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Showing results for tags 'road'.
Found 252 results
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How do I use the underground road? I have my starter pieces set up, now all I need is the actual road pieces underground. Where do I find this? Im sorry, I know I'm a noob at this
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ive been playing around with the RHW net works trying to get them work with other regions and i can only get one to work which is RHW 6c the one with the concrete barrier in the middle. the 3 and 4 lane RHW 6s/8s as well as 8c the large concrete barrier dont work ive tried eveything i can think of using. any help ive been at it for ages it will be the death of me!!
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Embankment roads - are they possible at all?
TheMurderousCricket posted a topic in SimCity 4 General Discussion
Hi Guys, If you could help out, that would be great... Is there any way at all to create stable embankment roads like the one in the picture below? It seems possible to force something like this by making adjustments to the city through SC4T - sinking portions of terrain next to a road and then reopening a city. However, even small changes in and around the area or dragging the road in a different direction, instantly sends the entire terraforming efforts to hell... I also tried to limit the terrain-spoiling properties of the roads by putting down items which are known to generate retaining walls. This did not work and the roads ultimately defeat any levelling method I can think of... What I'm trying to achieve, I guess, is a 90° vertical drop, between two game tiles. I would like to know if this is even doable in SimCity at all... If there are any tools that could make this work, I am all ears. If embankments like the one above are not really possible, then I'd also like a definitive answer. Thank you in advance. -
Commuters using road (partly) instead of rail
Sprottenham posted a topic in SimCity 4 General Discussion
So, the situation is this. I have a city with approx. 14 000 sims that sits inbetween two other cities that sims want to commute inbetween. Let's call this 'City M' (for middle). I learnt this when I connected the roads that enter City M on it's north side (from City A) to the road network of City M that was already connected to City B on it's eastern side. So it looks like this: A | M <=> B None of these cities are very big, city A has a population of some 20 000 sims, and city B is somewhere inbetween A and M (I think). Nonetheless, the roads became heavily congested... first step was to upgrade everything to avenues, but it was still heavily congested. So I built a railway connecting the cities A, M and B, with passenger and freight stations in all three cities. This worked somewhat... except for between cities A and M. For whatever reason, the commuters from city A do not use the railway stations in their own city, but prefer to drive along the avenue to the nearest station in city M before travelling on by train to city B... which still causes congestion on the road from city A and to that station. I have NAM installed, but still.. I suppose they do think this is the fastest route, even though the rail would be more efficient, though not necessarily shorter, as it would get rid of the congestion.. I'm not expecting the game to take into account placement of stations in city A when I'm playing in city M (though it actually does kind of seem like it). It should be enough to have a rail connection and passenger stations in city A, right...? And the station placement in city B is not that much better, but the problem does not exist on the border between M and B.. However, the final station in city M before entering city B is placed next to a street in a residential neighbourhood (further away from the avenue), whereas the first station in city M (when entering from city A) is, well, also placed next to a street in a small industrial area, however, it is close to the avenue, and also has a longer stretch of this avenue before getting to the station. Sorry I didn't get screenshots, but I can get them as soon as I return to the game. Screenshot 1: One of the railway entry/exit points to the north. It's usage of four stems from people commuting from City M to city A. The road usage is mostlyl people commuting from City A to City B (through City M). Screenshot 2: The railway station in the tiny industrial area. Railway usage jumps up from 4 to 2530 after passing the station. Screenshot 3: The railway station on the eastern side closest to City B. Rail usage is now up to 3061. Well, I don't know.. I suppose if I wanted to make them use the railway all the way from city A to B, I would need to make the closest railway station to city A harder to get to.. or just give up and build a highway connection between cities A and M (which I do not want at this stage)... not that building a highway between A and M would be to difficult. City M is not particularly developed on its northern side, though it would require a little bit of demoliton in City A. Screenshot 4: Overview picture 1, southeastern corner. Screenshot 5: Overview picture 2, northern border with City A. There are three railway entrances/exits on the border with City A along this edge... afterwards I added another entrance/exit to City A2, which is another city to the east of city A, and that railway did get used as intended... Screenshot 6: Traffic along the avenue towards the railway station. Anyway.. anyone else encountered something like this, and if so, (how)did you solve it? -
The tunnel texture is not in the right place..
