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City-building game(s)

Found 404 results

  1. Hey, I'm having an issue where the game on Mac is only recognising one resolution. Has anyone been able to figure out a fix for the issue? I thought I could change a setting in my save data, but it's not that simple. The game thinks I can only choose 1024x720, when other games (Sims 2 Super Collection) can detect more than one screen resolution on the same Mac system I'm using.
  2. Hello to you all fine SC2013 enthusiasts! Last time before the Simtropolis server shut down we were discussing on how it could be possible to place buildings without snap points and how one could have building textures outside the original border. Does anyone have an update on this? What happened to the person who was posting about this? It would be great to have an update
  3. Hello everyone, I was interested in maybe making a mod api (lua/c++) to allow for extensive modding of the SimCity 2013 game. Would it interest anyone ? If yes, what kind of features would you guys need ? I don't have a clear idea , as i don't extensively play the game too much, i'm more interested on the technical challenge aspect, so i want to know what are the needs, in order to have a meaningful modding api people could use, and test aswell. Thanks for taking time to read this, don't hesitate to contact me for more questions to requests
  4. Skye's Regional Freeway Mod

    Version 1.0.0

    73 Downloads

    Skye’s Regional Freeway Mod Skye's Regional Freeway Mod is a mod developed by Skye Storme and was available on his website, but with the closure of this website, this mod has been lost until now. This mod creates a new type of road that is identical to High Density Streetcar Avenue but with the ability to go outside the city limits and create more connections to the highway. This mod is compatible with both Online Mode and Offline Mode. Installation Copy Regional Freeway.package into the EA Games\SimCity\SimCityData folder.
  5. if gambler capacity and hotel rooms is such easily stackable and dont need any area, maybe absolute number of tourists is that gambling realily needed
  6. SimCity Modpack Dez25

    Version 1.0.0

    200 Downloads

    Das ist ein Modpack für SimCity 2013. Für die aktuelle Version mit allen DLC`s. (Deluxe Version)Welche im EA playpass für 5,99 im Moment erhältich ist. Es gibt zwar einige Packs hier, aber sie sind fehlerhaft. Es ist auch unmöglich den Fehler zu finden. Deshalb habe ich mich dran gemacht um ein funktionierendes und lange getestetes Pack zu erstellen. Was jetzt ab Dez 25 läuft. Ihr könnt natürlich noch andere Mods dazu machen, aber das müsst ihr dann selber testen ob es dann immer noch läuft alles! Inhalt: -grössere Stadtgrenzen -alle Stadt und Regionalstrassen, auch für Züge und U Bahnen, Wasser und Strassenbahnen -U Bahn -Polizei, Feuerwehr, Krankenhaus, Depots, Müll Erweiterung, (mehr Fahrzeuge, mehr Anbauplätze) -der Mod das Fahrzeuge auf der Strasse wenden können und nicht erst zur nächsten Kreuzung fahren müssen Install: 1. Download the file. 2. Entpacke die Datei und kopiere die 2 Ordner in den SimCity Ordner. C/Programme/EA Games/SimCity 3. Ein Spiel starten eine Stadt wählen diese speichern und das Spiel komplett verlassen. Und dann wieder starten und das Save hat nun alle Mods korrekt installiert. Das ist sehr wichtig!! Das müsst ihr beim ersten Spielstart so machen!! Erläuterungen und Tipps: Zur Mod grössere Grenzen, Diese Mod vergrössert euer Baugebiet erheblich. Allerdings nur nach Norden und Osten. Die Grenzen sind zwar auch im Süden und Westen grösser, aber man kann hier nichts bauen! ist aber nicht weiter schlimm, da ihr auch so fast doppelten Bauplatz habt. Man kann auch Gebiete ausweissen in die neue Grenzerweiterung. Dafür müsst ihr eine Strasse ziehen bis an die neue Grenze und mit Strg die vom ursprünglichen Baugebiet aus ausweissen. Man muss da ein bisschen experimentieren, aber es geht. Du siehst das auch auf dem Screenshot! Bei dem Mod müsst ihr ein bisschen drauf achten das ihr dann nicht in die angrenzende Stadt reinbaut. Ist zwar nicht schlimm und es passieren dadurch keine Spielfehler, aber sieht halt S***** aus. Ansonsten ist der Mod aber ein Traum, da ihr die Grundversorgungen z.B. alle aus dem ursprünglichen kleinen Gebiet raus legen könnt! Und alles andere halt auch, wie ihr es halt gerne hättet... Zur Mod U Bahn, Diese funktioniert reibungslos und holt euch extrem viel Verkehr aus der Stadt. 2 Sachen gibt es da aber zu beachten. Durch den "grössere Stadtgrenzen Mod", könnt ihr natürlich auch U Bahnen in dem neuen Baugebiet anlegen. Sollte das Gebiet eben sein zur zum ursprünglichen Baugebiet könnt ihr die U Bahn connecten in dem ihr nicht das normale Gleis nehmt, sondern das aus dem Boden zur Oberfläche Gleis. Ist ein grösserer Höhenunterschied zum Original Baugebiet, könnt ihr diese nicht connecten. Natürlich könnt ihr aber Busse, Züge und Trams hin fahren lassen. Um die zu tiefgelegene U Bahn Station mit dem original Baugebiet "indirekt" zu verbinden. Eine Sache noch zu grundlegenden Spielmechaniken, Musste mich jetzt auch erstmal wieder rein arbeiten, aber ich lese diese Fragen oft. Zuerst muss man mal sagen das wirklich alles funktioniert. Aber nun zum Tipp. Es geht um die Industriestadt und wie bekomme ich die Industrielieferungen in eine andere Stadt. Es ist ganz einfach ihr müsst nur ein Depot bauen mit Versandlagern dran. Diese werden automatisch in Städte geliefert die sie benötigen. Später mit Flughafen geht es noch besser. Städte die Industrielieferungen brauchen, benötigen kein Depot. Die Lieferungen werden direkt an die Gewerbe gefahren. Also die Formel ist, da wo Industrie ist, dort muss das Versandlager stehen. Bei Flughäfen müsst ihr dann auch ein Lager anbauen und die Stadt wo das Flugzeug hinfliegen soll braucht natürlich auch einen Flughafen. Das zur Industrie. Dann eine Sache noch die später wichtig zu wissen ist, ihr könnt max. 8 Megatürme pro Stadt bauen. Und diese Türme bringen extrem viel Einwohner mit... Dadurch könnt ihr die Einwohnerzahl richtig schnell nach oben bringen.
  7. Version 1.0.0

