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City-building game(s)

Found 5 results

  1. I made some experiments with the new dragable pedmalls which now come with RCI support (NAM team, you're the best! ), and I'd like to share my results to you. Is it possible to built a road-free and car-free city? Let's find it out. By the way, keep in mind that I didn't use only NAM but some extra mods as well, such as RCImulti. If you try to recreate the experimenter, results may vary a bit. First, let's build a very basic town. It will only have a power plant, pedmalls, and room for houses, shops and factories. And that's all. Not a single road. Let's see how a city with only pedmalls will work. And... we have a problem. It looks like because of game mechanism and limitations (it's a 2003 game, after all), all of our Sims complain about lack of road access. Remember that RCImulti adds residential jobs, which means they can just work at somebody else's house to simulate teleworking or jobs like baby sitters and gardeners. And yet, even this mod doesn't solve the problem. Our city is hitting a brick wall. The only way to solve this problem is by connecting our pedmalls with a road. It doesn't have for the road to be something important or go somewhere. As long as our pedmalls are connected to even a single road tile, we'll be fine. Now our Sims can go to work wherever they want. So it looks like we can't build a road-free city. But roads aren't just for cars, you know. So, can we still build a car-free city? Yes, we can! By building enough bus stops, we now have entire roads dedicated to buses. Why limited to bus lines, when you can have bus roads? And it looks like we have another reason to build some roads. Industries needs them to ship their products. By having a main road next to them and connect it with the pedmalls, freight trucks can now hit the road and ship their goods anywhere they need. So now we have a walk-able and bus-able city that doesn't require owing a car to go whereever you want. Not bad. But let's keep pushing the limits and take it to the extreme. How about subways? Yeah, let's go nuts! Sure, they're expensive, but if we build enough subway stations everywhere, our Sims could go anywhere they need faster than ever without car. Now, building ordinary subway stations at almost every corner would be a big waste of valuable space, especially if we need that space to build something big like apartment buildings or hospitals. But wait a minute! The dragable pedmalls are street-based, and there are subway stations that can be build on the top of them, such as in Road Top Mass Transit (RTMT) and Diagonal Intersection RoadTop SubwayBus Station. So I made a custom set of street-top subway stations specialized for the dragable pedmalls to see if it's possible to have functional subway stations on the pedmalls. And guess what. It's possible! Our Sims can now take the subway to go anywhere they need. In fact, most of our Sims now prefer taking the subway than the bus. And I just noticed that because my subway stations work as bus stops too, there is some bus traffic in our pedmalls as well. That's interesting. And now probably the most important and the coolest part of our experiment. We have now dragable pedmalls, but we also have the older plopaple pedmalls as well. Can they work with each other? Of course they can! All puzzle pieces will work with the dragable pedmalls without any problem. Why that's cool? Think of the possibilities But do you know what's my favorite discovery? The dragable pedmalls are compatible with the specialized tram-pedmall pieces as well! Why need car when you can walk and take the tram? That's my experiments for now. I have some other stuff I'd like to test and I'm going to do it soon. Now that we have a cool challenge on its way, I think it would be a good idea to share my experiments with you, giving you ideas and a topic to share your experiments and results as well. See you in the challenge and I can't wait to see your creations
  2. I recently built a seaport and attached it to the grid with pedmalls. There wasn't a notification that it didn't have road access, so I thought it was fine. Some time later I realized my seaport wasn't being used. This immediately changed when I connected it with a street. Is this a glitch, or do pedmalls simply not function as streets in some instances?
  3. Version 1.0