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Brown boxes for rail over road (and other things)
Dogpound2 posted a topic in NAM & Transit Networks
What files am i missing here? i hate looking at this- 3 Replies
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- brown boxes
- rail
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Version 1.0.0
111 Downloads
DESCRIPTION This pack contains some Japanese (and one from Honk Kong) minibuses, based on the Mitsubishi Fuso Rosa. There are two styles, the commuter bus version (with full-height doors), and school bus version. INSTALLATION Drag either or both DATs into your plugins folder. COMPATIBILITY Each DAT contains one REPlacement for the vanilla Maxis bus/school bus, and 5 ADDitional versions. The REPlacements will clash with any other bus mod that replaces the vanilla Maxis bus/school bus. DEPENDENCIES No hard dependencies. -
Hi, I've been trying to get into creating custom bridges for traffic but I wasn't able to obtain a good tutorial on how to do so. What I would like to do is create for each traffic module (one way, road, avenue, highway, rail, monorail etc.) a bridge which has no pillars in between the start and the end part. Meaning, that the middle section is just hovering above the surface. This would allow creating bridge lots as overhanging props (such as the "Lange Wapper Bridge" by @smf_16 and would open up a whole new universe of bridge creations! This is why I'd like to ask someone to do this for me or explain to me (step by step) how to do so. Chers!
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Version 1.0.0
61 Downloads
Once situated on Hammersmith Bridge Road, the Oxford and Cambridge was an Edwardian pub that was run by my great grandfather circa 1903. Sady, it was demoihed in 2008. Unfortunately, the original pub had steep roofs which I was unable to replicate in Buildng Architect, so it is a tad squat compared to the real building.-
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- oxford cambridge
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I have Japanese road mod how do I get rid of Japanese signs as well as lights that are on streets. When I switch to night the street lights don’t turn on.
- 2 Replies
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- NAM
- jpn road mod
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Hi, I play SC4 on and off depending on time available to me, I have recently spent hours learning RHW use and building interchanges between RHW at different HTs using MIS ramps and Flex ramps. Using the videos done by Rob, Tarkus and Hackinjay has been fascinating and educational in general not just from an SC4 basis. Here is my problem though, I am having huge difficulty tying to figure out how to interface RHW with the normal road networks. There are of course very detailed tutorials on RHW and on NWM roads but virtually nothing I can find on how to combine the 2 effectively into an integrated road system beyond the screenshots in "show us your transition" (which concentrates heavily on RHW interchanges). I have tried to figure out how somebody managed to connect MIS ramps neatly to a roundabout with no success, I have no idea what is meant by a "frontage road" or the significance of the term and it seems all the transitions are either inline or do not work as expected. I have tried using the built in plopabble interchanges but they do not appear to connect with the 10S / 8S interchange I have made via Rob and Tarkus's entertaining and elaborate how to. I would love a tutorial on how to efficiently convert from a RHW interchange and hook up with the road network beyond the simple diamond interchange which is virtually all I can do atm. I am especially interested in how to combine NWM turning lanes and on / off ramps to RHW. that I find particularly difficult verging on impossible to figure out, and the actual transitions for eg how do you get a 10S L1 RHW to connect with NWM avenues with turning lanes? I would love to know how that is done.