    150 Downloads

    Rapid Resource Extraction (Coal, Ore, Oil) v10.3.5.0 I previously released these mods for game version v10.3.4.0. This is an update to make them work for v10.3.5.0. The fix is essentially moving the files and game script into the SimCityData folder. -Game- SimCity 2013 v10.3.5.0 -Mode- Offline -Installation instructions- Insert straw. Suck. -Real installation instructions- Find your game's SimCityData folder. Extract the contents of the Files.zip into it. Note: if the game gets updated again and these mods stop working, this may fix it... if there's a newer SimCity-Scripts_287520926.package file (it'll have a higher number than 287520926): Delete SimCity-Scripts_287520926.package in the SimCityData folder. Copy the newer one from SimCityUserData\EcoGame and paste it into the SimCityData folder. -Coal Mine Description- Extract coal at a rate of approximately 2,300 tons per minute (real time). What was changed: Coal Mine ---------------- Unlocked Storage capacity: 50,000 tons Maximum number of shafts: 200 Maximum number of garages: 200 Extraction Rate (the magic): 0 Coal Shaft ----------------- Plop anywhere Extraction Rate (the magic): 0 Coal Delivery Truck Garage ------------------------------------------- Plop anywhere Testing: See screenshot. Game speed: Cheetah; it took approximately 10 minutes (real time) to extract 23,248 tons - includes waiting between shifts (see Note 1). Notes: Coal extraction appears to be conducted in shifts, resulting in an in-game delay. Build more than one mine to speed up extraction. Coal delivery trucks spawn from their garages and join the nearest road. -Ore Mine Description- Extract raw ore at a rate of approximately 1,000 tons per minute (real time). What was changed: Ore Mine -------------- Unlocked Maximum number of modules: 20 (it appears that there is a hard-coded maximum of 20 modules, which can be a mix of the sign, garage or shaft) Storage capacity: 50,000 tons Extraction Rate (the magic): 0 Ore Shaft --------------- Plop anywhere Extraction Rate (the magic): 0 Ore Delivery Truck Garage ----------------------------------------- Plop anywhere Testing: See screenshots. Game speed: Cheetah; it took approximately 6 minutes (real time) to extract 6,118.4 tons. -Oil Well Description- Extract oil at a rate of approximately 1 million barrels per 28 minutes (real time). Usage: Taking advantage of the Oil Pumpjack's reduced size, densely pack all the oil deposits with them as shown in the screenshot. Time to extract 3 million barrels without mod: 3 hours. Time to extract 3 million barrels with mod: 1 hour 25 minutes. What was changed: Oil Well ------------ Unlocked Maximum number of pumpjacks: 1,000 Maximum number of garages: 25 Storage capacity: approximately 4.5 million barrels Oil Pumpjack --------------------- Plop anywhere there's a service road Size: reduced by 50% Oil Delivery Truck Garage ---------------------------------------- Plop anywhere there's a service road Testing: See screenshot (Elm Grove). Game speed: Cheetah. Timestamp and progress: 16:25 extraction started. 16:41 1 million barrels extracted. 17:01 2 million barrels extracted. 17:50 3 million barrels extracted.
  8. Version 1.0.0

