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

      For those who opted for physical discs -- if you donated between April - June and you received the WRONG discs or NO discs in the mail, please email stexcd@simtropolis.com and include your donation info such as Paypal transaction ID and we will get this rectified!

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City-building game(s)

Found 217 results

  1. Turks and Caicos Beach V

    Version 2.0.0


    About this file: This is a Beach Mod in HD resolution (1024x1024) to be used with Sudden Terrain Valley. NOTE: In order to utilize hd textures you must be rendering in hardware mode, otherwise you may experience a crash to desktop. Installation: Unzip to your zzz_terrain_sudden_valley folder. To avoid conflicts ensure you have no other beach mods installed. Dependencies: Sudden Valley Terrain Mod (Recomended) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2867 Credits: Gobias, Rivit, me.
  2. Nový Liškov

    Version 1.0.0


    Realistic European city with wide boulevards, many landmarks and parks. Extensive subway and railway system.
  3. Hi all city-builders! I would like to request the best mods for some stuff I want to make in my cities: a) Airport: one I can plop each piece but also that makes some commercial/industrial demand (that is, not being only cosmetic); b) The best slope mod and leveler stuff for building dockyards, ports, nice tunnels, channels, etc; c) The proper ports and dockyards' pieces which are ploppable; d) Is there a pack with many many models of schools, police departments, firestations, etc.? e) Which is the mod that puts bus stops "within" the road tile?
  4. South Chester

    Replies: Silur: Thank you! I use a mixture of "contrast", "desaturated" and "vivid" photoshop techniques to add some mood to the pictures. etg-nc2nyc: Cheers! Those houses with the small alleyways and the square parking lots are one of CP's medium density houses, a really cool-looking 3x3 lot. tonyr: Thank you very much. Duco: Yeah- MMP fields takes a load of left-click holds and dragging back and forth like crazy to get the fields filled in. Thanks for your comment. feyss: Thanks! And- Entry 22: Pololomia -- South Chester South Chester is built on the southern part of the city tile and on the bottom centre. There are a mixture of high-wealth suburbs, medium-wealth suburbs, a small flat complex and rural homes, plus quite a bit of farmland to the east. The furtherest extent of South Chester is the M7 highway which forms the northern boundary of South Chester. And now let's take a look... 1. 2. Let's start off with the high-wealth suburb. 3. I'm including more mosaics to help show the layout of these areas. The western boundary of South Chester is the railway cutting through the suburbs. 4. Use railways, highways and fences/tree fillers to really seperate areas. 5. I want to thank KingOfSimCity for his amazing relots of the Maxis mansions. 6. 7. Moving northwards and once past the M7 there are a series of railways and railyards... 8. A very quiet moment in the day for the M7... 9. The Chester Road rides over the M7. The Chester Road is a very long straight road which goes through South Chester, Chester and forms the western border of the Mowden suburb (north and east of Chester). 10. It's a simple diamond interchange with some MMP flourishes. 11. With a bit of photoshopping finesse Maxis night can be turned into TrueNite... 12. 13. A new photoshopping technique I've discovered is to first lower the brightness and increase the contrast. Then increase the brightness and increase the contrast more than the brightness. Then increase the colour brightness and decrease the saturation. The effect produced is this contrast/vivid hybrid. 14. Another example of the above photoshop technique I mentioned. It's sharp and clear, but not too bright, not too dark, not too desaturated, not too oversaturated... 15. A small private school complex. 16. 17. 18. To the left is Chester, to the right South Chester, in the centre is the M7 and towards the top is the start of Langley Plains: flat countryside with lots of fields and farms. 19. And here is the flat complex I was talking about. This is east of the Chester Road (running along the bottom of the picture). 20. 21. These flats were the first things I placed down in Pololomia. It took a while to work out how to complete the area around the flat complex... 22. 23. 24. Going from suburbs to the rural country... 25. This suburb is the eastern most extent of South Chester. 26. 27. 28. Another example of the rural/suburban, or rural/urban, transitions I spend so much time working on. 29. 30. 31. 32. One final overview of South Chester. 33. From north to south: top of the city tile to the bottom of the city tile. 34. MHW is... Good! Now that South Chester has been explored, the next area to be explored -- next weekend -- is the northeast of Langley Plains:
  5. Pololomia's City Centre (North)

    Replies: tonyr: Work, work and more work! In my case I find it a gruelling experience finishing off city tiles. Prophet42: Thanks a lot! Each city tile I finish always takes a little longer to complete. kschmidt: I used avenues, SAM and NWM (Network Widening Mod) plus Bipin's concrete roads to add variety to the roads. Thanks for your comment! Urban Constanta: Cheers! Duco: I guess that's one way of looking at it. Entry 21: Pololomia's City Centre (North) And now comes the entries which are chock full of detailed pictures. I have also included extra mosaics to help place the area I am showing/featuring in relation to other areas in Pololomia. So, sit back and enjoy the show! 1. The area in question. This is the northern part of the city centre. Note: north is rightwards 2. I use a real mixture of US, European and UK buildings to get my style of city scenes. Though I will use other choices- such as Simgoober's swimming complex to the right. 3. Every mid-density and high-density city block always has car-parking and/or back alleyways or other fillers... 4. And sometimes back alleyways can segue-way into plazas... 5. 6. Mini-parks plus mixing lots with MMPs to create playground areas. 7. Going downwards is moving eastwards. 8. The diagonal city block... 9. In this mosaic going downwards is going northwards. 10. I love me some threshold photoshopping. 11. Not sure exactly why but the photoshopping really came out well with this picture. 12. Downwards is moving southwards- into the city centre. 13. Churches and the corresponding graveyards. 14. The church is one of Mattb325's creations whilst the graveyard lots are one of Paeng's lot packs. 15. Down = North direction. Eventually we reach the Granger Industrial Estate. 16. There is only so much one can do with fillers and lots. Eventually the terrain has got to show! 17. Downwards = Westwards. This mosaic moves across the southern parts of the Granger Industrial Estate and also the northern-most parts of Pololomia's city centre. 18. Another mosaic moving westwards- one of the selling points is how Pololomia fits together, this means lots of mosaics! 19. One of xannepan's Paris buildings: a Parisian-styled fire station. 20. 21. Heavily using Mattb325's lots here! 22. This picture showcases the dividing line between the city centre and the inner city area. 23. This 8x8 lot of Mattb325's is so cool! 24. 25. 26. And yet another great-looking diagonal building from Mattb325; First Federal Bank. 27. Down = West. 28. Mattb325's lots are very easy to work with because they work well with FrankU Dutch Parks and Gn_leugim's Forest Parks. 29. One final overview of the northern part of Pololomia's city centre. 30. The next entry will be posted somewhere between Thursday to Saturday. See you then!
  6. Lagos

