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City-building game(s)

Found 115 results

  1. so I've been waiting for sub buildings to become native so I could finally finish off Flinders Street Station (from Melbourne) here's a quick WIP look - probably will release sometime soonish - maybe next week. Let me know what you guys think!
  2. Version 1.0.0


    This collection consists three assets: 2 Base Station (1 for 2 lane roads and another 1 for 4 lane or 6 lane roads) 1 Modular Station *Remember to place the modular station with base station correctly or else the building will not working. I' m not good at design models. If you think the model i made is dumb, feel free to get the templates of the station from the source code below to apply your new design on the station. It will be great if you decide to share your new design onto the web. Source Code: https://github.com/Nksheng/Cargo-Exchange-Modular-Elevated-Cargo-Train-Terminal
  3. HSR Opus Néoi Station

    Version 1.0.0


    Hi Everyone, My third creation. The Opus Néoi Station is a complete fantasy functional train station for your high speed rail network. Capacity is set to 75'000 passengers. No night lighting again, sorry! I based the lot on Tadasu's HSR Large Station 1 so you will need it for dependency reasons as well as Girafe's Norway Maples: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2740 Enjoy!
  4. I will be sharing my next assets in this topic, you can check my previous assets here in my workshop page . I finished my old bridge asset and this will be the first asset in this topic I hope you like it. Detailed information is provided in asset page.

    LOVE this new station i downloaded.
  6. From the album A World of Subways

    A snapshot of Athens Metro Victoria station, on line 1. I wanted to come here as this station and Ernst-Reuter-Platz station in Berlin are considered as "twins" due to their very similar construction.
  7. Hashimoto Station.jpg

    From the album Nakahara

    三沢線仲間国鉄285系のラストラン. 三沢線の橋本駅に285系カガH1編成(285-71f)を止まる. 橋本市菜花都仲間国 Mizawa Line 285 series last run. 285 Series set KaGaH1 (285-71f) stopped at Hashimoto Station. Hashimot City, Nanohana, Nakama
  8. Article #4 - Punta Retolk Highlights

    Article #4 - "Punta Retolk Highlights" Punta Retolk, Retolk or Ciudad de Punta Retolk is a commercial city of Metzú Republic. Is situated some 20 kilometres of Wainor City, 35 of Jalai City, and 228 kilometres of capital city, Yuti. This city has an important historical and natural heritage, with great natural forests and old buildings with great value. There are great commercial buildings, multinational offices. Full map Population: 42.834 Metropolitan Area: 98.332 (Wainor-Retolk Metropolitan Area) Main Activities: Commercial Services, Manufactured Industries Retolk Life... 1. Retolk Downtown and his main avenues. 2. Av. De La Costa. Great historical heritage. 3. Parque de la Costanera. A big park. It travels Av. De La Costa. "The Lung of the city". 4. Parque de la Costanera. An other point of view. 5. Mirador Grand Hotel. 6. Estación Única de Trenes de Retolk. A little train station with important conections (Jalai, Wainor and Yuti). 7. Retolk Beaches. 8. Parador Miguel. A beach bar. 9. Bosque Nacional de Retolk. A Natural heritage. 10. Av. De La Costa at night. 11. Mirador Grand Hotel and commercial zone at night. 12. Great buildings of Retolk. 13. Retolk Outskirts. We hope you visit our cities, See you on the next article, Stranger.
  9. Article #7 - Wer: History & Modernity

