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City-building game(s)

Found 20 results

  1. Hi, So I have simcity2013. The thing I hate the most is the restriction of land. I found orions enhancement. I d/l it, extract move into the simcity data folder, make sure the game is closed, open the game, do it offline, sandbox mode but no changes every happen. Any suggestions? This is the first mod I have tried to d/l. Sorry I did try and research before asking. Also is there a mac mod that has all the enhancements plus the land enhanecment in one? Thanks
  2. SimCity 2013

    Just kicking off our SimCity 2013 photo album!
  3. SUGCPack

    Version 1.0


    SUGC’s ModPack For SimCity 2013 To help promote SimCity SUGC have compiled the most current mods that have been created into one downloadable and simple to install package. Installing Instructions: The Installer will take care of the uninstallation of the old packs/mods. If you installed SimCity to the default Origin folder you can start installing right away. If you installed SimCity to a custom folder you need to browse to your \simcity folder and start installing there. Some mods need a game restart after you have created a new region for them to work. Also some mods needs a bit of background explanation how they work so if you don't get how a mod works, please visit the respective page. Cities of Tomorrow Expansion pack is needed for some mods. Does not work on pirated copies of the game. Simtropolis does not support pirating in any manner. Changelog: Added: December 2014 Credit for each mod goes to the individual author's and teams who created them. If you like our work please visit our Facebook page: https://www.facebook.com/pages/SUGCTeam/283275895198835 Compatibility This modpack includes mods which have been tested for compatibility with each other. Disclaimer Electronic Arts (EA) does not pre-screen, endorse or officially support SimCity mods and you use this product at your own risk. Notes: If you are having troubles with crashes on the launcher try installing without the old worldtradecenter plaza mod. Staff Edit: Minor revision to description.
  4. Hey guys, first post here, hope this is up your alley! For funzies I like to make speed build/timelapses of Sim City 2013, here's my most recent, let me know what you think! It features the Cities of Tomorrow DLC. Enjoy,
  5. Project Shinjidai - XoXiDe

    Version 1.05


    Project Shinjidai (New Era) Japanese Cultural Landmarks and Buildings Ever since Yuttho Started Building Tokyo 1.0 and 2.0 the request and his request for more traditional and specific content for Japan and by many users has been something high on my list of things to publish to the public. I hope this will inspire many new cities and designs as well as other mods that will use Cultural Inspiration as a methodology to give us greater control over our communities and create Neighbor Hoods that will give greater diversity in our cities. 2 New Landmarks - Himeji Castle (Japanese Castle) - Todai-ji (Sumo / Martial Arts Monastery for Cultural Learning) 3 $$ Residential 3 $$$ Residential 4 $$ Commercial 4 $$$ Commercial NOTE: THIS MOD REQUIRES OFFLINE AND AKAR FOR MENU STRUCTURES Icons and Descriptions by Yayie (Thanks for doing the artwork and Menu Positioning for me within Akar) (Thanks to the SUGC Team Members for testing and debugging the mod for me). Special thanks to Oppie for the SCP for which no mod would ever be possible and the Developers for always being around to answer questions when we all need questions answered on quirky things we do not understand completely yet as we learn. MOST OF ALL THANK ALL OF THE USERS FOR WHOM WE CONTINUE TO MAKE THESE MODS FOR TO ENJOY. Without the community and their continued desire for mods I myself and other would not be working so hard to deploy So many of these new ideas buildings and Blue Prints that will further the modding efforts globally. Place the mod in your \simcitydata folder ENJOY XoXiDe Jeff
  6. Version 1.1


