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      Got the wrong discs? Or didn't receive them in the mail?   06/20/2018

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City-building game(s)

Found 25 results

  1. Hello, I have a city. This is the picture of my city: I want to zone residentials & commercials near the coast. I also want to build a passenger & car ferry terminal. But, I don't want lengthy power lines due to ruining the landscape. My power plant is solar PV (and if I have money, I will build hydrogen power plant). Where I place the power plant? Is it fine to place it near the residential zones? If yes, how make it seamless? Thanks.
  2. Cosmic Neutrino Background Power Plant

    Version 1.2.0


    An application for post-nuclear technological civilization. 8 (width) x 4 (depth) Lot Size. Power and Water produced: 8,000,000 MWh/ Gal. per hr. Water Treatment and Recycling: 1,000,000/ 60%, Maintenance Cost: 0, Monthly Income: 50000. Landmark and Park Effect: 10 over 20, Pollution Reduction -10 over 50. Transit and Network enabled. Maxis Night Lighting. Location: Power Menu, Business Deals, Trash Presort Ordinance The textures file below is no longer a dependency. I've extracted the 4 metal textures and included them in the folder containing the lot. If the texture file below is used then delete the 'BaseTexturesElements_Metal.dat' (40K) file in the 'Cosmic Neutrino Power Plant' folder as the textures don't need to be loaded twice. (The metals textures .dat file may be freely used and included in works other than for the purpose of this lot.) Dependencies: Base Textures Vol 1 Elements for metal base textures. NO DEPENDENCIES FOLDER: Cosmic Neutrino Power Plant There are now 2 sub-folders containing 2 versions of the power plant, one has the 50K business deal, and the other has a 50K cost for plopping the lot but no business deal. Use either the 50K PlopCost folder or 50K BusDeal, not both. Select one and delete the other. The lots are copies of each other so the game will not separate them into independent lots. Neither have maintenance costs. Description: What this power plant (hypothetically) does is filter neutrinos from the origin of the universe that are the background static before all construct of atomic matter. The series of high power super-cooled magnetic plates slow down the neutrinos until they exert inertial force which is converted to thermal energy driving electric generator turbines. For the electric power needs of the entire world, only one of these plants is required as its capability of generation of power vastly exceeds what the demand would ever be for civilization on Earth. This power plant requires no use of any other fuel and produces no waste or radioactivity. There are no costs involved in either construction or maintenance as the power plant, once operating, eliminates the need for any form of abstract valuation of property, labor or resources. There are no security risks in the operation of this power plant as there is no excess of source, transmission or storage of energy. Dedicated in memory of March, 11, 2011. Install: To install first open the Cosmic Neutrino Power Plant folder and choose one of the versions, delete the other sub-folder. Copy and paste the Cosmic Neutrino Power Plant folder into your User\Documents\SimCity 4\Plugins folder.
  3. Energy Data Packaging Plant

    Version 2.1.0


    On the STEX you'll find several different kinds of power plants representing a variety of post-doctorate theses on the advance of energy technology. The Energy Data Packaging Plant represents my contribution to the plausible power plants collection. This plant packs more energy data into subatomic particles. Nuclear structure remains intact and the laws of thermodynamics are not broken, you just get more "bang" for your boson, thus, the Energy Data Packaging Plant generates 4X the power of the hydrogen fusion core using the wind turbine as its examplar. H2O is produced equal to the volume of a large water pump. Well-educated technicians and maximum funding are recommended as a 2 picosecond delay before the acceleration of light must be maintained to prevent a supernova reaction. All props and lighting are Maxis dependent. INSTALL: Add the 'Energy Data Packaging Plant' folder containing the lot file to your 'User\ Documents\ SimCity 4\ Plugins' folder. _______________________________________________ The animated preview above shows the 5 zoom levels of SC4 trimetric projection. The water connection preview shows where to connect the pipe.
  4. Entry 1.1 - Blue Gill Lake Power Cooperative

    The Blue Gill Lake Power Cooperative provides all the power needs for Frontier City and surrounding region. The power plant primarily generates electricity through the burning of liquefied natural gas, and through clean coal burning processes. Shipments of coal and natural gas arrive weekly, and the plant stores enough fuel on site to provide power for up to a year without needing any supplies. The plant connects directly to the regions rail system, allowing for rapid train-based shipments of materials. Frontier City is located in a region of the planet that experiences frequent weather fronts that often result in powerful thunderstorms and blizzards. 107 Piscium Major’s atmosphere is 33% thicker than Earth’s; therefore, wind has 1/3 more strength than wind on Earth. Thus, high speed winds are much more dangerous and destructive. The North Valley Plant is equipped with its own weather radar with a direct connection to the planet’s weather satellites. During periods of high winds, the plant goes into safe mode and reduces power production. Factories, businesses and schools are notified in the town to completely shut down within 12 hours of a notification being sent, and power is only than provided to residences, shelters, and emergency services. While operating in safe-mode two thirds of the plants transformers shut down to avoid any power surges if high winds damage any of the electric infrastructure. Plant Statistics: Name: North Valley Plant Peak Output: 719 Megawatts. Employees per shift: 75 Emergency Mode Output: 75 Megawatts. Maximum Natural Gas Storage: 1.5 years. Maximum Coal Storage: 150 days.
  5. Wavestar Tidal Power Plants

    Version 1.0.0


    the small model represents the experimental wavestar machine 1/2 scale located in Hanstholm,Denmark (2009) I decided to put an extra 2 floats, the large model represents the comercial design, a total of 20 floats. If they Want to put in a shallow area,i suggest shink the ground that the columns are not immersed in waterand it would look weird, if made longest down They will not be displayed correctly. Descripción en Español El modelo pequeño representa a la maquina Wavestar de escala 1/2 ubicada en Hanstholm Dinamarca, puesta en funcionamiento en 2009, aunque decidi agregarle 2 flotadores mas, el modelo grande representa al modelo comercial creado por la misma empresa. Si quieren colocar las plantas electricas en una zona de poca profundidad, les sugiero que hundan el terreno ya que las columnas no se sumergen en el agua y se veria algo raro, hice los modelos de esa manera por que al hacer mas mas largas hacia abajo no se verian correctamente. Small Power Plant purchase cost: $6000 Power Generated;: 1600Mwh Monthly Cost: $200 Large Power Plant purchase cost: $30000 Power Generated: 8000Mwh Monthly cost: $950 Optional, for Wirings http://community.simtropolis.com/files/file/31048-rb-offshore-power-plants-powerbuoys/
  6. This entry will cover the east end of the refinery district but before I get to that I'm trying to finalize the texture selection for the hydro pylons I recently created and I would welcome your input. Imo this mod would best be used in either and industrial or suburban settings. It might be interesting to use in areas of higher densities too, but it would be largely be hidden amongst taller buildings so I think its more important to decide on how well it contrasts with development in areas of lower density buildings. Additionally you don't really need a space saving hydro pylon that goes over roads and railways outside of the city in open landscapes so getting the contrast right with natural scenery is less important as well. Imo, the lightest texture works best because it stands out more against the grayish textures used on most industrial lots, but if I'm wrong about that just let me know! Vote on the poll for which option you think works better. Options are number from 1 to 3 from left to right, plus a 4th alternative option. Onto today's entry. End of the Hydro Corridor Here we see once again see the Eastlea hydro corridor running down Petrol drive. The piplines next to the roadway lead to Tank farm A with some diverging to one of the refineries flare stacks. A pedestrian ramp-bridge runs above the rail line to the main parking lot for the refinery which is located on vacant land squeezed in between between the rail line and highway 705. You can see the transition BAT I've created to start/end the hydro line. 2. 3. Some renders of the end piece in 3ds Incinerator & Tank Farm A At the end of Petrol Dr. is a small incinerator owned by the 'Squeaky Cleaning Company'. Kudos to you if you know where that comes from. Organic waste is stored in stainless steel drums outside the plant to mitigate odor pollution. Sometimes soiled recyclables are dropped off in piles outside the building. The facility is largely automated using robots to transport the drums minimizing manpower requirements and the sites overall foot print. The incinerator has a maximum capacity of 75 tons/hr 1800 tons/day through which it produces a small amount of power the maximum capacity of which is 88MW. Tank farm A is located behind the incinerator and has 7 large & 8 small storage tanks. The coal wharf for the power plant is in this vicinity as well. 9. 10. This one of my favorite parts of the city, the transition from industry to nature. 12. 13. 14. There will be a future entry that showcases more of my mmp work in this city. Eastlea Power Plant Turning back along the shoreline we encounter the Eastlea coal power plant. This small coal power plant was built by the Avalon Corporation in 1976 to provide power to their Apotex refinery and other facilities in Industrial Sector C. Excess power is sold to the PRPA (Pretoria Regional Power Authority) and routed to the Cental distribution grid via the Eastlea Hydro Corridor. The plant has only one unit with a nameplate capacity of 475MW. In comparison the massive Dresden GS across the Bay is nearly 5 times it's size at 2,240MW. Coal is delivered by only by ship to the port of Baycole using " handymax" bulk carriers with a capacity of about 50,000 DWT. The boiler is marred to a single-flue 400ft/122m tall smokestack. In contrast to most of the images so far this plant and the surrounding infrastructure is probably best view from a higher zoom. 16. 17. 18. 19. Port Facilities Further west along the shore are the piers used to off-load crude oil. 21. 22. The central section of the refinery will be covered in a future update as well. Night Shots I hadn't shown any night shots in a while, so here's a couple for the road. 24. 25. 26. Edit* Just remembered I promised to post a picture of the the 'train'. To get it all in one image with a decent level of resolution here's a odd little mosaic, bit of a mind bender actually The end. Told ya it was a long train! There is still more of the refinery to show but to cover it all it would double the length of this entry and after a while I think looking industrial lots might get a little repetitive to so. And so I'll take a break for the current topic and the next entry will instead be a special feature, the next in my series of overly informative Encyclopedic Entries. Except this time the information will be conveyed in a very unique way, stay tuned.
  7. Version 1.0.0


    There are about 2.7 terawatts of energy generated by waves on the ocean. About 20% of those energy can be captured with the current technology. One of the technology is PowerBuoy. The rise and fall of the wave cause a generator in the buoy to spin, thus generate electricity. For this game, 2 versions are provided; PB350 PowerBuoy and PB6000 PowerBuoy, each producing 350MWh & 6000MWh of electricity. In the real world, the output of a single unit is much less than this. The output for game versions were bumped up to make it practical for SC4. Comparison between power plants: More detail stats are in the ReadMe. If the electricity doesn't reach the shore, you can use Connector Buoy. It doesn't generate power but like any other structure in SC4, it 'conducts' electricity. Plop this 1x1 lot every 5 tiles to channel the power across water. Located at the bottom of Power Utilities menu. Available in MaxisNite(default) [RB PowerBuoys.zip] and DarkNite [RB PowerBuoys DN.zip] nightlight versions. Both has no dependency.
  8. SM2 Nuts VDK Swan Mill Power Plant

    Version 2


    SM2 NUTS VDK Swan Mill Power Plant. A beautifully rendered coal power plant building by vester (VDK). This one is for my team. The NUT team. Lotting, modding and custom textures by Simmer2. Both freight trains and passenger trains will traverse the lot east to west. Just run the rail line through the lot and connect the street entrance to a street. The STR stub will only connect visually. You will find it in your power menu. Lot size 20x14 Plop cost = 68,500 Monthly cost = 1,550 Power output = 39,200 MWh Jobs $196 $$104 $$$13 There are 2 versions of this lot. One with all the proper stats attributed to a heavy polluter for the hardcore players and one with ZERO emissions for anyone who still wants the lot in their maps but do not want to deal with the pollution. The zero emission one is clearly marked with a Z. If you have questions or want to follow my progress on new projects click on this link http://sc4devotion.com/forums/index.php?topic=17211.360 Simmer2 aka SM2 Dependencies BSC Mega Props - JES Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSC Mega Props jestarr Vol02.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338 BSC Mega Props - JES Vol03.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=339 BSC Mega Props - JES Vol04.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=791 BSCMegaProps - JES Vol05.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 BSC Mega Props - JES Vol06.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416 BSC Mega Props - JES Vol07.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1495 BSC Mega Props - JES Vol08.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1778 BSC Mega Props - JES Vol09.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2349 BSC MEGA Props - SG Vol 01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 BSC MEGA Props - CP Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 BSC Mega Props - CP Vol02.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790 BSCBATProps VDK Vol02.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3359 SM2_NUTS_VDK_Swan_Mill_Power_Plant_Tex.dat Included.
  9. Entry 5: Power Plant Stage 1

    Replies: Airplane09: Thanks, I'm glad you like the city though there is already a bus stop at the train station. As for the mass transit situation as a hole it does definitely need improving. The only issue is that the city planners keep gettign distracted so god knows when we'll get round to it! Entry 5: Power Plant stage 1 So as the title and last entry suggests this one is going to be centred around the construction of our new power plant, an Oil fed facility designed to replace the older less efficient oil one in the city as well as eventually replacing the coal one. Diving right in here we have how the power plant looked as they finished laying out the roads and constructing the first two turbines. As you will see, even at this point design revisions were being made as they went along. 1. . . . So, fast forward a bit and here we have Phase 1 of the Antario Oil Power Plant finished. 2. As you can see not a hell of a lot changed from the original layout but there was still a few tweaks here and there. Anyway lets take a closer look around. Starting at the entrance to the new plant we have this security checkpoint. Together with the perimeter fence you can see this helps protect what is arguably going to be the most important building in the entire city. (OOC: This was another custom asset that I made. I think it works though) In the background you can also see a large brown area where Turbines 3 and 4 are currently having the groundwork done. 3 Next up we have the administrative heart of the plant where all the paper work and overall plant control is carried out. You can also see the water outflow system for the plant as well and the very edge of the oil dock with Antario sat in the background. 4. Next up we have the unloading dock for external oil deliveries and several refinery buildings with storage tanks for the oil. In the background you can see the dock for the tugs to help bring the oil tankers safely into the dockside. 5. Finally we have an view of the actual generator as they currently stand. Here you can see all the parts including Turbines 1, 2 and the distribution pipes in the middle of the plant. Plenty of parking for the large amount of workers needed for the plant and some railway sidings for rail deliveries of oil. 6. In other city news we've decided to attempt to provide more spacious living in the form of some suburbs on the other side of the waterway surrounding the city. Currently its a interchange and roundabout but we hope with a increased interest in the city it'll be a quick project to get underway. 7. Unfortunately we've still had apartment buildings go up on the university side of the city but oh well. It houses people who pay taxes so its all good even if they do look a bit different to the surrounding and expanding wall to wall buildings. 8. Anyway that is all for this entry so as usual here's our current overview of the city currently sat at 34k population and slowly expanding outwards. You can see the new power plant in the overview as well as the planned area for the suburbs. 9. As usual we also have our list of current city issues and objectives, obviously topped by the finishing up of the power plant and the beginning of the suburbs. We also plan on expanding the oil drilling operations as there are still several fields we haven;t exploited yet but as you all know, plans don't easily survive very long when it comes to implementing them. Future plans/citizen requests on the table: -Powerplant completion -Provide housing for the increasing number of people wanting to move to the city? -Oil fields expansions. -Improve the lacking public transport network? -Take a look at streamlining the harbour area? -Look into new avenues of industry, maybe forestry? -Financial district substantial expansion? -Get the city beautification projects finished instead of half done? (OOC: So here we have my attempt at an vanilla Oil power plant (which also serves a dual heating purpose with the heating buildings used to represent different parts of the complex). I had to turn off the harbour as it was getting by swamped by tonnes of lorries despite trying to stop the traffic with policies but oh well, it'll have to act as eye candy. We also have the exciting news that the developers are releasing some canals and quayside pieces for CSL's 1st birthday so hopefully, by the time we have the next entry we will have them available to work with. Anyway I hope you all are enjoying the CJ as I'm really enjoying working on it. Cheers James)
  10. Mix power plants

    From the album City Infrastructure

    Supply system in a big city needs a lot of water!!!
  11. BP-1N Natural Gas Facility

    From the album SC4 Scraps

    The MV Mary Sue docks at the BP-1N LNG plant to offload her cargo, once again ensuring that the City of Harmony Bay's lights shine through the night.
  12. Atherton Advanced Waste-Power Facility

    From the album SC4 Scraps

    The Atherton Advanced Waste-to-Power Facility at full output, utilizing multiple processes to extract as much energy from the inputted garbage as possible.
  13. Entry no.23 - Dresden GS @night

    *Update* - This entry only showcases the maxis night shots of the power plant. For the cooler dark night shots please check out entry 34. The rest of the city may sleep at night but the power plant is very active. Normally only two units are required at night, but on this humid night all units are active while another nearby power plant is down for maintenance. The stacks for unit 3&4 weren't built with a maintenance/rest platform so aside from a single high-intensity xenon discharge flasher on the north side they do not meet the current aircraft warning safety regulations. Rather then spend the money to built a platform on a structure that wasn't designed for one, the PRPA simply illuminated the south side of the stacks with spot lights from the roof of the boiler building. The port facilities are also usually abuzz at night. The residents of Dresden have a love-hate relationship with the big plant which dominates the city's skyline. Those who work there and their families love it because it provides over 750 well-paying full time jobs and a trickle down effect in the local economy. There are also those who appreciate the vital role it plays in the regions economy and others who simply admire the structure because of how massive it is - like me! . But most local resident who don't directly benefit from the plant, aside from getting their electricity from it, resent the plant because of scenes like these; Even after the recent modernization project which significantly reduced overall sulfur dioxide, nitrogen oxides and particulates releases, the plant is the second largest source of air pollution in the region after the ICON smelter facility. Previously it had been the #1 source by a large margin and independent studies have shown that local levels of air pollution(within Dresden) have been reduced by over 80% since the construction of the superstack and the conversion of units 3&4 to peak only usage. But coal power can never be completely clean and people will understandably never be happy with air pollution. However the often forget that plant came first - Dresden's pop. was 28,000 in 1954 when the first phase of the plant was completed(1000 of whom worked there), today its over 92,000. They were the ones who chose to move into the city despite the power plants presence and after just having spent 1.6 billion dollars refurbishing the plant, she's not going anywhere. And with the tour of the Dresden Generating Station is concluded.
  14. Entry no.22 - The Power Plant, Dresden GS

    The Dresden GS(Generating Station) is a major coal-fired power plant owned and operated by the PRPA(Pretoria Regional Power Authority) a publicly owned electrical utility company which owns and operates a total of 11 power plants in and around the Pretoria Metropolitan Area. Dresden GS is by far the largest of PRPA's power plants with a total nameplate capacity of 2,240MW. When operating at peck capacity the plant produces almost 50% of Pretoria's electric supply, enough power for 1.2 million people. The plant is located on the East side of the Dresden Port District. Phase One Prior to the plants construction most of the electricity supplied to Pretoria came from 3 medium sized hydroelectric stations and an antiquated coal power plant all of which were located in the Central Pretoria. Together these 4 plants - Holyrood(Coal) GS - 335MW, Noirwater1 - 294MW, Noirwater2 - 190MW & Evermore1 - 118MW), along with a couple of other small stations produced a little over 1,000MW. This was more than enough for the region's 400,000 residents back in the mid 1940's. However at the start of the 50's the city entered into a prolonged period of growth and expansion. With its population and economy expanding by nearly 8% per yearly it quickly became evident that power demand would outstrip supply in matter of years. A site was quickly selected on the south side of Cisco Bay and 18 hectares of land near Dresden's booming port was earmarked for the thermal-electric plant that would meet Pretoria's seemingly insatiable growing power demands. Construction began in May 1951 and quickly became a project of superlatives: The stations first boilers were the largest ever installed in the nation; the 380,000 kilowatt Parsons G2-5A generators were the largest available and the stations power transformers were the largest in the world. Each of the boilers was paired with a brick-line smokestack, both towering 465ft(142m) over the surround landscape which made them the tallest structures in Dresden at the time. A new hydro interconnection was built consisting of the Hardack, Tauon & Muon hydro corridors and the Hillsboro & Enforce transmission substation through which electricity was directed around Cisco Bay to Central Pretoria. The total cost of this project was $148 million. The station was formerly commissioned and put into service on Aug 13, 1954. Almost instantly regional capacity nearly doubled from 1,050MW to 1,810MW. It was much needed since by then the power situation had become so desperate that the government had to implement rolling blackouts two months beforehand. Though these only effected the outlying(and less affluent) areas of the growing metropolis. Dresden Generation Station, circa Jan 1955 But Dresden GS's story does not end here. Phase Two Regional growth would continued unabated over the next 10 years. By 1960 it was clear that additional units would be needed. A study concluded that year indicated the plant would reach maximum capacity within 10 years and another 1,000 MW of electricity would be needed within 25 years. This time the government did not wait around and quickly authorized the PRPA to building additional generation capacity. And so in early 1962 construction on phase two of the station began. Part of Cisco Bay, directly west of Units 1&2 was backfilled and Unit's 3 & 4 were built on the new landfill. The coal stockpile was moved to the west side of the plant and expanded. A new much larger docking facility was also built. Coal imports would increase by 125% from an average of 400 tons per day to 900. The amount delivered by ships would increase from 40% to over 90%. In Aug 1965 Units 3 & 4 were completed and placed online. Two Parsons G5-9S generators with a capacity of 500,000 kilowatt's, once again the largest available at that time were installed. And the Hardack, Tauon & Muon hydro corridors were all expanded with a second set of electric pylons. The new boilers were of a far more efficient design and were each paired with a 600 foot tall(183m) smokestack. The two new stacks again assumed the title of Dresden's tallest structure until the KIRO TV tower(609ft/186m) was build on Mount Tokiko in 1971. Dresden Generation Station, circa 1975 After the completion of units 3 & 4 total nameplate capacity of the plant rose from 760MW to an impressive 1,760MW. Phase two had a total cost of $226 million and when completed made Dresden GS the world's largest power plant, a title it would hold on to for the next 15 years(1965-79). Modernization Project By the late 1980's the original units of the plant were approaching the 40 year mark and nearing the end or their life expectancy. These units were operating at less then 30% thermal efficiency and were under powered for their size. The station was a major source of pollution and smog in the Pretoria air shed. With the oldest units dating back to the 1950s, the plant was ranked 3rd on the national list of dirtiest power plants in terms of sulphur dioxide emissions per megawatt-hour of electrical energy produced. Overall it was by far the largest generator of sulfur dioxide, nitrogen oxides and other particulates in the entire region. Dresden GS's old Unit 1 & 2, only used for peak load purposes by the late 80's. In 1989 after after Baycole GS and the new transcontinental hydro corridor were built, phase one of the plant containing the Units 1 & 2 underwent a 1.6 billion dollar modernization program. The original boilers, turbines and generators were all replaced in the 6-year long project. Low NOx burners and electrostatic precipitators where also added at the time. Two new Dynamic Electric T-1000 generators, each producing 620,000 kilowatts, were installed increasing the total generating capacity by 27% to 2,240MW. The two boilers were marred to a single new 1,001-foot tall(305m) superstack built to vent pollution high above the local air shed. The original brick line stacks were taken out of service, however they were not demolished because they were connected to the buildings superstructure.The super stack greatly reduced local pollution levels because not only did it replace the two shorter stacks of Unit's 1 & 2 but Unit's 3 & 4 with its shorter stacks would transition into more of a peak load role. The superstack is currently the tallest in the region, being a single foot taller then the ICON smelters "Big White" just across the Bay. Units 1 & 2 today The superstack took 6 months to complete and contains nearly 25,000 tons of concrete. It is currently the the 8th tallest smokestack on planet Azura and the tallest structure in the city of Dresden/the South Shore borough, overtaking the 839ft (256m) tall WBNS TV tower built in 1985. Dresden GS is connected to the PRPA's(Pretoria Regional Power Authority) operations center via direct microwave link. The transmitter/receiver is located on the 280m level of the superstack. Direct links to both Hillsboro TS & Enforce TS are also located on there. Tip of the stack In the shadow of giants Rising above it all Cooling Systems Two 270ft tall cooling towers were added to the east side of the plant as part of the upgrade to units 1 & 2, dramatically reducing the plants thermal pollution. All of the waste heat generated by the plant was at one time released into Cisco Bay. This water is used in large condensers to cool the used steam back to its liquid form. Prior to the construction of the cooling tower the plant withdrew more than 50 million gallons of water per hour for cooling needs at peak load. Today Units 1 & 2 operate using a new closed loop system. Units 3 & 4 continue to use the once-through system. Withdrawal levels have been reduced to 30 million gallons of water per hour at peak load when all units are in operation. However Units 3 & 4 only operate on a peak load basis, usually between the hours of 6am and 8pm for an average of 14 hours per day, while the newly replaced Units 1 & 2 are used for base load purposes. The closed loop system of Units 1 & 2 withdraw only a fraction of the amount of water they used to, approx. 1 million gallons per hour. This means that the plants actual average hourly withdrawal rate is much lower coming in at around 18 million gallons per hour. The intake and outlet structures Coal Supply Western coal is delivered to Dresden via ocean going 100,000-ton freighters. Shipments of coal regularly arrive at the Dresden GS docking facility The plant coal pile is relatively small for a plant of this size with a maximum capacity of 0.75 megatons. This is nonetheless sufficient to provide for about 40 days of operation at maximum load Coal is feed into the plant by a series of conveyor belts either directly off anchored bulk carriers next to the pier or from the coal stockpile Typical mix of the coal batch is 90% western 10% eastern. Eastern coal has a higher energy content but has greater emissions so its use is limited. Eastern coal is delivered by rail on unit trains to an unloading facility on the "coal spur" which branches off GWR's mainline Almera sub Connections to power grid The plant is connected to the power grid by 4 double circuit 250 kV transmission lines, also owned and regulated by the PRPA. Two lines travel eastward merging with a third from the nearby Bunsen Burner Waste to Energy plant to form the Hardack hydro corridor. Most of Dresden GS's power flows on this interconnection towards the Middle East and Central districts. Two other 250kV lines travel southward on the Zelfor hydro corridor providing power to the South Shore borough and creating an interconnection with other power plants located south of Pretoria. The Switchyard at Dresden GS, looking east The Switchyard looking west, obscured by the mist from the cooling towers Overview of the Plant Today Units 1 & 2 Units 3 & 4 Currently Dresden GS is currently the third largest coal-fired plant in the nation and the 16th largest electric plant overall on planet Azura. This complex is one of my 3 favorite creations that I've made in SC4. Hope you enjoyed checking it out
  15. Solar Powerlot

    Version 1.1


    Note: updated - 1x1 can now be built too (hopefully!) Have you ever needed just a little more energy for the city, and the power plant simply takes up too much space? I present... THE SOLAR POWERLOT! It can take up just one tile, half as much as a wind power plant, and make 100 MWh a month! There is also a 2x2 version if you have enough space. Great for small spaces which you don't know how to fill (e.g. roundabouts, empty spaces within zones etc.) and remote settlements, small villages, toll booths and so. No dependencies. This is my first upload so correct me if i did anything wrong. But most important: Enjoy!
  16. Teaser(s) - The Power Plant & Street Map Work

    Not the only power plant in the region, but the first one that comes to mind when people in the region mention anything about a power plant. Just a small section of it: Also a little over a month ago I started working on a street map for the region. Many years ago I had originally attempted to make a rail and street map using paint.net Needless to say the result was rather crude... First attempt at map making after completing the first couple of cities in the region back in 2006/07: Early Attempt at a rail map: That sure as heck won't cut it for what I had in mind now, creating a street map like this: After seeing the result others had gotten from using it I downloaded inkscape which is far more suitable to the task. There's a bit of a learning curve to using it but like all things with time it becomes almost intuitive. First thing is to take photos of the transportation network for each city and then edit and combine them all into a single image: Being careful to demolish all unrelated transportation builds/lots prior to taking each photo. Taking photos of each city in zone view is a helpful reference as well. The undeveloped parts of the region will be added to map in the future. I use the SC4 transportation map to draw out individual layers for each network. First come the avenues & roads. Then what's left are the highways, rail lines and streets. The highways & rail lines are relatively easy to tell apart allowing me to fill in the streets. The original SC4 transportation image can then be easily deleted revealing the underlying street grid (warning before you click on them, large images!): So far I've completed the individual layers for highways, avenues, roads & major rail lines: Work is almost done on city boundaries & shoreline and starting on highway interchanges & rail spurs. Yet to start working on subways, street/road/ave names, neighborhood names, elevation(possibly), pedestrian paths(possibly), designating; built-up areas, institutional areas, industrial areas, parks and cemeteries and lastly denoting schools, hospitals, police & fire stations, other services, recreational objects and landmarks. Hopefully this little tutorial was helpful to anyone considering making a map of their region and if anyone has any additionally tips by all means they would be appreciated. RE: Your Comments Kim Sunwoo Thanks! There's definitely going to be a lot more close ups, but sometimes I like building up interest slowly. ty for the advice as well. Though truth be told I'm a bit of a skyscraper geek so even though I know its something that's been overplayed in SC4 CJ's its still something that I thoroughly enjoy.
  17. Version 1.0


    Keep your wind turbines up to speed with the Wind Farm Service Truck! Available for Online and Offline use! A HUGE THANK YOU goes out to fellow modder, Tobse. I want to point out that this mod would not have been possible without his contributions to the vehicle model. Features - Adds the new Wind Farm Service Truck to SimCity 2013 - Matches the Wind Farm building style, colors, and wind power logo - 627 Triangle Count - Includes all Level of Detail (LOD) models - Bundled textures are 512x512 and 256x256 resolution Installation Instructions - Install by copying the .package file into your ...\Origin Games\SimCity\SimCityData\ folder - You may rename the .package files, make sure they come before "SimCity_App" alphabetically Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page Related Mods - Power Overhaul - http://community.simtropolis.com/files/file/29373-SimCity-power-overhaul-power-upgrade/ Originally, the Wind Power Plant uses the civilian pickup truck as a service vehicle. It's always a random color and didn't seem to fit the theme very well. This truck is a new custom vehicle added to the game. It does not replace an existing car slot, it does not remove an existing vehicle. This is a big milestone for me proving that a vehicle can be added to the game. More research will follow! If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy modding Parker Authors: Parker W Young - http://www.parkerwyoung.com/ - Tobias Ralew - http://www.tobs-design.de/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Tobse for working on the truck model and interior uvs
  18. Version 1.0


    This is the Chicago Union Station Power Plant, an Art Deco steam plant that provided power to Chicago's Union Station but you can use it to provide some power to your cities. Lot size: 2x3 Plop cost: §4000 Monthly cost: §100 Power generated: 2,500 MWh/Month Above moderate pollution (its small size makes its coal pollution only a bit more than the Maxis natural gas plant's)
  19. First, Sorry for inappropriate English i am not native speaker. I want to carry the power to side city without power line because the power line is look so dirty and it making me annoying when i see both city in big map mode. And it doesn't even make sense when both city actually are the one big city. imagine what if big, dirty, and red candy colored power tower is placed on middle of Manhattan. Awful, isn't it? So Please give me the answer! Oh, and Merry Christmas!
  20. At some point, wind power ceases to be realistic for a city... at which point, nuclear looks like it might be a good idea. However, if you use nuclear power, after a while, your water supply will dry up. I have 2 separate water pumps, sewage filtration and none of that helps. If you play long enough with a nuclear power plant, your entire map will run out of water (if you can afford placing water pumps all across the map and then letting them dry up). This can't possibly be a design decision right? Has ANYONE figured out a solution to this? I've been able to dry up huge sections of water that originally supplied 1500+
  21. Transparent Power Utilities

    Version 2


    Transparent Power Utilities By Craig-Abcvs This pack contains two lots, that are designed to power lots in remote areas that use effects or props that require power. The lots have no visible props or buildings and have a transparent base... when plopped nothing will be visible. Nada, nothing, zilch. This is to allow terrain detailing with any MMP Flora of your choice. The Transparent Transmission Utility lots can be used to bring power from anywhere in the tile without spoiling the look of your pristinely detailed wilderness with transmission towers or visiable power stations. Turn on the power view in your Mayor menu and then evenly space the transmission lot across your tile to where you need the power. The power will now extend two grid squares around the transmission lot. Place the next lot two grid squares away from the green power view edge, and so on. Menu: Power Stats: Transparent Power Utility Plop Cost - 500 Monthly Cost - 50 Life Span - 75 years Pollution - 0 Flammability - 0 Hard Failure - 0 (Does not explode) Power Generated - 500 Plant Type and Sounds - Wind Transparent Transmission Utility Plop Cost - 10 Monthly Cost - 0 Landmark, Park, Pollution - 0 Power - 0 Flammability - 0 Installation: Unzip to Documents/SimCity/Plugins These lots have no dependencies... incredible but true!
  22. PEG Solar Plant 3



    The Solar Collector 3 combines 10 solar collectors into a single facility producing 5,000 MWh/month of clean and efficient power for your cities. Unlike the game's default solar plant, which employs the Concentrated Solar Power principle of using mirrors to focus heat that is converted to electricity, these true solar collectors use Photo-voltaic cells, which convert sunlight directly into electricity. The plop cost, power produced, and maintenance costs for this facility are the same as building 10, single solar collector plants. This combined facility merely saves a little space with the added convenience of a single plop and budget item. This is a conditional reward power plant. It will become available in the game after you have met the same conditions required to make the game's default solar plant available. (High Wealth Residential Population - 3000 Mayor Rating - 55) The office/warehouse is part of a 2 structure building prop family to add a little variety. When plopped, one of the two structures will be randomly selected for the lot. The lot is transit enabled and should be connected by street to your traffic network. * Special thanks to Pegadyne Industries for their development of the new photo-electric collectors used in these plants that produce a viable amount of power from a relatively small collection surface. ** This lot requires the installation of the PEG Solar Collector 2 power plant. ** This lot requires PEG Lakeside Resort (PEG_Resort-Pack_205.dat) **This file currently contains an .exe installer suitable for windows users. These files are in the process of being updated with zip files and this message will be removed once the update is complete. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  23. Nuclear Powerplant 4x5



    This is the ingame Nuclear Powerplant with parking lot and an animated statue.
  24. Hydrogen Powerplant 6x6



    This is a 6x6 lot of the original in-game Hydrogen Power-plant with parking and freight zone.
  25. PEG Hydroelectric Dam



    Yes... it produces electricity. Yes... traffic can travel across it. Yes... its designed for use with the PEG Pond Kit II. And Yes... it's pretty DAM cool! Finally, the long lost hydro dams of yester-versions are back to provide your Sims with clean & cheap power. Now you can run a river down from your mountains using the Pond Kit II and build a series of these Hydro Dams that will provide even your largest cities with ample power & water. Each dam produces about the same power as a Solar Power Plant. With version 2.07, each dam will increase the efficiency of connected water pumps by an extra 4,000 cu per month. The building & maintenance costs are about the same as a natural gas power plant. ** This lot is not transit enabled. Its a single lot that plops on both sides of an existing road, street or rail. You can also run elevated rail across it... or trail parks... or zone it and see what develops. This package includes the Waterfall Bottom lots (PEG_Pond-WFB_205.dat) that can be used to create the water turbulence on the lower side of the dam. Dependencies: PEG Pond Kit II PEG 24/7 Mod (used for water turbulence effect) **This file currently contains an .exe installer suitable for windows users. These files are in the process of being updated with zip files and this message will be removed once the update is complete. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.

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