    Article #7 - "Wer: History & Modernity" Wer is a touristic city of Metzú Republic. Is situated some 12 kilometres of Bahía Azul and 332 Km of Yuti, capital city. Founded in 1825 by european colonists. Today is a historical heritage. There are a lot of antique buildings of european architecture of 19th Century. Many structures have been destroyed by State negligence. Wer is a mixture of modern and old buildings, creating the silhouette of Wer City. Full Map Population: 20.469 (2017) Metropolitan Area: 22.673 (2017) Main Activities: Tourism, Manufactured Industries Wer Stories... 1. Wer Coast. Main Avenue. A historical neighborhood. 2. Wer Downtown. 3. Wer Suburbs. 4. Vieja Wer. A mixture of modern and old buildings. 5. Main Avenue. Vieja Wer. 6. Wer Downtown. A commercial zone. 7. Estación de Trenes Wer Central. A great train station. In the heart of Wer. 8. Wer Coast. Mixture of nature and antique buildings. 9. Suburbs and Parque Nacional de Wer. 10. Parque Nacional de Wer. A nature heritage (like Jalai City). 11. Parque Nacional de Wer, again. 12. Wer Suburbs and Industrial Zone. 13. Industrial Zone and elevated highway, connects Wer with Tiyi (city). 14. Vieja Wer at night. 15. Main Avenue at night. 16. Downtown at night. 17. Train Station and Commercial Zone at night. 18. Suburbs at night. We hope you visit our cities, See you on the next article, Stranger.
  10. Hey all! I've been following this forum for a while now and all your amazing creations inspired me to start building assets myself. The first building is almost finished - a 3 track train station, as seen below (props for the person to recognise the station it's based on). I still have a few problems with it though, so bear with me: 1. The game is creating floors inside the building on its own. There's not even a vertex with the same z-coordinate where it's creating an xy plane inside the building. Is this something that's generated on purpose by the game? The floors are assigned the same textures as the roof of the building. They can be seen through the windows and are positioned about halfway behind the windows. 2. My sims are not using the third platform. I'm using the single station track with a platform on the left side of the track (relative to the direction it was laid). I thought it had to do with the pedestrian connections that I've laid down, but they are using the second platform which is accessed by the same pedestrian connection. 3. Speaking of pedestrian connections... I'd much prefer a rendered underground tunnel to the half-assed building I have there now but the game isn't letting me (it pushes the whole model upwards). How do I go about doing that? I know Joak uses them in his train stations, how did he do that? Any help regarding one of these questions would me much appreciated! Feedback on the model is also welcome by the way... it's my first time using blender and gimp. The textures aren't final either (mainly the roof and supports need work) but I've yet to learn how to use bump maps.
  11. Dutch_3track_station.crp" older than 20.05.2017 18:21 Lee Towers killed the station by accident. If anyone has a running game and a copy of the older version of the station pls. upload to steam as Lee has no old copy. See:
  12. Just been playing a city of mine and noticed that the Fire Stations are not working before the new DLC fire trucks were on the scene of any fire in minutes.. Since the new DLC I have noticed that if there is a fire there are no fire trucks rushing to the scene and pretty much the buildings burn down.. And well I have no idea what is causing it and how to fix it any help would be greatly appreciated thank you.. UPDATE: Well seems I have found the issue and that is the Helicopter Priority Ordinance if it is turned on and you don't have the building in your city fire trucks will not spawn.. Learn something new everyday.. lol
  13. Version 1.0.1


    Grand Central Chicago Station, by Mattb325. ---------------------------------------
  14. SM2 Abandoned Train Stop

    Version 1.0.0


    SM2 Abandoned Train Stop. This train stop has been sitting in my hard drive for too long. Time to release it!. Best plopped in those seedy parts of town....or industrial areas perhaps. Plop cost 3000 Bulldoze cost 300 Power req 44 Capacity 7500 It still acts as a passenger station plus it will let freight trains go through it. No dependencies and as a bonus it is also Maxis vanilla rail compatible. Works like a charm! Enjoy. Simmer2
  15. Since this not a real bug, I opted to put it here. I get this message from the transport counselor, but I can't find it. Most times, by clicking the highlighted name (Transit Station) takes you to the location. If could see the the thing, would be some help.
  16. Surface Rail Pax Stations