    This mod adds a new set of Coastline and Waterways path and tools. These paths can be used to place the trade port's docs or ferry docs where ever you want. They are most practical when used in conjunction with mods that let you change where the water graphics are (ie Sky Storm's Regional Freeway Mod) and you want the functionality to match. The coastline paths are needed to be drawn from left to right when looking towards the land. This is to ensure proper orientation to the docks. 7/7/2014 - Version 1.1 has incorporated our new Icons and images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the original game look and feel. Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new identity and graphic art on this subject and with all our mods that have been released and our future release to the community. These will be added to Akar and each individual mod as are required and represent the3 first update of many in a series that will unify mods and our interfaces. We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments THe waterways paths need to be connected to the regional path that's located outside the city in order to bring the boat traffic. These paths come in 2 flavors, a narrow, 80 meter path and with one boat lane going each direction and the wide, 100 meter path which two boat lanes going each direction (so two boats can go on it side by side passing each other) the coast line paths will show as wide green lines while the coast line tool is active, and so will the waterways paths when the waterways tools are active. You need to make sure that the greens for the coastlines and the waterways don't intersect or you won't be able to place docs on the coastline. To install this mode extract the rar into your simcitydata folder. NOTE / TIP.. There are routes always in place already when you are on any map with water that exists. Is not always seen in the map your actually editing but can and is there outside the map area. These Waterways act as visual guides and route guides for the ships and boats. They are more visual than anything however to impact and have value for trade and visitors. You must connect to these routes that pre exist just like you would a regional road or else traffic would and will not flow down the path you create for these new routes. As demonstrated by someone already you will notice that the boats do not care if you are on LAND or WATER they will go under ground if needed to get to a port if you plop one. Visually its not what we want but functionally its very much what everyone wants in some ways. Water is not always where you want it and neither are plop points for ports and other such harbors. We are working on better ways to create waterways that will allow a more realistic perspective of water as you plop ports and docks.
  7. Version 1.9 / 1.7


