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Showing results for tags 'sc2013'.
Found 77 results
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Can any building for SimCity 4 be put into SimCity 2013? Or is there a way to convert the file format into a file format that could work for SC2013?
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Version 1.0.0
1,682 Downloads
BRM Shop, by Mattb325. --------------------------------------- Some time ago, I was sent some images of Maxis' SC2013 concept art as a request and this was amongst them. I liked the look of the orange multi-triangular arrangement of the storefront: and, as SC4 is all about roof-tops, something like this yields a lot of visual interest. I don't actually know what 'BRM' stands for (Big Retail Module?)...perhaps you can come up with something amusing/amazing/enlightened... This is a CS$$ bat that will grow early on in your cities development stage provided you have sufficient demand. It provides 174 jobs. It comes in two different lot sizes: 4x4 and 6x6 (use the CTRL key while zoning to help get this to grow, or download Buggis extra cheats to make it ploppable from a drop-down menu). It grows on the three American tilesets. --------------------------------------- STATS: Lot Size: 4x4 and 6x6 Growth Stage: 1 Zone Type: Low, Medium and High Density Bulldoze Cost: $193 Demand Satisfied: CS$ 687; CS$$ 174. Pollution at Centre: 6 (air) /4 (water) /8 (garbage) Pollution Radius: 5/6/0 Power Consumed: 14 Mwh Water Consumed: 168 Gallons Occupant Groups: Commercial Services; Chicago; New York; Houston --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one is for dark nite users (and other night-time darkening mods, such as Gizmos or Mashty's night-mod) and one for the standard Maxis nite. You must select and install only one file - depending on which night version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- Dependencies: To ensure proper functionality, make sure the following files are in your plugins: *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *SuperSHK Mega Parking Textures Vol01: (https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/) --------------------------------------- To install, simply unzip these files into your plugins folder. -
Version 1.0.0
43,077 Downloads
Let me introduce you the most up-to-date and tested mod collection covering the whole ST exchange for SC13k! I made it for those who wanna dust off the game again. For the casual player it is very hard to collect and organize mods of the site... not knowing which one is compatible with which one, which version to use, etc. There are mods in different categories and it's hard to get an overview. I myself have spent several full days while checking out each mod and organizing them for my game... so I decided to perfect it and share it with the community. I used the SUGC mod pack as as starting point then downloaded the newest version of each mod from the site to check if there's any update. Then I copied the newly downloaded files one-by-one into the game folder to check for compatibility, or if the several versions available for download are needed or not (obsolete). Then I went through the site once more (or maybe twice) to check for additional mods that I find interesting and useful for the player. Then the collection started to formulate and finally reached its remarkable 110(!) separate mod count. Compatibility is tested for each of the given mods with the latest version of the game (v10.3). What is found in the files? When you extract the main zip file you'll get 5 different zips: 2020ModCollectionSC13k-mods.zip This is the main container with all the mods. You just have to copy the package files into your SimCity installation's SimCityData folder. The SimCityData folder in the zip is to show guidance and help you not to be confused. 2020ModCollectionSC13k-scripts.zip This is the auxiliary container with all files that have to be copied to your SimCity installation's SimCityUserData\Packages folder. The SimCityUserData\Packages folder in the zip is to show guidance and help you not to be confused again. Project_Orion_3k_Extended_Boundary-mod.zip This mod is in a separate zip because you might not want to use it to extend the city boundaries. If you want to include, you just have to copy the .package file into your SimCityData folder. COT Crossover All Roads-mod.zip This mod is in a separate zip because it's only compatible with Cities of Tomorrow expansion pack. If you have the expansion pack, you have to copy this .package file into your SimCityData folder and forget about the other one (Crossover All roads-mod.zip). Crossover All roads-mod.zip This mod is in a separate zip because it's only compatible with the vanilla game (without Cities of Tomorrow). If you don't have the expansion pack, you have to copy this .package file into your SimCityData folder and forget about the other one (COT Crossover All Roads-mod.zip). Installing: 1. Delete for previous mods from your SimCityData and SimCityUserData\Packages folders. Only the original game files should be there. 2. Copy the files to your SimCity installation's SimCityData or SimCityUserData\Packages folder respectively. Check the above description for each zip for details. Adding/deleting mods: The mods are numbered and categorized so that you can decide on your own which one you want to keep, and which one you want to extend. You can also insert any mods you feel like. The mods are loaded in alphabetical order, that's why the numbering was added. This way compatibility can be ensured. Important: You need to start a new region, claim a city, save, exit and restart the game because some mods only work properly from then on. List of mods included: List of mods tested and found obsolete (either double or conflicting): List of mods tested and found buggy or not working: List of mods tested and skipped in the end (compatible but I didn't like them): List of not tested mods: See first comment. I've spent several days bringing this to you guys, unfortunately I was not able to create an installer for it, so you have to manually copy the files, but it also gives more possibility to customize for your own needs. DISCLAIMER: The listed mods are the property of their respective owners and are referenced with links. Visit the respective links for details on each specific mod, and also if you need support. Use it at your own risk! Have fun and enjoy! - Twinzens, the collector- 52 Comments