    71 Downloads

    A small collection of ONLINE-compatible mods to improve the game without having to download everything individually. This modpack adds the following mods: No Agent Clumping by Buggi: Fixes an issue where agents(npcs) would bunch up at the entrance paths of certain buildings (University, Community College, Stadium). The mod alters those entrance paths so agents are consumed immediately and thus the building’s capacity is limited only by the road network, not by bottlenecking at the lot. Cut the Grass by SteveManx: Reduces the length of grass across the landscape in the game. Natural Parks by SteveManx: Replaces the default blue-green seam-lined “astro-turf” textures in parks with a more natural grass / ground look, blending better with surrounding zoned lots. COT Cross Over by Makezel: Allows npcs to drive over the middle lane (cross over) to reach Buildings, thus decreasing the amount of u-turns. Improved Worker Data in Rollover by Schizoslayer: Adds worker/employment information to various buildings. It’s essentially the same display you see when selecting a ControlNet building. ONLINE ‑ Functional Guides by Ciaolo: Reworks placement guides so they show the correct buildable distance based on road density. Guides adapt to both the existing road and the new one, ensuring each can support a properly sized building. Rails and avenues are treated like map edges, so guides only show spacing for buildings on the street you’re placing. Reduced Snap Distance by Ciaolo: Reduces the “snap distance” when placing roads, buildings, or other objects Real Population by zombie12: Replaces the “fudged” population numbers with what it claims to be the actual population (the true count of agents) rather than the inflated display number. Links to the mods: https://community.simtropolis.com/files/file/29572-no-agent-clumping/ https://community.simtropolis.com/files/file/29291-cut-the-grass/ https://community.simtropolis.com/files/file/29283-natural-parks/ https://community.simtropolis.com/files/file/29917-cot-cross-over/ https://community.simtropolis.com/files/file/30181-improved-worker-data-in-rollover/ https://community.simtropolis.com/files/file/29767-online-functional-guides/ https://community.simtropolis.com/files/file/29774-reduced-snap-distance/ https://community.simtropolis.com/files/file/29290-real-population/ How to install: Extract the zip-file Copy the folders to "Program Files\EA Games\SimCity"
  9. Baka Mitai Gus Oddman