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Road Texturing Problem [SOLVED]
Nameless_Knight posted a topic in Cities: Skylines Modding - Open Discussion
Could anybody tell me what's going on here? I've been tearing my hair out for awhile with this. Only seems to happen with road textures. Never had this problem creating other assets. I'm not a complete novice in blender. I know the basics of texturing. But here I've tried every way of UV unwrapping/texturing I can think of and the result is still this. Maybe I've overlooked something simple? Or is there some wizardry to road asset texturing in CS? This is just using one segment + diffuse. Strangely enough, if I de-select and re-select the .fbx before import, it will actually stretch the diffuse to the mesh properly on import, albeit it with extremely saturated/incorrect colours. But even the texture layout looks more or less correct in the editor, it will still look like it does in the picture below when it's placed in-game. I tried vertex painting the entire thing in magenta and it resulted in a whirlpooled tiling-type effect. EDIT: SOLVED. Texture resolution was incorrect and I didn't notice (519 instead of 512). My bad. Same problem discussed here: -
Hello guys, I hope you can help me figure out how to solve the situation I am encountering regarding road and avenue crossings since I am using newer versions of NAM. I am currently using version 44 or 45 of the NAM, I'm not totally sure what specific version it is, but I am pretty sure it is one of those two. The issue that I am facing is in relation to avenue and road cross, as you can see in the picture number [1], no textures at road crossings. Pic [2] and pic [3] shows how it used to look in the previous versions of NAM that I was using. I have installed NAM again several times, I have checked my Mods, but I am not able to find the method to bring those textures back. Could someone please help me to identify or clarify this situation? Many thanks in advance guys
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Hi, I need help.. i downloaded the NAM, the roads are showing in my in-game menu but they are not working it just won't build them. help please
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Version 1.0.0
310 Downloads
Description: Stats: Lot size: 3x3 Plop (Bulldoze) / Maintain: 4400 (150) / 100 Power / Water: 0 / 0 Pollution: 0 / 1 / 0 / 0 @ 0 / 33 / 0 / 0 Dependencies: The number of snowy Christmases the island of Guam has had on record. Also includes prop version for those who would like to create different lots to match NAM systems, etc. -
Customization of FLUPs underground road textures
TheMurderousCricket posted a topic in NAM & Transit Networks
As a result of my experiments and research regarding underground road networks, I figured out it would be interesting to look into yet another aspect of these interesting networks. Namely, the customizable FLUP pieces which, if no other content is installed, simply appear as transparent pieces with manholes on top. I read some basic stuff on the subject and downloaded the "FLUP Set A" from SC4D but didn't really get into details of the matter yet. But then again, I guess that my main and only goal is to just assign my own textures to these empty "road under custom texture" puzzle pieces and that's it. I guess the question then is - can I simply change or assign a particular texture to "Set A" .dat files somehow and be done with it? Or is it more complicated than that?- 14 Replies
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Tutorial: Building large residential blocks along non-orthogonal networks
TheMurderousCricket posted a topic in SimCity 4 General Discussion
Due to a SC4's hardcoded rule, all residential lots are required to have an adjacent road tile in order to develop. Unfortunately, this means that in most cases it is impossible, or at least challenging, to develop a large footprint (e.g. 4x4 or 2x3) residential block along such networks as diagonal roads or NAM's fractionally angled roads. This is because, two or three residential "slices" required for such blocks to be born, will always lack road connection. Only a part of such 4x4 (or any other large building) will have actual access to the network. This, of course, results in less-than-appealing visual effect. For residential areas near non-orthogonal roads will oftentimes contain only low-density houses that can be directly attached to the nearby road tile. At the same time, residential blocks will always have to be built along orthogonal networks. However, there is a workaround for this problem which can be used until a more "orthodox" solution is found. This tutorial discusses said workaround and shows how you can build fully developed residential blocks and skyscrapers, seemingly "without" a road access... It will be of most use to those who wish to build large residential buildings along non-orthogonal roads, while keeping the immediate area visually / artistically appealing. If you'd like to know how to build succesful residential areas like the one below, I invite you to read the entire post in detail. Introduction Network Addon Mod has transformed the way our city quarters look and allowed us to build industrial and agricultural areas into irregular and very interesting road layouts, like so... It is also possible to create commercial districts in a similar fashion, within whimsical roadscape around. However, commercial buildings tend to be large at times and may not be perfectly aligned with road tiles. A commercial zone that you intend to put down next to these networks may have some "loose" lots that will display "No road connection" zots. Unless, you supplement this gap with a nice PedMall, which ensures connectivity and also has a park-like appeal... One would think that a similar solution could work with residential zones... But it doesn't... Due to the game's hardcoded rule, which has been explained by @Tarkus in this post, residential zones simply need to be built adjacent to a road. Otherwise they never develop or quickly