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      Intermittent Hosted Content Errors   01/09/2018

      Our files host is experiencing service degradation atm. This means some STEX files will not download and will toss a 504 error. It could also mean avatars, attached images and such might appear to go missing. We apologize for the inconvenience. The best we can recommend if you get the file download error is to try again at a later time.

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City-building game(s)

Found 1,515 results

  1. Some More New Areas

    Replies: feyss: Thank you very much! Simmer2: Thanks for your comment. Also please tell me how add MMPs onto transit tiles? Tyberius06: Cheers! They're a most welcome addition, I tried the MMP versions though they are not quite as versatile... SC4L0ver: What really made me like Simmer2's new walls were the gated sections and the ruined walls- perfect for breaking up orthogonal and diagonal walls. _Michael: Thank you! I use a few different layers to make the tracks more rougher and organic. sejr99999: Correction- painting with MMPs. kschmidt: Thanks! What do you mean by the stone side road? tonyr: Sure! JP Schriefer: Thanks a lot! Sciurus: I used the LE to take a simple grass park texture lot and add a prop family of C.P.'s houses. Then I went to ILive's Reader to make the new lot have a transparent texture. As for the pictures, yes they are a little darker than usual, it is something I noticed a few days after posting the entry. I guess I overdid the contrast a little... Entry 16: Some More New Areas Here is one more small visual feast. Giving how things are getting busier this half term with the teaching then it will be four-five weeks to finish off Pololomia and there are only three city tile corners which need to be completed. Anyway- enjoy! 1. In the centre of this picture there was this blank area to be filled in. 2. By adding Simmer2's Bricks and Blocks Building Supplies I realised how I could complete the area: mixed light industrial/commercial combined with a small park. 3. 4. And yet more fields finished off. 5. Given the large areas to MMP, each finished field feels like a marathon. 6. And now it takes longer to finish off the field edges/walls/fences. 7. When I create these fields the first things I include are the fences/walls and the tracks. 8. This helps tell me exactly where everything should go. 9. I also try not to repeat myself when creating fields. Sometimes there will be areas with similar MMP combos, other times each field has a different MMP combo. 10. 11. MOAR grid-busting! 12. The Maxis Highway Override FA pieces are surprisingly MMP friendly! 13. The boundary between the urban and the rural... 14. Some time in late March Pololomia will be fully completed. And then the complete city tile tour can commence! Thanks a lot for the comments and the suggestions. I'll see you in late March!
  2. A brief introduction to the problem: After spending nearly three hours trying to play the game today (this included installing mods I downloaded before I "broke" the STEX), I loaded the game to discover it was not displaying correctly. Instead of the image being centered on my nice wide monitor screen, it was scrunched and badly misaligned into the lower left corner and much of the left edge of the UI (user interface) was cut off. Immediately I went through various diagnostics in an attempt to determine if the problem was caused by my hardware configuration, a software conflict, or a bit of both. Here's the steps I did... I took a screen shot - this is the first best diagnostic tool you can do to help isolate the cause of a visual issue. For those of you not familiar with this method, let me explain why this works well: If it is a software conflict, your screen shot will be exactly the same as what is on the monitor. In most normal cases, this includes any distortion, discoloration, and other graphics issues. Without getting too nerdy, there are multiple ways to get screen capture utilities which is essentially what a screen shot is. Personally, I use Microsoft's OneDrive screen capture utility and the internal one within Steam, but Maxis included one within SimCity 4. There are other programs that do the same function as well... All each of these programs do is at the moment activated, they will capture an image being rendered by your computer's graphics card and save it as an image file. This is a very important diagnostic tool and can assist you in determining what you need to do to get the game working the way it should. In the case of legacy games (games that are over 10 years old or are no longer supported by their original publisher), there are instances where software conflicts will have all the characteristics of a hardware conflict - and the Electronic Arts/SimCity franchise is one such publisher. When I was really into gaming within the SimCity franchise (beginning with SimCity 2k, SimCity 3000, and later, SimCity 4), I spent a lot of time helping others make their systems