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Found 48 results

  1. The Simtopian Dream

    _____The Simtopian Dream Simtopia features several recent models by our SC4 CGI artists, mostly commercial and residential towers, using the IRM for industrial support, and including a wide selection of floral MMPs for landscaping. I focused mainly on tall buildings, landscaping and layout, painting 2.5 GB of plugins on the SC4 canvas while running the simulator at cheetah speed in heavily-modded mode. I wanted to study how tile-sets, custom content growables and ploppables function in the simulator. In the lower right corner of the Simtopian Dream banner region is the Sky2222 on a small tile, it is the tallest fictional building I've ever found on the STEX. _____Region View _____The Eve of Simtopia Simtopia is a utopian idea inspired by civil design and philosophy as early as 320 BC in the Mediterranean. Based on the concept of justice, engineering continues to enable construction of modern architecture, civil and technological facilities worldwide and in space. Development continues toward the world conceived over 2300 years ago. _____The Dawn of Simtopia In the Gaian hypothesis as in ancient Greek mythology, the Earth is considered a living whole and Life and Cosmos are an intregrated system. Thea, meaning 'divine light', the daughter of Gaia, the mother of light, raises the city platform to begin the Simtopian day. Concrete, steel, and glass, the essential building materials of the modern world and as models rendered in SC4 reflect a high precison of their color, texture and form. The buildings are designed to be both beautiful and functional, and engineering continues to improve their strength against forces of nature as well as balancing with delicate biotics of nature. _____I. The City Life In the heart of Simtopia are the venues of civics, culture, sports and entertainment. Busy harbours and streets are kept clean by the use of hydrogen fuel and electric power. Simtopia is heavily-treed with a variety of parks and cultural sites. Factories are kept small and spaced between stores, offices and housing. A fresh-water creek meanders through town to the sea from a small mountain where physics and astronomy research facilities are placed around a public planetarium used for entertainment and education. At night Simtopians attend stadiums for sports and shows, the planetarium displays a live view of the night sky projected by a large radio telescope that filters through the city light. The model used for the large radio telescope is based on the 305 meter Arecibo Radio Telescope, the Nexis Space Ears. (A similar 500 meter radio telescope was more recently constructed in China.) Art museums, libraries, theaters and archives are arranged in walking distance like on a college campus. Elevated Inter-urban freeways connect major commercial, residential and industrial centers, buffered by tall trees, many of the tall, well-lit landmarks provide easy navigation through the city. _____II. The People Places The freeway loops around the largest stadium, a model of the air supported Tokyo Dome with a capacity of 55,000. Tokyo Dome is similar to BC Place stadium in Vancouver which has since replaced air support with a retractable roof. A busy main seaport surrounds the outdoor Bailey's Stadium, a fictional building in the corner of town with major highway neighbor connections. Simtopia is well connected to neighboring cities which are yet to be developed. Yurtec Stadium is a functional commercial venue in the tourist district where Don Miguel's world famous Barnacle Seafood Restaurant and Deppiesse's Diner can be found. The city zoo now converted to a petting zoo with small herbivores and Llamas is surrounded by hobby farms and wineries, and a farmer's market, contributing to agricultural tourism on the city's edge. A monorail train arrives at the station where visitors can begin a walking tour of the agricultural estates. _____III. Building the Dream On the other edge of town light manufacturing and high tech. begin stretching out from the freight rail station. Apply yourself to the technologies and industries of Simtopia, all applications are well-received and duly processed for the benefit and benevolence of civil society. Build a world, make it more beautiful and strong than all chaos and waste. Suffer with the light and strive against the darkness. Those are my offices there in the H1 Tower to the left. The floor spaces of the highrise are very wide, each floor requires many technicians co-ordinating several applications of knowledge and skill. _____The Simtopian Dream Credits for the building models would be quite extensive, so I will mention only 5 model makers who have most recently contributed many excellent buildings to the STEX: Diego del Llano, JP Schriefer, Kellydale2003, Jasoncw, and Mattb325, whose works appear prominently in many of the scenes above. Mods used in the building of Simtopia: UtilityRadius TrafPollution Modd Super Demand Mod Abandonment Dilapidation Modd 1.2 Cousin Vinnie Ordinance No Fires or Riots Mod ReZonePlus v1.1 RH Rewards Unlock SFBT Street Tree Mod (v1.0) Industrial Revolution Mod Blvd Park and 1x1 Anti-Pollution Grass 2.0.0 Terrain, Water and Flora used for Landscaping: Sudden Valley by Gobias Sidewalk NY Slab, Stanley Seawalls, B98_Beach_Extend, BrownRockForeshore, GB Vancouver Island Beach, San Francisco Water, TropicalMossyRock. BSC Props Jeronij Vol 02 Trees, CPT 8 and 9 Tree Models, Girafe trees, flowers and shrubs, NVBC marina, coral and rocks. Ship Props: Medieval Sailing Ship 1 Cargo Ships 1 Powered by: Radical Water Pump and Pollution Reduction Cosmic Neutrino Background Energy Presented by community.simtropolis.com
  2. Is there a modd out that that allows you to plop EVERY build (as in: allows you to plop growable lots such as homes and stores etc.)? If so, what is it?
  3. Hello everyone, beginner with a question here So I understand at a superficial level what the RCI graph mean: if there's green above zero, zone more residentials, same for the rest etc... Now what I'm unclear about, is what exactly is the unit used? I had assumed the R bars showed workers needed by the various industries/services, arnd the rest was how many positions of the various types your existing pops need. But after some quick and dirty tests, I'm utterly confused. Here is a quick town of 200 (no education, ~60% of working age), in which I zoned ~130 jobs worth of dirty industry. About 80% of the positions there are filled. The RCI graph doesn't look all that different from an empty city, I assume the game always starts you off with a bit of demand to help get things running and avoid a no-demand downward spiral from the start. Anyhow, the ID graph reads ~1000 demand. But after zoning another tiny dirty industry zone ( query tool and pop/job graph tells me it's about 24 jobs total, 20 filled) to the south of the existing one, my ID demand falls to... 500?! I'm obviously confused here. What do those numbers mean? It can't be outright jobs unless the RCI graph multiplies every unit by 20? Does it? What am I missing?
  4. Cheat: Easy Money / RCI / Freight mod

    Version 1.0

    19,477 Downloads

    As with my other mods, this mod accommodates my own incorrigible penchant for extreme cheating (cough) ease of play. Not compatible with other RCI mods (RCI plop mods are fine). Tax building values are high, pollution levels are low, freight quantities and frequency of production are increased. -- Offline only -- For all RCI buildings: * Tax building value set to 100,000 simoleans. * Minimum workers for operation for all buildings reduced to 1. * Garbage reduced to 0. * Water capacity set to 15 and water usage to 5 (or left alone if lower) * Power capacity set to 15 and power usage to 5 (or left alone if lower) * Self-ignite threshold property set to 500, up from either 45 or 90. Additionally, for all industrial buildings: * Transmitter amount (volume of pollution) set to 0. Occasionally, some industrial buildings show as polluting, but nothing comes of it. * Transmitter Rate (how frequently a building pollutes) set to every 10 hours (600 in-game minutes). * Skill threshold (number of educated citizens needed for tech level) set to 1 for low, medium and high residents. * The delay, in minutes, for producing the next batch of freight set to 15 (down from 36, 48, and 72). * Freight production doubled. ---> Note: More than likely, you will need to replop existing industry. This mod only affects RCI buildings, so transportation, utilities, trade, landmarks, etc., are not affected. Compatible with RCI Plop (003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package). Thanks to rzvsividra for identifying the instance ID#s of low tech medium density buildings, freight amount, and freight production delay. To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing industry.
  5. Zone Color

    Hi, is there any reasons why residential zone is green, commercial zone is blue and industrial zone is yellow in the SimCity franchise?
  6. Hello people! I am Seb (Trylk) and today, I've accomplished the "Impossible work". Yes I did! I am able to plop a crown on ANY megatower at ANY LEVEL of my choice. Let take a look at the First example. I swear to god this is NOT PHOTOSHOPED of any ways!
  7. I am using CAM 2.1. What do the RCI numbers on the left axis mean? They range from -10,000 to +50,000. Are they simply some internal measure or is this target number sim slots for this category of employment or resident? Thanks!
  8. I'm getting back into the game and the community after a few years, and I've started working on a region that I eventually hope to showcase. I've recently downloaded Marcszar's Baltimore Rowhouses, and I'm finding that they are very difficult to grow and keep around in areas large enough to make realistic rowhouse neighborhoods. I want to make a mod that allows me to plop these buildings as well as grow them. Before anyone says anything, I know that there are issues with creating and caring for ploppable residential lots. However, I have three of them that I've managed to keep going for at least five game years in testing, so I feel that my cities have the demand and employment base to support them. One of these is Andisart's One21 Apartment Tower, the other is Skyscraper's The Palm Building, which seems to be perfectly fine even if plopped on bare, unzoned land and left to its own devices. I tried to clone the One21 Tower and edit the exemplar files so that they match those of the rowhouses, but after saving it and opening it in Lot Editor, I find that I cannot replace the building with one of Marcszar's rowhouses. Even though I have the rowhouses installed, the buildings just aren't in the menu. I've downloaded and explored the PIM from SC4Devotion, but (of course) there's no option to create ploppable residential structures. Will I have to make these first as landmarks and then insert the residential capabilities via Ilives' Reader? What's the best method to go about doing this?
  9. I recently installed the Less Abandonment modd which raises the higher wealth development requirements so that they are not at the same level as what causes sims to abandon them. So far I it seems to work, but it still does not solve the problem of redevelopment. In the game sometimes a medium or high wealth building will depreciate and become occupied by lower wealth level jobs or sims. Also sometimes you have abandonment issues due to transport or water issues, and if you don't realize it and save the game, then you have to hopefully find those buildings yourself and demolish them. I believe both of these ideas brings some realism to the game. What is unrealistic is that the game does not ever redevelop the depreciated buildings to a lower wealth building type, or reoccupy or redevelop the abandoned buildings for transport or water issues if the issues have been resolved and there is a demand for that building type. Does anyone know of a modd that provides a mechanism for the game to redevelop to lower wealth buildings, or reoccupy or redevelop abandoned buildings? If such a modd does not exist, then would it be possible for someone to write a modd that would give a reoccupied at a lower wealth level or abandoned building a 5% chance each month to redevelop to a lower wealth occupancy or for abandoned buildings to reoccupy provided desirability requirements are met and there is a demand for that building type? I believe such a modd would bring greater realism to the game.
  10. is there a mod that allows you to plop the Maxis growable buildings? not the one that I have to enter a code. that mod that places ALL growable Maxis buildings in the Landmarks section? I remember that mod used to be here, I just cant find it.
  11. Hello everyone. Long time no post. I've been lurking for several years, playing SC4 off and on, and just now for the first time since I bought the game all those years ago, I've got a big, prosperous city with 100,000 residents! However I have a weird issue that I am hoping you guys could shed some light on. Demand for Residential zones (all three wealth levels) is sky-high. However, demand for all commercial zones save for low wealth services and all industrial zones is negative. My main city is flanked by two smaller cities, one which has a small industrial area, and the other has mainly low density medium wealth residential. Have I spent too much time on the main city and not enough on its neighbors? I have tried lowering taxes for C and I zones, but the effect on demand is minimal and quickly eaten up. High wealth residential sims in particular are struggling to find work, despite having some demand. R$ and R$$ demand is very high. This leads to my other question. How do I discourage wealthy sims from moving in and encourage poorer sims to take their place? I am aware that high land value is a turn off to R$ sims, but desirability for those places is still very high. This issue has always plagued my bigger towns and cities. If need be, I can post a shot of the city and some statistics later, but I hope I just made a simple first timer error in my planning. NAM v34 is the only plugin installed, and I am running the steam version of SC4.
  12. I have been interested in learning how to play SimCity 4. I feel like my sim gaming skills honestly suck though. I don't think anybody will understand. I find out that I lack the ability to observe and pay attention to details. Now, I have SC4 installed on Steam without any mods, so it's plain vanilla. I want to know how to properly lay out my roads and zones. I don't want any abstract answers, I want more or less how much detail, you know. I hate sucking at this game, but there is too much detail going on at once I hardly enjoy it.
  13. Maxis Mansion Facelift

    From the album Hall of Fame

    1st Place entry from Facelift (S3-10-C) Custom Content 66 Rep 27 Bonus Points 60 TOTAL Points Challenge Results Data | Leaderboard Rankings [Download Content] Spiffy up your rich areas with mansions that boast giant driveways, private tennis courts and ponds.

    © 2016 kingofsimcity

  14. Andrew's Fashion Centre

    From the album Hall of Fame

    2nd Place entry from Facelift (S3-10-C) Custom Content 40 Rep 16 Bonus Points 43 TOTAL Points Challenge Results Data | Leaderboard Rankings [Download Content] A bigger and better version of the largest (ft2-wise) CS$$$ building in the game. Utilizes CP's seasonal trees, custom textures, and was designed to be easily compatible and expandable with KOSC's modular parking sets. With Lotplop, it can be found under CS$$$_60x62_1ChiFashionCentre_ (it is the last CS$$$ family fyi)

    © 2016 nos.17

  15. Willmott Widget Assembly Remastered

    From the album Hall of Fame

    3rd Place entry from Facelift (S3-10-C) Custom Content 30 Rep 11 Bonus Points 31 TOTAL Points Challenge Results Data | Leaderboard Rankings [Download Content] This was always one of my favorite Maxis industrials because it looks pretty decent, however its vanilla lots did it no justice at all! I present to you Willmott Widget Assembly Remastered! WWA has been remade into a stage 3 I-M Anchor lot (instead of an Outbuilding) and had some of its stats tweaked slightly so it is more-or-less on-par with other Maxis I-M Anchors of similar size. --- The lot features almost entirely custom-made props by me, which includes a perimeter fence, long-haul trucks, employee and company cars, as well as some inner-city semi trucks. The props have been made to appear more "natural" - people are not always very compelled to park perfectly! I also used a technique to make props that sit in the shadows of the two buildings actually have shadows. Something I've always hated about props in this game is how they are not affected by shadows, so I more-or-less circumvented that issue. Lastly, the props included with this set are 100% compatible with various darker-night mods because they have no lighting effects (normal for props). This lot also has a fully custom base texture set. Also, before someone comments about it, the lot has so many large-ish empty areas because the long-haul trucks and the inner-city trucks need space to maneuver. American semi trucks are not known for having very good turning radii!

    © 2016 MushyMushy

  16. Facelift (S3-10-C)

    Results Announced Here! Facelift Enhance a vanilla building with a new Lot Season 3 - Challenge #10 - Custom Content (31 days) Thanks to @kingofsimcity for the challenge idea. The 552 original Maxis RCI buildings paved the way for custom content as we know it. They helped to inspire new creations, in many shapes and sizes. But even though vanilla buildings laid the foundations, one thing lacking is the detail in the lotting. Back in the day, lotting was more of an afterthought, where now it has become an individual work of art. For this challenge, we'd like you to restore a vanilla Maxis RCI building to modern standards, by creating a re-lot. The advancement in props & textures has opened up endless new possibilities. So we'd like you to use these, along with lotting techniques, to enhance and improve an original lot. You may choose any vanilla growable lot, and this can either be a replacement (override), or a brand new instance. The key requirement is for the same lot specifications to be used, and that the building (model) remains the centrepiece / focal point. For example, if working on a CS$$ 3x4 lot, your enhanced version should also be a growable CS$$ 3x4. Custom props & textures can be mixed with the original ones, or you could start again with a clean state, then adding your own. Of course, the obvious tool of choice would be the Lot Editor by Maxis. However, an alternative would be to use the PIM-X, which includes its own advanced editor for creating lots. This can be downloaded from the LEX, and there's also a user guide linked in the description. The choice is yours, and it's really what you feel most comfortable with. Once completed, a screenshot should be taken showing the Lot built in the game. Daytime is preferable for this, unless your Lot contains dominant night lighting effects that you'd like to present. Specifications The Lot must retain the original dimensions, although overhanging props may be used. The Lot keeps the original developer type. Dependencies (props / textures) are highly recommended to enhance the detail. Any number of dependencies can be used, which are available to download from a public exchange (e.g. STEX, LEX). This is a Custom Content challenge running for 31 days. Requirements To qualify for entry, please ensure your entry complies with the following requirements: This challenge is only open to SimCity 4 Deluxe / Rush Hour. The Lot must be an original piece of content (created by yourself), and not previously released on the STEX or other public exchange. The Lot must be a re-lot of an original Maxis RCI growable, keeping the same lot dimensions, building and developer type (i.e. residential, commercial or industrial). In your description, there is reference to the original building name (for comparison purposes). The Lot is created using the Lot Editor or SC4 PIM (X-Tool). Leaderboard Rankings A new leaderboard system is currently running for this season. This has been designed to incorporate all challenges, linking with each set of results. Each place in a challenge has points on offer -- the higher you finish, the more points you gain. Then at the end of the season, prizes will be given out to the top 10 in the final standings, with the winner being crowned the Grand Champion! This Custom Content challenge is eligible for the "Overall" and "Monthly & Custom Content" leaderboards. Full details and the current standings can be viewed in the following topic: The winners will be the top 3 ranked images. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. In this Custom Content challenge, rep prizes will be distributed slightly differently. This time the top 5 placed entries will earn reputation, along with points for the "Overall" and "Monthly & Custom Content" leaderboards. As this is a longer challenge, the amount of rep and points will be greater. After the challenge has concluded and the winners announced, all submissions will be made available for the community to enjoy. Please post below if you have any questions. This thread can also be used as a way to showcase the development of your creations. We'd love to see your progress! 3, 2, 1... lift off! Good luck all!
  17. [VOTING] Facelift (S3-10-C)

    until
    Voting Rules Votes may be cast by rating images inside the album. Each image represents the actual item of content. Although not required, we recommend trying each item of content before voting. For this, please see the download link in each description. You may rate all entries once at any rating value (1-5). All votes are anonymous. We encourage you not to rate your own entry. Try to vote on all other entries, as this will help ensure the results are evenly distributed. Suggested Voting Criteria Here are some ideas to help you evaluate each entry when voting: How well does the re-lot incorporate the building/model? The extent that the added props/textures add to the overall aesthetics. How does the re-lot visually compare to the original Maxis version? The amount of detail in the lotting. Is empty space used effectively for the lot's purpose? The use and precision of lotting techniques to enhance the appeal. The winners will be the top 3 ranked images after a 12 day voting period. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. For this Custom Content challenge, rep prizes will be distributed slightly differently. This time the top 5 placed entries will earn reputation, along with points for the "Overall" and "Monthly & Custom Content" leaderboards. As this is a longer challenge, the amount of rep and points will be greater. After the challenge has concluded and the winners announced, all submissions will be made available for the community to enjoy.
  18. Facelift (S3-10-C)

    until
    Results Announced Here! Facelift Enhance a vanilla building with a new Lot Season 3 - Challenge #10 - Custom Content (31 days) Thanks to @kingofsimcity for the challenge idea. The 552 original Maxis RCI buildings paved the way for custom content as we know it. They helped to inspire new creations, in many shapes and sizes. But even though vanilla buildings laid the foundations, one thing lacking is the detail in the lotting. Back in the day, lotting was more of an afterthought, where now it has become an individual work of art. For this challenge, we'd like you to restore a vanilla Maxis RCI building to modern standards, by creating a re-lot. The advancement in props & textures has opened up endless new possibilities. So we'd like you to use these, along with lotting techniques, to enhance and improve an original lot. You may choose any vanilla growable lot, and this can either be a replacement (override), or a brand new instance. The key requirement is for the same lot specifications to be used, and that the building (model) remains the centrepiece / focal point. For example, if working on a CS$$ 3x4 lot, your enhanced version should also be a growable CS$$ 3x4. Custom props & textures can be mixed with the original ones, or you could start again with a clean state, then adding your own. Of course, the obvious tool of choice would be the Lot Editor by Maxis. However, an alternative would be to use the PIM-X, which includes its own advanced editor for creating lots. This can be downloaded from the LEX, and there's also a user guide linked in the description. The choice is yours, and it's really what you feel most comfortable with. Once completed, a screenshot should be taken showing the Lot built in the game. Daytime is preferable for this, unless your Lot contains dominant night lighting effects that you'd like to present. Specifications The Lot must retain the original dimensions, although overhanging props may be used. The Lot keeps the original developer type. Dependencies (props / textures) are highly recommended to enhance the detail. Any number of dependencies can be used, which are available to download from a public exchange (e.g. STEX, LEX). This is a Custom Content challenge running for 31 days. Requirements To qualify for entry, please ensure your entry complies with the following requirements: This challenge is only open to SimCity 4 Deluxe / Rush Hour. The Lot must be an original piece of content (created by yourself), and not previously released on the STEX or other public exchange. The Lot must be a re-lot of an original Maxis RCI growable, keeping the same lot dimensions, building and developer type (i.e. residential, commercial or industrial). In your description, there is reference to the original building name (for comparison purposes). The Lot is created using the Lot Editor or SC4 PIM (X-Tool). Leaderboard Rankings A new leaderboard system is currently running for this season. This has been designed to incorporate all challenges, linking with each set of results. Each place in a challenge has points on offer -- the higher you finish, the more points you gain. Then at the end of the season, prizes will be given out to the top 10 in the final standings, with the winner being crowned the Grand Champion! This Custom Content challenge is eligible for the "Overall" and "Monthly & Custom Content" leaderboards. Full details and the current standings can be viewed in the following topic: The winners will be the top 3 ranked images. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. In this Custom Content challenge, rep prizes will be distributed slightly differently. This time the top 5 placed entries will earn reputation, along with points for the "Overall" and "Monthly & Custom Content" leaderboards. As this is a longer challenge, the amount of rep and points will be greater. After the challenge has concluded and the winners announced, all submissions will be made available for the community to enjoy. Please post below if you have any questions. This thread can also be used as a way to showcase the development of your creations. We'd love to see your progress! 3, 2, 1... lift off! Good luck all!
