-
Announcement
-
Simtropolis Returns! 05/26/2026
See here for details about our site recovery efforts.
-
Search the Community
Showing results for tags 'pollution'.
Found 51 results
-
Version 1.0
40 Downloads
Hi guys, here's a park building called "Liquid3". It's inspired by this Liquid3, which fights city air pollution in Belgrado. In the game it's a reward park and it requires: - University has been built; - city residential population at least 130.000; - middle and high wealth residential population at least 85.000; - air pollution more than 150. Its plop cost is 500 § and the monthly cost is 50 §. It reduces air pollution around it. Have fun -
How is pollution actually calculated in-game?
DrFrankinStein93 posted a topic in SimCity 4 General Discussion
Hello Simtropolis. I hope you can help me resolve my confusion. I was reading in the Prima guide and the SC4Devotion encyclopaedia that the Coal Power Plant air pollution radius was 16 tiles. So I put it about 16 tiles away in my city but I found out that the pollution was reaching way further than 16. So it got me wondering what was going on. I wanted to remove the other possible sources of pollution , so I made a new empty flatland city and plopped a new power plant and... To my surprise, it seems the radius was not 16 but more like 32. I tried with other power plant and I saw similar result. I also looked at the water pollution radius and also similar result. The radius seems to be double what indicated. So what is going on? Do we know how pollution is supposed to be handled in game? Theory time: The only explanation I saw was in the Prima guide: The explanation can still work out but it needs a little tweak. It seems the "tiles" used in pollution radius are 2x2 and not the standard tile on the map. It seems to align to what I'm seem overall. PS: I'm playing with mods but they are mostly fixes and QOL while trying to keep the rest as vanilla as possible. I use the Air Quality Index mod that changes the dataview UI but even without it, I see the same behavior.- 33 Replies
-
- 5
-
-
- pollution
- air pollution
-
(and 2 more)
Tagged with:
-
Version 1.0.0
244 Downloads
Rounding out the common trio of pollution types, this one helps to show the different levels of garbage in much the same way as my previous Air Quality Index, and Water Pollution Index. Much like the other two Data Views I've uploaded, this one uses the same 6 colors to chart the amount of garbage within your city. However, when trash does begin to pile up, it'll be a bit more subtle to see, as the green has a tendency to blend in with the grass (with Maxis default terrain textures). Not only have the colors changed for the amounts, but I've also included an update to the sanitation lots. They will now show up as blue, to help keep them separate from the rest of the chart. In this way, they will be considerably easier to spot, and to see if there may be any issues involved with the trash making it's way to the disposal facilities. Once again, I used the Big City Tutorial, from the Maxis default region, Timbuktu. Though I had to let the game run for quite a while with the sanitation funding cut to zero, in order for it to build up. The mod contains the following: - Garbage Pollution Index.dat - Garbage Pollution Index - city view.png - Garbage Pollution Index - data view.png - GPI Read Me.txt This is compressed in my normal .7z folder. Use the appropriate unzipper. And, the only reason for why this mod is called the Garbage Pollution Index, is simply cause the other two pollution data view mods, were already called indexes, so it only seemed appropriate to call this a pollution index as well. And as always, feedback is welcome! -
Found a way to fix the excessive air polluion caused by destroying pollution cheat lots
RoseGardenBBQ posted a topic in SimCity 4 General Discussion
Whoa, I have been a lurker on ST for 16 years, and I finally have something to contribute to the lovely sc4 community. Yesterday I discovered a perfect circle of severe air pollution in my city. After examining what was wrong, I noticed a park I bulldozed was an air pollution cheat. Thought that might have bugged the simulation. I found this post on ST confirming it could have been the problem. Long story short, after hours of thinking and experimenting, I found a way to fix the problem. Keep the cheat LOT in the save file and ensure the pollution level is normal. Open up the cheat LOT in question in iLive Reader or SC4Tool. Change either or both the "Pollution at centre" or the "Pollution Radius" to 0. These fields contain a set of 4 values. The value representing air pollution is the first one as I marked out. Load the save, destroy the cheat LOT as normal Profit I think the theory is if you suddenly remove a LOT with massive negative pollution, the game simulation treats it as a sudden increase of pollution. So just nerf the pollution effect to 0 before loading the save. Hope this helps someone who is nervous like I was last night -
Announcement! Due to a file handling mishap, pictures in some of my previous episodes have been deleted and lost from the CJ entries they were assigned to. This information is in case you are just joining us and would like to browse through other entries - some images may be missing. I will work on restoring the images lost as I have the backups of the content affected. Once the situation is solved, I will let you know. Meanwhile, enjoy the new entry below! The Businesspeople-Smileyface alliance had some important economic consequences. One of them was a crackdown against dirty industry. Despite numerous complaints of the I-D sector, the tribal governments were unwilling to hear out any pleas for leniency towards polluting industries. This, forced these companies to find new places where their businesses could operate. The areas occupied by the Slackers (with their low standards for practically anything including the environment) have proven to be a much friendlier environment for this kind of activity. New infrastructural developments like R-1 and R-2 were a godsend in this situation as these high-speed roads allowed dirty companies to pack their machinery and simply travel all the way