work with the games. I learned from EA Tech Support in 2004 (The Sims), that all Maxis titles have a set of video/graphics dlls that are not changeable and can often mimic hardware errors and should be treated as such. Having two ex-wives and a few nights sleep since then, all I remember is it has something to do with the rendering aspects of the graphics software within these games. If it is a hardware conflict, your screenshot will appear totally different than what is on the monitor. And of the two, this is actually the easiest to begin the diagnosis process. In what I was experiencing, what I was seeing and what was on the screenshot were NOT the same. While the monitor was displaying the main screen of SimCity 4, it was offset to the left by 1/3 and down by the same proportion. But here's what the screen capture indicated: The image resolution, as you can see, is close to being a near square and is the default Maxis setting for SimCity 4. While the game was made for the top-of-the-line monitors of its day, there has been tremendous development in monitors since those early days at the turn of the century. As seen in the linked screen shot, the default screen settings are 1024 x 768. This was the reason why the display had a scrunched appearance (first problem identified ). One of the problems I was having is the ACER monitor (second problem identified ). ACER monitors have a nasty habit if having to be reset (turn off, count to ten, turn back on) because of what I call screen drift - the display seeming to fall off the edge of the monotor's field of vision. So I have had a lot of experience with this in other applications besides games. This is one of the reasons I decided to handle the issue as a hardware conflict rather than a software conflict. Here are the steps to solve this issue if you are using an ACER monitor: Update the ACER monitor driver through the Windows 10 Device Manager panel. Chances are Windows 10 will tell you your driver is up-to-date. Update your graphics card driver (this is a good practice to do anyway). Within your graphics card configuration settings, there should be a tool that allows you to set options by program. Open this tool/window. Intel's 630 graphics series drivers allows for the user to change some settings. Most graphics cards do. And most offer the option to override the application's default settings. Select this option and any option that allows for hardware (graphics card) based centering. This will force the Acer monitor to accept the centered output of the graphics card, regardless of what parameters it is receiving from the Maxis software. Check to see that your Steam is updated (normally Steam does a good job of keeping itself updated). Once Steam is updated, go into the PROPERTIES of SimCity 4 and add the following line to the startup options: -CustomResolution:enabled -r1600x900x32 (1600 is the width, 900 is the height, and 32 is the color setting). Close the startup options dialog box, then close the properties box. Here's a screenshot of what you should have: That command in the startup options will force SimCity4 (or whatever Maxis game you are running) to force these display parameters on the game. Both this launch option and the change in graphics hardware settings to override application settings will work together to resolve the video issue with ACER monitors. Here's a sample of the improvement I was able to achieve (once I quit complaining about having to do everything the hard way): Please notice none of the default resolutions are selected (since this has been done through the advanced start-up options in Steam). The software rendering normally would be the rendering files included within the game - but in the Intel graphics driver software, the option to override the application settings will allow the graphics hardware and drivers to do the work of the Maxis dlls (or at least that's the way I remember it). I know for the "old hats" of this forum, this may not be new information... but if you're new at this game and are struggling with this issue, hopefully this will help.
  3. Hello, Lunar New Year sale on GoG (I forgot to notify you) is nice, but I have a problem. My parents have credit cards but they probably don't allow me to buy SimCity 4 (or even the series) even the price is cheap. I want original SimCity 4 and (if possible) the series. I've some money on my school bank (no, not ordinary bank account). Can you help me solve this problem? Can you give me and other people SimCity 4 or even the series? Thanks.
  4. Hello, I've questions regarding Mayor Rating: Why Maxis named Mayor Rating as such? Why not Happiness (although it's available in the translation) index? Why Maxis didn't implemented detailed Mayor Rating system in SimCity 4 like SimCity (2013) and Bhutan's GNH (yes, Bhutanese gov uses GNH to measure it's populations instead of just focusing on GDP) and implemented it as Citizen Opinion Poll? I think SC4's MR isn't implemented realistically. Thank you.
  5. Can't find it?... Ask here!

