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City-building game(s)

Found 118 results

  1. 関地町楠木町.jpg

    From the album Nakahara

    View of Sekichi-cho on Chiyoko City, Watanabe Prefecture, Nakahara featuring legendary forest of Chioka.
  2. An Introduction to The URS

    Welcome to The URS! What is The URS? Well... 1. The URS stands for Urban/Rural/Scenic. 2. This CJ will cover all sorts. 3. Lush, green suburbs... 4. With rich details and some nice patterns. 5. Commercial areas and civic complexes... 6. With some realistic spacing and division of areas. 7. Diagonals are covered too! 8. And I throw in all kinds of fillers to make areas look interesting. 9. And what about the urban, W2W and inner city areas? 10. No problem! 11. But we are forgetting industry! 12. And of course the MMPs! 13. Rougher, low-wealth and rundown areas are also covered in The URS. 14. Old content meets new content. You will see old plugins effortlessly fit in with new content, new mods and new fillers. 15. And of course every area and every city will have its own feeling to it. So that's The URS in a nutshell. This month and the next I am working on a city tile. After that I'll be specialising in a particular area: farms, industry, forestry, suburbs, seaports, power plants, etc... There will be weekly updates. So... See you around and I hope you have enjoyed these pictures.
  3. Hey all! friday was day i decided i do something with fact we cannot draw narrow FLOWABLE river. And I find out best solution, this is 5th version(in my opinion) - i tried many combinations, like build it onto shallow canal (because of limit height of water in shallow canal is too small, its undoable..) Big chance is poop water can be even better (didnt try yet) What is recommended: many networks! (on screenshot you can see five "networks" along each other - still easiest version of it, so this isnt something you want with big cities with so many roads) When you place quay on ground, you can see one side with terrain with other height than the flat one. It seems like a small thing what you cannot use for. Well. For flowable trench it is enough. I placed national road (i wanted road with no sidewalks, like i saw in video on Seychelles - its idea from there). Under it I placed quay (sometimes you have no luck with terrain glitching (when yes, select quay node at bad terrain area, with alt key move it straight and back..after some time you hopefully understand how its changing..). Then i placed trench next to national road (as close to quay wall as possible). Then you need two lane plain street (purpose is only cover glitched terrain - ANY PED or CAR can use it). And finally road you want next to two lane plain street and connect with national road. Voalá, water flows, no one is flooded (maybe i have mod, so i can place even building "onto" water with no problem). Known issue: terrain glitch shadow on left side. Easily can be hide with vegetation on slope areas, on flat areas ploppable asphalt and maybe dirt or whatever. Once you place quay correctly, you won. But you really need patience to reach this effect. Hope you enjoy! This was my last time before vacation After that i make short vid-guide (just no time yet) Let me know what you think? What would you improve? Or so..
  4. The Posthouse

    Version 1.0.0


    The Post House The Post house is a small resident building in Godmanchester, Cambridgeshire. It is an English rural building built in late 18 century. Name, “The Post House”, is written in gothic lettering on façade, but most likely the name has nothing to do with the mail or post office. The road is called Post Street, so I guess the name of the building comes from here. My BAT is very similar to real building, but not an exact copy. The back side and the extension is my imagination. However, I have got inspiration from 3D Warehouse Sketchup model of this house, but the BAT 100 % my own work. I haven’t used 3D Warehouse model’s textures as I feel that better result can achieve if I use my own texture bases. In real life the Post House is most likely a resident house, but I offer the BAT as CO$$ office. I need small rural offices for my SC4 plays, so I made this as such. I have included a red brick variation of this BAT and it is a R$$ residential building The model is HD and with Maxis and Dark Night version. Night versions share IDs, so if you have both versions in the city, those will most likely conflict. It has a custom foundation, so it is slope friendly. Dependencies BSC MEGA Props CP Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 Vortexture Vol1 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3211 Vortexture Vol2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3237 BSC MEGA Props Gascooker Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=397 Grfe_props_pack_LE_elms.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3347 Grfe_props_pack_LE_daisy.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 Grfe_props_pack_LE_ashes.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 Girafe Hedges http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3002 (The house model is not needed, only the model grfa_3Hedges.dat) Girafe Lindens http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2869 The Post House Lot 1x1, 1x2, 2x2 Capacity satisfied CO$$ 11 Building Value 76 Bulldoze Cost 210 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 12 Power Consumed 1 Godmanchester House Lot 1x1, 1x3, 2x2 Capacity satisfied R$$ 11 Building Value 259 Bulldoze Cost 210 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 2 Power Consumed 1 Godmanchester House 45 degree Lot 3x2 Capacity satisfied R$$ 13 Building Value 317 Bulldoze Cost 210 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 2 Power Consumed 1 © 2016-7 Bombardiere
  5. Bern, der Schweizer Kapital !

