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    • Dirktator

      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!
    • CorinaMarie

      Outages - STEX re-available to guests :)   09/21/2018

      Update: 25 Sept, 2018 @ 18:57 EDT With the success of Dirk's server tweaks we have now brought the STEX back online for guests. Their download speed will be unchanged from 500 kB/s, but we are temporarily adding a 10 second delay as well as one download at a time allowed. The 20 downloads per day limit will remain the same as it's always been. We'll see how this test goes and if successful then bring the Gallery back and later remove the additional temporary restrictions we've imposed for downloads. Update: 25 Sept, 2018 @ 13:20 EDT Dirktator our Webmaster has adjusted the site's server configuration in attempt to resolve the degraded performance. Should this provide a notable improvement, we will attempt to bring the STEX fully back online later this evening and see how it goes. Here's hoping! For now the STEX remains online to members only with the same download throttling in place. Update: 25 Sept, 2018 @ 08:00 EDT As previously mentioned we are temporarily adding a few limits for member downloads. Transfer speed will be dropped to 1,024 kB/s (previously 2,048 kB/s), one download at a time (previously unlimited simultaneous downloads), and a 10 second delay before the download starts (previously a zero second delay). Again, these are temporary measures we are taking in the hopes that it will keep the site from going totally offline. Update: 25 Sept, 2018 @ 07:15 EDT The site went totally unresponsive twice overnight. Cyclone Boom was able to get us going again. The underlying server issue is still eluding us. We will need to go the other direction in an attempt to balance member access to the STEX while not losing the site altogether. This means the planned reopening of the STEX for guest downloads will be postponed and we may need to place some temporary limits on members such as reducing the file transfer speed, the number of simultaneous downloads, and a short waiting time before the download starts. To be honest, this really sucks. On the other hand, any usable access to the files will be better than none at all. We appreciate everyone's patience while we struggle with these problems. Update: 24 Sept, 2018 @ 21:00 EDT All seems to still be working with quick response times. As mentioned below we will continue this test until tomorrow evening before adding guests back to the settings. Tis now my bedtime so please don't break anything while I sleep. But, if anything seems wacky, please post in the ST Bugs Thread. Update: 24 Sept, 2018 @ 19:45 EDT We've been up for one hour with this STEX test and so far server loads are looking good, page load times seem normal, and avatar hover overs are mostly zippy fast. The plan is to run with this configuration until tomorrow evening to give us plenty of time to see if the site stays responsive before we add the STEX access back for guests. (Rest assured, dear guests, we are not trying to force you to join ST. It's just that we have to figure out what has been causing the site to totally crash.) Update: 24 Sept, 2018 @ 18:41 EDT We've brought the STEX back online for members only as our next test. This test might also overload the site as there is some underlying bug which we have not yet identified. Both Cyclone Boom and I are here to keep an eye on the performance. Should ST get overloaded and go down you will first start seeing long page load times and eventually 522/524 errors from Cloudflare. At that point CB will work his magic and then you'll start seeing a 403 Forbidden error. (This means all access is blocked so the site can re-recover.) And then in about 10-15 minutes we'll bring it back without the STEX again should this bad stuff happen causing the aforementioned site crash. See also: My initial Bugs Thread post and CB's recent post there saying we are up in test mode for members. Update: 23 Sept, 2018 @ 22:22 EDT The site stayed up a wee bit longer, but still succumbed to whatever is causing the trouble. At this point we are taking the STEX and the Gallery offline, but will try to keep the forums going. Update: 23 Sept, 2018 @ 18:59 EDT Cyclone Boom has optimized all database tables which is sort of like defragmenting a hard drive. We've brought the site back online and are hoping it helps with the problems. The previous message (below) still applies until we are sure everything is fixed. Previous message: Simtropolis is experiencing random spikes of heavy server load and excessive lag to the point the whole site becomes unresponsive. We've been taking it offline to let it catch up with the load and then bringing it back. This is the best stop gap measure we have at the moment. If you are creating a new topic or post I suggest making a copy and paste to a text editor before clicking the submit button as we can't be sure it won't go offline at the wrong moment for you.
    • CorinaMarie

      A Separate Bug   09/24/2018

      We are also having trouble with the Contact Us thinger. I do receive them (and they come to me as an email), but now when I reply they immediately bounce back. This could be due to peeps providing invalid email addresses or it could be an actual problem. I do reply to all of them so if you don't get a response within 24 hours you might consider sending me a private message here on ST instead. -Cori (PM me here.)