    Looking for midrise mainstreet buildings with shops on the bottom.
  6. would love to see a exact replica of the New York region map on SimCity 4
  7. Hi all... I need help about NAM... When I choose the icon, but can't build the road...arrow also red color. I use WINDOWS 10 X64, RAM 16GB, Display Adapter is NVidia GeForce 930A My SimCity game also already updated to 1.640... Can anyone give suggestion what can I do or something...please, thanks.
  8. The Village

    Replies: Kim Sunwoo: It get's a little better in this entry. Urban Constanta: Thank you very much! Krasner: This old dog is still learning new tricks. kingofsimcity: Cheers! The next step is merging diggis river pieces with his pond pieces to create lakes and/or reservoirs. kschmidt: Thanks a lot! The next phase is creating grid-busting villages which largely consist of MMPs. Linoa06: I created a river to add an interesting boundary to the fields, every field I created is influenced by that river. Simmer2: And those dry stone walls have already been put to good use. Thanks! MiCephia: Thank you. Also good luck with your MMP experiments. Tyberius06: SC4L0ver: Wait until you see my landscaping work for hills, mountains, lakes and rivers- that will be for my next SC4 project. Akallan: Yes- I am increasingly using MMPs and focusing more on rural scenes and suburban scenes. While in future my urban scenes will include additional MMP flourishes. Entry 15: The Village About three months ago I worked on a small row of houses which were off the road and used MMPs for the surroundings. I came back to this two days ago and this time I produced a small village. 1. The area in question. 2. More track grid-busting. 3. I used girafe's bushes for hedgerows. 4. 5. Making use of Simmer2's Dry Stone Walls, found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3566. 6. The village- off the grid and filled with MMPs! 7. Simmer2's walls are also useful for property demarcation. This idea came about because lone houses in the Pennines, or in the Lake Distract, often have stone walls to mark the edges of the property and the land. 8. Since the properties are rural, quite a few of them have some kind of greenhouse or patch to grow vegetables (or personal crops ). 9. A little mosaic for today! 10. Here is the northern route into the village. It is the main one. 11. Minus the stone wall at the bottom right corner, everything you see here is 100% MMP. 12. Someone please page simmaster07 -- we need to place MMPs on streets/roads/railways ASAP! 13. Despite this limitation I am happy with the final result. 14. Another overview of the new area I created. There will be more close-ups when I start the large tour around Pololomia. For now though these pictures shall suffice. 15. Dem details! Right now I am working my ass off finishing off as many fields as I can during my one week holiday. There will be another entry next week. After that Pololomia should be done and the grand tour can commence.
  9. Hello, This thread haven't achieved completion. We need your consensus in order this problem to be fixed. To facilitate that, I'll create polls to you which can be seen at the top of the topic. To help you answer the poll, consider to read this whitepaper: https://docs.google.com/document/d/1qFRcXjq0sczpSrzz1hR6TlcV4jR7EAquiVL5mRXZ4-M/edit#heading=h.2g6o78e5ddhq. Don't forget to add the reason as a topic reply. For those among you thinking the repacking, we still consider that. Even, any result still result to repacking of mods if possible. I hope this poll will end as fast as possible but with expected quality result. Thanks. For staff, this thread isn't duplicate of the said topic. In fact, it's companion. If you think it's duplicate, let me know!
  10. Version 1.00