West to Cape Careless in one, long haul. It was an undertaking on a great scale and happening more or less simultaneously throughout entire Southern Udanani. Because of that and due to the profile of the companies moving, the event was called "Dirty Dancing". The Businesspeople and the Smileyfaces were indifferent to the loss of dirty industrial sector. The Slackers, on the other hand, were welcoming towards new business moving into their capital. Eventually, the city's industrial sector swelled to almost twice of its previous size as a result. New workplaces also convinced many people to join the Slacker cause. This is why some worker class neighborhoods started to appear in the middle of the new industrial facilities. The quality and the architecture of these homes was often unpredictable but still, many newcomers considered such tenements to be "millennial-grade trendy"... Often, new homes were also built in the vicinity of the R-1 exit, located in the Eastern part of the city. Not coincidentally, this was also a preferred location to establish new factories - a strategic place for easy access to capable means of transport. However, the most important development of the Dirty Dancing period, was the construction of a large and technologically advanced container port in Southern Cape Careless. This exclusively cargo-oriented seaport became one of the most important freight hubs not only in the city but also entire Western Udanani. Dirty industry, in this case mining, remains one of the most profitable branches of economy in Central Udanani. The Activator tribe continues to exploit their huge quarry in Kuun Lan for resources and building materials. The activities in the mine have expanded recently and new mining posts have been added in at least two new locations. Unfortunately, the waterbed continues to drop and the dust continues to accumulate throughout the plateau... Regardless environmental impact, the excavated material enables the Activators to accelerate the development of their cities. New projects have been completed in Industrious Hills recently, almost filling up the entire administrative tile that the city sits in. The fruits of industrial labor collected in Kuun Lan, also allowed to expand the local cargo port. This way, the facility is able to accommodate the increased amount of resources processed through it on a daily basis. Even after satisfying the local needs, large amounts of goods still remain in the Activator holding bays. This is why the tribal council decided to prepare a large batch of resources to export them to the tribes that occupy the shores of the Jaland'di River. Two trade directions are available. First, is the Altruist tribe to the North. The other is the Smileyface tribe to the South. The latter trade possibility might be a difficult one, given the two tribes' long history of propaganda war... The Activator Tribal Council has decided to ask you to provide the answer to the question as to which tribe they should contact first. You are thus invited to cast a vote and help determine the course of action that the Activators should take. As Southern tribes routed most of the dirty industry from their territories, it is understandable to ask what other plans they might have on their minds as far as their economies go. The Smileyfaces have recently suggested that the Businesspeople should seek contact with the Residents. Laughterdale governmental advisors believe that this tribe might have smart, well-situated, upscale workforce that can fill key managerial and expert positions in the Businesspeople companies. It has thus been agreed that both tribes will attempt to make this contact and a new infrastructural project was started to achieve this objective - the R-3 highway, leading from Cashflow to Bedroom. What is more, the Businesspeople have concurrently began the construction of a twin project, parallel to this new road - an incredibly fast monorail track, constructed according to the blueprints provided by the Smileyface engineers. The line is intended to run along R-3 and has even received an official signage pattern, not unike Udananian highways. Comment replies: @Tamijo - Thank you. They really show building progress well, don't they? @Honolulu - Hahaha, you found your true self. As far as I'm concerned, I must be from an Altruist mother and a Smileyface father. @TogaMasterJohn - The Gridlayers are indeed quite far away from the mainland Udanani, but a different and significant interaction is going to take place soon! Stay tuned.
- 4 Comments
-
- 9
-
-
Somewhere I saw a list of reward buildings that showed the entire building positives and negatives; why/where to build v. why not. Does anybody know a link that gives these descriptions?
-
Version 1.0.1
588 Downloads
This is a Water Pollution data view mod, that works much the same as my Air Quality Index mod. When messing around with the AQI mod in a few of my cities, I realized that it could also be useful for the water pollution, and mentioned that I was thinking about making this mod, over in the SC4D/E discord server. Someone there mentioned they'd love to have it for the water pollution view, and I told them I'd make it when I got home after work. Now, everyone can enjoy it! It uses the same color options that are used in the AQI data view mod, however, I did adjust the shade of orange used, and it does seem to show up a bit better. This is also the quickest mod I've done so far while using iLives Reader (I've done others but as they're not yet complete they've not been posted for use). Same as before, it should run out the box, and will likely conflict with any other water pollution data view mods, so make sure this is the only one in your list or you may have issues. I also used the same test city of Big City Tutorial from the Maxis default Timbuktu region. And due to the levels and colors involved, they look extraordinarily similar. Please note however, that while you can use this mod alongside my AQI mod, you can use it independently as well, and thus not have to worry about the near identical views in some cities. The mod contains the following: -Water Pollution Index.dat -Water Pollution Index - city view.png -Water Pollution Index - data view.png -WPI Read Me.txt This is also compressed in my normal .7z folder. Use appropriate unzipper. The reason for it being called Water Pollution Index, rather than Water Quality Index, is that I do not believe that there is currently a proper index in place for such a thing (or if there is, I'm currently unaware of it, and it may very well be different in design and scope). This mod is quite literally copying color values from the AQI directly into the water pollution data view, and as such I see it as an "informal" rating system currently. And as always, feedback's welcome! -