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City-building game(s)

Found 131 results

  1. SM2 Billboards Pack Vol1

    Version 1.0.0


    SM2 Billboards Pack Vol1 12 different large billboards all nitelited and ready to spice up your cities. This pack consists of 3 pairs of lots each one with its own easy to follow icon. Each lot will drop 1 of 6 possible billboards. For a total of 12 different props Vol1 Amazon - Apple - Audi - BMW - Cocacola - Ford Vol2 Google - Jackpot - Pepsi - Samsung - Skittle - Volvo SM2 BB Vol1 and Vol2 -- no base texture, perfect for rural areas and MMP usage SM2 BB SBC Vol1 and Vol2 (Sound Barrier Compatible) also no base texture. dress it with MMP if you wish SM2 BB WB Vol1 and Vol2 (With Base) Perfect for inner city areas where a parking lot blends in. They all required power but no water. Plop Cost 10 Bulldoze cost 0 Maintenance cost 0 All of them will give 250 CAP relief on all 3 residential wealth's. Also a bit of mayor and landmark effect. You will find them in the park menu. NO dependencies! Keep plopping until you get the desired billboard! Have fun Simmer2 For the set that is Sound Barrier Compatible you will need my https://community.simtropolis.com/files/file/32025-sm2-concrete-sound-barriers/
  2. Hi everyone. I was watching a tutorial video ages ago when i was new to SimCity 4. In it there were roads that curved in any direction rather than the grid like roads that we all know and love. It made suburban and countryside areas look a lot more realistic because the roads gently curved instead of having the usual right angle turns. I didnt have much interest in that at the time as i was trying to learn the basics of sc4, but now id really like to make roads like that but i have no idea how. Ive searched for the tutorial again but i cant find it. Does anyone know how to do this? Is it a mod or is there some way of doing it in vanilla that i just havnt figured out? Ive searched this site as best i can, but i havnt it, but this could be because i dont really know how to phrase what im looking for. If its a mod or plugin or something could someone please point me in the right direction? And if curved roads are available in vanilla mode could someone please tell me how to do this or direct me to a tutorial? Thanks
  3. Hi, I recently moved from SC to Cities Skylines and to tell you the truth it has become my favorite. I started the game, watching tutorials and ... I have two questions I hope you can help me with: 1) lead me to a topic so I can read a good review and comparison between the two here. 2) In one of the tutorials there were some icons under road , but It seems that I don't have some for example "elevation steps ",and "Road Guidelines " . How so? 3) You can change the direction of the arrows o the road to simply change the traffic movement, right by clicking on the Road Upgrade Icon then right click on the road, I did but nothing happens. Why? Thanks in advance
  4. I try to show here how I start a new city to have no problems with Traffic... opinions please...
  5. Now I enter in my city and I cannot see any road traffic... help please...
  6. Here's the situation. I'm trying to add traffic stains to my roads(as can be seen in the pics). The only way I know how to do this is by superimposing props, problem is that I hit the prop limit, no more! That is unacceptable. I'm wondering if there is some way to colorize, in other words stain the given game roads and use them as upgrades on existing roads without using props. After all, all we talking about is changing the existing color pixelization on the asset with no additional program elements. Is there some way of doing this? And I hope outside of using the Asset Editor which always crashes for some reason.
  7. I was bored, so I decided to finally get this idea out of my head. It's partially inspired by Transport Fever, specifically the way it handles train trancks. In that game, tracks are laid one at a time, with new tracks snapping to adjacent ones. I thought, why not do the same with lanes of a road? So here's what I ended up with. Note that I have no experience with game design or programming whatsoever so I have no idea if any of this is even technically feasable, it's just something that would exist in my perfect city-builder. I'd love to hear any comments or questions, and let me know if there's anything I'm missing! You may have to right click --> view image if the text is too small.
  8. Just recently when I started to replay SimCity 4 Deluxe on Windows 10 through Origin when building any type of road the construction of the road had vanished. The road will appear but the animation of yellow trucks etc is missing. Do not know about the animation of growable lots if that animation of building a building is shown. Any solutions to what happened and how to fix it?
