjoy! More mods are coming!
  18. 10.Energy

    ENERGY 12th March 2006, The rapid growth and new infrastructure have squeezed the most of the energy potential of coal plants. In addition there are the pressures of environmentalists groups to stop the pollution of these focus , and the high cost of exporting the mineral. Cala Des Foscos, One of the main industrial places in Ses Isles, choosed to build the new energy central Renewable energy plan, which seeks to permanently stop these aging plants starts: wind energy fields virtually every population will be created, and La Cala Des Foscos is building a solar power plant ultramodern. Solar Energy Plant Ïn Ses Foscos The Governor said: 'It is absurd that we have so many hours of sunshine throughout the year, and we are not taking advantage of the energy potential of the same' It is estimated that the plant will be completed in 2007, and coal plants are closing will gradually since late 2006. SES ISLES GENERAL MAP AND OVERVIEW LINK
  19. I noticed on my electronics city that the rate of computers being produced is higher than that of my oil refinery in my drilling city. Since it's an electronics city, the most fundamental priority is to have a high level of education i.e. University. On my drilling city, I have a community college. Is the production rates of each factories different or does education affect the rates of production in industry related Specialization factories?
  20. Trade Depots

    Hello, Anyone know if you can demolish individual lots attached as an upgrade to Trade Depots? What I mean is, I added 3 upgrade lots to my Depot, one for steel/metals, one for ore, and one for plastics. The problem is, I did not produce enough plastic from my recycling operations, so I "Closed" the lot, leaving the other 2 lots open, since they were profitible. Since you can only add so many lots to the original Depot, I wanted to demolish it so that I could replace it with a different lot, perhaps oil. Anyone know if this is possible? Or am I stuck with the old lot and need to build a new Depot? Thanks for any help! Mike

Thank You for the Continued Support!

Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!  You've really help make this a great community.

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running, so that we can help keep bringing SimCity players together to share our creations.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Echange.
Make a donation and get one or all three discs today!


By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections