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Found 10 results

  1. Episode 3 - Aura and the crime

    These cities resemble microprocessors viewed through a microscope - many identical components packed to reach maximum efficiency - John Johnson Episode 3 I’ll be frank with you. I really wanted to make another „Streets turning red” joke, but I think I can hear crickets chirping outside my window... Anyway, I’d like to open this episode by making a reference to the people who actually do sport red color on their vehicles. Behold, the first two fire stations in New Magnasanti (upper left and lower right corner)! Not much for a city this size, but a much-needed support nonetheless. I just think that a single squad of firefighters, embattled by flames erupting from every possible direction, is a very tough and sad thing to witness. Luckily, this will soon be a thing of the past and the number of these life-saving professionals will increase. Considering I have inherited six billion simoleons from the previous mayor, building a fire protection network should not be a problem. In this situation, placing even a hundred fire stations is an expense comparable to the cost required to plant a tree… But let’s put these considerations aside for a while. This time, I’d like to focus on something that is probably the single, most time-consuming and burdensome task on my “to do” list – un-ticking the “Make historical” boxes. Not all of them at once of course - just the buildings in the immediate vicinity of Camp Freedom. I’d like to be as systematic as possible about it, so all abandoned projects will be the first to go. These areas will be “de-historized”, dezoned and repurposed. The existing, fully functional buildings will be dehistorized as well. This may give the developers a chance to build something new there. The former mayor Imperar, has forced his Simtizens to live in identical structures which are just plain depressing. However, judging by the land value of some of the residential areas, there is a potential to rebuild them into something which is actually attractive and pleasant to look at. Hopefully, they will eventually turn into more handsome buildings. You know, some elegant white and brown-shaded bricks instead of the “henhouse high-rise” style that repeats over and over. (See? I invented a building name for all of you BAT-dwellers. You’re welcome.) Of course, I do not intend to document the entire process of un-ticking, so forgive me - no pictures from this action will be shown. In any case, I can assure you that, even for a part of the city, this was a looooooooooooooong process… Maybe this is why I feel like I worked out on my elbow. Once un-ticked, all abandoned areas have been bulldozed and dezoned, to uncover a lot of land and possibility for a new growth: Wow! At last – some space to breathe. But now is the time to decide what should be done with it. Like I said, I am reluctant to let the commercial developers in. It is a very complicated decision though – remember the 11% unemployment? Exactly… This is why I plunge back into the city depths and continue with the demolition of close to 1000 neighbor connections that New Magnasanti “enjoys”. This, actually, is not a made up number – there are roughly that many subway connections here. I’d like to have a better control over commercial demand and these tunnels are like “pumps”. Except it’s demand instead of water they’re pumping in. Oh! Speaking of water, I also wanted to show you how the water system in this city looks like. This is one of the few things in New Magnasanti, which I do not plan to change: A perfect, well-watered grid. The only disadvantage is that New Magnasanti actually buys all water from neighboring cities. But this is a different topic for a different day. The most important part is that the water system is in an excellent shape. I just have to rebuild the two missing water treatment plants that were probably destroyed on the revolution day. Rrrright… yadda-yadda-yadda. I just realized I do all this storytelling to procrastinate a more serious issue, which I referred to by the end of the previous episode… Fighting crime. As it (surprisingly) turned out, all of these police precincts cannot handle the crime in the city at a normal 100% funding level. Something I thought is perfectly possible. The inflated police funding is just necessary to keep the crime in check. Such high police funding, however, significantly decreases aura throughout the city. In case you are wondering how the current aura situation looks like, here it is: Pretty bad, eh? From my experience, keeping the police accountable for their deeds can really lift city spirits up. Currently, this sounds like a luxury though - better sad but safe rather than happy and stabbed to death by a random cutthroat. However, as a handsome, smart, educated and virtuous young man [redacted by 'globaladministrators' – @TheMurderousCricket - Keep it down, it’s not a dating site. This is your first and only