    One Way Roads and Freeways Elevated and Ground Level NEW USERS TO THE SITE BE AWARE YOU MUST BE REGISTERED AND LOGGED IN TO BE ABLE TO DOWNLOAD THIS OR ANY MOD. THIS IS A REQUIREMENT I HAVE NO CONTROL OVER. Will add more detail Later on.. but welcome. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode) 9/3/2014 - 1.9 Minor / Major Update from 1.8 to fix some problems with Upgrades and Downgrades that were being explored from version 1.8 with Yayie and HinataaHyuga. Those have now been completed and seem to be stable enough to update and release to the general public as a fix. 2.0 is currently in planning mode with 5 and 6 lane ave with zone and express ways for greater regional interactions. 8/20/2014 - 1.8 MAJOR Update Release to work with New Akar and Akar Roadsets along with a number of improvements and changes by members of the SUGC. Icon and Graphic Improvements by Ban, Script and Upgrade Improvements by Yayie and HinataaHyuga with Regional Additions which in Akar now have a new menu structure to make the Regional Aspects easier to understand. 8/22/2014 - 1.9 is in the works to fix some bugs and issues. Reported problems due to Bi-Level Mod by max due to using an UDON path to create his. He is working on a fix. Upgrade and downgrade side effects being worked on introduced in 1.8. 5 and 6 lane roads are being looked at to introduce into version 2.0 . Instructions are simple drop it into the same folder as it was originally listed and REMOVE the old one. I keep all my versions of updates online and in the download button so you may go back if you have issues that you find a little overwhelming due to new directions and changes being looked at. However we are on top of them as a group and working to make all of them play nice with each other which was the whole reason for Akar and the SUGC team being formed to begin with. 8/14/2014 - 1.7 was uploaded and all other files tested ok even though someone reported issues. Today 7/7/2014 - Version 1.6 has incorporated our new Icons and Images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the Original games look and feel. Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new efforts in creating an identity as our graphic artist and champion of our new identity and graphic art on this subject and with all our mods that have been release and our future releases to the community. These will be added to Akar and each individual mod as are required and represent the first update of many in a series that will unify mods and our interfaces. We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments. Both Regional and UDONS updated to 1.6 for that specific update. Today 6/23/2014 - Version 1.5 Uploaded Online Beta Testing edition. (May Cause Roll Backs At 20 Minute Points) Uncertain need more testing have at it. ( DO NOT USE WITH EXTENDED BOUNDARY OR ALL RCI PLOP AT THIS TIME IT WILL ROLLBACK IF YOU DO). CoTs may be required EP to prevent Roll Backs .. do not yet know for certain. Today 5/17/204 we have been listening and watching so many people so there have been reports of issues and odd behavior which we have now been able to contribute to some ODD corruption of the actual installation unfortunately. Some crashes and issues have and are not the mod but brought out by the mod itself. Uninstalling mods one at a time can temp solve the issue however the ultimate fix was installing a clean copy of the game unfortunately... I would put the percentage at less than .5% of the installed base have reported this drastic step but wished to be as honest as possible with you incase you have any issues. OMG there is so much that needs to be said and needs to be given out on this mod and its features but MOST of the features speak for themselves.. THERE ARE TRICKS to use Connections can be tricky. HOWEVER .. I NEED TO THANK ALOT OF PEOPLE LIKE IT OR NOT OR THIS WOULD NOT BE POSSIBLE.. since that can't happen in the normal way THANK YOU EVERYONE WHOM HELPED MAKE THIS HAPPEN. 10.1 made it possible by adding some foundations that have and were needed to even allow ONE WAY possible. SO THANK YOU MAXIS and UPDATE TEAMS for adding the core code that make it possible to do this type of mod and make it a reality that took 6 months. FEW will every realize how much it took or what went on onto make this happen. AS I have already been reminded there are many many details I need to post on use to help you all and I will over this weekend. THIS IS AN OFFLINE ONLY MOD DO NOT USE ONLINE --------------------------------------- CREATIVITY is key.. how you build and what order you build things is what matters There are some aspects to how you use the direction of drawing as the direction of the one way. Make sure you build ELEVATED prior to Transitions or it will not connect but practice makes perfect 10.1 added new paths to the game that allowed this to be possible. As mentioned by Niclistin on Reddit one of the mod testers like buggi and yuttho.. there are ALOT of aspects to this mod that take time to use and understand but the complexity is beyond imagination .. REALISTIC is not the word for it. 2 Lane Roundabout 4 Lane Roundabout 2 Lane, Low Density One Way Street 4 Lane, Medium Density One Way Street 4 Lane, High Density One Way Road 1 Lane Freeway Ramp 1 Lange Ground to Elevated Freeway Ramp 1 Lane Elevated Freeway Ramp 2 Lane Freeway Ramp 2 Lane Ground to Elevated Freeway Ramp 2 Lane Elevated Freeway Ramp 2 Lane Freeway 2 Lane Ground to Elevated Freeway 2 Lane Elevated Freeway 4 Lange Freeway 4 Lane Ground to Elevated Freeway 4 Lane Elevated Freeway If you DO NOT use a roundabout but use a 2 or 4 lane ELEVATED you can manually make an Elevated ONE WAY and actually intersect with it (trick) TIP and Suggestions: Camera Angle, Angle of Road draw and stretching out the draw before going to desired position can help you draw things the way you wish.. going big and back to smaller size in circles and turns. Going UP with M or DOWN with N can help connectors. Remember to use your transitions sometimes its just a matter of drawing it a longer distance so the engine thinks its smother than it really is. We have to work with the engine not against it to get things to work and function. XoXiDe UdoN Connection Chart.pdf
  8. Disable Night Mode

    Version 1.1


    This mod will disable the night cycle - Giving you a continuous daylight cycle Designed for offline & online I love playing SimCity, but when it passes 9pm, the city plunges into darkness. I anxiously await that little window of light that occurs during the 1am full moon, but after that, it's just waiting for that clock to come back to 6 or 7am. With this mod, you won't have to wait at all, it completely replaces the lighting ID's associated with night time, with daylight ones. Installation: 1. Extract the file 2. Move the .package file into your C:\Program Files (x86)\Origin Games/SimCity/SimCityData folder Mod created by Mechalic & MaxisGuillaume Originally uploaded 04/04/2014 Please refer to the change log for additional notes.
  9. Version 2.0b


