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City-building game(s)

Found 65 results

  1. 3. Puignevat: a mediterranen medium town

    Hi there! Puignevat, the 3rd entry of my CJ, a mediterranean small town surronded by olives, oranges, and vienyards fields. When I build mediterranen big cities I am used to zoning residential areas with medium density, especially 2x2 or multiples of 2, and I leave 1x1, 1x2, 1x3 for low density areas. That is what I am used to. But in this case I wanted to try zoning only 1x1 with medium density since there are many buildings of this type, and that way I was able to leave spaces for patios and gardens inside the blocks of houses. I think it is quite good for a small town like this. Hope you like it!
  2. Story Note: Before you read this last Smallville story, you may want to read or reread the first Smallville story if you have not done so already. It has been posted on Simtropolis in the Banished Club, and the pictures have been restored to Smallville on the World of Banished blog : https://worldofbanished.com/index.php?topic=1312.0 Intro This is the 100th and final story in the Smallville Series which began 7 years ago on Oct 16, 2016. It tells about the 20th and final expedition to leave that town. The 1st expedition went to Pumpkin Hollow story 3 in year 26 SVT. This last one leaves Smallville in year 100 SVT and heads south along the river, well south of Central City of story 98, to where it all began when the mountain came down and destroyed a family settlement and most of its inhabitants. The surviving children were the founding families of Smallville, and it is their descendants who formed this final expedition to return to the homeland of their ancestors to build a memorial and establish a settlement of their own. Like the first settlement at this location, this one has no name either; it is just a small family settlement, a small town. I call it Small Town USA since Smallville's World was based somewhat on USA's climate, seasons, regions, and past history. I am using the same vanilla start and some of the same mods that I used in Smallville. Most of the other mods I am using did not exist back in early Smallville Time. Map seed # 713336956 Valley, Small, Mild, Disasters Off, Vanilla Easy (6 Families) Most Mods ever activated for a map and load order are: Map Changing and Starting Mods: Banished UI Maps, Labor Window, RK Minimized Status, CC Light Rain, override Climate, Settler Deco, Jinxie Natural Decorations, Kid Deco Tree Fall, New Flora Edit, New Trees, Kid Vegetable Garden Start Tweak Mods: Better Fields, Bigger Wheelbarrows, Hunting, Hunting Season, Increased CC, 1:1 Alternative (Voeille), Rock Respawn, Tiny Smoke Major or Must Have Mods: An Empty Square, Nomads (Kid), override Uneducated, Storage Crates, Jinxie Festival Park, Kid Abandoned Places SE (updated again), Kid Colonial Resources, Kid Old Town, Kid Tiny, Kid Tiny Downtown, Kid WorkPlace, Mini Buildings Supporting Mods: Beach, Beach Party, Chicken Coop, Christmas Mod, Colorful Little Houses, Christmas, DS Fences & Deco, DS Wagon Vendor, Deco Tombstones (new), Colorful Little 2 Floor House, Country Little House, Deco Sunflower, DS Fences and Decorations, EB Chapel, EB Ice Cream Cart, Eb Statue Cristo Redentor, EB Village Resort Deco, Garden She, Greenhouse, Kid Animal Breeder, Kid Deco Farm Animals, Kid Deco People, Kid Deco Wreath, Kid Farmyards, Kid Festival Ground, Kid Fish n Ships, Kid Forest Fellow, Kid Frozen Ponds, Kid Fruit and Nuts, Kid Gingerbread Village (new), Kid Hedgerow, Kid Market Carts, Kid Nativity Chapel, Kid some Boats, Kid Washing Mod, Kid Workshop, Maypole, Nordic Houses, Red Creamery Cows, Sample White Chicken, Water and Other Decorations, White Picket Fence. Mod note: Kid Abandoned Places has been updated again, again my fault. A cider barrel has been added along with the deco willow tree that I love from Kid Fish n Ships. Also added are 3 deco ponds that are the same size as the ones in Kid Frozen Ponds. If you have a mod before Frozen Ponds that changes the climate from more-snow, you can use one of the deco ponds and then in winter replace it with a frozen pond for ice skating and ice fishing. Thanks @Kid1293 for this update. Yes, weary traveler, we are descendants of the founders of Smallville; their great grandchildren were our great grandparents. Much of what we know has been passed down from generation to generation; much of that was learned from the native people and the earlier Elven ancestors, like how to take care of the trees and the animals. We wanted to build a memorial to those ancestors in their native homeland where it all began, so we set off on an expedition being told, like so many others before us, "go bravely into the future but always remember the old ways". Come, weary traveler, sit by the fire with a mug of warm old-time honey ale and I'll tell you my tale.
  3. You may want to read Banished - Intro to Smallville's World first: Intro to Story 99 This is the 99th story in the Smallville Series. The Red River Valley is an area of prairie west of Central City story 98 and lies between Fort Rapids story 28 and Skyview story 44. The area gets its name from the Red River which runs from the Iron Mountains in the north down to Westwood in the south, along the west edge of the Red River Valley Map. The rapids and fast current of the river carries iron sediment from North Mining Town and Iron Ridge often giving the water and river rocks a reddish color, thus the river's name. The wide-open spaces of this valley make it an excellent place to raise and graze cattle. Since the railway and special coal-burning train came into the valley from Central City in year 93 SVT, the ranchers could raise larger herds and sell the cattle to the markets in the east. The story is being told in year 99 SVT. Map seed # 508576406 Plains One River, Medium, Mild, Disasters Off, Native No Deer (8) Mods activated for this map and load order are: Map Changing and Starting Mods: Banished UI Maps, Labor Window, RK Minimized Status, CC Light Rain, override Map, Settler Deco, Jinxie Natural Decorations, Kid Deco Tree Fall, Kid Tree Replacer Deco, New Flora Edit, Start Native Prairie Tweak Mods: Better Fields, Hunting, Increased CC, 1:1 Alternative (Voeille), override rural clothes, Rock Respawn, Tiny Smoke Major or Must Have Mods: An Empty Square, Nomads (Kid), override Uneducated, Storage Crates, Jinxie Bitty Chicken Coop, Jinxie Festival Park, Kid Abandoned Places SE, Kid Ghost Town Houses, Kid Mexican Fantasy, Kid Native Village, Kid Old Town, Kid The Mission, Kid Westward Ho Wagons, Kid Wild West, Kid Wild West Cattle Drive (new, testing), Kid WorkPlace Village Supporting Mods: Deco Sunflower, Dwarf Signs, I See Fire (RK), Kid Animal Breeder, Kid Deadwood, Kid Deco Farm Animals, Kid Deco People, Kid Farmyards, Kid Hedgerow, Kid Market Food, Kid Mist, Kid Railway, Kid Stagecoach, Kid Traveling Trader, Kid Tree Topper, Kid Washing Mod, Kid Workshop, RK Longhorn Cows as livestock, Tiny Chopper No, weary traveler, I didn't have much choice after my mother died. My father died in a mine cave-in back east in the town of Mountain Mines; my mother went to worked in the tavern. I had only a little education so I couldn't be a teacher; I didn't know how to sew so I couldn't be a seamstress. I knew what my mother did to earn a little extra at the tavern; I did not want to be a barmaid. The tavern owner's wife suggested I talk to the cleric of our little church. He told me to go to Monkstown and become a mail-order-bride. That's what I did. Come, sit by the fire, and I will tell you all about it.
  4. Dog River, Saskatchewan