warning.] I do have two theories on how to solve the crime problem in New Magnasanti. The first theory has legalized gambling at its core. A very profitable but also a very problematic ordinance if not carried out correctly. I guess this is what must have happened here! I open up the books and… Sssssugar… It’s been disabled all this time! Pity. Onwards to the second theory then. Theory #2 suggests that the crime at 100% funding stems not from the ineffective police or the sheer criminal power but from... the lack of jails. I can’t see any of them here in New Magnasanti… Oh wait, there it is. Can you spot “Wally” in the following picture? To be honest I never, like, believed the “revolving door” argument, stipulating that the lack of jails accounts for a high crime rating. Sure, I did plop a jail in each of my cities, but only at my own pace and whim. Still considering them fairly useless. But… desperate times require a reconsideration of our beliefs. I doubt if it helps… But let’s give it a try anyway. The only question is how many jails a crime-ridden, 5.7 million city needs…? Hmmm, let’s make it 25 for now, k? I shall put them in the empty spaces that I gained after dezoning. Oh the irony… A huge jail complex just two blocks away from Camp Freedom… If you are in the mood for a “trivia time”, I can tell you that the area covered by the penal colony is larger from Camp Freedom by roughly 0.3 square kilometers… In any case, the prisons are up and running, though ridiculously overcrowded (you don’t wanna know by how much...) Currently, this is one of the most important municipal services, tasked with the job of reeducating the Simian (wow, it’s a homophone people!) detritus that has infested New Magnasanti. Unfortunately, the influence of all prisons combined is strong enough to trigger some new abandonments and even the rock-solid “henhouse high-rises” fail in its vicinity. Sadly, this cannot be fixed just yet. Everybody has to clench their teeth and simply wait it out until the wave of convicted criminals clears. Perhaps then, the number of prisons may be reduced to a reasonable quantity and the aura will improve. Currently, the situation in this corner of the city looks rather depressing… But there are some good news as well. I did not make a separate shot of the RCI demand meter, but if you take a look at the picture below, you will find that the residential demand has climbed back to normal (despite some abandonments near the prisons). This has happened automatically, apparently without any action on my part… It looks like the mass exodus has simply been caused by the shock the city has sustained, but it looks like everything has fallen back into its place. I’m now going to let the time fly and let the prison officers do their job. So now we wait a bit… But it doesn’t mean a day off for the Mayor. In the meantime, I’d like to do some more work on the city infrastructure. I think I’ll run a few more streets through the free spaces I still have. For your convenience, I have briefly turned off all the ugly buildings that obscure the view: I think I will fill the remaining spaces up with parks just to lift the Simtizen’s spirits a bit. Yep, a fire station can find a good home here as well. As far as fire stations go, I wanted to show you something… Remember the aura map from one of the previous pictures? Here’s how it looks like after a few more fire stations have been built. See anything interesting? I was happy as a kid in a candy store when I discovered how powerful the fire stations are. Not only do they protect Sims from fire, they also bring a noticeable boost to the aura in the region! What I did, was to randomly put a few more fire stations in areas that were no longer used (read: abandoned). As you can see, the aura in these areas have visibly improved, which proves just how much SC3000 Sims cherish safety. The safer it is, the better the general well-being. I would say that this is one of the things that we as players sometimes don’t even notice and frequently scoff at - “How on Earth can a single ‘X’ improve ‘Y’? Rubbish…”. Apparently, this is a logical dead-end and it is only on an extreme "-santi" magnitude that things like that are properly noticed and appreciated. I wonder if this will also prove true in the case of the crime problem… I believe we are drawing to the end of the third episode. However, before I wish you all a pleasant day, I think it might be a good idea to take a note of the current crime stats for later comparison and record-keeping. This is my #1 concern these days. Then we’ll compare if there is any difference between the current state and the future. Here is the crime situation by the end of the third Episode: Naturally, I also offer a glance at the entire city by the end of Episode 3: Thank you for your visit and have a nice day! Feel free to share your comments and thoughts below.
  2. I accidently deleted my army base and prison from my sc4 game. Is there any way to get it back into my game?
  3. Version 2.0.0

