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City-building game(s)

Found 7 results

  1. Hello all Together, i´ll show you, how i do make Screeny´s for myself. It´s easy and goes fast. First of all, Pause the Game and Hide away the Toolbar by click the left Bottom in the Corner: Go to the Scene, where the Shoot would like to be taken and press "Print" at your Keyboard (like i did it here for this little Tutorial): Go out of the Game by pressing one of the Windows Taste and open the Windows-Paint. After Paint is open, click in it and press Ctrl and V to get the taken Picture in there: Click on "Paint" upper left Corner, there save as... JPEG: ... and chose a Place where to save it... Thats all ;-) Thanks for reading this Quicky :-D Best Regards, Oliver
  2. When I logged on this morning, I was pleasantly surprised to have multiple beeps from @Naomi57's reactions to a scattered selection of farm themed posts I'd written long ago. While re-reading and reminiscing, I decided it might be nice to have them all consolidated into one new post. @Cyclone Boom then spent the day while I was at work compiling them, creating the table of contents with anchor points, and making the whole thing beautiful. Thanks ever so much, CB. While the content is what I wrote, the presentation is 100% his. Without further ado, we present: A Collection of Cori's Farm Posts as Liked by Naomi Contents – A Couple Handfuls of My Farming Related Posts Post #01 – Humble First Farm Pics Post #02 – High Wealth Farm House Post #03 – Irregular Shaped Farm Fields Post #04 – Mention of my No Maxis Dirt Farms Mod Post #05 – Example of Real World Zoning Transitions Post #06 – Example of a City Zone Layout Post #07 – Developed Farmland Example Post #08 – Farmland in Cori's Castle Post #09 – Residential Farm Tower Post #10 – Testing NAM Dirt Roads Post #11 – NAM Covered Bridge Post #12 – My First Lotting Project (Cori's Farm House) Post #13 – Mons Lacus Farmland Overview Post #14 – Real World Near Me - Zoning Style Post #15 – Small Town Terraces Post #16 – Small Isolated Farms Post #17 – Info on my No Maxis Dirt Farms Mod Post #18 – Supporting Post About Maxis Farms Post #19 – The farm pic which inspired Naomi on 23 January, 2020 Post #01 ID: 1702524 Humble First Farm Pics Originally posted here on: October 16, 2018 I've experimented with this same desire for the past couple of years starting with my humble first farm pics in this post: To farm land in the tile of Dipsy-Doodle: To West Amo Ridge: Which are a part of a 4 x 4 large tile region: To a random tile in Mons Lacus: To deliberately making the farm fields on flat ground and conforming to the hills around them: Zone view of the above pic: And as you can see I'm using basically the plain vanilla Maxis stuff. Hopefully these will illustrate what can be done even without the awesome custom content which is available. ⇑ Back to Top ⇑ Post #02 ID: 1702549 High Wealth Farm House Originally posted here on: October 16, 2018 Yes, they are. That city tile is one I'd built up just about everywhere and had good education and health coverage so by tossing in some parks, the water supply, and the grass tiles I was able to get a high wealth home to grow. My idea was to visually simulate a generations house where a huge family lived and after working the fields they have places to play and relax. (Ofc in the game they all drove to their jobs elsewhere while waving to the low wealth Sims coming in to tend the crops.) ⇑ Back to Top ⇑ Post #03 ID: 1703330 Irregular Shaped Farm Fields Originally posted here on: October 30, 2018 Magic! Seriously tho, it's just a matter of chopping the zone to conform to where the hills start (or around the pine trees as I did in Dipsy-Doodle). Here's an example: I'm using my plana camporum montem Aetnam Map (4 sizes) file in the 12 x 12 size (region renamed for my own play as Corillion). This is specifically generated from a C map making program where I've modified the code to be SC4 compatible and to have various flat terraces among the hills. Grid is on to help visualize the slopes. Find a suitable place: Zone a farm so it extends up the hills: Then using the de-zone tool erase any parts that are not on flat ground. You can see that when the white square de-zone box appears to be tipped a little (or a bunch). Turning the map and continuing: Turned back to the original orientation and all clipping done: Add street (or road), power, and let it grow: Grid off and zoomed out: And turned 90 degrees: This works in pure vanilla too. You might also like my mini tutorial in this post: Growing Farm Buildings Where You Want ⇑ Back to Top ⇑ Post #04 ID: 1703863 Mention of my No Maxis Dirt Farms Mod Originally posted here on: November 10, 2018 Thanks! And yes, it is all Maxis in that first region. It's also before I wrote my No Maxis Dirt Farms mod. ⇑ Back to Top ⇑ Post #05 ID: 1698961 Example of Real World Zoning Transitions Originally posted here on: July 30, 2018 Yes, this is how it goes in the real world. (At least where I live.) As part of my job I look at aerial views, flood map overlays, and zoning every day. Here's a real world picture: Basically what happens is as a city grows outward tracts of agricultural ground are purchased by a builder/developer that are large enough to then sub-divide it into individual residential parcels with new streets laid out to form the neighborhood. Notice how the housing subdivisions border the farm land? (The fields are the brown parts cause they usually take the satellite images in the late fall or early spring so there is less obstruction from foliage.) Generally the trees that form some sort of green belt are along side of