    Welcome to the beautiful prairie town of Dog River, Saskatchewan which is actually set in Rouleau, Saskatchewan, Canada. This town is from a Canadian show called Corner Gas. You have the main location, the iconic Corner Gas station along with the Ruby. Fill your vehicle's tummy at Corner Gas while listening to Brent's witty comments, and fill your tummy at the Ruby while you're at it. Oh and btw, don't forget to visit the Grain Elevator. Want to buy something at the mart? Run to the Foo Mar. Yes, it's called Foo Mar. Town meetings are fun (according to Hank) at the town hall. The newspaper in Dog River is kind of exaggerated, thanks to Howler. You can buy liquor & insurance from the liquor-insurance store. Yes, you read that right, a store that sells both liquor and insurance. Kinda ironic eh? Fire? Don't worry, fire fighters to the rescue. This small town also has a post office. Want to have a drink? Just buzz in at the Dog River Hotel for some beer. Run into any trouble at Dog River, just holla at Davis and Karen - the two cops who take everything seriously, quite literally. In the mood for some friendly sport? Head to the curling rink. Prayer you say? Church I say. Water, water? water tower. Like to hear an old man ranting and raving all day long? Land on the doorstep at Oscar and Emma's house. He's quite a character, so is Emma.
  5. Early Expansion

    After 10 years since the city's founding Bellflower City has grown to nearly 5,000 citizens., complete with distinct neighborhoods connected through multi-modal transit options. Viejo Bellflower has seen considerable change, with the city's first high school, Colegio de Viejo Bellflower, and new larger medical clinic and new park. A new neighborhood was founded, dubbed Cerritos. The area has the notable distinction of implementing the first roundabouts in the city. Cerritos soon welcomed a new primary school designed by the Zwabberaar family, the city's first cemetery, as well as the United Methodist Church and a Hakuto Shrine advocated for by the increasing Japanese population in town. The densification of Lakewood displayed Mayor Swizzy's newest initiatives: transit-oriented development (medium-density zoning around transit stops) and the newest multi-modal transit option in town: the fancy monorail. While the densification has allowed more eager Sims to move to the ever-increasing attractive Bellflower City, some of the Mayor's advisors, members of the town council, and fiscally conservative voters worry about the mayor's spending habits. The Ríoside neighborhood grew with the Mayor siting the Mayor's Mansion next to the beach, but perhaps moreso, with the new Ríoside Monocarril station. Mayor Swizzy has persuaded the Bellflower Citizens' Council to establish pedestrian-only promenades, complete with the shiny plaza canopies designed by the Mattb325 Design Firm, but citizens seem to be slow to embrace this traditional, walkable lifestyle.
  6. The Northwest Corner