fail. This is why, if you hope to have a section of nice 3x3 homes along a FAR or diagonal road, you will probably be severely disappointed and end up with this... Of course, in order to desperately pull it through, you may just make a concession and run a tiny road or street that reaches the lots lacking road access. Unfortunately, it looks neither pretty nor realistic... It is somewhat doable for FAR-2 but may become weird when combined with FAR-3. But to be honest, littering your entire neighborhood with tiny road stubs does not look too good one way or another. But have no fear - International Rescue is here. The tutorial below will help you make a setup like this in a way which is technically valid, consistent and far more pleasing to the eye. As a result, you will never again have to reserve your residential blocks for orthogonal road tracts only! First things first In order to execute my hack, you need: Network Addon Mod (version 44 or higher) Paeng's Parks (only one file is needed - "Siding_busstop" in "ADDONS_205" folder) My "Mimicked bus stop set" file (a slight modification of Paeng's file above and a derivative work based on his lot) The theoretical part As of 2022, the game forces us to provide a road access to each residential lot, making apartment blocks next to and facing some roads hard or impossible. However, with the use of NAM tools and some simple modding, it is actually possible to do it in a painless way. NAM has some special puzzle pieces which act as underground roads. Notably, when such a road is placed next to a residential lot, the game thinks that such lot has an access to the road network, which means that the hardcoded rule previously discussed is met. @Naomi57 is probably one of the first people who discussed underground roads in detail and once I recalled her experiments, I already had one foot in the door... Unfortunately, such underground roads cannot exist independently. In other words - if there is a road underground, it has to go above the surface somewhere. Otherwise, a "No road" zot will stay over any given lot. Interestingly enough, underground road does not have to exit to the surface through a tunnel entrance/exit... It can use a bus stop as a way out... Do you see my point now? To put it simple all we have to do is to run an underground road next to "unroaded" lots and connect it to the city network via an empty tile with bus stop properties. Then, we can enjoy building large stuff along non-orthogonal networks... Read on if you'd like to know how to pull this trick out. The practical part Carefully follow these instructions. 1. Open SC4 (thanks Captain Obvious...) 2. Build a FAR or diagonal road of your choice. 3. Zone a straight or several straight residential area(s) along your new road (any density you like). Something akin to this. "No road connection" zots will start popping up for disconnected lots. 4. Open "Transportation tools" menu. Click "Build roads". 5. Scroll down to "Flexible underpasses (FLUPs)" and click it. 6. Press TAB to scroll, until you see the "Straight underground route under pedmall". 7. Now, plop this puzzle piece along all of the lots that display "No road connection" zots. 8. Make sure they all run perpendicular to the lots. Just as normal roads would (rotate with "Home" or "End" keys if necessary). 9. Open "Miscellaneous transportation" menu 10. Scroll down and find the "MBS Tex#" icon. 11. Click it. Note that you can choose one of the four textures which are consistent with those that the pedmalls use. 12. Put the MBS between "Underground route under pedmall" and the nearest surface road tile. See the reference image... All done - watch your residential areas thrive along non-ortho and "without" a direct road connection! Caveats and things to remember I hope that you liked my tutorial and I also hope that you will find my hack useful. I would, however, like to mention several caveats that come with my proposal as I believe you need to get the full picture regarding the benefits and problems this hack entails. Please remember that this workaround is mainly intended as a visual trick which enables you to develop large residential projects along non-ortho in a cohesive and eye-pleasing manner. Silly street and road stubs every 5 meters do not look good, so I hope you appreciate my tip, especially if beauty is what you are after in your cities. Although there is no bus stop building on MBS, the MBS is technically still a bus stop. This means that using it en masse in your cities, may significantly increase mass transit usage which is especially true with the new traffic simulator in NAM 45. If you like robust communication networks in your towns it will probably be fun and beneficial to use these plops, killing two birds with one stone. If, however, you have some very specific and prescriptive plans for your communication networks, it may get in the way. Note that all Sims that have no direct road access will exclusively use busses to travel around! Keep this side effect in mind. The MBS comes with a monthly cost. However, given the fact that my workaround is supposed to mainly be an artistic helper, it has been reduced to $1 from the regular $5 that bus stops normally cost. It seems fair and you won't go bankrupt, which is especially true when you plan to use these fillers often. The underground road connections are always visible in-game as small "clips" on top of whatever Pedmall texture is used. So, if you choose to employ my solution, you'll have to live with it somehow. Personally, I am not too bothered by this and simply perceive them as rainwater grates. For some reason I don't understand, the grass-based underground routes cannot be mixed with underground routes which use different textures. This causes the entire road to loose continuity and everything before (or after) the grass-textured underground road will lack road access. I believe this was not the intended way and it might be a glitch. Still, it is perfectly fine to mix, say, cobblestone, red brick and cement-textured underground roads without any problems. Luckily, that the grass-textured MBS will always work fine with all underground roads! That would be all for now. Good luck and have a nice day! If you have any questions, doubts or especially if you have discovered a bug in the MBS files, leave a comment and let me know! TMC, out. -