Version 1.0.1
485 Downloads
This is an Air Pollution data view mod, that utilizes the US National Weather Service's Air Quality Index colors. It seems that Maxis had already incorporated much of the information involved with it, as I've seen the pollution brackets for each of the data view legend colors, and it matches up extraordinarily closely to that of what the AQI has established. I had this idea after the Canadian wildfires began affecting the southeastern US, and looked up what the acceptable limits are (somewhere in yellow, and low orange), and figured this would make for a great mod. Took me a few hours to put this together with a bit of experimentation (and exploration as I kept breaking the mod trying to get parts of it to work properly, lol), but well worth it, imo. In the image above, you'll see that there's a weird green "halo" around various areas in the city (I used the Big City Tutorial for the test), and these are where pollution's beginning to build up, but is not yet at a concerning level. After finding out that there were 11 (eleven) levels for colors I had to work through different color mixes until I got to an acceptable combination. Adding to that, I found out that the lowest level was completely transparent, and discovered this by accident, when I loaded it up, and found that it didn't show up in the same way. I personally like this feature, so, I've left it in as a result. I'm still having trouble with getting a good shade of orange with it, but I may need to change out a neighboring shade for it. If I can get a better shade (orange or yellow), I'll likely upload an updated version. It's compressed into a 7zip file, same as my Maxis Bay region upload (and I don't think I labeled it as such, sorry D: ), so use an appropriate unzip program. This mod should work without trouble, though if you've got any other air pollution data view mods, this will likely conflict with them, so, choose one to use at a time. I think the colors used here can actually help to better identify problem spots. All feedback is welcome! (Especially in regards to the orange and yellow, )- 3 Comments
- 3 Reviews
-
- 18
-
-
-
-
Before we begin, be it known that the will of the Revered Spirits of the St'ropoli Dimension has been taken into consideration and the texture for beaches all over New Udanani has been changed to "HD Sandy Beach" - according to the results of the vote. And now for the update... As the years went by, The Activators steadily built up their industrial base. All these actions resulted in accelerated production of wide array of resources that, in turn, sped up the growth of their cities. Mining industry has always been the key element in this "virtuous cycle". This activity was keenly embraced by private companies based in Industrious Hills - the first city in which "rare earths" and coal deposits have been discovered. Nadir Mining Company, which laid claim to these deposits, constructed traditional, shaft-mining facilities atop Dal Xanth Hills to extract and ship these resources out. However, much larger project has been completed by the Activator Mining Syndicate - a state-owned company which discovered vast deposits of limestone and useful concrete aggregates within Kuun Lan Plateau. This discovery and the intense need for construction materials, turned the entire area into the largest open-pit mine in New Udanani... Kuun Lan Mines became a huge draw for Activator workers and the more resources they extracted the more money could be reinvested in the mines. Modern conveyor belts, crushers, vehicle maintenance facilities and a broad array of employee benefits soon followed. Employment in the mining business became an attractive and interesting way to make a living. A large portion of the materials obtained in Kuun Lan ended up on the Activators' own soil with the city of Industrious Hills being the main beneficiary of the new opportunities. Thanks to cheap and abundant resources The Activators were able to build the first, large-area shopping center, a minor league sports stadium and some R$ neighborhoods in this city. But even after the construction of all these facilities was complete, a large surplus of resources was still available and The Activator Tribal Council authorized a trade mission in order to try to sell some of the remaining goods. The Activators have thus gone to great lengths to dig out an artificial river harbor and build a cargo port through which their ore could be efficiently exported. All of these projects would probably have an eccentric, industrial appeal were it not for the fact that the extensive mining and building activities triggered several environmental processes that have only recently been linked to the latest developments... One of the problems identified is the way in which mining byproducts are disposed of. Uncovering valuable deposits in Kuun Lan, requires the removal of huge amounts of ground from the excavation sites. All of this ground is being piled up by the edge of Kuun Lan Plateau and then forgotten about... Kuun Lan Plateau, however, is known for fairly strong winds sweeping across the landscape all year long. This causes the dumped ground to quickly dry up into dust and travel all over the place, covering large portions of nearby meadows with dark, powdery sand. Wind has caused some of this dust to travel East as well, migrating into Industrious Hills area. Moreover, the ground dug out during the construction of artificial port basins have undergone a similar process and, likewise, started to be blown about the place. Although it may sound