    (forgive me for the blurry photo, haha) Today we will be covering the northwest corner of Bandar-Brunesia; the towns of Cairo, Konstantiniyye Orda, Mavlan, and Villsburg. We'll go from the southern end upward, starting with Mavlan. This small city, wrapping itself around a small lake, is home to approximately 2,987 sims. This was also the second city I have built using a limited installation of the NAM. I primarily made use of the street curves. Here is one such corner, though retrospectively it appears I forgot to smoothen the 45 degree road turns. I do like how that small shopping center and diner grew in the north, they almost appear as if they were one single lot with how their parking lots connect. Now viewing from the night-time is a small neighborhood on the eastern section of the hamlet. Nothing really special about this picture, but I'm still getting used to drawing street curves again. It's been well around a year or two since I've last used them. The S curve up next to those three grain silos looks kind of neat to me, as well. A set of two cul-de-sacs on the northern end. I think Bipin's cul-de-sac mod will be my next addition to the plugins folder. I like the default NAM street roundabouts (particularly the corner pieces, as seen in the lowermost cul-de-sac) but I don't really use them as roundabouts... well, ever. I am merely an American, so I'm not really used to those being anywhere. Toward the west is the train section, and probably the busiest section of the town. Never realized until now how obscenely massive the neighbor connection signs are. They rival the size of some of this game's houses. I don't know why, but I have this strange habit of putting the playgrounds next to railroads. Don't ask me why I do this, it just happens sort of autonomously. Perhaps I should get that checked Next up is Villsburg. ...yeah, this one's shaped a little oddly. This is due to my poor space management when I first terraformed the region. All it does is provide a challenge, however, and I think I managed to make it work. The city is profitable, though only makes around 19 dollars a month. Enough to pay for a Netflix subscription, I guess. I did manage to pack 3,290 sims into this thin strip of land, however, which is more than Mavlan and Konstantiniyye have seperately. All the way to the stuff is probably the only semi-normal corner of the city... until you notice the fractionally-angled back lot in the lower left corner, and the siamese cat trying to hypnotize you on the billboard. Due to the nature of SimCity's default height limit being quite a bit above sea level, the terrain levels of this city are a little wonky considering it's squished between the Great Nothingness and a river. That piece of low-income housing next to the intersection reminds me of something out of GTA San Andreas when pressed up against that wall. Can you imagine relaxing in your backyard, perhaps grilling a hot dog or two, when suddenly two cars collide on the road next to your home and one of the vehicles goes careening over the edge, destroying your grill? That would be absolutely heartbreaking. To the north is something far more rustic. I unlocked the graveyard as I was finishing up the city, and since I had no space to put it anywhere... well, I made space. I quite like making cliff-esque outlets like this. I will try and do it more in the future, maybe for things as benign as a simple residential cul-de-sac to see how odd it looks. Wonder what it's like to live in the house next to it. My advisors also started complaining about the lack of a school, so I acquiesced and built one for them. A similar mindset to the cemetery, except this seems somehow more haphazard. Miss one half-court shot and your basketball is sleeping with the fishes. I suppose the minnows deserve a chance to play too, don't they? Going back to cities with normal proportions, we enter the Konstantiniyye Orda. This was my first city re-testing out the NAM. It clocks in at 3,276 sims, which is somehow 14 less people than Villsburg has. How Villsburg managed to triumph over these other two towns is beyond me. Here is me experimenting with the single-tile roundabouts for the absolute first time, as they were not in any of the versions that were released back when I played modded a lot more. I don't think this is even remotely an effective use of a roundabout, but I just wanted to put them somewhere because I thought they were cool. I think it's placed in a sufficiently scenic location, between the vineyard, mayor's house, church, and commercial district. No idea why the sidewalk falls apart infront of the police station, however... we'll just say they're doing road work. One thing I've learned recently is that the gas power plant generates virtually no pollution. There's some, but it's still very negligible. Seeing it next to the thick green farmland reminds me of a location you'd see in True Detective Season 1, and fittingly enough there are two police cars out in the middle of nowhere at the bottom of the image. Perhaps a string of dastardly slayings? Not far is this cozy section of the town. The rail line, while only connected to Mavlan, will eventually join up with the rest of the region at some point... but I figure that since Cairo doesn't have a line running through it, Konstantiniyye was a natural end-point. Come to think of it, if a train reaches the end of the track, it'll block not one, but two entire roads of traffic. Maybe not the wisest placement on earth. The aforementioned rail line exits out of city bounds here. You may notice the street bridge to the right, as well. That's probably one of my favorite parts about the NAM. Still have no idea why they never put those in the base game, but I guess they didn't want people constantly building bridges and making more use of the ferry system. As we enter the evening time, here's the other bridge in the city. I always preferred the covered bridges as a kid playing this game. Don't know why, they just seemed to endear me much more than the other styles. I quite like how it looks here, so perhaps 5-year-old me had a point. Next on the docket is Cairo. This city is pretty old, it predates me installing the NAM and predates probably 70% of the rest of the region. Unfortunately, Villsburg doesn't have this place beat in population size, as Cairo houses approximately 23,577 people. A whopper compared to its neighbors! The southern limits of the city. I don't know what possessed me to build a landing strip, but it simply felt right. Most of the city's power comes from these windmills. Due to the nature of how finicky beaches can be to place, they didn't necessarily fit in with the road system I already had in place. To compromise, I put together a long stretch of one-way road going along the whole beachside, which I believe did the job just fine. Nothing special, just a picture I snapped of a ferry passing by the city. If I was a sim on the beach, I'd be very unnerved by how close it is to the shore. The upper corner of the beachfront, interrupted only by a large park system I cobbled together. And finally, the center of town. Whenever I unlock the city hall, I always immediately look for a location to build it. There are a number of rewards I do sometimes ignore, however, including the university-- who has the money for that? Not me! That is all I have for now. Next time, I will likely go over the largest city in the region (as of now) which is Kingfishland. There are a couple of particularly odd corners in that one, so I am pretty excited to go combing through it again. Until then!
  7. Community Hall