  9. Hope I am Posting this in the correct area? I'm looking for the Scenic Drive Roads that was created by SimPeg. Looked in the Plex and there wasn't anything there and searched at Lex and didn't get any results from Search on there site. Please point me in the correct direction of where to look for this file. I know his site is no more. Used to have it but lost mine in a Ext. Hard crash (much Like PEG's) and lost all my SC4 Mod's. Had all of PEG's Mod's at one time.
  10. Hello! I have just found a wonderful video about which I was dreaming all my life =) The movie is here: Due this video I have noticed that its possible to ride from city to city without exit/load maps, using one vehicle. Can you advise me which addition I need to install for having this beautiful possibility? Oh, and if it can be valid for U Drive It missions, I mean, can I use for example bus/train missions with tasks points marked not only in one city/loaded map, but it could be marked at another city/map? Oh and if its possible for a subway train riding underground in tunnels, and also easily to other maps? Oh and the last little question about roads: is a width of track for avenue as wide as for the standart 2x2 avenue or for the standart road? I think the width of the 3x3 high-speed highway which is gray is less wide, and I wanna be sure that tracks for modded avenues are not less wide. Thank you!
  11. Hi, I am new to NAM, and lost in its lots of options, expanded the vanilla edition. But I found some difficulties, placing the elements: some of the elements not placed onto to tile where I wanted to (see pic1); the cursor is at the position where the "SAM 1 - Parking Lot Textures" tile, but when I place it, it drops next to it. Several other elements do the same behaviour like this. Furthermore, I cannot connect the angled roads end to a straight road end. (see pic2, where I tried to drag a road to the angled road's end, but it is "denied") Is it an installation problem (missing something?) or am I doing something wrong? Appretiate any help!
  12. Hey guys, new Poll! Please choose out of the following options for a 32m wide network which will have 4 tram tracks. The idea is that this is still a station track prefab so it will only be able to be placed inside an asset (so similar to monorail station tracks). This is due to the fact it will be using a unique track configuration which I will make compatible with the CO vanilla groups (they will connect visually with any tram network using the same connect groups as snowfall tracks) The trams will be able to stop on each set of track so you can have 4 separate parallel stops on the same road. Please keep in mind the following: - DLC required for lanes, - platform widths (some of them are very skinny so maybe they're not as good) - overall usability as a medium road. - vehicle flow compatibility with vanilla/DLC roads FYI red tram lanes are tram only (not bus as well) IF you think of a better layout still vote on the above, but also POST a streetmix pic illustrating exactly how it can work within 32m and with the correct widths for lanes/platforms
  13. Hi modders, I'm wondering if it's possible to make something like the NexT2 blank road but without parking and without stop signs. I'm often making plazas and certain places need road access. I often cover the roads w decals. The next2 "neighborhood street" or whatever it is called is great for this, but it allows parking, which knida ruins the aesthetic of my plazas. Is it possible to make something simple like this with no road markings, no curbs, no props, and no parking?
  14. I run the Asset Editor in -noWorkshop mode. I've copied the NexT 2 folder (812125426) into my local mods directory and enabled it ingame, yet I still don't see any of the roads. Is there a trick that I'm missing? Another question: I'm unable to move pink pedestrian paths when I'm in offline mode, even though move-it works for everything else (move-it is installed locally). Somehow I can move them when I'm using steam. Any idea why this would be the case? I want to be able to move them in -noWorkshop mode.
  15. I frequently run walking or biking paths next to roads, painstakingly aligned for aesthetics w/ MoveIt. When I want to change the road type, or even simply change the network skin, it destroys all of my nearby paths. Is there a way to update a road type non-destructively? This has been a nuisance for a year now and I guess I finally feel like posting about it. I've had to either a. rebuild everything that it destroys, or b. drag stuff away from the update in advance, and then drag the stuff back. Since my stuff is usually heavily layered, both of these solutions suck. Do you guys have any ideas?
  16. The Better Side Of Town, Pt. 1