    KOSC presents: King's Community & Regional Park Pack, Volume 2 Introduction King's Community & Regional Park Pack continues with volume 2 of 2 and much like the first set, covers a myriad of park types. Volume 2 has a heavier focus towards sports courts and complexes and as such, you'll see plenty of new (and renewed) tennis courts, baseball, softball and soccer/football fields for your Sims. Package Overview Included in the following package is a set of custom textures and 36 park lots. Additionally there are a set of dugouts by @Glenni and a grouping of parked cars by @MushyMushy, both of whom were kind enough to provide these props for the set. The parks in this set are broken down into the following categories. Community Parks - 5 lots: These are the standard community parks similar to the ones in the previous volume. Royal Trails - 6 lots: This is a set of semi-modular aimed at filling the in-between areas of your wealthier neighborhoods. Tennis Parks - 4 lots: Tennis-centric lots ranging from small community courts to a large center. Contains a redux (will not override) of the original Green Green Tennis Greens. Sports Fields - 16 lots: Contains different rotations of soccer fields as well as multi-wealth variants of diagonal and orthogonal softball fields. Abandoned Parks - 2 lots: These parks are already partially reclaimed by nature and would look great in a post-apocalyptic setting. Sports Complexes - 3 lots: Large-scale multi-field complexes. Very powerful parks that can massively stimulate city growth. General Stats Park stats are generally designed around their respective wealth. In general: Low Wealth: No R§§§ relief, 50% R§§ relief, full R§ relief. Massively reduced landmark effect (value), park effect (value and radius) and monthly costs. Medium Wealth: 50% R§§§ relief, full R§ and R§§ relief. Moderately reduced park effect (value) High Wealth: Full residential cap relief. Full landmark effect, park effect with increased water consumption and monthly costs. In addition, all parks share the following property: Air pollution reduction, light water pollution (both grow with respect to park size) Tennis Parks follow a different formula (inverted values, with full R§§§ relief and weaker relief for R§§ and R§). Sports Fields have generally fixed cap and park values determined only by wealth and type (softball/baseball/soccer). These fields do not provide a landmark effect. In particular, lower wealth baseball and softball fields will generate minor amounts of garbage as well. Abandoned Parks are extremely weak as parks, providing little to no park effect and cap relief and even generating a bit of garbage! They're offset by being especially cheap to plop and free of maintenance costs. Sports Complexes boast massive amounts of cap relief (progressively weaker by higher wealth) and a massive park effect radius but a much weaker effect value. They are also expensive to plop and have relatively high maintenance costs. The Royal Trails set of parks appear near the top of the parks menu while the rest should slot in-between and after the Maxis parks. Detailed stats and information can be found in the enclosed README. Install Instructions Drop the files in your My Documents/SimCity 4/Plugins folder. If you want to use DAMN (optional), seen the additional instructions below. DAMN Users Only There is a second zip file included that contains DAMN menus for these parks. You will need DAMN for these menus to show up/work. Merge the DAMN folder in the zip with the one inside the SimCity 4 install directory Plugins folder (not documents). For CD/DVD users, the default is - C:/Program Files (x86)/Maxis/SimCity 4/Plugins/DAMN/ For Steam users, the default is - C:/Program Files (x86)/Steam/SteamApps/common/SimCity 4 Deluxe/Plugins/DAMN/ Drop the zzzzzz_DAMN_Hidden folder into your standard My Documents/SimCity 4/Plugins folder if you want to hide the lots from the normal menus in-game. If you still want access to the original menu icons, feel free to delete this folder entirely. Texture Replacement This pack uses another set of textures not included as part of any of my previous dependency packs. The repository will be available soon. Dependencies Due to the sheer size of this set relative to the first and the need for more variety, the dependency list grows just a bit. These are limited to some more of girafe's HD flora and the Light Replacement Mod. As before, If you've downloaded any of my previous works then you should have a good majority of the required dependencies already. Props SHK Parking Pack BSC MEGA Props SG Vol. 1 Maxis Prop Names and Query Fix BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 AnyOne for Tennis VIP girafe elms VIP girafe beeches VIP girafe lindens VIP girafe maples v2 VIP girafe birches VIP girafe Walnut trees VIP girafe Canary date palms VIP girafe villa Libeskind (for the hedges) VIP girafe feather grass VIP girafe cattails Light Replacement Mod v4.0 Mega Pack (light props only) Dugout & Car Park Props (Included) Textures BSC Textures Vol. 1 BSC Textures Vol. 2 BSC Texture Pack Cycledogg V01 SuperSHK MEGA Parking Textures Superpaths Pathway Textures Community & Regional Park Pack, Vol. 1 (for the first set of Community Park Textures) Community Park Textures 2 (Included) Acknowledgements Thank you to all the content creators behind the props/textures packs that made this set possible! Huge thanks to MushyMushy for providing the custom vehicle props for the tennis parks and Glenni for providing the baseball/softball dugout models! Additional thanks goes out to rivit for his Bender tool and rsc204 & rivit for their work GoFSH work that made my texture creation a rather painless process. Enjoy!
  11. Hello, Today, I'm announcing a useful paper to you, especially if you're stay tuned to Modpacc updates. No, this isn't Modpacc whitepaper but contains information about different methods to solve the long-standing problem of SimCity 4 and game modding community in general: too much dependencies. Introducing, Future of Mod Distribution available on Google Drive for free (free as in price and freedom). Citing the paper is easy, just add below: Zaydan Naufal Alfariz, Future of Mod Distribution, https://docs.google.com/document/d/1qFRcXjq0sczpSrzz1hR6TlcV4jR7EAquiVL5mRXZ4-M/edit?usp=sharing, February 2018. Please review it and share it to other community. This paper is still open to updates. If you have constructive suggestions, critics or have found mistakes, please email me to the address that is stated the top of the first page or you can participate in the paper’s topic on Simtropolis or you can use the Docs Suggestions feature. Thank you.
  12. It is Value for displaying capacity in the catalog - not simulated. What catalog? What is exactly meant by not simulated?
  13. Help Planning Roads