    He misses you, man! Don't leave your city infrastructures unchecked! #SimCity #simcity3000 #simcitybuilditgameplay #simcitybuilditandroid #simcity2013 #gusoddman
  10. # 🧠 SimCity 2013 – OptionScreenSize Resolution Map SimCity 2013 uses an internal parameter called `OptionScreenSize` to select screen resolution. This value is not a direct resolution like "1920x1080", but an index pointing to a predefined resolution and refresh rate combination. Thanks to reverse engineering, here is a partial map of known values: ## 📊 Resolution Table | OptionScreenSize | Resolution | Refresh Rate | |------------------|----------------|--------------| | 1 | 1024×768 | 100 Hz | | 3 | 1024×768 | 60 Hz | | 5 | 1024×768 | 165 Hz | | 6 | 1024×768 | 144 Hz | | 7 | 1024×768 | 70 Hz | | 8 | 1152×864 | 120 Hz | | 9 | 1152×864 | 100 Hz | | 15 | 1280×720 | 60 Hz | | 18 | 1280×720 | 120 Hz | | 30 | 1280×768 | 144 Hz | | 35 | 1280×800 | 119 Hz | | 40 | 1280×960 | 75 Hz | | 41 | 1280×960 | 60 Hz | | 50 | 1280×1024 | 165 Hz | | 64 | 1366×768 | 120 Hz | | 100 | 1680×1050 | 120 Hz | | 109 | 1920×1080 | 120 Hz | | 110 | 1920×1080 | 100 Hz | | 111 | 1920×1080 | 75 Hz | | 112 | 1920×1080 | 119 Hz | | 113 | 1920×1080 | 165 Hz | --- ## 🛠️ How to Force Resolution To force SimCity to launch in a specific resolution, edit the preferences file and set: OptionScreenSize 110 OptionFullScreen 1 OptionFitToScreen 1 OptionNoWindowBorders 0 ✅ This will launch the game in fullscreen 1920×1080 at 100 Hz. ##📁 File Location (EA App version) The preferences file is located at: C:\Users\<your-username>\AppData\Roaming\SimCity\Preferences Replace <your-username> with your actual Windows account name. ## 🧩 Tips If SimCity resets your settings, mark the file as read-only. You can use Borderless Gaming to simulate fullscreen in windowed mode. If your GPU is not recognized, spoof it in configmanager.txt or update VideoCards.txt. ##💡 Contribute Found more values? Help expand the table! Share your findings with: OptionScreenSize value Resolution and refresh rate GPU and monitor used This helps modern users unlock full graphics potential in SimCity 2013. Unlock_res_SimCity2013.md
  11. Why SimCity Died