    Today, we're taking a trip to Lagos, Nigeria - home to some 21 million people, it's not just Africa's largest city but also one of the largest cities in the world. As you'll see in the pictures below - the streets here can get unbelievably crowded, and played a part in the country moving its capital to the more centrally located (and more spacious) city of Abuja in 1991. The city has continued to grow since then however - and has further developed into a financial center for all of Africa. While today, Lagos is a city known for its sprawling markets, crowded housing districts and busy streets - there was a time when the city was a little less chaotic. Here in 1910, the city was just beginning to grow - with the first steam tramways crossing the streets. By the 1960s and 1970s, the city was growing rapidly and quickly became known for its intensely crowded streets - and Nnamdi Azikiwe street in the heart of the city is one the city's busiest. Markets like Idumota Market spill out onto the streets and can make traveling anywhere quite difficult. Another view of Nnamdi Azikiwe and Idumota Market in the 1980s. While the streets are usually crowded at all times of the day - it gets especially bad during rush hour, and you could be stuck in a traffic jam for hours behind an endless stream of yellow Danfos buses. There's a reason why they call them "go-slows". We move forward to current times to take a look at one of the city's most iconic landmarks - the Lagos Central Mosque. Opened for worship in 1988, its distinctive Ottoman style minarets can be seen from nearly everywhere in the heart of the city. Close by is another one of the city's most important markets - the sprawling Balogun Market, widely recognized as one of the best places to buy fabrics in the city. For our next sight, we're making a brief stop on the mainland - where it's a common sight to see wood merchants and sawmills dotting the shorelines. There's a number of bridges crossing the lagoon to get here - with the most stunning being the Third Mainland Bridge, which wraps around the perimeter of the shoreline for nearly 40,000 feet, and is usually filled with the city's iconic buses. We head back South across Lagos Island to take a look at the city's Central Business District. Many of the country's most important corporations, financial institutions, and major commercial banks are headquartered here, and it serves as a financial center for all of West Africa. For our last scene, we're taking a glimpse into the future to visit the city's Eko Atlantic development, being built on the city's reclaimed Atlantic shoreline on Victoria Island. This new development will house some 250,000 residents and include a variety of commercial and financial developments as well, leading some to call it a modern African Wall Street. While the development won't be completed for years to come - it still gives hope that it will transform the city into an even larger financial hub. Don't forget to comment, like, and follow True Earth if you haven't already! -korver Special thanks to @Maloskero for rendering some of his beautiful buildings in HD for this update! Much appreciated - - - Thanks to @scotttbarry, @_Michael, @AsimPika3172, @Handyman, @Krasner, @CorinaMarie, @jakis, @mike_oxlong, @Manuel-ito, @redfox85, @raynev1, @Toby Ferrian, @Angry Mozart, @tariely, @Silur, @pcwhiz24, @bobolee, @matias93, @Odainsaker, @9gruntsand1hammer, @Huggy-Bear, @Androgeos, @Elenphor, @kschmidt, @SC4L0ver, & @RobertLM78 for all the likes on the preview!
  7. Welcome to Pololomia

    Entry 20: Welcome to Pololomia Thanks etgilbert for your comment! Now then, this entry shows the various areas of Pololomia. Over the next ten weeks I will be showing these areas one by one. So, all in all, I reckon there are about twenty entries here. Let's begin! And yes, I will be changing the train automata... 1. The whole city tile. The idea behind Pololomia concerns the city centre being placed in the corner of the map, from there we see one quarter of the city as it fans out into suburbs and rural areas. 2. The city centre. 3. South of the city centre. A very dense area. 4. South-east of the city centre. 5. East of the city centre. In Pololomia there are whole stretches filled with naught but diagonals. 6. The area north of the city centre. 7. Kendal- location of the northern suburbs. There are some very wealthy properties here. 8. Shap- this is east of the city centre and has many areas of medium density. 9. Southern Chester- a wealthy suburb and the Chester Housing Project. This is very close to the M7 highway (east of the city centre and south of Shap). 10. Chester- the area is older due to the terraced housing. The terraced housing is the legacy of homes created for industrial workers in times past. Now these are all private properties. 11. The M7 Highway- east of Chester and cuts through the area. 12. Mowden- a suburb east of Shap and Pololomia's city centre. Mowden constitutes the outer suburbs of Pololomia which border the countryside. 13. Langley Plains- an entire stretch of countryside to the east and north of Pololomia. 14. Skeeby- a village east of Pololomia and truly separate from the city. The houses at the bottom of the picture constitute the very outer limits of Pololomia. 15. More of Langley Plains- north of Skeeby. 16. The village of Clotsley- north-east of Pololomia and part of Langley Plains. 17. North-east Pololomia- just north of the Mowden suburbs and north-east of Shap. 18. At the top of the picture is the village of Stokesley- part of Langley Plains and north of Pololomia. 19. At the very north of Pololomia is a small industrial complex. 20. Granger Industrial Estate. As you can see there are a real variety of areas in Pololomia. So some entries will be rural, or urban, or industrial, or suburban, or commercial, etc. The next entry will be posted this Wednesday. The area will be north of Pololomia's city centre. See you then. Oh... And one more thing...
  8. Mission Accomplished -- Pololomia Completed!

    Replies: Prophet42: Thanks! It's a gruelling process, frustrating too when time is limited, but it has all finally paid off. tonyr: Cheers! Urban Constanta: Thank you! StegSC: Duco: Thanks a lot! Months of work on display there! Simmer2: Well Pololomia is completed, but whatever you are cooking up will be used for my next city tile... Entry 19: Mission Accomplished -- Pololomia Completed! At last Pololomia is done. It took a lot longer than usual because I'm teaching full time. But everything is now done and I managed to avoid the prop pox too. So here are a couple of celebratory pictures which show the final few areas I was working on. This Saturday the tour of Pololomia will begin, it will start with one mega city tile mosaic- from one end of Pololomia to another. 1. South of the highway is a vineyard, this is inspired by mmp/farm work done by Korver and gigius76. 2. The FA highway cuts through the MMP fields... 3. My small, but simple, highway interchange has finally come to life! See you this Saturday!
  9. One Final Preview of Pololomia

    Replies: Bipin: Thanks! dabadon5: Cheers! Simmer2: Thanks. I know a lot of combinations to make everything fit together almost seamlessly, the trick is to get the ground textures right. fritzfarlig: I use Gobias Sudden Valley terrain mod and Gobias HD Pavement textures. TekindusT: Without Simmer2 I would have ran out of mileage with railways and railyards. tonyr: Thank you! SC4L0ver: A lot of industry is always surrounded by grassland and fields. kingofsimcity: Thanks a lot! Batman96: You can check previous CJ entries from the URS, plus there will be new ones coming too. raynev1: Thank you very much! Entry 18: One Final Preview of Pololomia Now that the Easter Holidays are around I finally have time to finish off Pololomia very quickly. So this is one final teaser entry. 1. All that is left to do is to complete several outer fields on the corners of the city tile. 2. One of the first areas I created, I had to go back to it to tweak the buildings on the street as some of the houses were getting abandoned due to the "no job" zot. 3. So I added some NYBT ABBT buildings which are great for creating grungy brick settings. 4. NWM gridbusting. 5. I reckon at least a fifth of the urban areas in Pololomia are diagonal. 6 As with any diagonal area the textures must be seamless and they must flow. 7. One of a couple of railyards which are dotted around Pololomia. 8. The railways in Pololomia really divide up the city and the area. 9. I came back to this area to add in a few more tree fillers- also a few squares were empty. 10. The diagonal neighbourhood green. 11. A few more fields I finished off. 12. I used a different combination with blue lillies and clover, throw in some Ionionion OMCo brown dirt to give the top field some earthy texture. 13. Simmer2's stone walls work really well with bushes and other small flora MMPs. 14. Creating the rose field took a while as the girafe rose MMP takes a while to cover squares with dense saturation. 15. Another outer periphery of Pololomia. 16. The biggest feature of Pololomia is the urban/rural transition. 17. You will see it in future mosaics but Pololomia is one of the most... organically flowing cities I have created. Everything fits in, there are clear divisions of areas and a real variety of areas too: heavy industry, retail estates, mini industrial parks, farms, fields, villages, highways, railways, suburbs, W2W apartments, medium-density areas and a few high density areas. Hopefully everything should be ready for this Friday or Saturday. See you then for the grand tour of Pololomia.
  10. Hardcore Industry

    Replies: kschmidt: Thanks for your comment! feyss: That's the idea! Akallan: Thank you! Simmer2: Nice picture and good use of them MMPs. Looking forward to this new variety of MMP! Sciurus: Cheers! Cacciatoria: Yes they are! Entry 17 - Hardcore Industry So it's been a month -- as I told you due to all that teaching -- but I am knuckling down and finishing off three areas in Pololomia. Once these three areas are done then Pololomia is complete. Now during this month-long period Simmer2 has produced several new lots which are all industry/railway/utility-related. And I always like new industrial bats and lots to use! 1. One of the areas I finished off. 2. 3. New housing/filler combinations for the outer suburbs. 4. Now that I have several different tree filler types it is really easy to mix and match. 5. The massive automobile factory has been around for a while. But the area around it was not finished off- until now. 6. 50 shades of concrete... 7. And now for the new additions to the industrial area. 8. Simmer2's new industrial lots mix in really well with his older creations and other creators content: T Wrecks, Jestarr, etc. 9. And the new garbage lots are dirty, grimy and rusty as hell. Perfect for my type of industry. 10. And beyond this industrial area are a few more fields I added. 11. Another low-wealth residential combo. 12. Diagonals... Diagonals everywhere. 13. And for a SimCity 4 first I present to you the first ever cannabis field! Organically made with MMPs. 14. More of those MMP tracks... Now with rural power lines. 15. 16. Going full-on MMP. 17. Next week Pololomia should be finished, so see you then!
  11. The American Dream

    The American Dream follows the city of Crescent, a big, sprawling, segregated and troubled city located along the Atlantic shore of the state of Georgia, USA - south of Savannah, GA, and north of Jacksonville, FL. The series depicts a city desperate for inner-city revitalization, crime reduction, urban investments & infrastructure upgrades. Loss of industry, manufacturing jobs and the subsequent white flight, as well as a race riot, took a heavy toll on much of the urban core of Crescent. The Crescent City Council will be the main catalyst for change, and consists of all those of you willing to take part in the coming votes and thereby help shape the city and it's prospects. "In episode #1, we start by placing down much of the road network that encompasses the several Downtown districts of Crescent, before filling out much of the eastern part of Downtown with a mixture of gorgeous historic buildings, arguably less gorgeous office skyscrapers, parking lots, dilapidated blocks and civic buildings. A modern budget-overrunning train station connects the city to the Silver Service route of Amtrak. We also briefly touch on the current issues facing a city with an almost archetypal contemporary US urban problem; large swaths of inner-city areas in bad shape, mangled by closing industries, suburban flight, inappropriate highway construction and crime" Thanks for watching and feel free to jump over to the community tab on my YouTube and participate in the vote! Imgur album full of goodies; https://imgur.com/a/jNX1L
  12. Ilha De Sao Vicente

    Version 1.0.0


    This is a 16x24 region with 16 big and 32 middle cities. I built it from satellite images of the region Ilha de Sao Vicente in Brasil. It is quite accurate but i did the following modifications: - a few more islands in the bay - a crater on one ficticius island - a bit higher mountains - manually retouched all the rivers and coastlines to make them deeper and nicer to look at in the game - a few modifications to build nicer ports You cannot build subways on the island because, like in real life, they are just not high enough. I like to play it very much with some poor housing mods like from Simtropolis: - Favela 1.1 by Wallibuk - Latino house by Wallibuk - Maloskero - Brazilian Tenements and Medium Stores 1.0.0 - Polish Row Houses by RaNoV from SC4Devotion: - polish buildings from PGB Please tell me if you find some similar lots/buildings/stuff that could fit into this region. There is a README included in the zip file where i explain how to install the SC4M file with SC4TerraFormer
  13. Some More New Areas

    Replies: feyss: Thank you very much! Simmer2: Thanks for your comment. Also please tell me how add MMPs onto transit tiles? Tyberius06: Cheers! They're a most welcome addition, I tried the MMP versions though they are not quite as versatile... SC4L0ver: What really made me like Simmer2's new walls were the gated sections and the ruined walls- perfect for breaking up orthogonal and diagonal walls. _Michael: Thank you! I use a few different layers to make the tracks more rougher and organic. sejr99999: Correction- painting with MMPs. kschmidt: Thanks! What do you mean by the stone side road? tonyr: Sure! JP Schriefer: Thanks a lot! Sciurus: I used the LE to take a simple grass park texture lot and add a prop family of C.P.'s houses. Then I went to ILive's Reader to make the new lot have a transparent texture. As for the pictures, yes they are a little darker than usual, it is something I noticed a few days after posting the entry. I guess I overdid the contrast a little... Entry 16: Some More New Areas Here is one more small visual feast. Giving how things are getting busier this half term with the teaching then it will be four-five weeks to finish off Pololomia and there are only three city tile corners which need to be completed. Anyway- enjoy! 1. In the centre of this picture there was this blank area to be filled in. 2. By adding Simmer2's Bricks and Blocks Building Supplies I realised how I could complete the area: mixed light industrial/commercial combined with a small park. 3. 4. And yet more fields finished off. 5. Given the large areas to MMP, each finished field feels like a marathon. 6. And now it takes longer to finish off the field edges/walls/fences. 7. When I create these fields the first things I include are the fences/walls and the tracks. 8. This helps tell me exactly where everything should go. 9. I also try not to repeat myself when creating fields. Sometimes there will be areas with similar MMP combos, other times each field has a different MMP combo. 10. 11. MOAR grid-busting! 12. The Maxis Highway Override FA pieces are surprisingly MMP friendly! 13. The boundary between the urban and the rural... 14. Some time in late March Pololomia will be fully completed. And then the complete city tile tour can commence! Thanks a lot for the comments and the suggestions. I'll see you in late March!
  14. SM2 Rutger Hauer Station

    Version 2


    SM2 Rutger Hauer Station. A simple 6X4 DTR train station. Cost to plop 4000 Capacity 47500 Besides being a train station, it also acts as a bus stop and a car park. Compatible with both RRW and Maxis vanilla rail. Credit and congratulations goes to The British Sausage for winning the name contest for this lot! Very fitting name indeed Credit for the amazing main building goes to Aarsgevogelte. Thank you! Have fun, Simmer2 PS Lots of HD props included in this zip. Dependencies. VIP Delecto Ploppable people - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3448 BSC - VIP girafe carpack vol. 1 & 2 - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 SM2 Prop pack Vol2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3434 SM2 Prop pack Vol3 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499 SM2 Prop pack Vol4 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3548 SP SuperSHK MEGA Textures https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/ Stationsstraat 3, Tilburg https://community.simtropolis.com/files/file/32077-stationsstraat-3-tilburg/
  15. In the mid-21st century, climate change led to global catastrophes that nearly ended humankind as we know it. Massive tsunamis and flooding coupled with extreme natural disasters changed the Earth that lasted years, leading to loss of life in the billions. Towards the late 21st century, the extreme weather and disasters began to subside, leaving a handful of people to lead humanity back to relevance. Much was lost – technology, recorded history, and almost everything that had been accomplished by the human race was gone and had to be rediscovered. Our story begins with a group of survivors a few dozen years after the Great Storm in what would be modern-day Ghana, West Africa. Earth’s temperature was permanently disrupted, and the environment in Ghana was now similar to the Mediterranean and Central Europe. Rediscovery of human advancement and technology was relatively rapid, and government, although limited to small areas, was recognized – unfortunately, most governments were oppressive in their ways. The world now operated under one currency, the Earth Dollar, which the New United Nations was responsible for printing and distributing. This specific group of survivors were outcasts from neighboring cities that were escaping prosecution and valued freedom. Seeking shelter from the rain, the small group of settlers built shacks, and to feed themselves, they planted a wheat field and hunted the local wildlife. What started out as a few families doubled in size in a very short timespan as word got out of the new settlement. The extra hands meant that the settlers could plant a corn field, as well, leading to excess food crop which they took to the closest city and sold for Earth Dollars (EDs). The population of the new settlement, called Hope, now had a population 34, with corn and wheat fields that are the town’s only tradeable goods. The pictures below show the beginnings of this new settlement. Welcome to the story of Hope!
  16. The Village

    Replies: Kim Sunwoo: It get's a little better in this entry. Urban Constanta: Thank you very much! Krasner: This old dog is still learning new tricks. kingofsimcity: Cheers! The next step is merging diggis river pieces with his pond pieces to create lakes and/or reservoirs. kschmidt: Thanks a lot! The next phase is creating grid-busting villages which largely consist of MMPs. Linoa06: I created a river to add an interesting boundary to the fields, every field I created is influenced by that river. Simmer2: And those dry stone walls have already been put to good use. Thanks! MiCephia: Thank you. Also good luck with your MMP experiments. Tyberius06: SC4L0ver: Wait until you see my landscaping work for hills, mountains, lakes and rivers- that will be for my next SC4 project. Akallan: Yes- I am increasingly using MMPs and focusing more on rural scenes and suburban scenes. While in future my urban scenes will include additional MMP flourishes. Entry 15: The Village About three months ago I worked on a small row of houses which were off the road and used MMPs for the surroundings. I came back to this two days ago and this time I produced a small village. 1. The area in question. 2. More track grid-busting. 3. I used girafe's bushes for hedgerows. 4. 5. Making use of Simmer2's Dry Stone Walls, found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3566. 6. The village- off the grid and filled with MMPs! 7. Simmer2's walls are also useful for property demarcation. This idea came about because lone houses in the Pennines, or in the Lake Distract, often have stone walls to mark the edges of the property and the land. 8. Since the properties are rural, quite a few of them have some kind of greenhouse or patch to grow vegetables (or personal crops ). 9. A little mosaic for today! 10. Here is the northern route into the village. It is the main one. 11. Minus the stone wall at the bottom right corner, everything you see here is 100% MMP. 12. Someone please page simmaster07 -- we need to place MMPs on streets/roads/railways ASAP! 13. Despite this limitation I am happy with the final result. 14. Another overview of the new area I created. There will be more close-ups when I start the large tour around Pololomia. For now though these pictures shall suffice. 15. Dem details! Right now I am working my ass off finishing off as many fields as I can during my one week holiday. There will be another entry next week. After that Pololomia should be done and the grand tour can commence.
  17. SM2 Dry Stone Walls