    Hello everyone! First time poster, though I've lurked on and off for a long time. I recently got back into SimCity 4 and have started a few towns just to remember how to play the game and got a few mods loaded up. The question I have is one that's always sort of plagued me with this game... building roads that aren't just a gigantic mess. So how do you guys go about planning roads? Do you take the time to lay everything out before ever starting the game? Or build it a little at a time? I'm interested in trying to create a town that looks half-ass like a real place and not just random. Any tips are much appreciated! Thank you.
  14. Port Vanilla

  15. These banding stripes would appear whenever I wanted to plop zones. And it doesnt end there. Even the clouds, the shoreline, cars, llamas, and even tornadoes suffer with this color banding. What to do?
  16. Geo Pentagon SC4 Region Heightmap

    Version 1.0.0


    Install region folder and use ctrl-shift-alt-r to render in-game. (6 x 6) = 36 Large Tiles of Earth intersected with pentagram symbol. Geo Pentagon, Based on Plato's Perfect Solids. In three-dimensional space, a Platonic solid is a regular, convex polyhedron. It is constructed by congruent (identical in shape and size) regular (all angles equal and all sides equal) polygonal faces with the same number of faces meeting at each vertex. Five solids meet those criteria: Source: https://en.wikipedia.org/wiki/Platonic_solid Tetrahedron, Cube, Octahedron, Dodecahedron, Icosahedron Four faces, Six faces, Eight faces, Twelve faces, Twenty faces Geometers have studied the mathematical beauty and symmetry of the Platonic solids for thousands of years.[1] They are named for the ancient Greek philosopher Plato who hypothesized in his dialogue, the Timaeus, that the classical elements were made of these regular solids.[2] _________________________________________________________________________ Earth's structure has 5-sectioned major tectonic plate regions each like a section of an apple cut down to the magnetic core and center of gravity.
  17. I don't know if the word penetration is the the correct term to use here. But with it, I mean the ability to arrest criminals beyond roads. Below are the stats of maxis police kiosk. Since this station has no dispatches, then I think that the dispatch center strength, dispatch exterior strength and dispatch radius are irrelevant. What is relevant are the radius, center, and exterior strength. The police has to arrest the criminals by foot since this station has no cars. With a center strength of 100/255(0.39) at the center and a radius of 192 (12 tiles): Police center strength (0.39) / coverage radius (12) = 0.03. This means that starting from the rim of the coverage circle where the exterior strength is 0, the police strength increases by 0.03 every tile towards the police kiosk reaching a police strength of 0.39 at the heart of the kiosk. So 0.03 * 7 = 0.21. We have a police strength of 0.21 seven tiles away from the rim of the coverage circle. 0.2 is the minimum strength required to arrest criminals. 12 - 7 = 5. Having said that this station has no cars, this means that the center strength, exterior strength, and radius applies to arresting criminals by foot. This means that the police kiosk can capture criminals 5 tiles beyond the road while other maxis police stations can only arrest criminals 3 tiles beyond the road since they have dispatches and the default dispatch radius is 3 tiles. Did I got this right or f*cked everything up in my calculations and why? Edit: I am guessing that maybe the dispatch center strength, dispatch exterior strength, and dispatch radius of the police kiosk comes into play when kiosk's police try to arrest a criminal beyond the road.
  18. Passau Island - Teaser