    I am currently placing passenger stations on the rail net spanning my large region. My reading in the deep archives confuses me, because some "experts" say I should put all stations on spurs, while others say that the Maxis station doesn't have rail-through its lot, so its capacity is not slammed by through traffic, so it can be placed on a main-line a la real-life. I don't dare resurrect one of the moldering threads from like 2011, so... Is there anyone left alive today who can tell me which story to believe, and maybe explain (or point to the correct explanation) what's happening with pax stations? And then there's the real mystery: IRL, there's about one commuter station each two miles. That's about one per SimCity sector. Therefore I've been locating one Maxis station in the center of each sector bisected by rail. My vision is to build a village/town around that station in each sector. Can that work with SC4's model, or should I use rail mainly to move sims within sectors, placing a station every two blocks a la subway lines? FWIW, I am using NAM-35 (medium) with RRW. RRW solves all rail problems right? Please tell me that with RRW, I can place my stations in a natural way, and my sims will all find jobs no matter where they are in the region OK, I'll settle for the truth as long as I can understand it
  17. Does anyone know if it's possible to make longer train stations tracks in asset editor? I've read in a couple threads that people have done it with "Move It" mod and "Advanced Building Editor". (@sokayha @Lee Towers @Tim The Terrible) So far I've loaded a station template, dragged the tracks a few meters on either end and added spawn points but the "draw line" tool in game cannot find a path...
  18. Container Freight Yards

    Version 1


    A pair of freight yard lots, which are designed to handle large cargo containers. They are transit enabled for rail, though block passenger traffic. Please allow an alternate route for any passenger traffic. Larger pictures of these lots can be seen in my Building Thread Lot Details and Information Building: Transportation Lot sizes: 6 x 4 tiles, 8x4 tiles Lot Wealth : Low Wealth Jobs: Jobs $ : 40,Jobs $$ : 5,Jobs $$$ : 0,R-$ : 40,R-$$ : 5,R-$$$ : 0 Plop cost : § 1,500 & 1,800 Freight Capacity: 5,000 Monthly cost: § 10 & 25 Max. Fire Stage: 3 Flammability: 25 of 256 Power consumption: 3 MWh/month Water consumption: 5 Gallons/month Air pollution: 1 over 1 tiles Water pollution: 1 over 2 tiles Garbage pollution: 4 over 0 tiles Dependencies: BSC Essentials BSC Textures Vol 01 Railyard and Spur Textures, Mega Pack 1.02 BSC Mega Props SG Vol 01 BSCMegaProps JES Vol01 BSC MEGA Props Gascooker Vol01 2014-12-19 - Prens: Added up-to-date links + tags.
  19. PEG's CDK3 container port is supposedly transit-enabled with a socket for a rail connection. However, I can't find an elevation at which rail can actually connect. Every time I place the port/station, it punches the elevation down. Then when I drag rail (RRW) to its railhead, a height-shift retaining wall appears, leaving my rail about 10' above the port instead of joined. I've even tried using the god-mode leveling tool to bring all surrounding land down to the level of the port (annihilating one port that I had to replace with another). The replacement port sank the land even further, so the rail connection failed again. Has anyone ever succeeded in joining any kind of rail to the rail-enabled CDK3 container port? If so, is there a special technique needed to get the elevations matched? And what about RRW? Should RRW connect with anything designed for Maxis rail, or could it be incompatible with a mod lot tricked to act as a Maxis freight station? EDIT: If I can't fix this next time I play, then I'll grab a screenshot and try to post it.
  20. I'm sure there are tons of people out there using @andreharv and @BloodyPenguin"s MOM. However, I'm wondering if anyone out there has heard whether MTSE is going to be updated to support MOM. I know you would need their permission to update for them but It seems like they have abandoned.... Consider this a request, can someone PLEASE create a new version?!?!
  21. I tried connecting monorail to a station, but it only seems to connect in one direction, and not go through the station. It seems to have started with NAM 36 being installed on this, but of course, correlation =/= causation. And it's not slopes, it's on a perfectly 100% flat slope. Also, graphic settings are all at high and fully enabled. Because apparently that was a factor according to one person. And I am using BTM-NAM 36. Please help! I can't build my cities anymore due to this glitch! BTW, is there any way to kill the Eternal Commuter Bug with a .dll or is it that out of reach to fix? Sorry for the dumb question.
  22. Bahnhof Hackescher Markt

    From the album Railroads (S3-16-W)

    Open in 1882, Berlin Hackescher Markt is a railway station in the Mitte district of Berlin, Germany. It is named after the adjacent Hackescher Markt square. Hope you enjoys it. More pictures of this side project soon

    © feyss 2016

  23. SM2 Central Train Station

    From the album Hall of Fame

    2nd Place entry from Classic Model, New Lot (S3-18-C) Custom Content 34 Rep 15 Bonus Points 36 TOTAL Points Challenge Results Data | Leaderboard Rankings [Download Content] A while ago I made a promise to someone. The remake of a famous SC4 station originally designed with standard Maxis rails. I promised that I would re-do this wonderful station with RRW in mind and now it is a reality. With a few additions of course.