    1,668 Downloads

    SM2 Simcoe Correctional Facility A large correctional facility where criminals end up to serve their time away from society. Lot size 7x7 Plop cost 35000 Bulldoze cost 1000 Power req 14 Water req 54 Max prisoner capacity 1200 Monthly maintenance 200 Provides 174 medium wealth jobs The gated entrance will connect visually to the street. Custom made base texture is included. You will find the lot under the police menu. The bus and the police car models where modeled respectively by Susie and Syed Ali, textured by me. Simmer2 Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol5 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=4046 BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 VIP Delecto Ploppable people https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3448 SP SuperSHK MEGA Textures https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/
  4. In some recent posts of mine, I described a region that I am building, and did some speculation on what I call the "desperation awards." For example, the military base, federal prison, toxic waste dump, and the other rewards one gets when one is down to just a few thousand dollars and is loosing money quite rapidly (or uses the "you dont deserve it" cheat code). I speculated further that once the income from these "desperation awards" gets one "over the monetary hump" and a city is making money without one (even if that is not one's goal, a city has to make a small profit or at least break even), which ones should be kept and which ones should be bulldozed. I concluded that, at least in some circumstances, the military base and the federal prison should be kept, while the others should be bulldozed. I further speculated on whether the "you dont deserve it" cheat should be used to put these in the city before you start developing it (I suppose one could even see what happens when all the reward buildings, both positive (churches, etc) and negative (toxic waste dump, etc) are put in a city before development). I decided to do just that. In "Central Producer 3," which is one of the 4kx4k cities that I am zoning as only industrial, I am using the "you dont deserve it" cheat code to put a military base along with the power plant, bus stops, etc., in the city before I started zoning. It seemed to increase the amount of industry that the city attracted before I had to start building the "Housing and Business" cities around it. In my "Housing and Business" cities, which are the cities surrounding my "Central Producer X" cities, I run out of jail cell space rather quickly, so I put a prison in the city in the initial setup of it, as far away from reidential areas as I could. I also put some parks around it to serve as a buffer. In the "Housing and Business" cities surrounding "Central Producer 3," the "subregion" I am currently developing, I am putting a federal prison instead of a "regular" prison. After putting it in, I exit to region then reopen the city to reset the rewards buildings because that is the way I prefer playing, putting in the reward buildings when I earn them, though as an experiment i put in all the reward buildings (positive and negative) in the initial set-up of my city just to see what would happen. I think that is one of the good things about SimCity 4 (and perhaps other city building games such as skylines, etc., but I don't k know as I have never played skylines). You can play a region by whatever self imposed rules you might have, such as not using external mods, not using money cheats, not using cheats at all (in this case specifically the "you dont deserve it cheat" to get the military base or the federal prison), then open a city (or entirely new region), see what happens when you use the cheat code or whatever, then go back to the original city or region and continue playing it with your self imposed rules. For instance, several years ago, I noticed that there was a cheat code called "howdryiam" that removes the necessity of having to have water producing facilities such as towers or pumps, so I opened up a region to see what happens when I use this code. I really don't remember, but I think the code had to be reentered each time the city was opened. One thing I do remember is that I was pretty constantly putting out fire, I think so often as to almost make the game unplayable. I don't know if this was an artifact of the way the cheat code was implemented or if it was a deliberate punishment for using the cheat code. Another time, I opened a new region to perform an "education experiment" where I put in various levels of educational facilities (no schools, just an elementary school, an elementary and a high school, etc). In my final city, I not only put in all the regular educational facilities but also used the "you dont deserve it" code to get the educational reward buildings (university, central library, etc.) in addition to the regular education buildings. After I was done with the "education experiment," I went back to the region I was building, in fact, I think that this region that I developed these cities in is still sitting in my regions folder with 5-10 cities with varying levels of education and all the rest of the cities undeveloped. Brian Christiansen
  5. Friendly Business Deal Mods. (All 7)