insane to outsiders, The Activators have welcomed the phenomenon and the dust-covered expanses have been accepted... as a form of development... As long as a piece of land is covered with something, The Activators are happy. But apart from travelling dust, experts have also noticed a slow but steady drop in the local water table levels - a phenomenon frequently associated with the mining areas all over the world. This, rendered the main water source in Kuun Lan unusable and forced some of the citizens to move to lower parts of Kuun Lan Plateau, where proper aquifers could be found. Not coincidentally, the process have also exacerbated the travelling dust issue as low moisture meant the ground became drier and loose. Regardless of The Activator's eccentric affection with the new features of their landscape, the processes initiated in their cities did not have a localized effect. Although not toxic or directly harmful to health, some of the pollution and dust from their industrial sector entered Cualescet River, resulting in a visibly murkier waters around Designers Bridge. As can be expected, rivers carry the pollution downstream. This is where another problem occurs as Cualescet passes through the Smileyface territories... Of course, this Southern tribe was not amused to see the waters along their coast getting a maroon tint... - Lady and Gentlemen, someone upstream, most likely The Activator tribe is tainting waters off our coast. We need to discuss possible solutions and counters to this situation. Said The President of The Smileyface Tribe to his cabinet of ministers. The officials understood the gravity of the situation - clean environment was one of the principles for the society's happiness. When the water pollution started to increase, the Minister of Social Satisfaction alarmed the rest of the government that satisfaction ratings in Tralfamadore (the city most affected by the problem) dropped as much as 18% in just two months - an unprecedented dip, never registered before. - Mr. President, I believe that me and my colleague, Minister of Environment, have a good, short-term solution to this challenge - said Avalan Tekhriti, Minister of Economy and the only female member of the Government - after the recent survey that we jointly ran, we have determined that Tralfamadore's hi-tech companies are able to design technologies to filter the already polluted water. At a cost of course, but it's still worth it. - Yes, it's true - "CleanAir Co." and the new "Environes" companies are working on water filtration engines as we speak. Meanwhile, my Ministry monitors the quality of all our aquifers to make sure that the drinking water is clear and safe for consumption. - Thank you dear Colleagues - said The President - I welcome your initiative and your hands-on approach puts smile on my face. However, we also need to find, or shall I say, confirm the culprit behind this sudden deterioration of our local environment. - Mr. President, if I may, this requires proper reconnaissance - replied General Baasan Ranktutru, the Smileyface Minister of Defence. - I suggest sending out a couple of SSSDs (Stealth Surface Skimmer Drones) to gather samples and intelligence upstream... This way we'll learn who or what is the source of pollution clogging our waterways. - Whatever we do, let's do it fast... - said the Minister of Social Satisfaction - Happiness and peace of mind is our ultimate goal and we need to protect it. Either the polluters understand that, or they will pay the price. - Speaking of which - added General Ranktutru - we also need to prepare ourselves for the further deterioration of the situation and... probably a direct military action. Just in case. - What do you mean General? Are you suggesting an open war with whoever has done this? - Well, you know me well and I think you know that I am not a particularly hawkish type of politician... But this is just a possibility. Our customs and laws are clear - either they smile with us, or they don't smile at all. What I'm saying is if this problem persists or spins out of control, we need to shut down or target the cause of this threat ASAP. - As controversial as this idea is, I consider it entirely logical - The President opined - General, you are authorized to make all preparations necessary but you are not allowed to take any action on your own. We shall wait for the results of the reconnaissance and the effectiveness of filtration methods offered by the Tralfamadore's companies chosen for the task. Let's act Colleagues! For the happiness and smile! The unexpected problem only further antagonized The Smileyfaces against The Activators. The former tribe had already been disapproving of the latter's tightly-packed, suffocating cities. However, the ongoing construction of R-2 highway resulted in many Smileyfaces eagerly waiting to meet The Businesspeople which, if you remember from this episode, have received a high happiness rating from The Smileyfaces as the most desirable allies. By the end of this episode, The Revered Spirits of the St'ropoli Dimension are kindly requested to once again help determine another custom texture for New Udanani. This time, the overall terrain texture (grass?) is put under your vote. The possible choices are displayed below (sorry, no Italia Mod - it's just too obvious... ) The previously selected "HD Sandy Beach" texture will, of course, be retained for the beaches. Comment replies: @Ke|is - I'm happy you liked The Mirror and the last episode! It's always nice to have you around. @tomz16 - It's very nice to hear - thank you. In fact, your CJ inspires me as well! @TogaMasterJohn - The Slackers are just lucky - that's all there is to it! Unfortunately I forgot where is the template for port information directory, so I won't post any details just yet.
-
Anyone ever encountered a sudden drop in land value city wide? I am wondering if I have a mod that could conflict with it perhaps? Here's my graph: And look at my Parks Aura map! Other graphics All city ordinances enacted, services funded to 100%+, and I have lots of parks and stuff in town, despite what the Parks Aura shows. Taxes are low too. Any help would be appreciated. Thanks!