rivers, streams, creeks, and ditches. The area either side are typically flood hazard zones and therefore no one wants to build their home in those. (And in most cases it's against zoning regulations to build a new home in a flood zone.) Click one of these images and use your right and left arrow keys to toggle back and forth between them. Notice how nearly all of the green tree areas correspond to the flood zones? And just for fun, here's the city zoning overlay for the same area: Zooming in and you can see the individual parcels and better see how the housing additions bump right up against the tillable ground: ^ You can also see how there is generally a tree line between each of the different farm fields. These provide a wind break that helps prevent soil erosion caused by quickly moving air which would otherwise blow away the top soil. Also, when the ground is too hilly to economically build on then those will have trees too. These next two images are the same area via different mapping programs (so the scale and time of year are different). This area south of where I live is quite hilly and full of trees. All in all, for flat ground your residential or industrial will likely border right along side the farms. Commercial likes to be more in the center of the houses along major thoroughfares. And here's a sample from one of my games. The trees mostly correspond to the hills transitions: And here it is with the zoning view and the grid turned on to show the hills: ⇑ Back to Top ⇑ Post #06 ID: 1699041 Example of a City Zone Layout Originally posted here on: July 31, 2018 I believe you've done an excellent job on the transitions. Once outside of the Central Business District with the Skyscrapers the transitions to one and two story homes is just like a major city I'm familiar with (Indianapolis). You have a smattering of medium density apartments interspersed and that's also realistic. Beyond that you have the farms so it's all good. It really depends on what size city you are modeling. If it were the Circle City (Indianapolis) near me then you've done a very good jobs in density transitions. Here we have maybe a dozen towers that could be called skyscrapers and another dozen wanna-be taller buildings. Here's the southeast section (about a forth of the whole city): What you have created in Lion City, Lessu, Takau, and Lemont all have the same general feel of a smaller core CBD spreading out just like the real world. Keep in mind too the scale of SimCity doesn't map well as a one to one relationship so what is a ten miles square in the real world could be aesthetically represented in one large city tile in the game. You might also work towards the region view giving the full impression of the larger area you are making. ⇑ Back to Top ⇑ Post #07 ID: 1705192 Developed Farmland Example Originally posted here on: December 3, 2018 It's farm land, but it's being taken over by other development. ⇑ Back to Top ⇑ Post #08 ID: 1707513 Farmland in Cori's Castle Originally posted here on: January 12, 2019 Farmland in Cori's Castle: ⇑ Back to Top ⇑ Post #09 ID: 1690740 Residential Farm Tower Originally posted here on: March 1, 2018 I'd zoned for medium density apartments (so I thought) and they initially grew. There were just enough Sims to work the farms and all was well balanced. Way later as this city tile grew I got a notice for one of the medical clinics going on strike and I found this huge residential tower out in the middle of nowhere. (Those Sims are mostly commuting to to the neighbor tile.) ⇑ Back to Top ⇑ Post #10 ID: 1698267 Testing NAM Dirt Roads Originally posted here on: July 12, 2018 Nothing on par with everyone else's pics, but I've just made my official jump to using some of the NAM stuff. I did a custom install and selected a limited number of options so in my early learning phase I don't get overwhelmed with too many choices. Here I've used SAM 3 - Peg Dirt Roads to give my mostly vanilla game a more backwoods rural look: ^ Also used are Farm Fences by @SUICO and the NoPalmsPropsLeafy.dat from: No Palm Mods by @Swamper77 to keep the fence rows from having out of place palm trees in them. ⇑ Back to Top ⇑ Post #11 ID: 1698269 NAM Covered Bridge Originally posted here on: July 12, 2018 It's in NAM too. Under the additional bridge options. ⇑ Back to Top ⇑ Post #12 ID: 1698698 My First Lotting Project (Cori's Farm House) Originally posted here on: July 23, 2018 What is farmland without someplace to live? (Actually I'm showing off my very first lotting project which happens to be grown in a farm land area. ) Also, the timing was good to capture not one, not two, but three of @airman15's new old cars in the picture. ⇑ Back to Top ⇑ Post #13 ID: 1672130 Mons Lacus Farmland Overview Originally posted here on: July 14, 2017 Welcome to the world of Mons Lacus: This is primarily a farming region: Unlike my last region, this one has more lower level ground interspersed with the hills. I'm building the farms in the parts that show as greenish-blue in the zones data view rather than in upper brown levels where the sage brush grows (as I did last time). The dark green pine trees are still sacred, but the rest can be felled to create tillable land. You can see the pattern of the hills better in the traffic view: Also, by farming in the lower levels I can have trees in between my farms like they are here in RL: In this next pic you'll see Llama Ag lost a diagonal strip of their farm when the interstate highway went thru: Ofc farmers do need some place to buy their equipment and shop for other goods. A small town has sprung up taking over the land previously owned by Pedriana's Plants. (The injunction against them was