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City-building game(s)

Found 22 results

  1. Version 1.0.0

    617 Downloads

    This set contains various lots to build your own (sort of) realistic looking coal- and ore yards and port facilities. Included in this set are: - 2 cranes to unload coal and ore from large bulk carriers. - 2 ship loaders to transfer coal and ore to smaller vessels. - 2 bucket wheel excavators, used for transferring ore to and from temporary storage lots. - a silo used for loading ore on trains. - Large concrete silo's. - 1 large ship. - 7 lots with ore and coal heaps. - various lots with single, double, triple or quadruple conveyor belts, to transport ore and coal. - various miscellanious lots to spice up your coal yard. Most of the models sit on 1x1 lots, with parts overhanging, to make it easier to combine them and run roads or railways through them. All of these lots are eye candy only; so that means none of them are functional. The lots can be found in the Parks menu, and are grouped together. The seawalls in the pictures are not included in this set, but the cranes and ship are placed in such a way on their lots that they fit nicely with this particular set of seawalls. The ship model is offset from the center, so that it appears very close to the seawall. I am not entirely satisfied by some of the textures, especially the coal, ore and sand textures. So when (if) I manage to improve my texturing skills, I'll try to update some of the lots in this set, or add new ones. And no nightlights for now. I would suggest using some of the excellent prop sets out there to further add detail to the lots. Dependencies For the base textures on the lots: SM2 Arrow Precast textures, found in the SM2 essentials prop pack, by Simmer2. https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ The seawalls are from Nbvc's marina set: https://community.simtropolis.com/files/file/28951-marina Created by Paulus
  2. I've got a Omega Factory that keeps displaying that it needs raw ore. I have two cities connected in the region to the one asking for ore and have gifted over 20 tons to the city that needs it. It never arrives. When I go to the region view and look at the gifting menu there are arrows from the gifting city to the receiving city showing that the gifting supposedly is happening but again, the ore never arrives at the Omega factory It looks to me that the cities are in fact connected since they all show the little faces at the left margin.
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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?
  8. 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.
  9. Serpent Peninsula

    Version 1.0

    1,327 Downloads

    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.
  10. 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
  11. https://www.youtube.com/watch?v=41z7CO0j3lI This is the real finale... enjoy!
  12. https://www.youtube.com/watch?v=j7VbPJjTYvA The finale... or is it?
  13. https://www.youtube.com/watch?v=pL5U0G6h5Vs Welcome to part five probably the second to last part for this series.
  14. https://www.youtube.com/watch?v=ZrTscBUSN9I In this part, we destroy some ore mines find out why by watching the video.
  15. https://www.youtube.com/watch?v=XDIODF5uF-I I'm back with a brand new part to the series.
  16. 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?
  17. https://www.youtube.com/watch?v=4oeRleL4oRo&hd=1 We get zoning and watch it grow into a small town enjoy!
  18. 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!
  19. Version 1.0

    7,549 Downloads

    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!
  20. 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
  21. 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?
  22. 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
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