- 6 Replies
-
- 1
-
-
- land value
- parks
-
(and 1 more)
Tagged with:
-
Version 1.0.0
1,698 Downloads
Description: As cities grow wealthier, their citizens' priorities migrate toward their surrounding environment. Their demands for clean air and water typically call for a new agency to handle the execution. This lot provides civic jobs, improvements in health outcomes, and significantly reduced pollution, however, it comes at a price: your industrial growth will suffer. It requires no electricity or water as a net zero, self sufficient building. Found in the parks menu. Stats: Lot size: 4x2 Plop cost (bulldoze): 4400 (100) Maintenance cost: 15 Civic jobs: $ - 120, $$ - 460, $$$ - 110 Water/power: 0 Pollution: -500000, -500000, 0, 0 @ 255, 255, 0, 0 Industrial Demand: -25000 Health effect: 11@11 Dependencies: The amount Captain Planet will take pollution down to. -
Can someone explain the levels of air pollution for ireader? I am trying to convert a coal power plant into a "clean coal" (i.e. it still produces some air pollution - but through the use of scrubbers and type of coal used it isn't horrendous). I see in ireader the levels can be between something like -100k to 100k... Basically I want the thing to produce pollution akin to manufacturing industry
-
I built a city but I did everything wrong part 2: CO2 emission boogaloo
ScooteRoll posted a topic in SC4 Showcase
Here is the unintentional Part 2 of disastrous cities! now with 50% more infected food and lower life expectancy -
Water Pollution - Permeable Pipes? One thing I've noticed in SimCity 4, is that water pollution affects drinking water. Which is kinda weird, because the Water Pollution view is about ground water, not piped water. One of the conclusions I came to, is that the pipes are permeable, letting ground water pollution seep in, even if the Water Pumps are located in the most pristine location in your city tile (which is always recommended!) Even if the water is imported from a pristine neighbour city, the local ground water pollution levels is one of the biggest causes of vacancy, dilapidation, and urban decay. The only sector that tolerates high water pollution levels well is Dirty Industry (I-D) ... even if the piped water is imported! Are the water pipes permeable? Do the permeable pipes let in the local water pollution so that the imported Evian becomes a cloudy toxic fluid streaming from sim's faucets? To that end, in some of my old cities, I've avoided laying pipes near landfill. Kinda like, yuck, seriously, if the pipes really are permeable! In some cities, I've even laid two water systems, one for Dirty Industry (I-D), and a separate one for everyone else. However, I'm not convinced that those measures made a single twig of difference. Water pollution, and the extreme negative impacts it has on the business and personal lives of my sim populations, seems entirely related to ground water, not the configuration of my pipe systems. To that end, I've discovered there seems to be just three useful recommendations for managing water pollution: Locate the Water Pumps in the cleanest spots, so that they don't get shut down. Locate a Water Treatment Plant between toxic Dirty Industry (I-D) zones, and Agriculture (I-A) areas, and other cleaner zones in the city. Mountains might be useful, altering the ground water shape to prevent some of the water pollution escaping the polluted areas. I haven't tested that to be sure, but that seemed to be a factor in one of my old large city tiles, which only had just 1 distant Water Treatment Plant for the whole large city tile, and a very large nasty Dirty Industry (I-D) valley with massive very healthy R$$ residential towers on the other side of a small mountain spur. That's an experiment I want to run someday. Has anyone done any experiments to determine if pipe layouts, and even multiple (separated) water pipe systems, make any difference at all?
-
Version 1.0.1
2,127 Downloads
SM2 CO2 Scrubber Mini This is a smaller version than the full size SM2 CO2 Scrubber I released earlier. Small enough to fit in those tight 1x1 spaces and it comes in 2 versions Ortho and Diagonal. Plop it in an heavily air polluted zone and watch pollution disappear. Its a bit less powerful than its bigger brother but just as efficient. Plop as many as needed. Stats for both Ortho and Diag. Lot size 1x1 Plop cost 2500 Bulldoze cost 200 Power req 20 Water req 15 Cleans pollution for up to 50 tiles radius. Provides 5 IM jobs You will find it under the Waste menu Best of all, no dependencies! Simmer2 -
Breezy Point Industrial Precinct: Airport Tunnel, Zoning and Pollution Management
Naomi57 posted a City Journal entry in Breezy Point, East New York: SimCity 4 tips and tricks (NAM36)
Breezy Point Industrial Precinct: Airport Tunnel, Zoning and Pollution Management Sigh. The environmental activists have been having their field day, which makes life for this city mayor a tad more frustrating. If only they knew that pollution management IS on my agenda. It needs to be on my agenda, because having a plan for balancing pollution and industry, with commerce and tourism, is essential to long-term economic planning. With my own lifetime measured in centuries, yes, I'm totally in here for the long haul! But, I have other concerns to manage, too, traffic network primary among them, as I am in the business of creating jobs for my sims, not for the oompa-loompas. If their appropriate workplace is too far from their house, sims get depressed and become unemployed, and no one wants those No Job Zots all over the map! One of the keys to maximising distance they will travel to work is to have good roads, and high speed one way roads (OWR-2) and ground level highways (MHW) – even though these are just Maxis vanilla features – are awesome tools for providing them a fast, smooth and enjoyable commute to work within their home city tile, allowing them to travel further without getting depressed. I'm even going to do an airport tunnel (vanilla MHW), not for access to the airport, but for swift access under the airport, to manufacturing jobs on the other side. Oh my sims are really gonna LOVE that! Here's my plan, with the red numbers on the map correlating to the numbered points below. All my best traffic management, zoning, pollution management and tunnel secrets all in one place. SPOILER WARNING: SimCity 4 gameplay tips ahead. Explanations correlating to the red numbers on the screenshot: As I mentioned in my Thoughtful reflections on Oompa-Loompas post, back road access from my slums (R$) to the dirty industry (I-D) maximises employment in those factories. Sims only get depressed (No Job Zots) based on the speed of their morning commute. They don't mind taking the long way home in the evening, so one way roads (OWR-2) are ideal for getting them to work quickly, with minimum loss of traffic out of my commercial zones. You can see the edge of the slums (R$) at the top-right of the above screenshot, near the (1) mark that shows their back road access. I ran the simulator for 15 years to verify that the backroad (OWR-2) access, just barely does the trick for encouraging my NAM sims to be fully