    Version 1.0.0

    1,999 Downloads

    Community Hall, by Mattb325. --------------------------------------- Made as a request, this building is based on the Ballhaus Ost in Berlin. Originally a mourning hall, it has since been converted to a community space and theatre. Normally, when I receive a request, before I even agree to do it, one of the first things I do is look for similar BATs or lots that already exist. Certainly I wasn't expecting to find the Ballhaus Ost, but I was even more surprised to see that the broader definition of community halls did not exist either. This is despite the fact that community halls are everywhere in real life. In real life, community halls were generally built for smaller towns or satellite suburbs near schools, churches, main shopping streets, train stations and so forth. Most of these buildings were constructed in the late 19th and early 20th Centuries on council land. In many cases they were funded entirely by the council. They have an important function to play in community life: they host a whole variety of different uses and are rented out to community groups at a very low cost. So things like free amateur theatre, pop-up art exhibitions, Alcoholics Anonymous, flower judging competitions, Cat and Dog fanciers judging, Rotary club meetings, Country Womens Association meetings, Church groups/Bible studies ,etc are all likely to take place in these venues. This BAT is typical of the style: quite utilitarian and non-descript, even though the buildings themselves have classical elements. It is on a 2x3 lot and it is found in the reward menu. It offers a handful of jobs and will boost surrounding desirability for business and residential, as well as provide landmark, park and mayor effects. It needs road, power and water. There is no monthly cost. There are no restriction as to how often these lots can be placed. --------------------------------------- STATS: Lot size: 2x3 Plop Cost: $20 Bulldoze Cost: $90 Monthly Cost: $0 Wealth: Medium Park Effect: 80 over 15 tiles Landmark Effect: 80 over 10 tiles Mayor Rating: 8 over 440 tiles Pollution at Centre:1 (air) /1 (water) /3 (garbage) Pollution Radius: 2/3/0 Demand Created: R$ 12, R$$ 5 Power Consumed: 5 Mwh Water Consumed: 3 Gallons Occupant Groups: Reward; State Fair, Dog Magnet, YIMBY, Sim Crowd Day small. --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users and one for the standard Maxis nite. 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 folder: *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *BSC Texture Pack - Cycledogg V01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101) --------------------------------------- To install, simply unzip the file into your plugins folder.
  8. Rexall Drug Store

    Version 1.0.0

    2,290 Downloads

    Rexall Drug Store by Mattb325. --------------------------------------- Made as a request, this Rexall Drug Store is from Toronto (Spadina and College Sts). It is a medium wealth W2W commercial services building for a 1x2 corner lot and is low density. It also has an over-hanging glass awning that covers the footpath (just like in real life). It will grow on the three American tilesets. Stats below. --------------------------------------- STATS CS$$: Lot Size: 1x2 Growth Stage: 4 Zone Type: Low, Medium and High Density Bulldoze Cost: $ 159 Demand Satisfied: CS$ 104; CS$$ 28. Pollution at Centre: 1 (air) /1 (water) /4 (garbage) Pollution Radius: 5/6/0 Power Consumed: 3 Mwh Water Consumed: 28 Gallons Occupant Groups: Chicago, New York, Houston --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one is for dark nite users 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: There are no dependencies required for this file. --------------------------------------- To install, simply unzip these files into your plugins folder.
  9. Glenville Redux

    Generic take on those drowsy desert towns dotting the American southwest, that survive on connections to the interstate. One of the first regions I was truly happy with the results of. The original-
  10. Cloverdale Mini Rec

    Version 2.0.0

    505 Downloads

    My first lot, this little old small town brick preschool building. Doesn't provide as much education as an elementary school does but it also isn't as costly to maintain. Since this is my first lot I will very likely revise this at some point, props/textures etc., and may have some bugs I overlooked, let me know if it does. Thanks to @phillippbo @mattb325 @20huskies for helping me out with this Prop dependencies: BSC MEGA Props CP Vol01 (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 BSC Mega Props DAE Vol01 (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=475 BSC MEGA Props - MJB Vol01 (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=407 BLaM Glenni prop pack https://community.simtropolis.com/files/file/17578-blam-glenni-prop-pack/ Urban Civics Prop Pack Vol01 MAXIS NITE (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3709
  11. Introduction to Small Towns

    I didn't intend to take so long to get my second entry together, but I got lost in the woods. There's a lot of trees around here. Today I bring a quick update introducing three of the numerous small towns popping up among the hills south of Lake Garda. Anderson Anderson is a peaceful residential town situated in a valley between two hill ranges. The road (Hwy 50) into the east side of town snakes its way up a cliff face along the first hill range. Heading east out of town, highway 50 leads to the budding metropolis of Washington, population 27. There is no industry in town. Only a few small farms. No sims were [knowingly] harmed in the capturing of these photos. Only missing, perhaps. Washington Washington is a farming town down in the plains closer to the shores of Lake Garda. It is also the location of the first Wawa to be built outside of the United States of America. Wawa is expanding to the nation of Garda because there's no street corners left for them to conquer in the eastern US. This is also the only gas station (and grocery outlet) along Hwy 50 between Anderson and Logan, the next town on our little tour, so they're well on their way to monopolizing another corner of the planet. And they give Mayor free hoagies! Don't mind the void at the top of the image. It's just a glitch in the Matrix. Logan The next town on our list is a little larger. Logan is the current industry and commercial hub of the region. It has great growth potential and attracts residents with it's riverside location. It is likely to become one of the central areas of development in the future. A closer look at the town's oldest neighborhood: South Logan, located just to the south of Logan (bet you never would have guessed that), is technically a separate town. But future development will almost certainly merge the two into a city, so it's included in this entry. South Logan is an interesting blend of rural country living with an urban vibe. This area has attracted several town home developments. That's all for now. Thanks for stopping by! There is much, much more to come in the future.
  12. solarpunk Dawnville (part 1)