    Version 1.0.0


    SM2 Dry Stone Walls (Muro Secco) Are a type of wall made with stones found locally and assembled without mortar thus the name Dry Wall (Muro Secco) They are mostly found in European countries. Unfortunately they are the remnants of a lost art. No one makes them anymore. These walls were used to "fence in" properties and also to provide shelter for livestock. I tried to provide almost all possible combination in order to make just about any shape you may need. Orthogonal, diagonal, round corner, sharp corner, diagonal to orthogonal, broken walls, overhanging diags and orthos, open gates, closed gates, even gates on diagonals and more! There are also a few stone structures to complement the set and one special transition piece which will allow you to follow heights differences of 7.5 meters. (slope friendly). Please use the road lifter tool in the NAM menu to set height to 7.5 meters when using the transition piece for best results. Included are 4 lots (Orthogonal only) that will make it possible to create EDGE to EDGE scenes. And last but not least, I have included 2 MMP files based on the model and texture of the wall, for those hard to reach areas. They are slope friendly and you can even place them under water if you wish. I created a custom icon set with clear and easy to recognize symbols, You will find all 42 lots in the park menu. No cost to plop, maintain and bulldoze. Neutral lots. The lots have no base textures. Just plop them and dress them with your favorite MMP. No Dependencies. Simmer2
  18. The Life and Death of a Great American City San Felipe, California Hello, this is my first city journal in this forum and I would like to present you my new project: San Felipe. San Felipe is a city in California located between Los Angeles and San Francisco, and in this diary we will cover the period from its founding as a small village into the present day (hopefully) as a sprawling metropolis. I will try my best to ensure the city grows naturally and realistically within the limits of Cities: Skylines. 1903 - Founding San Felipe was founded on October 5th, 1903 as a small farming village at a region already well developed by agriculture. The region known as the San Felipe valley nested among the mountains and the sea was already notable in the Spanish and Mexican eras for the fertility of the area. The valley experiences a typical pacific Mediterranean climate with very mild winters and hot summers and thus was ideal for the growing of plants native to Spain and other Southern European countries such as Oranges, Apples, Citrons, etc. It was during the American conquest however that the area truly developed with an influx of settlers creating the large farms found in the valley, and using the water from George's Lake for irrigation purposes. Nevertheless the area did not start developing until the late 19th century where the first settlement was formed at the heart of the valley. In 1903 it was incorporated as the City of San Felipe, already having a population of 1,000 people. The center of the town was delimited as the intersection between Main Street (leading from San Francisco to Los Angeles) and North Street (leading to the Whitting Iron Mines). From 1903 onwards the town growed at a slow pace as more and more farmers came to the city seeking better living standards (electricity was introduced in 1904 and a modern sewage system was installed). 1907 - The arrival of the Railroad In 1907 Union Pacific was charged with constructing a spur railway from the main line connecting Los Angeles to San Francisco with San Felipe, with the aim of transporting passengers and shipements from the Iron Mines. For this purpose the San Felipe Railway Station was built in Spanish Mission Revival Architecture and became an architectural centrepiece in San Felipe. The railway initially built as a single track at standard gauge proved very important for the development of San Felipe, as it reduced the otherwise dangerous and rough trip through the mountains. The city then started growing faster as more and more businesses started opening and farms became increasingly profitable and adapted to newer technology. In 1910 the first high school was built at the south side of town. in 1911 the San Felipe Ironworks where founded with the goal of creating products with the use of iron. This was the first heavy industry to be established within city limits. 1913 - The Oil Age In 1913 perhaps the biggest single event in San Felipe's history happened: on January 10th a farmer struck oil on his property and immediately the news propagated throughout America that Oil had been found in San Felipe. Further south in Los Angeles oil was discovered too and the population exploded. Thousands of labourers flocked from America seeking to make their fortunes off this precious black liquid. Hundreds of oil wells were set up by many different "companies" made by fortune seekers. Indeed, the oil boom was immediate and it would shape the city to come. One historian later said: "a small country town in America rose overnight from a farmer's village into a city with the prospects of becoming a city of the rank of New York City or London." The oil age was on, and indeed the infrastructure started proving inadequate with the shipments of oil which had to be shipped to Los Angeles or San Francisco, making the single rail line a bottleneck. At the same time the San Felipe Steel Mill was inaugurated with the purpose of producing steel off the iron reserves of the Whitting Mine. It proved to be a huge facility, perhaps the biggest in the West Coast and would too prove a vital component of San Felipe's economy. 1916 - The Port In 1916 the Port of San Felipe was inaugurated, a project of Southern Pacific's Railway in order to effectively ship the oil into the harbour and then to various ports throughout the Western US. The Port was to contain at first one pier with four cranes, a dedicated railway line and a goods station. The Port was considered the most modern port in the US. The city then exploded in growth rivalling other oil towns resulting in the creation of many new blocks and the influx of thousands of new people, turning San Felipe into a medium sized city.
  19. Japan (Preview)

    Japan (Preview) For our next destination, we're traveling to another one of the world's most beautiful countries - Japan. We'll be taking a look at some of the country's most stunning landmarks, skylines, landscapes and more. I'm getting close to finishing it up, but in the meantime - here's a little preview of what's to come Shibuya Crossing, Tokyo Itsukushima Shrine, Hatsukaichi Don't forget to comment, like, and follow True Earth if you haven't already! -korver - - - Previous Update: "New York City" Thanks to @Toby Ferrian, @RobertLM78, @The British Sausage, @CorinaMarie, @nRVOUS, @_Michael, @bobolee, @redfox85, @Tyberius06, @Manuel-ito, @matias93, @9gruntsand1hammer, @mike_oxlong, @Finnbhennach, @jakis, @PaulSawyer, @bladeberkman, @Handyman, @ESP15, @Fargo, @Krasner, @SC4L0ver, @Prophet42, @Urban Constanta, @tonyr, @RandyE, @mrsmartman, @feyss, @scotttbarry, @Oerk, @raynev1, @Jonas_Chaves, @Ling Ziming, @f3cs, @Elenphor, @Seppi93, @Angry Mozart, @juliok92012, @Pluispixel, @mattb325, @andisart, & @Akallan for all the likes!
  20. More Rural Development!

    Replies: kschmidt: Cheers! rathefalcon: Everything I do with these city tiles is to create rural/urban transitions. Prophet42: UrbanConstanta: Did you manage to download those fields? TekindusT: Worth the price of admission! Kim Sunwoo: I call that mosaic the city centre to rural transition. simbasc4: Thank you very much! Entry 14: More Rural Development So this month has been a busy one, but in the last two days I have been working some more on Pololomia and finishing off areas to the north. I reckon finishing every area could take anywhere between a month and six weeks given all the MMPs I am using, but it is slowly coming together. 1. Gridbusting on a MASSIVE scale. 2. I'm experimenting with mixed field/woodland areas. 3. Rural areas in England often have many fields with patches of woodland throw in the middle. 4. While Diggis river extension pieces form great boundaries for the fields. 5. And the river banks are SO MMP-able. 6. Another feature of English farmland is the line of trees bordering fields. 7. The other thing I am developing is a better blending of tracks with the dirt perimeter of fields. 8. And a new MMP farm combo (using Chrisadams3997's RRP MMPs): wild white flowers combined with clover textures. Throw in ionionion's OMCo brown dirt and we have a rich, organic field! 9. And a close-up of that field. 10. Rivers make for the most interesting boundaries... Sometimes the fields will be bordering the river banks and other times there is a clear separation between river banks and fields. 11. By using the wide version of Heblem's gravel MMPs, and placing it in the centre between two lines of gravel MMPs, it gives the tracks a rough boundary- which helps them better blend into the landscape. 12. While the field edges look dirty and as messy as possible, which is just the look I'm going for with plowed fields. 13. Another overview of the area I'm working on. 14. 15. Simmer2's stone paths MMPs are SO good! Plus this is another exercise in varying MMP densities: high to the left, medium by the river and low to the right. 16. Blending the street, river, diagonal fillers and MMPs all together in one cohesive package. 17. Fields must be YUGE! 18. And with that I will end this entry. Next entry- next week? Two weeks from now? See you then.
  21. I I I