Road access requirement as the main limiting factor in city design
TheMurderousCricket posted a topic in NAM & Transit Networks
When building residential zones, I always find it annoying and extremely limiting to be forced by strict road-access requirements for all of the residential lots. A lot without a road access will, unsurprisingly, fail. This is truly disappointing. If I'm not mistaken, a large residential building connected to just a single road tile will always fail or won't be developing at all. This means that we are unable to build a 3x3 or even a 2x3 residential blocks next to curvy roads, FAR pieces and other non-orthogonal networks. Something which is perfectly possible in real life... This is not the case with industry or commercial. Industry will develop perfectly well in an irregular quarter which is, for instance, delineated by irregular roads. As far as commercial goes, one can build large 3x3 businesses along, say, FAR networks, as long as empty gaps between a lot and road are supplemented by ped walkways. I don't quite understand why residential areas can't work in the same fashion and, like I said, I find it very limiting. What is wrong with extending residential access with ped walkways? After all these are just pieces of asphalt and tiles that one can easily drive their cars through, right? Are there any technical limitations due to which this has not been implemented yet?- 8 Replies
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Earthworks Tutorial Lucario Boricua's Earthworks Tutorials T1 - Road Tunnel
Lucario Boricua posted a topic in SimCity 4 General Discussion
Yes sir-ee, we are back!!! This time, for my first Earthworks Tutorial post in way too long, I want to bring a really useful skill for urban transportation projects--Urban Road Tunnels! For this tutorial, you'll need the following mods: Network Addon Mod, the latest version. At the time of this posting, I'm using an in-development version of NAM 45, but players will have access to NAM 44 in the meantime. This one's important because it provides the terrain digger and raiser tools. God Mode Terraforming in Mayor mode: if you want to do large-scale terrain preparations, this is one of the best ways to do it in-game. I've linked the Windows and Mac versions of the mod: A slope mod of your choice, you can find most of these listed towards the end of the Earthworks Tutorials Official Thread! In my case, I'm using a modified version of the original BRF Tunnel and Slope Mod. Now let's begin! 0. Make sure to prepare your working area as appropriate, be it with demolition, general flattening, tree cutting, terrain rendering and so on. I won't be providing instructions for this step because each case is so unique, and each player should know their setting. 1. Once you have selected your working site, go to any of the transportation network menus, where you'll choose the Self-Destructing Terrain Diggers and Raisers. These super versatile lots help you shape your terrain with incredible precision! Press TAB/SHIFT+TAB to change the terrain height increment, which can be as little as 0.1m (barely perceptible) to an immense 30m (quite the dramatic height!). For tunneling purposes, try choosing a height that's equal or slightly greater than the tunnel portal of the network you intend to use. In most cases, using 10m will be sufficient, but up to 15m may be reasonable. To make the terrain digger/raiser dig, press HOME or END until the piece turns red and the tooltip says it's digging. 2. Use the terrain digger to form a hole with some working space. If not constrained, try starting with a 3x3 hole. Make sure to click on level land only, to form a neat and uniform cavity in the ground. 3. Secure your holes by forming an anchor with either road, street, RHW or rail squares, cover the entire surface, and if necessary, expand the hole some more. As a general rule of thumb, make sure the holes are 2 tiles wider than the network you want to use. Otherwise, make it the same width and lengthen it away from the tunnel portal side. 4. Once done digging, select the network you want to use. In this case, I'm choosing the ground-level Maxis Highway Override (MHO), other players might choose the plain Maxis Highway, Road, One-way, Avenue, Rail or Monorail. At this time, Street, elevated Highway (Maxis or MHO) and RealHighway lack proper tunnel support, and Elevated Rail and its override networks can use TE lots which double as tunnel portals to Subway. 5. Drag your network across the terrain you want to tunnel through. If the set-up was made correctly, you should see the green preview once you reach the end. If it shows red, or shows the network digging into the ground, you might need to make your holes deeper. Return to the first step, demolish the anchor tiles, and add a bit more depth to your portals. 6. If your surface area was barren, this is a good time to start working on the surface details. In my case, I'm doing a plain urban grid under the MHO tunnel. 7. Make the transition from your tunnel portals to the surface level, keeping in mind the steepness of your networks as set in your slope mod of choice. In this case, I'm doing a gradual rise to surface level. Other players might want to keep the sunken highway configuration, or might have a sloping terrain where the network reaches the terrain surface without a slope. 8. Complete the surface transition of your network, especially if you smoothed out the terrain for it. 9. Once done tunneling, finish any remaining surface details to your liking. Be it landscaping, zones, parks, ploppable signs, retaining walls, road connections to the surface and so on. With that, we have our urban tunnel! -
Hello, Some help if you please, does anyone know where I can find some grey asphalt road textures?