employed at the most distant dirty industry (I-D) lots at the bottom-right of the map. By the way, it's one of my advisors that called them "slums", not me! Sure, they don't have a high school or hospital yet, but it's coming. By the time the first generation of R$ kids grow up and start having children of their own, both high school and maternity ward in the hospital will be fully equipped. Hence, super-fast access to the manufacturing (I-M) zones on the other side of the "Commuter Airport" concerns me deeply, to ensure the oompa-loompas don't get in to steal the jobs from my sims. A Maxis ground highway tunnel (MHW) will make this a super-fast and enjoyable morning commute. The (2) marks the point for my airport tunnel entrance. The (3) marks the airport tunnel (MHW) exit, also surrounded by one-way roads (OWR-2) for fast RCI access to the many-many manufacturing zones (I-M). I'll post a comment in this same thread with full coverage (and instructions) on the airport tunnel construction. This will also serve high speed access to the Sea Port (10). Landfill. Can't live with it; certainly can't live without it! Landfill has huge NIMBY impacts on most aspects of the game, so I've zoned this next to my Wildlife Reserve, dirty industry (I-D), and my planned locations for the Small Municipal Airport, Waste to Energy Plant, and Federal Prison, all of which don't mind being right next to the landfill. Of course, no one actually works at the landfill, so maximum distance from the slums (R$) makes sense, too. As my slums (R$) mature in successive generations to have better education (EQ) levels, that low wealth residential area will slowly improve to provide social workers and prison wardens employed at the Federal Prison. Prison staff are also happy to commute further than factory workers will, curiously enough. Fast (OWR-2) access for more distant workers travelling through my commercial zone. There will be a few of those distant commuters, but I'm not sure how many. One way road (OWR-2) access will help maximise their number. This same set of one way roads (OWR-2) will improve police response to crimes at the airport, from the nearby Modern Police Station, by Mattb325 (my latest download). This police station has special features to overcome the crime bug affecting large plops. I always have police stations from the very start of my game, because one of the most effective ways to fight crime is to not let crime culture get a foothold in the first place. While I am waiting for the game to progress to the point where the airport will pay for itself (by providing commercial CAP relief), I will use that area for TEMP I-M zoning. Factory owners are forewarned that their tenancy is very temporary! Like, seriously, there's a great big sign promoting the upcoming building of the "Commuter Airport"! The strip of trees planted just there will help lighten the air pollution, which even manufacturing zones (I-M) are not keen on. Breezy Point has POWER! That's a Natural Gas Power Plant already built, and two more 4x4 spaces ready for two more power plants just like it. Natural gas is less polluting than coal or oil, and I'm pretty sure it's less polluting than the rest of my dirty industry (I-D), hence the power plants are actually nearest to the commercial and residential zones. Less polluting is a relative term, however, which is another reason that entire area is low wealth (R$ and C$), and will remain low wealth throughout the game. Notice that the zones for the future POWER plants are in a lighter yellow (Medium Density Industrial) as opposed to the dark yellow (High Density Industrial). The demarcation of these different coloured zonings guarantee that I won't end up with industrial growables overlapping both zones, so that it will be a clean bulldoze when I eventually plop more 4x4 power stations in those spots. I've used the same technique to guarantee clean future plops in the 4x4 WASTE and JAIL sections. In the meantime, these Medium Density Industrial zones will grow dirty industry (I-D) factories just as well as the High Density Industrial. NOTE: The primary use of High Density Industrial is for large industrial parks, with internal access for freight and workers, whereas Medium Density Industrial is for street-side factories. The Water Treatment Plant won't be plopped until I am ready to start encouraging medium wealth commercial (C$$) in the upper left and upper-right portions of the screenshot. Proximity to R$ residential assists with employment at the plant, to avoid the oompa-loompa problem. Proximity to dirty industry (I-D) maximises effectiveness at reducing water pollution. YES, I've tested all this stuff out (over many happy years playing Rush Hour vanilla), to verify that this is how the game works! This is also a good use of a space that will always have high air pollution levels. More one way roads (OWR-2) to maximise fast RCI access, for maximum employment of factory worker sims in place of their oompa-loompa counterparts. Sea Port located close to my industrial precinct. Short freight trips seem to improve productivity for the factories, boosting employment and income, and the real-life Breezy Point being a peninsula, the one-and-only road neighbour connection is far, far away. Like airports, the SimCity sea ports don't mind pollution at all. For those freight trucks deciding to circle the airport, rather than use the tunnel, a combination of one way roads (OWR-2) and NWM 3-lane Asymmetrical Road (ARD-3) provides fastest possible freight routes. This is also one of the the long routes home for factory workers not using the airport tunnel. Another long route home exit from the industrial precinct. Sims don't seem to get depressed about the evening commute, like they do with the morning commute, but I still care about giving them a positive commuting experience in ALL of my cities! Another strip of trees, to protect upcoming high wealth commercial (C$$ & C$$$) and high tech industry (I-HT) from the debilitating effects of air pollution. The strip is 3 tiles wide, and I hope that's enough. I'll dezone the north end of the industrial precinct and plant more trees if I need to. I'll also invoke the Clean Air Act ordinance when I plop the airport, so that will help, too. That will be the point when I push my dirty industry (I-D) tax rate from 9% to 20%, which will be a very unhappy day for the factory bosses, but a happy day for Breezy Point's bright future! Stay tuned in the comments below for the upcoming airport tunnel project! -
This part of the reports compared to the other areas as health, traffic, education etc. seems impossible to please all the time but i try and i try. But what´s the secret to having a full green bar in your report if anyone knows how to please the sims in that area? I just think it seems to go down no matter what really easily. I try to not build the city blocks so crowded and with some park\recreation spread out here and there. A couple or more patches with trees and neat green´ery but i wont bend over totally just to accommodate the game in that area. Enough is enough and i move on eventually. But any SC 4 pro who know´s this?