    Hello everyone, The video is finally coming out, it's different from the others I've done so far. It is oriented rather political in general than on the game itself and you will understand it quickly by viewing it. If it took so long for it to come out, it's because I hesitated for a long time before deciding, because the video presents ideologies different from the norm and the media "main stream". I can understand the disagreement about people's opinions, but please remain respectful in the commentary space. I am open to all discussions as long as it is constructive. Good viewing! Images used in the video:
  22. Hi fellas! This is a bit of a different "CJ" seeing as it's not coupled with a strict narrative, but i thought i would share it here anyways and give it a topic of it's own instead of cluttering up my PROJECT JAPAN journal with too much random stuff. I am currently building a Central European Region over at https://www.twitch.tv/infrastructurist and have made a stream recap video from my first two streams, totaling about 5 hours of work. I refer to it as a region instead of a city as i intend to fill the map with many cities, villages and other features and hopefully connect it all through bus, rail or other mass transit solutions. I do not employ too strict "rules" for myself, and have therefore not given the region a specific country to fit in - overall it will just carry a Central European theme. My first couple of streams have been a lot of fun, especially interacting with the chat, and i hope i can remember to involve my viewers real-time in future streams and have them get a say in different developments throughout the region! Hope you enjoy the watch, have a nice sunday everybody!!
  23. The New Year's Entry

    Replies: kschmidt: Thank you very much! sejr99999: Cheers! matias93: MMP textures can compliment terrain sometimes but I am currently sticking with Gobias' Sudden Valley terrain mod. kingofsimcity: Thanks! Expect more of those cross-town mosaics in future entries. SC4L0ver: Thanks! Last year I finally got the field dimensions and the field transitions/boundaries/fillers correct. I also nailed the urban/rural transition with a combined MMP/lot approach. This year there will be a lot more of that. Krasner: Bipin: Your BATs and LOTs have been invalueable for my industrial and rural areas. Akallan: The circular fields are an incredible piece of texture work! Urban Constanta: I think you need to be a member of SC4D to be able to download the circular fields. The New Year's Entry Propelling the URS firmly into 2018 we shall start with a special entry which features the latest areas I have been developing in Pololomia, it combines two of my favourite things: farms and industry. And what does 2018 hold? Well the first two or three months will be covering Pololomia. There will be some smaller side projects during Spring and early Summer where I will experiment even further with MMPs, LOTs and BATs. During the Summer Holidays I will be working on a new large city tile; perhaps something intensely urban but throwing in a lot of MMPs to an urban setting... With that said let us start with... 1. The top half of the picture contains the new areas I have been working on. 2. 3. 4. Mixing old and new. 5. The new is Simmer2's fantastic Royal Flush business / (industrial building)- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3556. 6. Mid-rise or low-rise sprawling industrial units are so important for getting industrial density right. 7. I have shown something similar in this area before, but now I've added the perimeter of dirt around the MMP fields. It's adds an important messy element to fields which is lacking from ploppable fields. 8. And this is the new industrial area I completed. This was tricky as I needed to blend large-scale industry with rural buildings, woodland and fields. 9. 10. 11. A return of the threshold photoshopped pictures! 12. The urban/rural transition can be summed up as follows: a line of trees/lots, some kind of fencing, a dirt perimeter and then MMP fields. 13. A small village just north of the new industrial area I created. 14. Another thing I was working on last year was the rural intersection and rural turnoffs to tracks and dirt paths... 15. Bipin's grunge industrial roads (found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3086) are really useful because their pavement textures consist of concrete which enables more realistic road/driveway transitions. 16. I am now experimenting with MMP bushes to border fields- this is a very British feature of rural areas. 17. The rural track. Using Bipin's grunge roads makes the transition between the track and the road almost seamless. 18. The first large mosaic. Most of my efforts go towards seamless transitions from urban to rural areas, villages to fields, industrial sites to rural/farm areas. 19. The MEGA mosaic. This is the complete transition from city centre, to inner city area, to suburbs, to city outskirts to eventually fields and countryside. 20. And one final picture. Next weekend there will be another entry!
  24. Historic New York City