    Version 2.0.1

    5,390 Downloads

    These Business Deals have been modified from the originals and appear in the reward menu at the start of the game. The negative mayor rating effect has been reversed to a positive effect, the amount of income increased and positive landmark and park effects and jobs added. The impacts of pollution, crime, and radiation have been radically reduced or completely removed, and other positive benefits added such as cap-relief and transit. These rewards may now be used safely to add income to your budget. Each deal/reward has a color-coded menu icon and is separate from the original which will still appear as usual according to the game.. Eco-Friendly Toxic Waste Dump Business deal income: §200. Same job demand as Advanced Research Center. Slight landmark and park effect. Minimal pollution, no radiation. Power and water consumed: 200. Mayor rating effect: 8, 440 Humanitarian Army Base Business deal income: §440. Cap relief: 100,000 I-M Jobs. Same job demand as for Army Base. Moderate landmark and park effect. Mininmal pollution, no radiation, minimal crime effect. Power and water consumed: 300. Mayor rating effect: 8, 440 Particle Testing Range Business deal income: §580. Same job demand as Advanced Research Center. No missile launches. High tech boost. Slight landmark and park effect. Minimal pollution, very slight radiation. Power and water consumed: 220. Mayor rating effect: 8, 440 Social Rehabilitation Center Business deal income: §140. Same job demand as Prison deal. Transit Capacity: 200. Slight landmark and park effect. Minimal pollution, minimal crime effect. Power and water consumed: 180. Mayor rating effect: 8, 440 Digital Gaming Center Business deal income: §320. Same job demand as Casino. Transit Capacity: 300. Creates taxis. Moderate landmark and park effect. Minimal pollution, minimal crime effect. Water and power consumed: 280. Mayor effect: 10, 400 Teleportation Facility Business deal income: §620. Same job demand as Spaceport. No shuttle launches. High-tech boost. Slight park and landmark effect. Minimal pollution. Water and power consumed: 360. Mayor rating effect: 12, 400 Area 5.1 Amusement Park Business deal income: §910. Cap relief: 100,000 I-M Jobs. Same Job demand as Area 5.1 Base. Transit Capacity: 500. Creates taxis. Slight park and landmark effect. Minimal pollution, very slight radiation. Water and power consumed: 380. Mayor rating effect: 10, 400
  6. So, there doesn't seem to be a thread for this in the past 6 pages. Here we have from low to moderately high security. (Those Ranger Stations are Guard Towers.) Depending on the individual's criminal record they are put to work in the dirty sanitation department, on the farms, in heavy industrial, or (for the elite crooks) in the commercial offices. Recently there have been suggestions for adding an educational curriculum (and the associated buildings) for the unschooled inmates. The city council feels it would not be cost effective. Oddly enough, most of the council members just happen to own the various businesses in town where the prisoners are put to work. (Not that that should be a conflict of interest. Right?) Imagine Shawshank Rredemption style.
  7. Former prisoner of Syria, through U.S. intervention, speaks. Is being imprisoned by the U.S. at Gitmo similar to being in prison in Syria? I think it is time we all found out. Has the U.S. participated in crimes against humanity? What price "freedom"?
  8. Maximum Security Prison