    Since this covers the entire SimCity series, I am not sure where in the forum to share this. It's quite interesting showing the rise and fall of the series TLDW- EA saw what a cash cow The Sims was, so they focused on that. SC4 was still in early development at the time, so it got a pass to proceed.
  12. hello (SimCity 2013) im using the " modpack project orion 3k" - i got everything ready, the map expansion works , new buildings / icons etc are all working "only " 2 problems im facing is that i get 0 population even after a good 30 minutes nothing will change on my pop + i CAN draw roads outside the original map but i cant place buildings around it - theres no plop for me /edit - not mandatory - but if i place a road outside the original map between trees - they dont seem to be disappear - ive seen the video showcase from " AsilksWorld " and it did not happen to him i couldt find anything related to this in this forum here so im very thankful for any advices to fix this problem
  13. Disclaimer: I will edit this post over time as I make discoveries. If you find anything useful that would contribute to this post, please leave a comment, and I will verify and update the post. SimCity (2013) Ultimate Mod Guide for 2025+ Still active in 2026! Since EA launched their 2024 update to SimCity (with no content), the great 2020 Mod Collection by Twinzens no longer works as it used to. This post exists to guide players in setting up a modded SimCity game. Some Notes I am only human. I will do my best to try and find the combination of mods that ensure the game works on the latest version of the game. Rather than providing a full modpack, I will document the mods you should add or remove to get the game working. Once we achieve a fully stable version, I will post it in the mods section. All instructions assume you have the Cities of Tomorrow expansion. The resulting game is intended for offline use only. No Project Orion - it is very buggy and is known to conflict with many mods. My goal is to maximise the number of mods in a stable version of the game. I may consider changing this in the future. No Cheats - the intention is for the mod collection to supplement gameplay, not speedrun or cheat. Installation Instructions 1. Install SimCity (2013) and its DLCs, then launch the game once. 2. Switch to Singeplayer mode, and exit the game. 3. Go to your game directory root folder. 4. Download the latest mod collection here, using only these three files, then copy the contents (everything inside each .zip file) of every file into your game directory: 2020ModCollectionSC13k-mods.zip 2020ModCollectionSC13k-scripts.zip COT Crossover All Roads-mod.zip 5. Download and install these additional mods, posted more recently than the 2020 pack: 6. Remove the following files from /SimCityData and /SimCityUserData: Launch Instructions You MUST do this every single time you launch the game! credit to plumbbob_detonation for this comment. Create a NEW Region and claim a city. Exit to Main Menu. Delete the region you just created. Play the game as normal - the bug is fixed for your current active game session Consequences of not doing this every launch: Your UI will bug out, and not work. Zoned areas (RCI) will not build anything. Resuming a city you already own will: Reset happiness to 0% Flood your city with abandoned buildings Your stats (population, etc) will be permanently altered and inaccurate Issue Tracker MegaTower not building - Placed MegaTowers never build the first floor (stuck at 0%). Solution: Demolish the first floor, then build as normal. Can't Place Buildings - Attempting to place a building; some roads do not show snap points when avenues do. Solution: None found. RCI Plop Issue #1 - Unable to plop RCI Building (mod), but will demolish other buildings. Solution: You must first have a building naturally reach the density of the building you wish to place. Then, they are ploppable. Money Cheat not working - Money cheat code (ALT+W) does not add $100,000 when used. Solution: The city must have been claimed in a "cleaned"/vanilla state first in order to use the money cheat keybind - claiming the city while the game is modded prevents the cheat from ever working in that city. A fix is to "Repair" the game via the EA App, claim a city as per this post's instructions, reinstall mods, and then the money cheat should work only for that city in a modded state. Repeat for other cities. No fix found for already claimed cities. [source] Partial Zoning in Viridian Woods: Straussberg Isles - Zoned RCI buildings do not build in some areas (islands) but do build in other areas (mainland). Solution: None found. [source] OmegaCo Factory is broken - Doesn't function, UI hover shows debug text, can't demolish, modules disappear after building them Solution: None found. [source] Changelog
  14. SimCity in 2025 I believe needs revisiting. Yes it's an old game, and many of us have strong opinions about it or EA in general, but I don't want to see it die. To coarsely summarise the history of the game and its mods: SimCity released in 2013. The vast majority of mods were last updated around 2015. Few mods in 2019-2023 exist. We got an awesome modpack collection in 2020 We had a horrendous game-breaking update in 2024 from EA (that has a janky fix to get the modpack working rn). Given the modern tools such as AI and better technology, are we, as a community, any closer to understanding how to produce better or more ambitious mods for this game? Are these threads even alive? I will kick some life into them regardless
  15. Hello. I bought SimCity 2013 a few months ago. But sinse i bought the game, i have encountered a lot of bugs and errors. First, the game would not open at first becouse there was a problem with the "properties.txt" file of the game. After i solved this error, another bug started to occur: The game suddenly freezes. While playing the game normally, it freezes all of a sudden and i cannot load that city again. When i try to load the city, i get stuck on the loading screen forever. I created another city and after playing for a while, the city i created suddenly froze and stopped loading. According tp research i did, i read that some corrupt "scripts" files are causing the game to freeze, but i am not sure. I suspect that the buildings that are causing the game to freeze are the parks because whenever i place a park, game freezes immediately, or after placing any other building. I am not sure. I also noticed that the game freezes after going into the settings section of the game and changing a few settings. I hope someone has some solutions that can help.