    This mod adds a new set of Pedestrian Paths to the parks palettes. This paths carry pedestrians, power, water and sewage. As a result, the lamp posts on the park light up at night. You can plop all the parks that don't have parking lots along these paths, along with trees and university modules you may also build bridges and Tunnels with this path. The paths do futurize as well when CoT park is placed along or near them. To install this mod, just extract the rar file into your SimCityData Folder. THIS IS AN OFFLINE ONLY MOD and will cause rollbacks if played online. Make sure you remove your package before playing in multiplayer games. New version allows for Double Wide Service Road with ability to protect Sims walking and give a clean MALL look
  10. Hi team, Need your help, I placed commercial lot but always closed as mentioned "not enough freight", how do I overcome this situation?
  11. Just a long list of new building requests/ideas: Fast food: (M$, LD) -there is already a McDonalds and Burger King but maybe they should make -KFC (Kentucky Fried Chicken) -Jack in the Box -Carls Jr. -White Castle (east coast USA fast food resturant) -In-N-Out (very popular west coast USA fast food resturant) -Pizza Hut -Sonic Drive-Thru Larger Resturants: (M$, MD) -Cracker Barrel -Black Angus -Bob's Big Boy (popular west coast USA Burger resturant) -Denny's Diner -Hard Rock Cafe -Outback Steakhouse -TGI Fridays Gas Stations: (already using the Medium Wealth gas station building) -Arco -Cheveron -Shell -Mobil Miscellaneous: -7/11 (convenience store) -TA Travel Centers (Travel of America) -Pilot Flying J Travel Centers -Love's Travel Centers Stores: (M$, MD) -Target -Wal-Mart -Costco -Macy's -JCPenny's -Best Buy Hotels/Motels: Hotels: (M$, MD) -Hilton -Embassy Suites -Holiday Inn -Best Western -Marriott -Hyatt -Radisson Motels: (L$, MD) -Motel 6 -Econolodge -Vagabond Inn -Ramada -Rodeway Inn -Super 8 I Know its alot, but its just some ideas for some new buildings Comment any other ideas for commercial buildings too!
  12. Version 1.01 and 1.05


    Ok per request I am uploading one of my mods to Simtrop for users. Its 1 variations of the mod which I call 1.01 and 1.05. Both are similar except for extreme variable changes. So one can described as conservative and the other liberal. Depending on how you use it and one of my own personal reasons was to trench low enough to create flat bridges without arching. It will allow you to trench lower before tunnels are created and allow you to go higher before a bridge mode takes effect giving you raised sections to pull bridges from. What you can do with it is really a limitation of your own imagination. 0x0f988430 Max height = 128 m 0x0f98843a Max Depth = -128m 0x0e028a11 Max height of raised = 18 m 0x0f9f13a8 Max depth of Trench = 24m 0x0e0287f8 Max Slope = 40m 0x0e3224cb Max Tunnel Slope = 18m 0x0e74351a max bridge Slope = 30m 0x0eceda5f Max Slope at intersection = 10m 0x0e322775 = 0.05 Yuttho has been using it to make some pretty amazing stuff so enjoy XoXiDe
  13. Cape Trinity



    SimCity 2013, in SimCity 4. Today I bring a new map is copied or removed from the new SimCity ™. The map called Cape Trinity, was created for the new game SimCity ™. The map is very simple, the replicating of the SimCity 2013 in order to offer them to users SimCity 4, so they can at least use the maps. The map is almost similar to the original. Dimensions the map: 1 config.bmp - 16 × 16, 24 Bit deph 2 1025 × 1025 pixels CONTENTS OF CITIES: The map has the big cities where the original map has them, in the original, much of the land is lost, but in the SimCity 4 can create smaller cities. installation: The document is compressed by a program that I have extracted directly to the regions folder, you do not need to copy or paste. Created by: 1 Photoshop cs6. 2 SC4Terraformer. 3 SC4Mapper. Hope you like it enjoy.
  14. I've been thinking about getting the new addon, Theme Parks. It looks pretty cool to me and may be something I'm intersted in. I've tried several times to create a 'Sin City' type but it aways goes downhill VERY fast. I'm curious about the ups and downs of this add-on and how it helps bring in the simoleons. So far making good money still comes down to mining and playing the trading game, but I'm always looking for a more fun way of doing things.
  15. Adventures in trade