    You might have asked, if Province was that neglected and awful, why would it be increasing in population? After all, Detroit decreased in population immensely after the motor boom. The truth is, Province did have a massive drop in population in the 70's after the rail industry collapsed. Previously at around 350,000 metro population, the area decrease significantly in population down to the 92,000 today. However, its lowest point was in 1996 at just over 50,000 metro population. So why did it rebound in the 2000s? Well, first off, districts like the Revolution District were designated, along with heritage sites preserving important buildings. This meant that buildings about to go under the axe were later preserved, like the remains of the original town hall, burned in a fire in 1906: The National Park association in Moneyland helps provide funds in order to maintain these buildings. In addition to the old town hall, the Revolution District is home to some of the most beautiful architecture in all of Northwestern Moneyland. This building in the western portion of the Revolution District is Revolution Hall, one of the oldest buildings ever built and the building for which the Revolution District is named after. Built in 1856, the building underwent a massive renovation in 1950. The building was used for a courtroom until the population of Province got too big to support it. Today it is a popular tourist attraction for guided tours. It is also the National Park HQ for Jiff Hold. This is Morgan Hall, or better known as the Morgan Aquarium. This building was originally designed to be a massive auditorium in 1890, but later was changed into an aquarium after Camp Abalazone and the Province Strip opened in 1960, allowing for much bigger venues. In 1913, Claude Debussy traveled to Moneyland to deliver one of the most famous concerts in Province. The Steinway piano he played on is still on display at Revolution Hall after being moved in 1961. At the far west of the Revolution District, we have the Church of St. Andreas. This church is situated at the intersection between Morgan Street and Sainte Andreas Avenue, one of the most famous intersections in Province. Morgan Street is a main thoroughfare that goes all the way from the ML-175 freeway in Empire Bluffs to Brotherhood Avenue a block further east from this intersection. Sainte Andreas is a small farm road down south up in the Monroe Mountain Ranges until it makes its way north to Province Strip. The Monroe Mountain Ranges are home to some very special small villages that are worth their own entry. As for the Church of St. Andreas herself, she has stood there since 1859, without much renovation. As such, the church is not in the best condition today, however Province is still arguing with the Federal Government to get funding. Here is the intersection between Morgan Street and Brotherhood Avenue East. This marks the end of Morgan Street. Brotherhood Avenue East is one of very few in the entirety of Province that is paved with gray tarmac instead of black that is found commonplace. Funnily enough, the final block of Morgan also has gray tarmac on it. * Brotherhood Avenue is another famous east-west thoroughfare in Province. Going from the ghetto-like neighborhoods of Fleetus Meadow (will cover later) to the wealthy Province Strip, then all through the eastern suburbs as a divided 4-lane highway with Michigan Lefts, it is the longest single named road in all of Province. *I know you are dying for a map, Cimtographer to the rescue coming soon! All Righty. Another short entry here, but will go faster later. It's getting late here, and we'll be ready for an *original* adventure next time! Tschüss!
  17. I've been trying to figure this out. I downloaded NAM 35 so i could use the highways, but i don't know how to add exits and entrances to the normal SimCity 4 default roads. I recorded a video of what i mean.. Could someone please help me figure out how to do that please?
  18. Hello again! As you have been informed, today's entry will be a different kind from the usual posts I make in my CJ. Today, I wanted to share some of my recent changes and experiments regarding to how Mistral's roadways could look in the future and whether if that prospect seems to be promising enough that I will keep the changes. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Recreating the Roadways: Using the JPN Sidewalk Mod Interestingly, this change came to be due to some overriding base texture problems with Paeng's Sandstone Texture Mod and RMIP Airport Lots. Finding a solution to this problem was quite tough for me to solve without the help of other people, but it did give me another opportunity to change the sidewalk mod I was currently using at that time to something else. This is when I glossed through the internet for potential listings and the JPN Sidewalk Mod was a definitive answer to that desire. Here are some pictures I took in Birdwater Point to see what the effect it would have on my city. However, one of the sidewalk mod's weakness is that it does not appear on NWM roads as well as some curved roadways. Still, I awfully like the changes it brings. Overall, I have been pleased with this mod. It is especially very good at spicing up urban areas where buildings are bunched up together in close proximity. Indeed, I felt that this can give me the "Mistralian" city look that I always wanted. However, on the flip side, the street version is not up to snuff with the sole idea that this mod can and will blocks people's driveways with fences in my suburbs. That idea will just not fly with me anytime soon. Still, I might have to replace those streets with SAM oriented ones. Do note that I am still deciding to keep the mod or revert that change anytime in the future. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- One More Thing... If you have stuck around long enough to read about my excited ramblings, then I will award you yet another thing I am working on at the moment. Do note that its still a WIP and is still subject to change as I get to grips on how airports work. (I spent two days figuring out what the RMIP lots do in order to get me to this point.) Do leave a comment about your thoughts and thank you for your time! - Artimus
  19. Hi, I'm trying to find the ORIGINAL package of roads parameters and proprieties, and the package of the houses (civs). I've tried the Game package, DLC, EP1, APP, Graphic, etc, but most of the parameters such as models, proprieties are no there. I don't know if I would be able to reach CapTon, Oppie or any other original SimCity 2013 "veterans" of modding, but if someone can point me in the right direction, I appreciate very much. Scaletho
  20. NAM Road Names