    I've been rather time poor lately but have been able to progress Passau Island and it's almost ready for showcasing! In the meantime.....here's some teaser shots. Passau Island has only be possible thanks to the fantastic high-quality content created by @Diego Del Llano @kellydale2003 @Reddonquixote @mattb325 @on001222 @Xyloxadoria @SimFox @Cockatoo @Huston and @JP Schriefer
  19. Hello, I've installed my SimCity 4 on my Fedora 27 with Wine 3.0. After setting up the shortcut and clicking it, it works but the DirectX renderer can't run and showing the rare "Can't initialize Direct Draw". After clicking OK, the game goes to the software renderer. It's rare because lots of people get either graphical glitch or even a CTD. My Wine comes with DirectX 10 & 11 support and improved DirectWrite and Direct2D, and I installed DirectX. What is the cause of this? Thanks.
  20. Hello there, Is there a way or a mod that enable us to know the police protectiom strength in a certain area or tile?
  21. HAPPY BIRTHDAY SimCity 3000! SimCity 3000 turns 19 today and in celebration here is your chance to get your favorite buildings from the game into SimCity 4! From now until Sunday, February 11th 6pm UTC you can nominate up to three of your favorite buildings from SimCity 3000. Then the content creators will pick from the most popular votes and recreate these buildings for SimCity 4! Here are the rules: each user can post up to three buildings for nomination buildings must be original SimCity 3000 content (incl. Add-On content) and not be custom made buildings must not be from the landmarks category with real-world buildings, only original designs from the game nominations are required to be showing a clear image of the building, preferably with the original ingame name if possible please post your nominations individually, so that each building can be liked. the most liked buildings will be considered for creation. Users can give likes to as many buildings as they want For submitting the nominations you can use pictures from the internet or from the SimCity 3000 STEX section, play the game and make a screenshot (please note the name of building as well) or check this selection of SimCity 3000 buildings found here (with names): For BATers: This project is open to all BATers, if you want to participate, post here or send me a PM. Your involvement can be as small or big as you like. There will be two rounds of due dates for the submission of the buildings, targeted for March and April respectively. BATers are not required to lot their buildings if they dont want to and can just submit their creation as a SimCity4 .model file. So far we have for creating BATs: JP Schriefer, MushyMushy, Diego del Llano, jasoncw, mattb325, nofunk and myself Happy submitting and good luck!
  22. Hi all. Sorry for the silly questions. I am not a “newb” to the game, but I certainly am to the mod-scene. The only things I have modded in my SC4-game so far is the NAM and industry jobs doubler. Now it’s time to look at all this building-stuff that seems to be a large thing in this community. I have no idea how to import these lot-files into my game, but if I can make it work there is perhaps a lot of fun coming my way in regards to new buildings from the “STEX” (isn’t that what you guys call it? ). But I was wondering: For instance a high-wealth commerical office skyscraper downloaded from STEX - How will it make its way into the inner workings of the game? Do they simply just replace some of the default buildings, so they can grow organically? Or are they meant to be “plopped” just like landmarks while still giving job satisfaction? I’m looking forward to expand my enjoyment from this game with a variety of new buildings. The first thing I’m looking for is a large railway station that can combine 3-4 railway lines into one station (perhaps with a European/German Hauptbahnhoff feel to it). Do you have something you can recommend here?
  23. I am in the construction process of a relatively large city of appx. 600.000 in population. Almost 2/3 of my map consists of industry zones (mostly manufacturing, but also a little bit of hi-tech and dirty industry). I build dense residential skyscrapers which probably explains this imbalance in allocation of zones. But.... I'm still thinking: That's a lot of industry zones on my map! I installed the industry jobs doubler mod some months ago, and I see the files are still in my plugins folder. But I somehow suspect, that the mod is not in effect, since I still have very high demand for industry, especially manufacturing. Is there some way to check if this mod has been deactivated or not?
  24. Kazuki Street Stalls v1 and v2



    Too much SC4 custom content gets lost on the web as websites come and go. Most Kazuki's content seems lost, except lots that have been salvaged on the STEX : Kazuki RedBrickPlaza Lots 1.0, Kazuki Road Divider Park Lots 1.0 and, relotted by nos17, his street stalls . Here is the original. Disclaimer : those are kazuki's only, I am only saving them for the community. -------------- NB : I have slightly amended Kazuki's own readmes to delete the unreadable parts in Japanese. Dependencies : BSC MEGA Props - Gascooker Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=397 Screenshots of SC4 by kazuki site web (alas, images only) : http://klex.blog85.fc2.com
  25. Wade City