- 9 Replies
-
- environment
- pollution
-
(and 1 more)
Tagged with:
-
No question, just a nice illustration of how effective trees are at removing pollution left most: coal power plant surrounded by Maxis shrubs Middle: coal plant with no maxis shrubs, bare terrain above middle big yellow: coal plant in Giraffe Oaks grove: no pollution noticable at all center right: coal plant surrounded by maxis shrubs, near trees right:2 coal plants in oak grove. It is impressive how much flora reduces pollution...
-
Version 2.0.0
3,061 Downloads
SM2 Air Purifier Facility Plop this baby and watch the air pollution disappear before your eyes!! Scrubs the air clean up to 50 tiles in any direction. But it consumes insane amounts of power and water I guess nothing is for free. Lot size 2X3 Plop cost 9000 Power 300 Water 100 You will find it under the utilities menu. Dependencies SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 Alternate links for my packs only SM2 Essentials v4 https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ Simmer2- 2 Comments
- 6 Reviews
-
- 17
-
-
-
- air cleaner
- pollution
-
(and 2 more)
Tagged with:
-
Idea for a new mod, connecting cities and sharing pollution
FeTheC posted a topic in SC4 Modding - Open Discussion
So I'm fairly (re)New to SC4, and have just about no Modding experience (mentioning this aforehand since what i say might Show this anyway). I was thinking it might be cool (once I am more experienced) to have a mod which causes Pollution to spread from City to City. We all know that one can just plop a coal factory in the Corner of the map and not have to worry about the neighboring City being polluted by it. My idea/thoughts around the idea is, well, as i stated, this mod would cause it to be noticable that something like a coal plant is on the edge, or whatever form of Pollution (holy sh** a nuclear melt down would now be insanely devestating) which is being caused by whatever would also spread from the neighboring city. So I'm not too familiar with exactly how it is coded but, I'm fairly certain that a part of the coding must define the current Level (value) of Pollution in an area, and that in the same manner which the Charts Show an incline or decline in Level of Pollution, it would be fairly simple to determine the average rate of Change (i.e is there a steady increase/decrease?). These two values could then be used, lets say values are CP=current pulltion and PR=Pollution Rate (e.g + .00001%CP/Day), oh and i just realized a third value would be Need, call it PT=Pollution Type (e.g Water,Air,Radiation, etc). These values could be used per edge tile (i.e the mod only Needs to determin what the CP and PR of each PT for the outter most tiles is) and then noted and applied to the neighboring cities edge tile (my thought is since a neighboring deal will Auto cancel if the neighbor no longer has water or power this should be possible). (ok, lemme just say im gonna tlk about it as though it were simple, but know that im assuming it's not) Ok, then, in the same way, perhaps even using the same function or method, in which a Connection to neighboring cities is made for/by roads, pipes, electricity etc. one can have an Automatically recognized Connection on every tile (idk if this would require too much processing power, but if so it could be reduced by having an Auto Connection be per every 10 or 20 tiles and then having the inbetweens just be averaged out) and through this Connection in the same way traffic Comes across so will Pollution. So we would have a Connection per tile (imagine a street or pipe Connection on every tile except instead of a street, an invisible one) for every PT, and then (CP value of neighbor x PR value of neighbor)/(CP value of current City x PR value of current City) would travel across in the same manner in which traffic does. So instead of car traffic it would now be Pollution traffic, and instead of visible (e.g street or electric pole) Connections there would invisible but noticable Pollution connections Now, I'm not sure if it might useful should one attempt this endeavour to use some aspect of the neighboring deals function (I'm just thinkin bout how, if one makes a lot of Progress in one City or lets say raises a huge mountain to block all the Pollution then in the same way which neighboring deals only work so Long as the others continue to have the abilitiy to provide it, this part can be used to apply the Change in CP,n PR to the neighboring cities) and ooooooooooooooooooomg i just thought of a really cool possible mod which mioght already exist so im gonna have to search for it first, but! lemme know what yall think! -
Trams versus Pollution or the Benefits and problems with trams
KaolinSunda posted a topic in SimCity 4 General Discussion
One of my biggest problems with my cities as they grow is traffic. I've tried subways and (with many issues) elevated rails but my success has been hit or miss. My latest try was trams. They have been very helpful traffic wise but they appear to be heavy polluters. I thought - without any prior knowledge mind you - that trams were a more green solution than regular rail so I was very surprised. Does anyone have good pollution management in place for their trams? Please let me know if you do. Thanks p.s. my "many issues" with elevated rails has been with rail stop connections connecting to the rail tracks. The "many" in that is I've tried several different versions with limited success. -
[Release] Increased Pollution Radius
BloodyPenguin posted a topic in Cities: Skylines Modding - Open Discussion
http://steamcommunity.com/sharedfiles/filedetails/?id=1176756723 -
Do ALL trees -Maxis and 3rd. parties- really influence pollution ? I started a new city for this purpose. So I built an electricity factory in one corner, some distance away laid several industry zones, some more distance away i put some commercial zones, and still further away and build the residential zones. There a tile free from the zones and the road along one and/or two sides of the zones. Then I peppered those empty zones everywhere with ALL kind of trees. Then I ran SC4 and let it run for almost three years. Then I checked the pollutions levels and I didn't notice much change. Ergo, my first line.