    @mitsos, @Raymond7cn, @Dgmc2013, @Tonraq, @Dead_End, @ByeByeBayou and @tomz16: Thank you very much for your comments, your likes and your follows. I hope you enjoy the rest of the CJ as well --- Alright, let's go back to Fairview. As you can understand from the previous entry, not all of the map's tiles will be build and developed, so I planted trees and made entire forests in those areas to mark them as no man's land, were no sights of civilization will be there. This reduces even more our available land for construction, and even this land has already its own limitations by water bodies, hills, cliffs and other natural features. Of course we're not going to colonize the entire map and build an epic metropolis anywise, so that's not such a big deal for us. Our first city will be build in the easternmost empty piece of land which is close to the small lake at the east. This is our land. I choose it because it has enough building space, is close enough to a water source, and can be connected to the rest of SimNation by road and railroad so it can get supplies and not being isolated in the middle of the region. Since it's the dawn of a new age and area, let's name our first town Dawnville. This is from where our solarpunk eco-futuristic wackiness will begin. First, let's give Dawnville its shape by building the backbone of it. Roads are flexible enough to be build in many ways and provide a fast access to most of the town's areas, making them useful for marking the edge of Dawnville as well. No avenues here, they're too big and noisy, and just unnecessary for our project. Now we can connect Dawnville with the rest of SimNation in order to be supplied by people, food, products, energy etc, as well as with the rest of the map to pave the road for our next towns. It's also a good moment to build our holistic transportation system. The street layout follows the shape and the size of the town by mixing the American grid style with the European organic one, providing to our town both enough building space and enough road access for everybody. If necessary, extra streets with dead ends can be build in some of those building blocks. We want to give a faster way for our Sims to commute in the region but we also want to encourage mass transit instead of car using to reduce our environmental footprint. Highways are big, ugly, noisy, consume too much space, and cause a lot of air pollution. With such a heavy environmental cost, highways are out of question. Railroads, on the other hand, are faster, quieter, cleaner, doesn't use too much space, and can transport plenty of Sims in no time. My first thought was using heavy railroads because are beneficial for both commuting and the transportation of industrial goods. But how about using magnetic monorails instead? Magnetic trains uses magnetic fields instead of wheels, making them even faster and less noisy than the standard ones. They're also not very popular in most of the CJ I've seen. So, let's give them a chance. And let's build some magnetic train stations that can also serve buses and subway trains. The transportation system is ready, so let's building and zoning. Right? Not so fast! If we start building and zoning now, we'll eventually get an ugly and funny mess of bumpy roads, lot and building foundations, and retaining walls. Of course we can level the entire area to make our town absolutely flat, but this is an example of excessive terraforming we want to avoid. So in order to have a pretty and stable town while respecting the landscape, instead of one big plateau, our town will be made by plenty of smaller plateaus, giving Dawnville a stair-like look. To make the small flat areas, I use the railroad tool instead of the road one. Railroads are more restricted that the roads, making our terraforming process more limited and challenging, but it also gives us a result much closer to what we want to do. This is very important because we want to adapt the landscape just enough to cover our needs, without utterly messing with it and destroying it. This gives enough space to both the natural landscape and our town to breath, without conflicting each other. This picture might gives you a good example of why Dawnville and the rest of our towns in Fairview will have a stair-like looking. Why making our town absolutely flat when we can make it hugging the landscape? The small plateaus will be filled by homes, shops, parks, civic services, farms, industries, and anything else we'll need. When necessary, small extra streets will be build for even better access. By making smaller flat areas we get plenty of narrows gaps, so it's time to fill them by planting man's best friends (after dogs, computers and each other). Trees. Lot's of trees. We're building a solarpunk town of the future and we can't do it without plenty of trees. I'm using @Pegasus' plop-able trees, both the random woods and the pines, to have a nice variety of them. Seeing the same type of tree over and over again can be a little boring, right? The plop-able trees work as park, so by just having them we'll get a huge boost in our city without the need of building extra parks. But of course we'll build actual parks with playgrounds etc. Magnetic trains are more quiet that the standard ones, but of course they're not absolutely quiet. Those tall pines are perfect for absorbing the extra noise and reducing the visual pollution of the railroads. Trees are just too useful to be ignored. They reduce air, visual and sound pollution, provide fresh oxygen, prevent floods by absorbing the executive water and by working as barriers, reduce the heat with their shadows, increase the psychological morale of the citizens, and provide privacy for the homes. Every city must have plenty of trees and green zones to give us this contact with the nature we need, especially nowadays. If your city has more buildings than trees, I'm not going to live there. Magnetic railroads are perfect for regional transportation, so how about the intercity one? Every corner and cross of Dawnville will now have bus stops. A bus can replace a large number of private cars, reducing traffic jams and road rages, as well as the air and sound pollution, so every Sim must have easy and fast access to an efficient enough public transportation system. Those bus stops can also work as mini parks that give our Sims a small bench to sit down, relax and enjoy the moment. My bus stops are actually a variation of @hugues aroux's mass transit stops I made for myself. My version has traffic signs and lights on a traffic island in the middle of the road. I did this to clean up a bit the sidewalk and to discourage my drivers from over-speeding. I like using those bus stops because they can be placed on top of cross and tee intersections, using even less building space and providing an even easier and faster access to public transportation. If we can't build our bus stops on the top of our intersections, we can at least build them next to them. We have plenty of bus stops in our streets, so why not in our main roads as well? By the way, did you notice something different with our on-road bus stops? They are subway stations as well. One very common idea for public transportation system is the Personal Rapid Transit, which features small automated vehicles operating on a network of specially built railroads, kind of a mix between an automatic taxi and a small elevated tram. We can't have PRT in SimCity 4, so we'll use the next best thing, which is subways. Plenty of subway stations for even faster transportation to connect even more areas of our town, and they can connect Dawnville with the rest of Fairview as well. It's like PRT, just underground. Let's add some nice details in our road system by building slip lines and wider turns for smoother and safer transportation. I think we've made some good work, so let's call it a day. In part 2 we'll be building the utilities and civic structures, add some extra details and start zoning. In part 3, we'll see the town fully developed and ready to be explored. See you there
  13. Eving ... is a port city of the 50s and 60s. Here, a small, Central European port city of the fifties-sixties will emerge. As a model, pictures of this time but also the very personal impressions of my childhood will serve. In the harbor, there will be no containers, but a lot of general cargo and work for dockers. Some of the streets will still consist of cobblestones and will be partially paved, etc. Eving will grow slowly as many buildings need to be created. I've already started with the fire department. The police will follow. At the moment it is first made sure that there is water and electricity. Also, nothing can burn down ... Fire department is already there and the garbage collection is already busy. So it can go on carefree.
  14. Heya! I am still working on the map itself. If I see other players making maps, I am always wondering, how fast people can sculpt a nice looking landscape. My small island has no spectacular mountains, it´s merely hilly and in the southern part mostly flat (betwwen 0 and 30 meters above sea level, but I try to make everything here like it would be if built in reality. And although this island is small, I want some rail lines there (adn this is not utopic if you look to islands like Jersey or Sark or Isle Of Man), and especially the tracks have to be build with a very soft slope but without too much high dams and bridges cause of the (imagined) costs of such things. The villages and towns until now look a bit gritty, but this is mostly temporary, cause I built some squares first, wherever I wanted a settlement to be. Also I am still looking for the right textures, until now I have no such one for the rocks, I am still looking for some kind of sandstone. I use the theme mixer for this. The loaded theme is farmland by Avanya, that I really like for its fields, thanks for this, madam! Also I am fighting with the plugins. Until now there are 836 assets, that I think of as really necessary, and I hope, that my computer will not explode if I put in some more. Now a few pictures, I hope not to bore you with such a work in progress. If the map comes out as nice as I want it, I will make a save with streets and rail tracks for the workshop. The map itself can not be published, as it´s mostly built ingame. And I amuch too lazy to import it into the editor and fill in all the water sources again ( I used more than 50 of them for all the creeks, and there are still some holes in between, where the water won´t flow like I want it). The map now: Some ingame pics: On this picture you can see, how hilly the landscape really is: And a last picture to show, what I am aiming for: I hope, you can have fun looking at such unfinished work. Cheers, Carl
  15. Waldey, A New Start