    Version 1.0

    8,662 Downloads

    After weeks of planning and days of lotting, I can finally present you with the Maximum Security Prison! When I first played SimCity 4, the jail really bothered me. It was too small, and there were no walls or fences to keep the prisoners in! So I decided it would be of benefit to see some more added realism to the game by improving this. These are the main changes made: - - I have merged 4 city jails together to form one large building. - At the front, there are two security gates and checkpoints with metal fences. - The walls and surveillance towers fit around the outside. - The car park at the front uses improved car park textures. (By sc4jeeks) - Made a small plant area at the front to screen the prison from a road. - Added guard dogs near the walls - Added a helipad on the roof - Made an outdoor recreational area, where prisoners can take a break and play basketball, and collect food from the vegetable patch! - On the left side, I have made a road where delivery trucks can bring food etc. - Made an area where prisoners do hard labour by bashing rocks. - Transit enabled the first tile on both streets. - Revised costs and capacity. (Details below) Pictures: The Maximum Security Prison at night The outdoor recreational area The main entrance and car park The outdoor recreational area lit up at night The hard labour area with prisoners bashing rocks I think I have succeeded in making a more realistic jail for SimCity. I hope you enjoy using it in your cities. Just a note before you ask, The MSP does not replace the default City Jail. Updates: 21/2/10 - Removed the tennis court and added another basketball court. 4/3/10 - Fixed ingame name problem. 18/4/10 - Updated the link to the PEG Security Prop Pack because of modifications to Pegasus's site. Effects: 19 searchlights come on at night to spot prisoners escaping! Credit: Thanks to all those people who viewed and commented on my lot thread. A special thanks goes to T Wrecks for recommending minor adjustments to this lot. Installation: To install, place the LOT file in your SimCity 4 Plugins folder. (Located in My Documents, SimCity 4, Plugins) Dependencies: There are 6 dependencies that are required for the MSP to look as intended. Notes: You may already have the building as props files. The Security Prop Pack by Pegasus is only available at the PLEX (Pegasus's site). Shopping Centre Parking Pack 4 and more - sc4jeeks PEG Security Prop Pack - pegasus (PLEX) PEG Security Fencing Kit- pegasus Nexis Prison Wall Set- mrbisonm BSC MEGA Props SG Vol 01- simgoober (Optional for extra details) SimCity 4 Building as Props (bldgprop_vol1) - Maxis All dependencies are to be placed in your Plugins folder. (My Documents, SimCity 4, Plugins). View my Lot Thread to see my latest projects in development! Click here to view my other uploads. "Maximum Security Prison" Made by hittwice99 Friday, 19 February 2010
  9. Rural Jail Compound

    Version 1.0

    3,984 Downloads

    Before you worry - no more jails in my pipeline after this ;-) Got more criminals than your city likes? Ship 'em out to a rural jail compound where they can be productive helping out on the neighbouring farms. The 'Rural Jail Compound' will fit well into your rural settings. It's more expensive to plop (higher capacity) but lower on monthly cost than the urban jail, since the inmates plant veggies for their own support. Lot size: 6x6 Capacity: 3000 Plop Cost: 5000 Bulldoze Cost: 500 Monthly cost: 500 Power, Water and Pollution are higher than standard. Dependencies: PEG MTP Super Pack Only the PEG_MTP_SUPER_TEXTURES_PACK.dat is required. PEG Security Props PEG Chainlink Fence Note: This does NOT replace the original jail. Thanx to PEGASUS for all the resources he makes available.
  10. Urban Jail

    Version 1.0

    3,958 Downloads

    If you go by the standard, prisons are to be tucked away somewhere at the outer corners of your map, forgotten and never to be looked at again. Where I live, prisons are right smack inside the city, nimby or not ... And biz around them thrives, bars, shops, eateries and more, catering to the endless stream of visiting relatives, lawyers or jailbirds on leave. So here is my urban jail for low wealth neighbourhoods or the fringes of an industrial complex, with higher capacity (which of course means higher costs as well). Lot size: 6x4 Capacity: 2000 Plop Cost: 3500 Bulldoze Cost: 350 Monthly cost: 600 Power, Water, Pollution and Demand are slightly higher than standard Dependencies (same as for the 'Security Fence Set'): PEG MTP Super Pack Only the PEG_MTP_SUPER_TEXTURES_PACK.dat is required. PEG Security Props Note: This does NOT replace the original jail. Thanx to PEGASUS for all the resources he makes available.
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