-
Version 1.3.0
5,253 Downloads
This lot has been tested in-game, it was found that at least 2 of them are required to almost completely reduce pollution across a large tile as well as to provide water across a grid of pipes covering the whole tile. It was tested also with the Utility Radius and Traffic Pollution Modd. Use the Data View and Cheetah Speed to monitor changes in water supply, air and water pollution. The pump is programmed to consume a very small amount of water so plop the pump in a non-polluted area as tests indicate it will not immediately clean its own base area and may fail to operate. Location: Water Menu under Utilities Menu, and Power Menu for 1x1 Generator You must connect both the large water pump and the sewage treatment connectors to realize both the effect of the radical volume of water and the treatment. The large water pump is the re-lot that will appear in the water utilities. The dual purpose is combined into one lot with its own unique menu icon. You must connect the water pipe to the water pump house which is in the top-right of the lot, the center connection is for the water treatment connection. Stats: Lot Size: 5 (width) by 6 (depth) Water Produced and Treated: 1,000,000 cubic meters per hour. Pollution Reduction: -1200 over 300 Plop Cost: 25,000§ Maintenance Cost: 10§ Jobs: 15§, 290§§, 15§§§ Moderate Landmark and Park Effect. Transit and Network Enabled Power Consumed: 200 MWh (megawatt hours) Dependency: Included base texture .dat file. Maxis Night-lighting FOLDER: Radical Water Pump and Pollution Reduction V1 File: List of Alternate Water Systems.txt File: Preview and Install.html File: Readme.txt SUB-FOLDER: Radical Water Pump and Pollution Reduction This is the folder inside the unzipped title folder to be placed in your User\Documents\SimCity 4\ Plugins folder. It contains 2 files: 1. the Radical_Water_Pump.SC4Lot, and 2. the BaseTexturesElements_RadicalWaterPump.dat file with base textures extracted from my Vol.1 Base Textures Elements package. If you use the larger package then delete the smaller .dat file included as the textures don't need to be loaded twice. The larger package is linked below: Base Textures Vol 1.1: Elements, for SC4 1.1.0 SUB-FOLDER: 500 MWh Power Generator 1x1 File: RadicalWaterPump_PowerGenerator.SC4Lot I've added a 1x1 lot to generate power for the water pump. If you use the Data View Moisture Mod to locate a high volume of water it may be in a remote area, otherwise a non-polluted area may also be in a remote area. The power generator is equal to 2½ times the wind power plant. Previews: The 2nd preview shows the progressive reduction of air pollution; the reduction of water pollution is about the same. The test city has 2 heavy industry areas and congested traffic generating severe pollution over the entire tile. A third radical water pump would completely eliminate both across the entire tile. The 3rd preview shows at bottom Cori's Data View of Moisture mod which uses the radiation data view to show changes in moisture from rainfall. In more complicated terrain the moisture data view is useful to see where to place water pumps which depend on aquifers. The mod is linked below: Cori's DataView - Moisture v 2017.01.22 by @CorinaMarie The top 2 frames show the progressive increase of water-flow over the entire tile. Water pipes are tedious to place in large tiles requiring about a 30x30 grid. To make the task of watering the tile easier use the Utility Radius and Traffic Pollution Reduction Modd by RalphaelNinja linked below: UtilityRadius TrafPollution Modd by @RalphaelNinja The last preview is of this .SC4Lot in production in the Lot Editor for anyone who has enjoyed using SC4 as a design tool, creating .SC4 city tiles, and who may be considering taking the next step of creating .SC4Lot files. Using Lot Editor is not much more complicated. Below is the tutorial that got me started almost a year ago. Lot Editor: Beginner's Tutorial by @jbbry232 INSTALL: To install copy and paste the Radical Water Pump and Pollution Reduction folder into your User\Documents \SimCity 4\Plugins folder. To also install the power generator copy and paste the 500 MWh Power Generator 1x1 folder into the folder above. Mac Users The original lot does not work with the Mac version of the game. If you use a Mac, after installation, replace the original .SC4Lot file with the one contained within "Mac Fix.zip". Thanks to @Hernank for the fixed file(s). -
From the album Two ways
This is a city that has developed around the industrial, traffic and concrete, with little or no green areas or laws against pollution, the population suffers from various diseases.