    Hi all, new user here. I finally got NAM installed and have been going through some of the new roads. However, I noticed that there is a little speech bubble that shows the names of the roads when trying to build, which I find quite annoying. Is there anyway to turn this off? Thanks!
  21. Roads on Hills

    I found a couple posts about building roads up some hills, but I couldn't find them again. I followed the "how to grow a gentle slope" but that is on a flat land. What I want to find is how to climb a hill with roads upwards. I tried terraforming with RR but that just flatens the terrain, and NOT climb up a hill. I won't go for the 45 degrees climb that Maxis allows, they look ridiculous. Any ideas ?
  22. Version 1.0


    Mod Requirement(s):: Cities XXL Community Patch Mod XL Nation Furniture Dependency Pack Game Requirement(s):: Cities XL 2011 Cities XL 2012 Cities XL Platinum Cities XXL Note: This Mod Can't Install Both Files With Traffic Lights Mod For XXL Because it might not work, Make Sure You Removed Traffic Lights Mod For XL/XXL and This Mod is Replacement For Traffic Lights Into Stop Signs Mod For XL/XXL
  23. Hey everybody. Pls help me debug this problem. My roads sometimes flicker: It only happens occasionally, and it's usually the roads. Sometimes I see other textures flicker a bit, like roofs of buildings and tops of quays. I'm running a ton of mods. Is there an easy way to list them out as text? My rig: i7 6700k, gtx 1080, 32gb ram How should I go about trying to debug this? I've tried various things with no luck so far.
  24. FLUPs Questions

    I've Googled these and not seen any (obvious) recent discussions: 1) What's the capacity of a generic FLUP "route" under something? Is it simply so fat that it's limited only by what I connect to it? 2) Does a FLUP ramp grant road access to lot(s) that point to the side of it? I wouldn't expect it to do so, but hovering lots seem to like pointing their arrows at them, so I'm not sure.
  25. Commute Times

    Okay, I have been using this mod as a quick fix to residential zones getting dilapidated due to long commute times. This mod forces residents to work from home rather than to use transit networks to get to work. This is supposed to be a quick workaround to prevent the ZOT icon from popping up, but also preventing homes from looking like crap. Only problem is that I don't get to see my roads and transit networks being used. Aside from mostly freight trucks, a lot of roads just look empty, especially my highway networks. Obviously I could just improve my knowledge and skills by creating more efficient transit layouts. But I'm more interested in creating cities and regions for aesthetic appeal rather than proper functionality. I also don't know if I even have the patience to sit through countless tutorials about laying out road and highway networks. Does anyone know of any mods that are similar to the one posted above? Anything that helps reduce traffic congestion and commute times, but doesn't prevent the transit networks from actually being used. Thanks.

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