    After a long time of absence I started playing Cities Skylines again. My town Goblinton simply died after an update, when I wasn´t willing to wait until all mods were updated. I paused for a long time, played other games but never forgot Cites Skylines. I did not play it but I´ve looked into projects of other people, and especially Strictoaster was an inspiration with his small Seenu island. I always wanted to play on islands, I like the idea to build something unconnected, something, that relays on itself. So this project started. The first step was drawing a plan on paper, which I then began to build in the map editor. Luckily I found the CSL Map Viewer (kudos to Gansaku for this important and helpful tool), and with it and my drawings I could realize the map to my likes. Nonetheless I needed two weeks of terraforming and digging creeks. Don´t ask, how long I needed to figure out, how to setup the watersources to only give small amounts of water. But now, the map is mostly done, and today I started with building the first streets and layouts for towns and villages. Waldey is a small island, situated anywhere in temperate climate. It is not part of any state, cause I wanted something, where I can play out my fantasy. And although a lot of peole like big spaghettis - I prefer nature and small streets, railways and trams. Some inspiration came from New England, Eastern Canada, New York, - well mostly cause I love the buildings of Feindbild, Darf, Khrysler, King Leno, and Prosper. No skycrapers in Waldey but small town beauty and hopefully a lot of nature and parks. Enough said: Here is the first and only picture of this entry. It´s simply the output of CSL Map View. Next time I will definately show more.
  16. Hi! I showcased this picture about my current region a few days ago. Here is an overview about NoirCity's three already developed/WIP districts - on the left handside is North Harbour, the right upper city tile is Suburbiana, the lower district is CounterPoint. I'm planing a massive agricultural area for next, above North Harbour and above Suburbiana and I need some help. I have a lot of I-R/I-AG stuff: SPAM, BSC agri stuff etc, but I don't know which one is compatible with others or not, I don't have any experience with agri stuff and I don't want to use the Maxis "gems". I would like to use functianal items in a big variety, canals/streams (but not the fency ones - I think there is a few ditch canal types out there, and SPAM has its own as well), and MMP as well (but first the functional items). So I need some advice how to build up my agricultural plugin folder. Any help would be appreciated, thanks in advance! - Tyberius
  17. Covington