  19. So I discussed this with A Nonny Moose already in August 2015, but his suggestions did not fix my problem. This is not good, as this problem, until I understand exactly what is causing it, is pushing me away from SC4. I am convinced it is a bug or glitch of sorts, so until I know that it isn't, it's hard to look past it. Anyways, here is a copy-paste of what I wrote A Nonny Moose, here's to hoping somebody can help me fix this!: "My problems are as followed, these always happen, I have yet to see it not happen and I have been playing on and off since 2006 or so. Do note that I have yet to find somebody with the exact problem, thus I could not properly fix this myself yet: Whenever I start a new region, my first city is always perfect, it always works without problem, and any problems that arise are manageable, for example, my first city in a new region I started is 100% finished with 172K people and I am very proud of the city. Now I started a new city on the block right next to it, this is where the problems begin. I notice that I-D demand is -6000. How can this be? I have no clean air act or similar ordinances, I have the taxes at the standard 9% (even changing it to 0%, just for a test, doesn't change anything after 6 in-game months). As with most people I always start with dirty industry, this won't work. As odd as it seems, Manufacturing & High-Tech always want in and build up right away, where as in the first city it was the opposite (until much later in-game of course). So basically, in city 1, it's normal, at the start, dirty wants in, but not manufacturing or high-tech, but in city 2 it's vice-versa, and even after 27 in game years (I play at turtle speed) no matter what I do, dirty has never once wanted to come in, despite me never doing one single thing to negatively influence their demand. I also have no RCI or demand mods installed. For some reason, in city 1, unemployment was manageable and no annoyances occured, sure it's not 100% employment, but that isn't my goal of course, my goal is fun and enjoyment. In city 2, despite being more commercial and industrial jobs than citizens, unemployment keeps coming and coming (my worst attempt saw nearly 65% unemployment). Residents want in, but commercial and industry wants out aka doesn't develop. Odd thing is that the unemployment is changing between all wealths, it's not just upper-class like by so many others that have this problem. This always seems to happen when I connect the two cities aka make use of the roads and what not. Pretty much acting as if city 1's citizens are stealing city 2's citizens' jobs but not vice-versa. Mass-transit doesn't seem to help much either and this is quite frustrating... So yeah, those are my problems that ALWAYS (at least by me) seem to happen when I start a second city in a region, I always play on hard difficulty, but believe it or not, hard difficulty in city 1 is vastly easier than in city 2, which makes no sense. I realize that I get more citizens because some from city 1 will come, but why is it that tactics that worked in city 1 for per se, 30K citizens, doesn't work in city 2 for 30K as well? 30K's 30K, how should that make anything harder, this is just an example, but still. I am so frustrated that I already attempted city 2 10 times, I haven't started the 11th attempt yet. I feel as if something is wrong with the industry if the start is the same in both cities, yet city 1 wants dirty, whereas city 2 doesn't. Hmm, I hope I didn't confuse you, explaining is a serious weakness of mine. I thought i'd ask you first before posting to get your two cents since you seem to be the elite of elites in terms of knowledge :)"
  20. hi, guys. I am very sad because of an awful imbalance in game and I try to fix it. I tried all RCI mods but all of them either don't work or do even worse. I have opened SCP and SimCity_Game.package and have faced an unexpected problem. I see a set of instances without description or with the description in not English. I can't find industrial, commertial and residential zones. I have opened RCI mods in SCP and all of them are completely without description. InstanceID in these mods don't occur in the main package file. SCP has search in propertyID but not on instanceID. So, can someone help me? How you are navigate in SimCity_Game.package and how do you find what you need?
  21. RCI-Mod