    A reclaimed beginning This is Adventures in Trade, a blog that tells the story of my SimCity 2013 trade city. I suppose you could call this work a combination of a let's play, tips, tricks, helpful hints, and everything in between. This city is inspired by the recent Trade City Tips blog article, posted by Ross Treys (Maxis team). After seeing that such a city could be made and be successful, I set out to create one of my own. Whether or not this city will be a success has yet to be determined. So how did it all start? Ross talked up Viridian Woods as a great region to create a trade empire, but I chose to go with Edgewater Bay: I am already playing a gambling city in Viridian Woods with some fun people I met over on the SimCity forums. As I have done in the past, I did a filtered search for maps that contained abandoned cities (maybe you have done this as well). I enjoy playing with others, so this gave me a chance to partner with other mayors. I found a region, and some open cities! To my surprise, someone had abandoned McKenzie Point (that's the one to the bottom left on the map). This city is perfect for trade because it offers a rail connection, water connection, and it's very flat. You never know what you're going to get when you claim an abandoned city. This one was wasn't doing too bad financially - only a few hundred in the red. However, the city did not have an ideal layout and I decided I was going to start with a clean slate. I tweaked some buildings, bulldozed others, and reached $200K before I created a blank canvas: If you know this city, then you know that the spur is not original. I extended the line from the existing connection and placed the spur line on the water's edge. This will allow me to set trade ports the entire length of the rail (and I hope to squeeze a bunch of them in). You'll also notice some trees clumps here and there. The previous owner had some ground pollution that I'm sure won't take long to clean up. In SC2013, trees are the fastest way to clean up ground pollution. The final thing I'll point out is the long avenue down the middle. Trade heavily depends on traffic (for import/export trucks). While the region supplies the trucks, I need to supply them with clean (that is, low-traffic) routes to and from the trade port. One of the best things you can do to help traffic in a city, is have a long avenue running through the heart of it. The city is all set, I've got about 200K to start with, and tomorrow I hope to place my first trade port. Having said all of that, I don't yet have a name for the city. If you do, let me know.
  16. Adds improvements to car traffic routing, as well as the ability to destroy those lingering filler buildings. Official Forum Post Traffic Update Blog Post Update 1.7 Traffic Improvements: Tuned traffic congestion and fixed some intersection traffic issues. Traffic improvements: Emergency Vehicles will drive in empty lanes to get around traffic at intersections. Traffic improvements: Emergency and Delivery vehicles get priority over regular traffic when leaving garage. All units and buildings can now be demolished using the bulldoze tool. Performance improvements for low spec systems. New Server: Asia 2 will be released Tuesday afternoon (PDT)!
  17. A developer posted this in r/simcity. I thought this might be helpful for some: "The team is hard at work fixing issues that have come up during the launch. To help us fix those issues faster, please report them to EA's Answers HQ . The more info you can give us, the better! For the most up to date SimCity info, please follow @SimCity on Twitter. For the most up to date Origin info, please follow @OriginInsider Twitter. We feel your pain, and we're working hard to make the SimCity experience enjoyable for everyone."
  18. There is a group of people who are gathering together to prepare for the multi-player aspect of SimCity. The URE is a group that is designed for both the elite player and the leisurely player. For players that wish to conquer leaderboards by collaborative efforts, we have Telephone Regions that use TeamSpeak to collaborate. We also help leisurely players find trustworthy mayors to play in regions with. The website is www.unitedregionaleasements.org and anyone who is reported for abusing the trust of fellow mayors in a region will be banned from the site, therefor it is a safe place to find friends to build regions with.
  19. Well i have't tryed the beta of the new sim city but , Anyone here think the new zoneing is kinda Clunky , Like you can't really zone it , it just puts the zone around the city block witch not that usefull and then you have all that space in the middle that's just grass , and it's not so good looking , If they made the zoneing for like sc4 i think it be 100% grate game , but i think evreything els in the game is fine other then the city sizes but thats not my topic , But anyone els here agreee one the zoneing issue?
  20. Just wondering... can they make simcity 2013 for the xbox 360?

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