  16. Hi, Simtropolis Community, What if we approached city-building with the same precision as Swiss wealth management? I’m launching an SC4 journal to explore financial urbanism—where every zone, transit line, and utility functions like an investment portfolio. The Geneva Banking Principles for Cities: Asset Allocation Districts Residential = Bonds (stable/low yield) Commercial = Equities (high risk/reward) Industrial = Commodities (volatile but essential) Infrastructure as Compound Interest Measuring how education spending today affects tax base in 20 Sim-years Calculating the ROI of parks as "green dividends" The 100-Year Resilience Test Stress-testing layouts against: "Market crashes" (disasters) "Liquidity crises" (power/water failures) Journal Preview Challenges: Central Banking Your City Should the "municipal reserve" be: Cash reserves? Land banks? Education stockpiles? The Gold Standard Dilemma How to peg your city’s growth to: Fixed green space ratios Hard infrastructure buffers Your Input Needed: What economic indicators would you track? Should we create a "Basel Accord" for city balance sheets? Who’s attempted historical financial city builds (Medici Florence, Dutch Golden Age)? "Cities aren’t planned—they’re compounded." — Prakash Hinduja Urban Financial Architect | Geneva SC4 Journal: "The Vault City Chronicles"
  17. Well, I know this is an old game, but imo it's still SimCity as I remember from back in beginning. (for me-1999) Now let's dive into it. You have just build a College, and allready 1. day you'll see the first coupple of Tech Industries in your City. If you let the game go on from here, you'll never have any Tech-Point related problems, unless your traffic hinder enough students in Classes. But that's another story. Tech-Point works just like if you have an old mobil, you need to charge every night. The Tech-Point in the game "live their own invisible life". When students go to College/Uni the points starts to accumulate in the Industry, and after noon you'll see green bars all over. When you have 5 Tech Factories you'r allowed to build Processors. The Processor Factory are "born" with 1 production line, -containing 1440 Tech-Point, and if you add the last 3 lines, this Factory needs 4x1440 Tech-Point every day, and it will get those point BEFORE any factories in the City. Also if you want to add Computer and Tv production, every production lines also needs 1440 Point each every day. The Vindmill is born with 30 point (who needs them?) and VERY important-the Nuclearpower Plant is born with Tech-point. That's why you can run it with no problem 4-6 days before it's Tjernobyl. The NuclearPower Plant is THE ONLY building in the game who needs Tech-Point to run, but to get Tech Industry and Processor You need at least 5 Tech-Factories to unlock them. Here is what you have to do. Play the game as normally and get your School uppgraded to 950 students, so College and University are unlocked. Then-at about 9pm, when you'r sure no School Busses are driving, turn off the School but let it be and let all the busstops be,-you'll need it again. Build the College and wait untill you have 5 Tech Industries and Processors unlocked,-then simply shut down the College again, and continue with Highschool for the rest of the game. Now you can have all the Processor Production you want-without ever run into "yellow blinking Hats" again. The description for College/Universitet says "nearby Industri", so people build their best Schools out in the dirty Industry area,-but Nearby should just have been EVERYWHERE. This take me to the "Ghost-Students" The problem starts because of the Glassbox itself. All those students who live in walk distance from College/Uni will walk to there. Then when class are over, all the Cars are faster out and will take all houses nearby, before the walkers have a chance to go there. Therefor they need to walk longer and longer, and in the end you'll have students all over with no where to go. They never gets "home" and they never get in school. There is 1 nd only 1 solution. Place the College and University away from walk distance from any Residents. This should cover the two most destroying "bugs" (fails) ind the game.
  18. Hello to whoever is reading these forums. I'm not sure how active this place is, but I decided to make a post anyway. For the hell of it. Might even get a solution. Long story shot - I recently began playing SC13 again, after not playing it for a year or so. I'm currently using my laptop, but I also play on PC. So I mostly play singleplayer, and for the most part, I like to use mods. So I decided to download the same modpack that I used before. [SC13] 2020 Mod Collection by Twinzens. From this pack I installed everything except the Project Orion. So that is all the mods, scripts and the specific file for Cities of Tomorrow (COT). Anyway, when I booted up the game I noticed that all specialty buildings from sewage treatment plant to oil rigs and all COT buildings had broken UI and the modification plop placements disappeared or just deleted the whole building. I know that this is caused by many different "Upgraded" mods made by Nikola101, because after I removed them the issue was gone, but so was the building modifications (such as increased storage and modification count). I wanted to know if anyone else has had this issue and is there a way to fix it. I don't understand why is this happening. I have a clean SimCity 2013 Completed Edition install, no other mods. I've used this pack many times in the past, but only now I have this issue. I've attached a photo. Thanks.
  19. This is my first time using the forums, so I really hope I can find some help here. I've grown up playing SimCity 2013 and have wanted to come back to it - this time with mods. I installed a few, made sure they were compatible with each other, then started the game to begin my new city. At first everything was working well, but when I quickly reloaded after having a break, I was met with these glitched ghost roads that couldn't be interacted with. Any new road I drew ended up having the same issue affecting them and I'm so confused. If anyone is able to help me with this issue, I'd appreciate it. I think the Pedestrian Paths mod is causing it but I'm not sure and I'm really hoping that's not the case. I have provided a screenshot of both the issue as well as my SimCityData folder to show what mods I have installed.
  20. Data map Tornado

    From the album Types of TORNADOES in SimCity 2013

    What a tornado looks like when you open a data map! You can BARLEY see it, but it's there! Try squinting your eyes or looking closer!
  21. Waterspout

    From the album Types of TORNADOES in SimCity 2013

    What a tornado looks like as a waterspout!
  22. Desert Tornado from the dark side

    From the album Types of TORNADOES in SimCity 2013

    What a tornado looks like in the desert on the dark side.
  23. Desert Tornado

    From the album Types of TORNADOES in SimCity 2013

    What a tornado looks like in the desert.
  24. Nighttime Tornado from the dark side

    From the album Types of TORNADOES in SimCity 2013

    What a tornado looks like during the night on the dark side.
  25. Nighttime Tornado

    From the album Types of TORNADOES in SimCity 2013

    What a tornado looks like during the night.
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