- 12 Reviews
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- 2020
- simcity 2013
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(and 3 more)
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PUBLIC Game: Region Name: Heavy Trade 2
SecretMbr_735754 posted a topic in SimCity (2013) Region Games
Starting New PUBLIC Region, May 4, 2017 Username: Randy22E SimCity 2013, NA release, Digital Deluxe, 10.3.4 Individual Game Settings: Disasters disabled Text Chat Settings: Origin disabled, In-game enabled Server: North America West 1 Region Map: Viridian Woods Region Name: Heavy Trade 2 All welcome to join. +++++++++++++++++++++++++++++++++ PROGRESS: No. 9 on Leaderboard for Simoleons. All cities full May 11. Pop. 965.000 ================================ Here's a link to the official site server list and status: http://www.SimCity.com/en_US/server-status Issues related to online game-play: ~~~~~~~~~~~~~~~~~~~~~~~~~ I haven't completed a list of official (non-user-created) DLCs for SC5 (2013), but below are general indicators of what variation there may be in content between players online: Editions: Limited, Digital Deluxe, Collectors Releases: Windows: NA, EU, AU, JP, UK, Worldwide, Mac OSX Latest Version: 10.03.04.00 ------------------------------------------------------- So far I have determined that user-created mods are less likely to cause difficulty in online game-play than the yet 'unfixed' condition of different official DLCs causing the 'unable to reclaim' error. If a city is abandoned by another player and you can't reclaim it, it is most-likely because of the variation in official DLC. Not being able to reclaim an abandoned city is most-likely the difference of which 'release' is being used by different players. Some content that was available for free and has been discontinued is furthermore likely to cause the error. ------------------------------------------------------ All welcome to join means ALL regardless of geographic location, release or OS. From the multiplayer menu you can view a region and visit the cities in the region without having to 'claim' a city to get inside to look around. This way you can choose from several public regions with active players to join, and then claim a city in one you want to play without immediately leaving behind an abandoned city that can't be reclaimed by others if they have different DLCs. -
Looking for players, starting region in a week
Pulsar79 posted a topic in SimCity (2013) Region Games
He city builders, I 'm thinking about starting a new region, and i'm looking for players that wanna join in the region. I play like 3 hours or so in the weekends and on weekdays around 1 hour a day. All the regions i started end up with a lot of abandoned cities I will start the region in about one week so that we have a even starting point. New players can always be invited to the region on a later moment Just add me to your friends list and i will invite you to the region. User name is Pulsar197925 Normally i play on the europeWest3 servers Hope to hear from you, See you in the Region...- 3 Replies
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- new region
- looking for players
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Hello fellow players of SimCity. Here's Trylk (Seb for an easier name), I am a modder of SC5 (2013) who decided to remain on the game for a few reasons. (Details in another post) So, I'm not here to talk about myself, etc. I'm here for you, to answer your mod requests and try to give a second chance to this game. Okay let get to the serious part. ---------------------------------------------------------------------------------- Project name : Omega Co. 2.0 Objectives : Remake the OmegaCo transportation tubes to allow a more accurate zoning. Enhance the factory in order to stabilize the needs, the production stats, etc. Allow a better control of which ores/oils are extracted. The way it's going to be done : Separate the ressources extractor to create two differents units that will extract "Oil" and "Ore" (one ressource per module) If possible, enhancing the transport tubes to make the transfer slower or faster. Ex : You have a mining site far of your factory, by default, your transportation tubes transport the ressources that've been extracted at an "medium" speed. Well, since you're far, you want to have a faster ressource transfer from mining site to factory. Same thing's going on if you got a pretty near mining site. Mining units would need ControlNet (approximately 50) <<This is subject to be modified in the future>> What about mod compatibility : Here's a list of the planned mod compatibility : MultiPlopper add-on Regional tools Enhanced stats for industries and workers. (More detailed UI) Do you got any images ? No... Sadly not... Later, I promise that as soon as the firsts testing waves will come, I'll make pictures and add em. So make sure to subscribe and keep an eye here!