    Version 1.2

    16,197 Downloads

    Firstly, here are the aspects of the game that I think need some tweaked. 1. Why tax income are very low, whereas country's revenue mostly come from tax. 2. Why goods are too few while shoppers are so many? 3. Why there are too many unfilled jobs? 4. Freight output seems can't fulfilled commercial needs. (Too many factory mean you need more workers/or zoning more residential, which mean zoning more commercial that need more freights, which mean zoning more industrial. This is a broken system.) So... guys, I made this mod, intended to make a balance to the game. I hope you like it. UPDATED TO : Version 1.2 Previous versions with some fix: 1. The population inside Medium Density Residential building has been slightly increased ( New Version : Default x1.5) . 2. Improved speed an acceleration of Industrial Freight Trucks / Heavy Trucks. HOW TO INSTALL : 1. Backup your previous saved games. 2. Delete your saved games located in "C:\Users\.........\Documents". 3. If you have any RCI mod or previous version of my mod inside your SimCityData folder, remove it. 4. Unzip / Extract v1.2-RCI-Mod.zip 5. Copy file "0FFL1NE-v1.2-[Papa_Bear]-SimCity2013-RCI-Mod.package" to "\Origin Games\SimCity\SimCityData" folder. 6. Copy file "SimCity-Scripts_287520926.package" to "\Origin Games\SimCity\SimCityUserData\Packages" folder. IN ORDER FOR THIS MOD TO WORK, YOU NEED TO : START ON A NEW REGION, CLAIM CITY/CITIES, PLAY (DON'T ZONING YOUR CITY YET) . SAVE, QUIT GAME, RELAUNCH YOUR GAME, LOAD YOUR SAVED GAME (YOU CAN START ZONING YOUR CITY) . THIS MOD ARE INTENDED FOR OFFLINE PLAY. PLAYING ONLINE MIGHT LEAD TO CITY ROLLBACKS! HOW TO REMOVE : 1. Delete "0FFL1NE-v1.2-[Papa_Bear]-SimCity2013-RCI-Mod.package" along with "SimCity-Scripts_287520926.package" from the installation directory. 2. Delete your saved game.
  22. There is demand but there is nobody coming to my city. Why is that?
  23. Ive built a city with infrastructure as the main focus. Used ploppable rci mod to place buildings (nothing below medium wealth and density) without zoning and now I'm stuck at pop-14k with a tonne of open jobs and unsold goods. Services and utilities are excessive, education and land value high, nobody seems to be moving in. Is there something Im missing here, excuse my ignorance i am new to this game
  24. I got a problem, my city pop is 128K i have 50k workers employed and 50k job openings, But i have no demand in any category. Also i am always getting not enough goods from commerical and not enough goods to sell from some of the industries any help would be great.
  25. The topic of RCI DEMAND is one the sprawls quite A LOT; I've read plenty of them to tackle some issues when I play this game. However, the profundity of the RCI system can usually come up with a variation of issues and problems -- some which are hardly addressed in posts. I'm not some kind of veteran but I'm playing Simcity casually to an extent, and till this day, I can't find ways to understand why my demands flourish, then suddenly die and kill my city, and so on. Is there any comprehensive guide around with a explanations to the most intricate part of the system? In one example, i have skyrocketing demands for Medium commercial services and offices. Zoning them however eventually plops High Wealth commercial districts that eventually get abandoned. How are you supposed to deal with these ambivalent issues without harming your high wealth population or so? I'm left with a ridiculous unemployment crisis because of my inability to resolve this. If no guides are to be found, then let's not hesitate to turn this post into a personal troubleshooting, hints and tips post. Thanks!
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