    342 Downloads

    TL-Kazuki Street Trees EVERGREEN A variant for those who don’t want seasonal trees ; those don’t have PK Fallen Leaves. I added an Empty lot : I found it was necessary when making a plaza out of these lots, because sometimes you can’t plop two of them side by side —all but two are transit-enabled. ------------- BSC_MEGA-Props-CP Vol01.dat Murimk stands-simple.dat JENXPARIS_Prop_Pack_VOl02.dat NetworkAddonMod_Props.dat : In NAM 32 and up PorkieProps-Vol1.dat PorkieProps-Vol2.dat SG_BusStop04.dat in SG Bus Stops (if you’re not already using SG Bus Stops. Which maybe you should. They’re about the only ones reasonably to scale, with WMP’s and the RTMT) Tamorr_Family_Prop_V1.dat Tariel-Rivit's Essentials TL-CPv1 Elm.dat, in TL-CPv1&v2 Trees Evergreen #1 [they must load last or CP’s Elms will revert to seasonals. Without their fallen leaves] SPOT_C-rc100.dat (arrow showing where the barriers are) wmp_power_props01.dat : in WMP Power Lots https://community.simtropolis.com/files/file/26376-wmp-power-lots/ General warnings : (1) This is for SC4 Rush Hour. (2) I play with NAM36, RRW-EU selection (it shouldn’t interfere here, but you never know !) (3) I also play with Twrecks Maxis HD Tree Replacement (if you don’t use it, your trees might look a bit different [not these trees !] ; perhaps you should use it…) (4) I play Nights. Depending on your using or not a Light Replacement Mod, the lighting will be slightly different, but There Will Be Light. If you dont want it, you can either tweak my lights in the Lot Editor or take them out of my Essentials folder dep. (5) I like trees. I make intensive use of trees. Especially Girafe tree collection on the LEX ; so here’s the link, once for all ; just follow it into the woods, when indicated.
  4. Version 1.0

    441 Downloads

    TL-Pooty Santa Monica Promenade & CS $$ PLOP I’ve always found that promenade really nifty but I felt it would be even better with more flexibility – and lighting, of course ! So I added lights, and some more promenade stuff, and pedmall pieces to link the buildings and existing pedmalls in more various ways. The original Pooty Santa Monica Promenade is here. Pooty’s content on the STEX is there. ------------------------- Dependencies BSC_MegaProps_Kevdan25_Vol01.dat BSC Textures vol.01 MAS71 Props Vol.01.dat Murimk Props vol02 (Murimk_Park_props_1_small.dat) Network Addon Mod 36 (NAM_props.dat) Paeng_resource_Parks205.dat PorkieProps-Vol1.dat Tariel-Rivit's Essentials V.05 SPOT_C-rc100.dat (direction arrows) Tamorr_Family_Prop_V1.dat (in Tamorr’s Resource 2.05) WMP Mega Props vol. 01 - Misc General Props) _______________ Many thanks to my technical gurus, Rsc204, Kosc and Dreadnought. And especially Rivit, who lighted my SC4world and is always generously ready to help. And the guys and gals on the forums (Twalsh, Matias93, Fantozzi, Catty-cb, Corinamarie…). We need help when we begin peeking under the hood of SC4. That the community is always there for us noobies is a constant and pleasant reassurance. General warnings : (1) This is for SC4 Rush Hour. (2) I play with NAM36, RRW-EU selection (it shouldn’t interfere, in general, but you never know !) (3) I also play with Twrecks Maxis HD Tree Replacement (if you don’t use it, your trees might look a bit different ; perhaps you should use it…) (4) I play Nights. Hence the RVT zNightLighting dependency. Depending on your using or not a Light Replacement Mod, the lighting will be slightly different, but There Will Be Light. If you dont want it, you can either tweak my lights in the Lot Editor or get rid of them entirely. (5) I like trees. I make intensive use of trees. Especially Girafe tree collection on the LEX ; so here’s the link once for all ; just follow it into the woods. ***Tariel's Content here. EDIT: 29.08.2021 - updated dependency links - Tyberius06
  5. Heeelp. I had Paeng's sandstone mod installed but now that I have installed the NAM 35, it doesn't seem to work for the pedmalls (the ones that plop with the first iteration of the pedmalls, y' know, those nicely quirky little things, trees, fountains, benches, lamp posts, gazebo, green stuff... ). It's supposed to load after the NAM, which is does (I put it in _____Last to Load) but... it doesn't wooork !
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