- 2 Replies
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- road
- road texture
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Missing the SC3000 road access mode
TheMurderousCricket posted a topic in SimCity 4 General Discussion
Today I realized just how much do I miss the SC3000 road access logic in SimCity 4. For those of you who never played or don't remember this game, in SC3000 all that a zone required to work properly was to be within four tiles of a road. Effectively, you zoned zones rather than network-oriented lots requiring direct road access. In other words, you could make your zones just about any shape you could imagine as all buildings within the zone, even those not adjacent to a road tile, got automatic road access, as long as they were within said "four tiles from a road tile" limit. Actually, the SC4 industry zones work just like that - the buildings there do not have to necessarily be road-oriented and can pop up anywhere on the zone. The only exception is that no road gap is allowed. However, the road gap was possible in SC3000. The most extreme possibility in this game, was to have a two-tile gap between a road tile and a residential zone... It still worked. And the buildings separated from streets prospered despite having no direct access to any throughway. Did it look weird? Perhaps... But at least it had one major advantage over SC4 - the resulting cities were much less grid-based than an average SC4 city. The need for almost all buildings to be road oriented is quite limiting in my opinion, especially in case of large, say, 4x4 structures which simply cannot be built near diagonal or FAR-type networks. But why do I say all this? I think you know the answer... I wonder if there is any way at all to make commercial and residential zones work exactly like that - no more direct road access required - homes and apartments can be built anywhere within a road-connected zone. I believe it is (why, of course) easier said than done... I can imagine that it requires, say, editing an exemplar of every single building made for the game or something of the kind. Still, this is a little thingy that I dream of when it comes to SC4 road accessibility "interpretation". I wonder what the smart, tech-savvy Simtropolites have to say on this interesting problem.-
- road
- connectivity
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Segments are mirrored, Z-fighting on nodes
hot75 posted a topic in Cities: Skylines Modding - Open Discussion
Hello, I have a little experience with the creation of assets (buildings, props) but not any with the creation of networks. I am currently trying to make a highway with a custom textures and meshes. When testing the highway and its nodes, I noticed that when attaching networks (in this case the highway itself) to the highway, some of the segments invert their texture. This also happens when placing the road as a curve --The lane on the edge next to the solid line is supposed to be on the right. I have also noticed that Z-fighting appears where nodes are. Here are also the fbx mesh files and the textures, maybe they are the problem. Thank you to anyone who might have an idea what is causing this. De-a3_node.fbxDe-a3.fbx -
I have a weird issue...in my region I had a road crossing a small stream. After awhile the road reached capacity and ol' Jamal was yelling at me. I upgraded the road to an Avenue, now no traffic is crossing said bridge and the entire island the bridge was supporting is showing no job zots. I demolished the avenue bridge and rebuilt it, and for about a month traffic was crossing it fine, but then "BAM!" something happened and the traffic stopped crossing the bridge again...noticed when my population dropped from around 10k down to 7k...now my little island is just a bunch of abandoned homes. Any idea what would cause this?
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Hey guys. Is there anyone who knows a way how I can connect these underpassing roads? The FLUP network under avenue piece does not work here, which I guess happens because it's not a regular avenue but a bridge. Is there any other way this can work?
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SAMBUCA Sambuca is a city with many farms Obviously this city is located near San Foca and therefore has a more advanced transport network The town is located near the sea and therefore has small beaches There is also a small dam that regulates the flow of water coming out In fact, farms have irrigation systems The city has a beautiful old town with an ancient cathedral obviously the transport network is advanced as there are highways that transport a high volume of cars A highway interchange there are also roads that go to the mountain A mountain road with a beautiful mountain forest But in the evening the city is transformed a city with lots of light the night parks and with the buildings around take on a different color during the day people sleep and only the few lights of passing cars remain At the end there is a small industrial area with lights COMMENT REPLIES: Amendola @mitsos Thanks @20huskies Thanks for the comment @juguesal Thanks @Rage If you want to change the theme the Mediterranean theme is a great alternative @nod Thanks for the comment. In fact I did transcendence with SimCity 4. LOL @TheMurderousCricket I had a lot of time to create the wiki and roleplay nations with my SC4 creations. Now less but I keep creating new things for Simcity4 @Terring Thanks
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