    © 2016 Simmer2

  24. Version


    <p>Here is yet another Mass Effect BAT, though not a model from the official game. Set on the fictitious human colony system Ferust, Mast-One Station serves as a secretive, private and covert human research platform that allegedly experiment and tamper with Element Zero or eezo. But to cover up there illegal scientific operations, the station also supposedly is nothing more than a utility complex, supplying the real research stations with water from underground aquifers and in some cases, produces electricity. Though it's odd "Mast" like apperance, captured in various satellite images, has many sketpical.</p><p> </p><p>The BAT has an odd and very different nightlighting to it, reflecting it's strange experiments with eezo:</p><p> </p><p><img src="http://puu.sh/57sSV.jpg" alt="57sSV.jpg"></p><p> </p><p><u><strong>In-game demonstration</strong></u></p><p> </p><p><img src="http://puu.sh/57sfr.gif" alt="57sfr.gif"></p><p> </p><p>The lotting (as shown below) includes <strong>NOB's</strong> water production props and building, which is linked in the dependencies list below. It's a required download to allow the lot itself to work and prevent the occurance of missing dependency "boxes". It's been lotted to blend in seamlessly in any environment, city or industry.</p><p>_________________________________________________________________________________________________________</p><p> </p><p><img src="http://puu.sh/57suG.gif" alt="57suG.gif"></p><p> </p><p><u>Basic Lot information:</u></p><p> </p><p>Lot Size - <em>3x3</em></p><p>Build Cost - <em><span>§</span></em><em>120,000</em></p><p>Type - <em>Utilities<strong>></strong>Water/Power</em> <span style="color:#a52a2a;"><span style="font-size:12px;"><em>(Currently found under both options, but does not produce electricity)</em></span></span></p><p>Bulldoze Cost - <em><span>§500</span></em></p><p>Flammability - <em>5</em></p><p> </p><p><u>Dependencies</u></p><p> </p><p><a data-ipb='nomediaparse' href='http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/'>SimFox Day and Nite Modd</a></p><p><a data-ipb='nomediaparse' href='http://community.simtropolis.com/files/file/18186-nob-series-add-parts-and-wtoe-ver2/'><span style="font-size:14px;">NOB Series Add Parts and WtoE Ver2</span></a></p><p>_________________________________________________________________________________________________________</p><p> </p><p> </p><p style="text-align:center;"><img src="http://puu.sh/57szx.jpg" alt="57szx.jpg"></p><p style="text-align:center;">!<span style="color:#ff6600;"><strong>WARNING</strong></span>!</p><p style="text-align:center;"><span style="font-size:10px;"><em>Because the station experiments with a highly volatile and often, unstable element</em></span></p><p style="text-align:center;"><span style="font-size:10px;"><em>the explosion generated by this lot when destroyed by a natural disaster or depreciates</em></span></p><p style="text-align:center;"><span style="font-size:10px;"><em>will produce a large disastrous explosion, destroying an area of approximately 10x10 tiles.</em></span></p><p style="text-align:center;"><span style="font-size:10px;"><em>You have been <span style="color:#b22222;">warned.</span></em></span></p><p> </p><p> </p><p class="bbc_center"><span><img src="http://puu.sh/4qVVB.gif" alt="4qVVB.gif"></span> <a data-ipb='nomediaparse' class="bbc_url" href='http://community.simtropolis.com/topic/56656-the-milky-way-bat-project/' title=""><img src="http://puu.sh/4NZyg.jpg" alt="4NZyg.jpg"></a></p><p> </p><p> </p>
  25. SM2 Central Train Station

    From the album Classic Model, New Lot (S3-18-C)

    Before voting, we recommend you download and try out this item of content: [Download Here] A while ago I made a promise to someone. The remake of a famous SC4 station originally designed with standard Maxis rails. I promised that I would re-do this wonderful station with RRW in mind and now it is a reality. With a few additions of course

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