    Welcome to the State of Attakapas. It's small state in the Southern US that rests at the mouth of the Catawba River. Over the course of this journal, I'll introduce you to several of the cities and towns that make up the "Moonshine State." The first stop is the small town of Covington (Pop:14,200 as of the 2010 census). Founded by Jeremiah Covington in 1828, the town beat out the nearby settlements of Shelby, and Kennison to be named the Seat of Sheridan County. It's a typical Southern town, and has often been compared to Mayberry from The Andy Griffith Show. The tour of Covington starts off on the courthouse square. The square is formed by Washington Street, Jefferson Street, Lafayette Street, and Jackson Street. The names Washington Jefferson, and Lafayette were chosen by Jeremiah Covington because of the three men's pivotal roles in winning American independence. Covington chose the name Jackson street because he had been a lieutenant in General Andrew Jackson's army during the War of 1812. The first county courthouse was destroyed by a fire started by Union soldiers during the Battle of Pecan Creek in 1864. Construction on the current courthouse was completed in 1871. Until 1953, it housed both the Shelby County court and Covington City Hall. The building also has one rather dubious distinction: It was the scene of the only political assassination in Attakapas state history. On June 18, 1902, 19 year old Billy Maddox loaded a pistol, and rode into town. Eight days before, his brother John had been hanged as a horse thief. The men who sent him to his death were County Prosecutor Phillip Faircloth, and District Jude Harry Newton. Billy planned to get into the courthouse, surprise both men in their offices, gun them down, and escape before the sheriff knew what was happening. As he approached the courthouse, the doors to the West Entrance opened. Phillip Faircloth stepped outside with the Mayor William Ogletree. The two friends were heading out to their weekly lunch at a restaurant on the courthouse square. As they walked down the steps, Billy Maddox recognized Faircloth, and quickly reached for his gun. His first shot missed the county prosecutor, and hit Mayor Ogletree in the arm. Faircloth, being a typical Southern man of the era, pulled out his own pistol and tried to defend himself. His first shot grazed the side of Billy's head, and the second hit him in the chest. Despite his injuries, Billy continued firing, and both the prosecutor and the mayor fell to the steps. When the sheriff and two of his deputies came upon the scene, Billy was reloading his pistol as he tried to stagger up the courthouse steps to find Judge Newton. The three law enforcement officers opened fire. Billy was dead before he hit the ground. It was later said that he had 20 bullet wounds. Phillip Faircloth died on the courthouse steps, only several feet from the body of his assassin. The mayor, in addition to the wound in his arm, had also taken two bullets to the chest. He was taken into the courthouse lobby, and a doctor was summoned. The doctor couldn't do much, and a surgeon was called. Before the surgeon could arrive, however, Mayor Ogletree died. A massive, elaborate funeral was held for the two slain men. The governor arrived to pay his respects, and even a statement from President Roosevelt was read. By contrast, Billy Maddox's bullet riddled body was buried in a pauper's grave on a hill overlooking his parents' farm. Local legend says that Samuel Maddox, the father of Billy and John, went to the homes of Faircloth's and Ogletree's widows to apologize for his son's actions. According to the story, Nellie Faircloth refused to answer the door, and Martha Ogletree actually beat him with her broom until he scrambled off of the porch and vacated the property. Enough about ancient history. Let's talk about the courthouse square. In it's heydey, the square boasted banks, a grocery store, hardware store, druggist, department store, restaurants, cafes, a tailor/haberdashery, and even a small opera house. By the early 90s, many of the square's old businesses had shut down as owners retired or passed away. Things got even worse in 1993 when a Winn Dixie supermarket (with a full service pharmacy, bakery, florist, bank, and deli) moved into town. Only months after the Winn Dixie opened, well-kknown courthouse square businesses such as Buddy's Flowers (in business since 1951), and Rawls' Butcher Shop (in business since 1924, and owned/operated by 4 generations of the Rawls clan) shut their doors forever. When Wal Mart set up shop in town in 1995, the editor of the Covington Courier wrote a mock obituary of downtown Covington that also served as a scathing indictment of Big Box stores. Soon, all that was left was The Court Square Cafe (which always did great business thanks to the police officers, firefighters, lawyers, and civic leaders that worked nearby), and a few law offices that stayed in the square so the attorneys could be within walking distance of the courthouse. A funny thing happened in the early 2000s, however. Thanks to the work of Mayor Anthony Jarvis, and some dedicated members of the Covington Chamber of Commerce, downtown saw a bit of revitalization. A couple of boutique clothing shops, and a Mexican restaurant opened up. Then, Sun Bank decided to set up their Covington branch in one of buildings on the old square. By spring of 2017, some of the old hustle and bustle had returned to the Covington town square. In a later post, I may give you a little more background on the square's current businesses. One block down Jackson Street from the courthouse is the Covington City Hall. In 1949, it was decided that both the town and county were growing too quickly (what with all those GIs coming home from overseas, getting married, and making babies), and that both entities needed their own separate office spaces. So, in 1951 construction started on this gray, two story, somewhat utilitarian, city office building. Mayor Mays Morrison cut the ribbon and opened the building for business in September 14, 1953. The current mayor, Anthony Jarvis, has been in office since 1998. However, he recently stated that he would not be a candidate for reelection in 2017. After 20 years as the city's chief executive, he's decided to retire. Most people say that he's hoping to spend time with the twin grandsons that his daughter gave birth to last fall. The more cynical folks in town say that he was embarrassed and left nearly broke after spending a disgusting amount of his own personal fortune on a failed State Senate bid last year. Either way, Covington will be electing a new mayor this November. Right next to city hall is an older building: The Carriage House Hotel. The Carriage House was built in 1858, and is one of the few downtown structures to survive the fire started by Union soldiers during the Civil War. Though ownership has changed hands seventeen times over the last 160 years, the hotel still remains in operation today. Ok, so it's not exactly a skyscraper but it's still a little unusual to see a mid-rise office building in a small town like Covington. This little art deco beauty is the world headquarters of PM Bank, and it's one of the many things that makes Covington unique. The story of PM Bank starts in Jackson City (the capital city of Attakapas) in 1818. A man named Edward Pope opened Planters Bank that year, and the business quickly prospered. However, during the Civil War the bank's assets were seized, and soon after, Planters Bank ceased to exist. In 1869, two Covington businessmen named Herschel Eckels, and Jules Godchaux borrowed some money, and opened up Merchants Bank on the courthouse square. As they struggled in those first few months, they devised a scheme to capitalize off of the good name of the now-defunct Planters Bank. In 1870, they renamed their bank Planters and Merchants Bank. During the next 50 years, Planters and Merchants acquired smaller banks in the area, and continued to grow. In the 1920s, bank president Jefferson Godchaux (son of Jules) made plans for a "Magnificent, imposing edifice" to serve as the bank's headquarters and main branch. Construction was started in 1925, and the building opened for business on October 10, 1929. People from all over the county, and even the governor, arrived for the grand opening. The Covington Courier boasted that the "Covington Skyscraper is the biggest building between Jackson City and New Orleans." Less than three weeks later, the stock market crash in New York triggered the beginning of the Great Depression. While the bank would eventually ride out the Depression, Jefferson Godchaux lost most of his fortune (which was heavily invested) on "Black Tuesday." On November 6, 1929, he opened one of the windows in his penthouse office, and jumped from the ledge of his "magnificent, imposing edifice." The county coroner was said to have told his friends that what was left of Mr. Godchaux "could fit in a couple of Mason jars." In the 1990s, the bank's board of directors decided the name Planters and Merchants Bank was a little too politically incorrect. After all, the planters who did business with the original Planters Bank were plantation (and slave) owners. They didn't want potential clients to associate anything as ghastly as slavery with their bank, so they decided that a name change was in order. After much debate, Planters and Merchants Bank was re-branded as PM Bank in 1997.Today, they have 75 locations across three states. However, the headquarters and main branch remains in the 10 story building on the corner of Jefferson and Winn streets in the small town of Covington. Across Winn Street from the bank is Memorial Park. The park was built in 1933 to commemorate the 15th anniversary of the end of World War I, and has a small structure in the middle originally has a small plaque with the names of the three men from Covington who were killed during that war. Thirteen years after that, the names of the 15 Covington men killed during World War II were added to the plaque. Over the decades, the names of the men (and one woman) killed in Korea, Vietnam, the War on Terror, and the Iraq War have been added. Despite its somber purpose, the park has become a quiet shady spot to relax. Many of people who work in the PM Bank building retreat to the park to enjoy their lunch breaks. That's all for now. I always enjoy coming with stories and histories for my towns. So, hopefully, you don't find my updates to wordy. I'll be back soon with more pictures and stories from Covington.
  18. Jonro