    Bern, der Schweizer Kapital ! This month we first visit the land of watches, chocolate, cheese and beyond ! This month three part "Show us what your building" took some effort away of this CJ build but gives a showcase of what might lies beyond the city building corner; specialy I like to see the grow of the SFBT Bern set wich would be awesome. Landmarks for this city aren´t well available so a lot to research. This map just like the Munchen map covers a imaginative part of the Berner land. Let´s start with innercity area ! Bern tram network got like a T shape in the downtown area, line to right going to the station area ! Kirchenfeld area accros the river on the left, houses a lot of educational facilties like the State library, Natural and Historic Museum. Rural west of Bern developing into a modern town ! Swiss gantry is quit different from German & middle european one´s , not completly acurate but to give this a little bit of accent I now use the swiss gantry mod with faded pole´s to give it a more modern look ! To conclude some pictures of the city tile ! The basic city layout is established, next time we continue filling in some gapes. This city will be on of the three swiss cities in this series ! Hope you enjoyed this CJ and see you back next time !
  6. Lake Bogoria, Kenya

    Located in the middle of the Great Rift Valley, Lake Bogoria is home to one of the world's largest populations of lesser flamingos - every year millions of them migrate to it's algae infested waters. The lake boasts some of the most impressive wildlife in all of Africa - hundreds of species of birds call the lake home, and you might even see a couple zebras if you look hard enough. Geysers and hot springs dot the shoreline, creating a truly unforgettable landscape. Don't forget to comment, like, and follow True Earth if you haven't already! -korver
  7. Slow, Slow we Go !

    Slow, slow we Go ! Last CJ took a trip around our latest city. This CJ we take another short trip around the Fort Grayon - Sampson City area. We gona take a trip on the Fort Grayon - Sampson City canal. Still there is a lot activity around this area. Some agriculture, a lot of Coal and some other activities. Here a map of the area with the route marked ! We start at Fort Grayon old harbour ! Early day´s this was a very busy port. Today it´s a small business hub. We move on to the seaport area with some of the older industrial quarters ! The old navy yard on left corner. Traditional Cheese, Mustard, Shoe, Pencil, Postcard, Match making and Chocolate Factories around. With some twists, turns and locks we travel to the the mayor junction with the Mayon City exit ! The Fort Grayon Rail Depot. We sea on the left a textile mill, on the right a saw mill and the Duff Brewery. On the right is the Mayon City section ! Up we go to Sampson City ! Highest section of the Canal got a saw mill. Upside we see the resevoir wich feeds the canal. Modern water management tries to save as much water as posible. Norther American do have a lot of rain still every drop is treasured. Next we cross a array of coal mines and a agricultural landing ! Some older relic of railway Fort Grayon bypass highspeed passenger line from before the Sampson City - Evansville tunnel to serve to connection to Thareaxville and Providence City with furthur connection to the neighbouring province. Country fair and another coal mine. Last coal mines before we enter Sampson City ! Old town is quit a distance from the harbour, we cross the highway and the railtrack inbetween Fort Grayon and Thareauville. Finaly the end of our yourney. Sampson City harbour ! This yourney took us just about through a dozen of locks to complete. All the time in the world to take up the surroundings wich got small varity of activities to enjoy ! Hope you enjoyed this CJ and hope to see you back the next time !
  8. Entry 3: The Oceanic Highway Belt - Longbeach