    For my last two updates of the year, we're taking a look at one of the world's greatest cities - New York City, in the past and in the present. Today, we're going back in time once again - to take a look at historic New York City, primarily in Midtown Manhattan. Pretty much all the pictures will be set in 1935 - but I went even further back with a few. We'll begin with a look at one of the city's most iconic landmarks - the Statue of Liberty. Opening in 1886, it was originally a stunning bronze color like depicted - but as oxidation set in over the years, it transformed into its trademark green by the 1920s. The Plaza Hotel is another one of New York City's most iconic structures - since its completion in 1907, its been one of the city's most opulent and extravagant hotels. Horse drawn carriages were the primary way to get around when it was first completed and they were a common sight on the streets. The Chrysler Building was opened in 1930 and is one of the city's most beautiful Art Deco skyscrapers. For a brief period of time, it was the world's tallest building - only to be surpassed by the Empire State Building a few years later. The stunning Empire State Building was world's tallest building from 1931 to 1970 - and to this day it remains one of the world's most iconic skyscrapers. It's one of the city's Art Deco masterpieces. The Sherry-Netherland is another one of New York City's Art Deco gems. Opening in 1927, it rises 560 feet over Central Park and is one of the city's most beautiful hotels. Grand Central Terminal was opened in 1871 and has been one of the city's most crowded transportation hubs ever since. Bryant Park dates back to 1847 and has been one of the city's most popular spots ever since. The surrounding New York Public Library was added in 1895 and is currently the world's fourth largest library. The buildings of the Rockefeller Center were completed in the 1930s and are another fine example of the city's Art Deco style during this period. The stunning Waldorf-Astoria Hotel was completed in 1931 and was the world's tallest hotel for over 30 years. The nearby Chanin Building was opened in 1929 and was widely known for its beautiful brick and terra-cotta facade. The Helmsley Building is another one of the city's most recognizable buildings during this period - and is known for the road running directly through it. Times Square has long been one of the city's most crowded and popular destinations - and is surrounded by beautiful buildings like the One Times Square Building. The Brooklyn Bridge is another one of the city's most recognizable landmarks - first opening back in 1883, it finally gave the people of the city a way to cross the river without using the ferry. New York City used to have one of the country's most extensive el-rail lines - throughout the early 1900s they were widely used, but soon fell into disuse and were eventually torn down. A couple of snowy and rainy days in New York City. Some more assorted views of Manhattan. A few more nighttime views from across the city. One of the many beautiful parks that dot the city - Madison Square Park. Located in the heart of Manhattan, Central Park dates back to 1857 and has been an urban oasis ever since. An overview of stunning Central Park. Finally, a few overviews of Midtown Manhattan in all its glory. Don't forget to comment, like, and follow True Earth if you haven't already! -korver - - - Previous Update: "Mosaics & Bonus Pictures" Thanks to @RobertLM78, @CorinaMarie, @Tyberius06, @Handyman, @SimRico, @Haljackey, @kingofsimcity, @RandyE, @redfox85, @tariely, @Manuel-ito, @scotttbarry, @Silur, @jakis, @Krasner, @art128, @PaulSawyer, @The British Sausage, @Dgmc2013, @Toby Ferrian, @Tonraq, @Ling Ziming, @mike_oxlong, @raynev1, @mrsmartman, @_Michael, @bobolee, @bladeberkman, @Odainsaker, @Oerk, @Simmer2, @Maloskero, @SC4L0ver, @Akallan, @9gruntsand1hammer, @Jonas_Chaves, @Don_Pato, @GoKingsGo, & @rathefalcon for all the likes!
  25. A Special Christmas Present

    Replies: _Michael: Thanks for that! I did what you said for my mosaics and it worked! SC4L0ver: There's A LOT more rural scenes coming! Prophet42: I am on a roll and I still find new ways to make these rural scenes and still find little improvements to better the quality. Anyway, ErnestMaxis created this MMP set which has all sorts- the gazebo is actually an MMP. The set can be found here, but DEPENDENCIES galore! http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3493 Bluthlucidity: To answer your question I plop in some RCI buildings and grow others. Though nearly all commercial and industrial buildings are plopped, while some of the residential buildings are plopped. Though I'm not sure how to answer your second question- do you want me to make my plugins available to download??? Anyway, thanks for your comment! buckbeach47: Thank you very much for your comments and for showing me the 3RR Exchange- this entry came about thanks to those circular fields. So thanks! gunkz32: Cheers! There's a lot more where that came from. aegian: To answer your question- no. But there are several SC4 Gods who produce scenes like this but with a very different style- Korver, Huston, SimCoug, Paeng, Fasan, Vortext, etc. A few times you will see people make the Google Maps comment for the bunch I mentioned! Entry 12: A Special Christmas Present!!! Note: this entry is dedicated to buckbeach47 for showing me the 3RR Exchange and these amazing circular irrigation fields. It's Christmas Day and since I now have a two-week Christmas Holiday (one of the perks of being a teacher) I have some time to finish off Pololomia and the surrounding rural areas. In this entry I show you the latest areas I have been working on and there are some goodies- including two MEGA-Mosaics. 1. To immediately answer your question about the circular fields, they can be found on the 3RR Exchange on SC4D. (Link here- http://sc4devotion.com/forums/index.php?topic=5603.0) 2. This circular field comes on a 24x24 lot, the outsides have this dirt texture which can be MMPed over. 3. 4. There is also a smaller 12x12 version. 5. 6. Here I go full-on 100% MMP saturation. 7. 8. 9. I have redone the area around the petrol station; small buildings by the intersection. 10. As a new feature I now add a small dirt perimeter around my MMP fields. It makes them a little messier but in a good way I think. 11. Beyond Pololomia are a series of small villages close to the outskirts. 12. In the last two years I have become more and more interested in creating smaller scenes, rural scenes, village scenes... 13. Big skyscrapers and all that jazz now bores me. 14. I am much more interested in rural/urban transitions, villages and of course mid-rise scenes (such as the city centre in Pololomia). 15. The idea behind this field is that it has been heavily used by farm animals- the grass has been completely devoured in places but the farmer keeps on using it for convenience. 16. The same field but nearly all of the grass is intact. 17. And here is my attempt at minimal MMP saturation- which is surprising hard to get right! Moderate MMP saturation is even harder because there can never be enough MMPs... 18. This picture shows part of two dedicated animal herding routes- the ones that are all dirty, dusty and brown. I would say this is moderate MMP saturation. 19. MEGA-Mosaic 1. All of my time and effort goes towards creating realistic rural/urban transitions. 20. MEGA-Mosaic 2. If you ever wonder why I take so long to finish my cities it's only because I want to show you scenes like this! 21. Anyway, next week I will show you some more updates. But right now I am loving the rural areas I'm creating; I would say I love creating rural areas more than creating industrial areas. Enjoy this entry and enjoy the Christmas Holidays!

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