detrimental to their business.) ⇑ Back to Top ⇑ Post #14 ID: 1679007 Real World Near Me - Zoning Style Originally posted here on: September 29, 2017 So, I've been playing a large tile in smaller version of this map I made for myself. What I'm attempting to do is to make my regions somewhat resemble the real world where I live. Here's a couple of satellite pics of said area: Now, ofc, I'm not trying to model this exactly. What I'm after is the general feel. So using those newly introduced automatically generated terraces, I have a way to have random curvy places on hillsides with trees to give a similar effect. First off this is the zoning mini map (doubled in size): Then for the these pics I'm showing first the regular view followed by the zoning layer with the grid on to better show the slopes of said hills. And then this final pic is showing how the No Kickout lets all three wealth levels coexist without needing to mark any of them historical: ⇑ Back to Top ⇑ Post #15 ID: 1684390 Small Town Terraces Originally posted here on: December 7, 2017 A little later in time from the region pic I posted. Here's more of my farmland with a small town: And the zoning map with grid on showing how they are built on the flat terraces which leaves the hillsides intact: ⇑ Back to Top ⇑ Post #16 ID: 1684714 Small Isolated Farms Originally posted here on: December 13, 2017 Some isolated farms producing just enough crops to sustain their local families. ⇑ Back to Top ⇑ Post #17 ID: 1681748 Info on my No Maxis Dirt Farms Mod Originally posted here on: November 5, 2017 Hiya, Lost-In-Sofia. First my disclaimer: I know very little about the Mac version. (I have read some of the threads here.) I love that. (I do the same.) It does seem unusual that none of the grassy pasture fields have grown. Each farm has a list of textures it will randomly chose from. Two of those are basically dirt. One is a light tan color and one is a darker brown that has the appearance of crops just beginning to grow. From your picture it does appear that is what you have been getting. You should not need any mod for the grassy one to grow. However, if you would like to test a mod I wrote for my own use, I will attach it at the end of this post. I wrote them as separate .dat files so I'd have the option to remove one or two if I did want some dirt farms to grow. In these files I simply removed the hex code values which correspond to the fields I did not want to grow so there are 6 files in total. (I did not make one for Pedriana Plants because I wrote a separate mod to totally block that one.) Now, one thing I'm aware of is the Aspyr version has a limit to the total number of mods it can handle. Therefore, if you like what my No Maxis Dirt Farms does we would want to combine them into a single .dat file for you. This one is a Stage 3 farm and does not show up until you pass some threshold. If I understand the Demand Simulator: Demand, Supply and CAPs then you need 4100 farm jobs before Pedriana can grow. Anyhow, here are my mods for no dirt farms if you want to try them. Note: It will not change any farms already grown unless you bulldoze them. No Maxis Dirt Farms.zip ⇑ Back to Top ⇑ Post #18 ID: 1681753 Supporting Post About Maxis Farms Originally posted here on: November 5, 2017 My pleasure. I'm going to guess: No. Looking thru my List of Files I've uploaded, I don't see that I ever put this one on the STEX. I believe most peeps download better farms than the Maxis ones so I felt it would be a moot point to toss my little override into the mix since they only work for the default Maxis farms. (It is possible I've attached it to a post here before, but I didn't search to find out.) You know more about that than me. All I know is I was unhappy with how many dirt farms I was getting so I decided to take matters into my own hands. Woot! I'm so very happy to hear this. ⇑ Back to Top ⇑ Post #19 ID: 1724411 The farm pic which inspired Naomi on 23 January, 2020 Originally posted here on: January 22, 2020 Just another Cori style farm scene: View Naomi's post (With details on her farming inspiration from the above pic.) View my reply (With more farm pics and info!) ⇑ Back to Top ⇑ Special thanks to Naomi for bringing these to my attention via my notification beeps.
  3. Dealing with EPS files

    Right now, I'm trying to speed-learn EPS files. I've commissioned a lot of artwork over the years, but this is the first time for logo design. Evidently, a standard for logos is EPS file format. I've been doing my best to read up on these, but it's all gibberish to me. The info sites keep talking about "vectors" and I have no clue what those are. From what I can tell, I do no have a program that can handle these properly. I can open them in Photoshop, but they appear as regular, flattened, pictures. Are there good, free EPS editors? Are EPS files layered or flat?
  4. Features bugging out?

    Heya there I seem not to be able to post a picture with my latest CJ feature...More accurately the picture seems to have uploaded to Simtropolis but I can't see it in the preview window once I've submitted my feature. Any way to fix it? I've tried different pictures but it all shows as an empty square when I preview the feature, despite the file being on the servers (this is hosted on Simtropolis))
  5. Posting images

    How do I post pictures of my city onto Simitropolis? I know how to take pictures of my city and save them to my computer but I have never figured out how to post my pictures. Please someone teach me.
  6. A teaser picture today, as I did quite some off-camera work and didn't want you guys to feel left out
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