    Hi all!! This is my first post from my Wade City Archipelago Region and I would like to start with the financial and cultural hub of the region, Wade City, with population of over 475,000 Sims. Here is a transit map of the north region of the Wade City Archipelago or "The Archipelago" for short. It is nearly 3 million people and growing. The development focus was geared to be heavily focused on public transit and limit highways in the islands to the perimeters in order encourage density due to limited space as well as promote a healthy, walkable life style. The public transit system includes subways, heavy rail, monorail, buses, and the very popular boat fairies and taxis which give sims and up close tour the The Archipelago region on their commutes. Here is were Wade City is locate in the Archipelago as well as fun logo used for advertising to promote tourism. Here is a night shot of the Wade City skyline! Here are the Island Districts of Wade City: Love Island (the entertainment district), University Island (the Education District), Legacy Island (the Financial District), Magic Island (the Arts District), Click-Clack Island, Blue Peak Island (The Industrial High-Tech District and named after Wade City's neighboring city to the south), and West Island (the Gateway District). There is also Airport Island International, and two park Islands: Mayor's Park, and Guggenheim Park. The "Mainland" will be released in Part II of Wade City. LOVE ISLAND This is Love Island: The Entertainment District. Home to Love Street Station (the main transit hub for Wade City), Love Street Film Studio, Love Street Beach, Dekker Beach Square, Olympic Park, Wade City Olympic Stadium, and the Insidious Entertainment Company. Here you can see a closer view of the headquarters of the Insidious Entertainment Company build. It's the tallest building on the Island and the brightest when lit up at night. Wade Olympic Stadium in real life is taken from the real life Bejing Olympic Stadium designed by the famous Swedish architects Herzog de Meuron. Olympic Park Love Street Beach Love Street Grand Central Station. This is the main public transit gateway to Wade City for Sims from all over The Archipelago and beyond. Dekker Beach Square University Island University Island: the Education Island. Home to University Park, Wade City University, and The Wade City Main Library and Cultural History Campus. University Park (Wade City University) This is the Ludwig Mies van der Rohe School of Architecture. In real life, this is a real architecture school at IIT in Chicago and is named after the father of the modern glass skyscraper and is one of the most important architects of the 20th century. The Wade City Main Library and Cultural History Campus The is the Wade City Central Library. This library is taken from the Central Library (UNAM) which is the central library for Ciudad Universitaria Campus in Mexico City. I was designed by the famous architect and artist, Juan O'Gorman, and is one of the architectural gems of Mexico City. Magic Island: the Arts District Magic Island is home to Wade City Arts District and is also most populated Island in the city. Wade City Arts District. The cultural of hub of the Archipelago Here are two of my favorite "starchitect" buildings: Centre Pompidou in Paris (top) designed by Renzo Piano and Richard Rogers, and the Denver Art Museum designed by Daniel Libeskind LEGACY ISLAND: THE FINANCIAL DISTRICT Legacy Island is home to the local baseball team, The Wade City Beach Bums, the Wade City Stock Exchange, and as several of the regions largest corporations like Island Hopper Travel Agency, Ocean View Financial, and Blue Chip Technologies. CLICK-CLACK ISLAND Click-Clack Island is the smallest inhabited in Wade City but it's very densely populated. Nestled between two of largest commercial districts in The Archipelago, Click-Clack Island gives it's middle class and blue collar workers great views and short commutes to work. \ WEST ISLAND: THE GATEWAY DISTRICT West Island has the highest traffic of fairies and water taxis of anywhere in the region. It's also has a great deal of "through traffic" from cars, buses trains, monorail from Sims entering the Archipelago from the West. This is why it's been given the nick name "The Gateway District." GUGGENHEIM PARK ISLAND This park island is home to The Guggenheim Museum of Wade City, The Archipelago Zoo, and Blue Sea Resort. MAYOR'S PARK ISLAND This island park was maid in memory of the mad scientist and beloved founder Dr. Strange Wadelove. The have constructed an enormous statue in his memory to welcome all travelers and transplants to The Archipelago. Thank you for reading and please comment and rate!! And stay tuned for more cities journals from the Wade City Archipelago...

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