    the lizkond tag is there for tagging purposes and nothing else. why hello there everyone. no longer will i write these with much of a story, it's all just messing around. this is my first city since a two month hiatus because i didn't wanna play anymore. partially because my kitten's death drained everything outta me. but, i'm ready to roll rumble and do the things!!! picture one: read the cj desc for why there is a grid and zero traffic. this uses the by manuel-ito. download all his relots they're phenomal. above it are these lone houses on the road leading to the town and small neighborhood. we'll go back and see the neighborhood real quick. here it is!!!!! lot more maxis houses grew than usual. the lake it wraps around. the roads follow the river(?)(i forgot if it's all a lake or a river turning into a lake) it offshoots into a small commercial place. There's a gas station, convenience store, autoshop, mcdonalds, and one of those fancy looking restaurants that just sells burgers. OH HEY A BIG NEIGHBORHOOD main neighbahood!!! the tennis center court place made by someone i forgot rsc i think???!!?!?!?! it's really good tho! changing rotation now!! trash college commerce and the pumping station! some stores! logistics area place thing!!! shops farm road offshoot from the neighborhood farm t-intersection entrance to another small neighorhood cul de sac one cul de sac two end roundabout high school and some old timey market that sells organic stuff older historic nice pretty cool good neighborhood The canal goes under the farm, comes up in the middle, and continues on. and then it ends. Well, I hope you all enjoyed. Dunno how frequent future stuff will be, but towns are gonna be faster for now. OH AND FULL CITY PICS WAMA JAM SAM SEEYA!!
  19. 2016-08-24-02-51-42.jpg

    From the album Duke's picture dump

    One of my tiles was looking sparse, so I came up with a hasty solution in the form of a tiny town with no name

    © Thin White Duke

  20. Let's Play Cities Skylines - The British Challenge - E02 - Building a Small British Town In my second video I concentrate on bringing in people to the first small Town/Village in this lets play series.
  21. Welcome to Kingsbridge ! Fall in love with this small British town. You'll be amazed by the magnificent plazas and the cool pubs ! This city is part of a small series of video that I am doing for my Youtube channel. There will porbably be 3 or 4 parts for this city. Here is the speed build on my youtube channel : And here are some pictures : Thank you and enjoy !
  22. 3. New Expansions and 1,000 people!

    Today, we reached 1K people! I raised the highway off the ground, extended it to the edge of the map, and added another exit. I zoned out some high residential and office lands towards the exit on the east side of the city. I changed how the road looked at that exit, from a National Road to a Four Lane Road with grass decorations in the middle. Any suggestions for more?
  23. 1.In Smallville, you generally live close to the place you work in -- and you often go to work on foot, as I said earlier. For some, the early morning jog can be quite picturesque : 2. 3.The construction of the Heliport brought some trouble, concentrating a lot of commercials in the same place, but it was soon resolved by a carefully planed rezoning of the whole town, mixing residentials and commercials. 4. ...but true to their origins, the City Fathers didn't have the county fair rebuilt somewhere else... 4. 5. Some big commercials are even built close to the city limits: 6. Here is one of the quiet neighbourhood, despite being where the Agricollege (left), and the Sainte-Claire Hospital, park and church are situated. 7. The industrial zones have been planned the same way , in order to get people to live close by : 8. They're mostly high tech, low-polluting industries (the Clean Air ordinance is severely implemented in Smallville). 9. 10. 11. The greener industries love to be as close as possible to the fields : 12. The Schriefer Industries' Headquarter (upper left), the first of the two agressively green city building, opposite the Gatureck Fire station : 13. And this is the other one, more recent, Floss Inc.: Next : Agricola...
  24. Smallville : Logging

    1. For a long time the main industry in Smallville was logging, on Mount Harrelson. Once almost clearcut to death, it is now taken care of, replanted, and listed as "Renewable resource". Of course, the alluvial plain was also deforested in order to build the new Smallville (once bridges had been built on the Coyla). But three generations of tree-loving Mayors (the Zabnises, of which more later on) saw to that, and as you could see in the previous entry, the city is green enough. Now on with the logging. (Mostly a picture dump from P. R.'s memory album, if you don't mind, guys and gals. Xmas is looming ever near...) Here's the source of the small stream that helps bring the logs down to Lake Harrelson : 2. 3. 4.... where it all happens 5. 6. 7. 8. 9.Logging roads... 10. 11. 12. 13. Logs, logs everywhere... 14. 15. And finally, the people without whom none of this could occur : loggers hard at work.. 16. 17.
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More About STEX Collections