    Replies: @korver: I appreciate your comment! I always strive to excel at my MMP work in this journal. @Ln X: Haha, I promise you that the beaches are only going to get better with each little experience I learn. @kschmidt: Thank you! Yes, I am thinking about implementing more ploppable buildings rather than the growable ones into my work. @_Michael: Thanks! This next one will surely elaborate on this theme! @raynev1: Always thankful for your comments! I guess this makes Mistral Isle the #1 place for sim beachgoes around Simtropolis perhaps? @kingofsimcity: Thanks! I am always fascinated with creating idyllic small towns and beaches, those are always themes I like to play around with when I start the game. @Takingyouthere: I agree, I like scaling things to realistic levels. Indeed, one of my focuses on this CJ is realism, both on scale and scene alike. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Continuing along the OHB: Longbeach Greetings to you all! For what it seemed to be a looooong while, I have stopped playing SC4 in order to take a break from a near burnout I was experiencing. But as time progressed, my interest in continuing my CJ had waxed and waned until I was invigorated with the reminder of the reason of starting it in the first place: to share my work with the rest of the community. Additionally, I had a life long goal of actually finishing a region in SC4 and so that only added my excitement in coming back to create again. Without further interruption, I present the next entry in this CJ. Further east from Blythe, we hit the outskirts of Longbeach, a small suburban community that sits along the beautiful beach line south. In actuality, however, Longbeach is part of the greater Birdwater city area, but for this entry we will explore its scenes and views. We hit a local interchange that leads to the original main street of Longbeach. Since then, the community has grown to encompass the surrounding areas in support of the neighboring districts. Main Street. Below Main Street is the beach houses along the shore in the dawn of morning. We keep going along eastward, often taking in the rows of houses and farmland, which has started to recede in favor for more suburban housing. Some more additional interchanges taken from dusk. This is the second interchange, a rather interesting diamond variant unique for this situation. At night... Third interchange along the OHB. Similar angle, but at night. (The Nightshift has begun.) There is always fun in the sun and water in Mistral. (I apologize for the jagged edges on the waterline, for I am not sure how to fix that.) Lastly, here is some more pictures for you to enjoy. Some Additional Info: The next entry after this will be bigger in scope and detail, but will consequently require more time to create, polish and finish. However, I am not very far off from finishing the neighboring city east of Longbeach, and the entry will probably be in during the end of the year, if not next year at January. For you to keep on your toes, I have three teaser shots for what might be hinting in the next entry. *wink* *wink* That will be all folks! - Artimus
  9. SANTANA ISLAND - Winter View 01