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- cities of tomorrow
- sc5
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New in SC2013 - Total City starting question
mayorgreener posted a topic in SimCity (2013) General Discussion
Hi, I am coming from SC4. In the SC4 section of this forum, I have lots of threads under my belt OK, I started my 1st city and I built the wind power plant and water tower. I thought that they are essential to keep sims happy since as soon as the sims settled in the city they started asking for it. Now my Ques is are they really needed as just the very beginning? My city population is 90 and before putting the water tower I was making +ve cash flow but now its -45/hr. All demand is 0. And so my 2nd ques is how to increase demand and bring more people in my city. What to do in this stage? Thank you -
Hello people! My name is Seb and I am here to keep SimCity 2013 (SC5) alive with my mods I'll attempt to make for you4 OWN wishes. Please take note of that : I do not modelize 3D objects, I only make mods with SCPak. I am very handy although. Here is a list of what I am able to do at the momment with SCPak : Modify ControlNet system (Production, Usage, Bandwith, info mods) Modify megatowers (Levels, crowns (for real)) *Soon: New levels, new megatowers, new crowns (later). Create new working modules without overriding the original ones and integrate it to a building. *Soon : custom buildings with custom modules.Please take note i am currently working on a huge ControlNet project wich will allow me to make even better mods. This could allow me to make CUSTOM GREATWORKS, CUSTOM OMEGACO SYSTEM and CUSTOM Crowns who will use ControlNet.Here is a list of things I can't do : custom maps, custom roads, custom layers, custom hud/ui (would be too long), custom 3D models, megatowers colors modifications.
- 6 Replies
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- sc2013
- cities of tomorrow
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After playing SC4 for a decade with all mods, bats and cheats ever created for SC4 by all knights and angels, I was darned excited when SC5 was launched. So i bought the game and it was really great in terms of graphics. However, the gameplay wasn't as great as SC4 and so I ditched my SC5 and continued playing endlessly on my SC4 with multitudes of land, space, terraforming and regions. Still loving my SC4 and am not gonna let it go.... Come to think of it, i got too tired at times in re-arranging and searching for multitude of worthy downloadable items. I even have 1tb external drive just for my SC4 stuff. Even if I ditched my SC4 for a couple of months, I will pick up and create entirely new regions, terraform them coz I missed laying down streets, roads, creating cul de sacs and public transportation. I am a hardcore SC4 enthusiast and most of all I really appreciate those terrific people who created all the fantastics mods and bats to make my SC4 sprout with new buildings, decor and great functionality. Having blabbered the above, Just wondering if anyone still plays SC4 until today.. Reply if you play SC4 and still love it p/s i keep coming to simtropolis or BSC for the good stuff
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An interested post from a developer on SimCity reddit
Leathaface posted a topic in SimCity (2013) Modding - Open Discussion
I was reading SimCity's reddit and I found this post in a topic there: I don't know for certain if the poster was a SimCity developer, but why would the person lie? Plus it seemed like a merited respond to the topic. I wonder if the scale of buildings and roads in SC2013 can be reduced so we can fit more cities? (here is the entire reddit thread: https://www.reddit.com/r/SimCity/comments/3bjfij/i_feel_like_simcity_2013_wasnt_giving_a_lot_of/) PSS: Looking at the Reddit thread directly the quoted poster, vertexnormal, has a Maxis logo after his/her name. So the poster is in fact a (former??) Maxis employee. -
Update Regarding Building Something Awesome
CapTon posted a City Journal entry in Building Something Awesome
https://www.youtube.com/watch?v=PBGHT_5d3T0 You know these update videos are never good. -
Version 1.0
9,880 Downloads
NOTE: Please be sure that you read through the entire page and watch the video for all information on this mod pack. Hey guys . Within this mod pack is the mods that I have created that work in the online mode of SimCity 2013. Before I list all of the mods, here is the video for this mod pack: Alright, here's the list of all the mods in this pack: Multi Plopper EL Train Addon - https://community.simtropolis.com/files/file/29828-multi-plopper-el-train-addon/ Large Ambulance Bay for Clinic - https://community.simtropolis.com/files/file/29807-large-ambulance-bay-for-clinic/ Wind Storage Batteries - https://community.simtropolis.com/files/file/29758-online-and-offline-wind-storage-batteries/ Solar Storage Batteries - https://community.simtropolis.com/files/file/29750-online-and-offline-solar-storage-batteries/ Multi Plopper Subway Addon - https://community.simtropolis.com/files/file/29724-multi-plopper-subway-addon/ School of Education - https://community.simtropolis.com/files/file/29716-100-guaranteed-plop-fix-school-of-education/ Ploppable Road Interchange Mod - https://community.simtropolis.com/files/file/29714-power-water-and-sewage-update-ploppable-road-interchange-mod/ Basketball Court for Grade School - https://community.simtropolis.com/files/file/29541-basketball-court-for-grade-school/ Grade and High Schools Ploppable on Road - https://community.simtropolis.com/files/file/29525-grade-and-high-school-classrooms-ploppable-on-road/ Garbage Atomizer Ploppable on Road - https://community.simtropolis.com/files/file/29522-updated-garbage-atomizer-ploppable-on-road/ University Schools and Dormitories for Community College - https://community.simtropolis.com/files/file/29487-updated-university-schools-and-dormitories-for-community-college/ Garbage Incinerator Ploppable on Road - https://community.simtropolis.com/files/file/29478-garbage-incinerator-ploppable-on-road/ Two Water Mods Pack - https://community.simtropolis.com/files/file/29472-two-water-mods-pack/ Lower Schools Mods Pack - https://community.simtropolis.com/files/file/29464-lower-schools-mods-pack/ Plastic Polymerizer for Oil Well - https://community.simtropolis.com/files/file/29453-plastic-polymerizer-for-oil-well/ Municipal Bus Garage for Shuttle Depot - https://community.simtropolis.com/files/file/29413-municipal-bus-garage-for-shuttle-bus-depot/ CapTon's Police Mods Pack - https://community.simtropolis.com/files/file/29412-captons-police-mods-pack/ CapTon's Medical Mods Pack - https://community.simtropolis.com/files/file/29405-captons-medical-mods-pack/ CapTon's Fire Mods Pack - https://community.simtropolis.com/files/file/29356-captons-fire-mods-pack/ The links have been included so that, if you want, you can download some of my online mods separately. NOTE: The files contained within this mod pack are all grouped together in one folder. It is recommended that you copy all the files and then paste into your SimCityData folder. You can attempt to copy and paste the folder itself into your SimCityData folder, but I cannot guarantee that the mods will work correctly. How to install: 1. Unzip/extract the file. 2. Copy and paste the files within the "Online Mods Pack" folder into your SimCityData folder. If you experience any issues with this mod pack, leave a review down below or leave a comment on the video (more likely for me to see). Special thanks to: - Johnathan_Tycoon: for requesting the creation of this mod pack. - Everyone that helped me create some of the mods listed above. Thanks for checking this mod pack out! More are coming! -
Building Something Awesome (SC2013) Part 17: This Ain't Skylines
CapTon posted a City Journal entry in Building Something Awesome
https://www.youtube.com/watch?v=qRwKGzJVa2o This ain't Cities: Skylines, but ya know ... -
Building Something Awesome (SC2013) Part 16: You Ruined My Day
CapTon posted a City Journal entry in Building Something Awesome
https://www.youtube.com/watch?v=zF0V50PwBT4 You ruined my day, you $!#%%^@#$@ #@$%^^##%!!! -
Update Regarding Building Downtown Toronto Challenge
CapTon posted a City Journal entry in Building Downtown Toronto Challenge
Just a quick update video regarding my Building Downtown Toronto Challenge series. https://www.youtube.com/watch?v=JSMh60ql9oU -
Building Something Awesome (SC2013) Part 15: You Guys are Incapable of Living
CapTon posted a City Journal entry in Building Something Awesome
https://www.youtube.com/watch?v=vzRbkmxLeOE These people... could everyone go three seconds without being stupid? -
Building Downtown Toronto Challenge (2): We're Gonna Be Here Awhile
CapTon posted a City Journal entry in Building Downtown Toronto Challenge
https://www.youtube.com/watch?v=mVVbvX9H-yo It seems like this series is gonna take longer than I thought it would. -
Building Something Awesome (SC2013) Part 13: Gambling House
CapTon posted a City Journal entry in Building Something Awesome
https://www.youtube.com/watch?v=6kATuiFcPIo Welcome back it's been too long, hasn't it? -
Building Something Awesome (SC2013) Part 12: Need Dat Cash
CapTon posted a City Journal entry in Building Something Awesome
https://www.youtube.com/watch?v=NVgwUF7RDp0 Cash money is hard to come by. Dayum. -
Building Something Awesome (SC2013) Part 11: Movin' Schools
CapTon posted a City Journal entry in Building Something Awesome
https://www.youtube.com/watch?v=5BXlOStzaYI Moving schools around. Yep. Entertaining stuff. -
Building Something Awesome (SC2013) Part 10: We're Back
CapTon posted a City Journal entry in Building Something Awesome
We're finally back after over a month of waiting enjoy! https://www.youtube.com/watch?v=jPum_SZZk6k -
Building Something Awesome (SC2013) Part 9: We Get Some Work Done
CapTon posted a City Journal entry in Building Something Awesome
Part nine: https://www.youtube.com/watch?v=14Maad1JMvs We finally get some actual work done hoorah! -
Building Something Awesome (SC2013) Part 8: Death to the Zombies
CapTon posted a City Journal entry in Building Something Awesome
Part eight: http://youtu.be/JgyjRy8ipsY Death to the zombies enjoy part eight.