    Do you think that today is June 2017? Today is March 1951 !!!
  10. Hello! This is my first attempt to make relatively detailed map, it is inspired from Aegean Region of Turkey and from my home town Atça. It is Atça-Meander River Turkey map from my favourite map maker Mr Miyagi, map theme is Owl's Mediterranean Temperate Theme There will be small towns and they will be mostly focused on agriculture. No big cities no traffic jams (I hope) will exist on this project just like in real life. I won't be able to detail too much because of performance issues so I will try to keep it balanced. I will be sharing process and if you have something to say just share it with me that would be nice Here is the first shot near meander river:
  11. Replies: Ducio: Thanks and no worries, the old one was way to industrial for its size. kschmidt: Thanks and I agree, the game does tend to upgrade to med wealth quickly. Ironically, they then go abandoned and get twice as many low wealth living there but nevermind. Entry 3: Were back on track! So, don't panic I haven;t started the city again this time, instead I've done the expected and normal thing and expanded the city that we finished with last time. Anyway lets jump right in. So, when we last left off, the population of Harrington and its surrounds was growing at quite a steady pace. There was a place to take your trash, farm jobs for all and some competitive farmers for all your commercial needs! Lets see how things have changed shall we/ Firstly, we expanded northwards and eastwards from the centre of the area moving further away from Harrington. Eastwards, where the lack of other buildings and no zoning laws allowed some sizeable farms to start up has seen the biggest growth of the two directions with the area now looking like this and providing a large portion of job opportunities for the area. While Northwards, the recently named Berrin Woods meant that due to mainly laziness, the farms were a lot smaller in size and less dense. This area also saw the growth of Berrin, where the local farmers, tired of having to traverse the forests on a dirt track set up camp and built a small chapel (OOC: Not that I'm religious, I just grew up in a village and every village had a church at its centre) , some basic trailer style homes and some rather out of place row houses but oh well, as long as they're happy. Meanwhile moving back into Harrignton we saw the first merger of two settlements when, some rather cheap and inexplicably unappealing houses were built between Harrington and Henburn. (OOC: This is why in future maps you'll see a prefix after Henburn's name (eg Henburn-Har-). I plan on doing this with ever town that grows into another one with the main (usually largest) town giving its prefix to the other settlement). Meanwhile, to the south, across the river another small town, Roweaton sprung up and quickly gained some traction with its growth. Lets see if the eagle eyed can see why this might be (before you look at the next picture). Yep, you guessed it (or didn't, I don't know). Roweaton has the regions first decdicated commercial ventures! Due to a lack of space and the reluctance of the farmers to sell their land in Harrington, market stall owners decided to set up proper businesses to the south. Harrington district council didn't mind that much though, they own all the local ferry services and as that was the only way into and out of Roweaton, they were making a tidy profit off of it. [ Roweaton didn't care either. In fact, they cared so little about the lack of actual ways to get to Roweaton they built the areas grandest structure in the form of this permanent market hall! Commercial progress has been made! In fact, farmer Pippin and Poppin were the only ones who weren't overly excited by the developments but oh well, progress has to be made! Speaking of which that's all the progress we have for now so I guess, we'll have to go make some more! EDIT: Oh and we just hit 10k people in the region! Till next time!
  12. SM2 Abandoned Train Stop

    Version 1.0.0


    SM2 Abandoned Train Stop. This train stop has been sitting in my hard drive for too long. Time to release it!. Best plopped in those seedy parts of town....or industrial areas perhaps. Plop cost 3000 Bulldoze cost 300 Power req 44 Capacity 7500 It still acts as a passenger station plus it will let freight trains go through it. No dependencies and as a bonus it is also Maxis vanilla rail compatible. Works like a charm! Enjoy. Simmer2
  13. Ploefke's assets: Dutch farming pack: http://steamcommunity.com/sharedfiles/filedetails/?id=770903482 prop converts: Slurry tank: http://steamcommunity.com/sharedfiles/filedetails/?id=756817486 Small tractor: http://steamcommunity.com/sharedfiles/filedetails/?id=756783721 Small tractor with color variations : https://steamcommunity.com/sharedfiles/filedetails/?id=773151306 Old topic: Pictures:
  14. So I started building RHW(new to RHW btw) to reduce regional traffic then I notice that the trucks are constantly changing lanes or doing a zigzag movement........please help!!! Here's a photo https://www.dropbox.com/s/6gij4k6il26idqj/20170329_232144.jpg?dl=0
  15. Expanding of farms

    Some progress on the the actual farming around the little town and a bit more residential development
  16. Grayon Bay

    From the album Mayon Province !

  17. Mayon Ocean

    From the album Mayon Province !

  18. Sampson Woods 2

    From the album Mayon Province !

    Sampson Woods
  19. Sampson Woods 1

    From the album Mayon Province !

    Sampson City
  20. Mayon City South Woods 2

    From the album Mayon Province !

    Mayon City South Woods 2
  21. Cape Grayon Town

    From the album Mayon Province !

    Cape Grayon Town
  22. Mayon City South Woods 1

    From the album Mayon Province !

    Mayon City South Woods

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