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City-building game(s)

Found 11 results

  1. Is there a way to find the precise number of total jobs for industry and commercial in city mode? Is there perhaps a building that when queried provides this information?
  2. All Three City Halls + 1 (for ModPacc Zero ) With New Data Summary Panel Background As many of you know, Maxis shipped the game with Model files, Lots and Building exemplars, some LText, and some Lua code for a total of three City Halls with each building progressively larger than the previous. However, the Lua code to trigger the Phase 2 and Phase 3 versions was commented out when they decided to have them upgrade in place. The code for the latter was never completed by Maxis. Next came @MrTruesage's All 3 CityHalls Modd Reward fix in December, 2004 to allow all three City Halls to be plopped in the game. This was accomplished by reactivating Maxis's code, creating some new LText files, and additionally tweaking some of the properties in the building exemplars. It was later in August, 2005 that @Andreas Roth created the City Hall Fix to deal with the custom trees that would sometimes appear on the Phase 1 lot. Then in October, 2016 @simmaster07 created Real Upgradeable City Halls which has a DLL and Lua code to finally implement Maxis's intention of the upgrade in place. Considerations For ModPacc Zero, CB re-lotted all three City Halls to improve their appearance so that props no longer intrude on other nearby elements and also preventing the tree oddities. (The original Maxis Phase 2 and Phase 3 were rather scant and boring so he's improved upon that too.) The mod by MrTruesage has several tweaks such that the population and mayor rating requirements are greater than Maxis defined along with adding CAP relief, spreading the available jobs across all three wealth levels, and changing the lots to Do Construction after plopping. With this being the de facto standard for anyone who wants all three City Halls, we have made the ModPacc Zero versions conform to the same alterations for better compatibility. However, we have also corrected minor mistakes in the Demand Created property and written new Lua code so that entire Lua entries do not need to be overwritten. (This latter part uses techniques which were apparently unknown back in 2004.) Re-Lotted Versions by Cyclone Boom Phase 1: Phase 2: Phase 3: And introducing a new Phase 0 (Village Hall) by CB which can be plopped any time in a newly established city: ^ This allows immediate access to all the data in his new UI query. (Note: All 4 lots use Maxis props, and as such require no dependencies.) Village Hall Background The Village Hall was the first brick duplex built in a small hamlet founded by Silas Woodthorpe and was dedicated to the community as a place for meetings and other local government business. Ever since, it has become the design favored by Mayors across the land when they need their first source of useful information. (Lotted by @Cyclone Boom) Building Exemplar Properties The tweaks MrTruesage made to Demand Created have been updated to Maxis Standards. In each case of Jobs Created they also need a corresponding entry for Amenities and we have added those. The changes they made to Wealth, Demand Satisfied (CAP Relief), Landmark Effects, and Water Consumed are maintained for backward compatibility. Lua Code The Lua code is where the game checks if the criteria for a reward lot has been achieved and then makes them available in the Reward Menu. It also handles the reward earned popup advisor messages and the fluff news messages. MrTruesage's mod copies those Lua entries in their entirety and while this was the only known method at the time, it's not a good idea because that precludes any other mod from making changes to code in the same sections. For ModPacc Zero, I've completely rewritten the Lua code as a standalone package. This allows surgical edits which will not interfere with Lua code of any other mod. It is highly advised to remove MrTruesage's mod from your plugins and use the MZ version instead. Reward Triggers The Maxis code for the first City Hall (Phase 1) is set to 12,500+ population and 20+ for mayor rating. MrTruesage's mod increases this to 15,500+ population and 40+ mayor rating. This can cause a discrepancy for players who have cities they created under the Maxis criteria, but then install the mod. Let me illustrate what I mean. This city tile was originally played without the All 3 City Halls fix: Playing later with MrTruesage's mod installed, I decided I wanted to move the City Hall because I'd randomly plopped it when it became available under the vanilla rule of 12,500 population. So, I bulldoze it: But now I don't meet the new requirements! I created some special Lua code to check for this exact situation. If a Phase 1 City Hall exists in a city tile and it does not meet the increased requirements, I set them back to 12,500 population and 20 mayor rating (as originally set by Maxis) so that the City Hall can be bulldozed and re-plopped wherever I want. With the new code after bulldozing: Note: If you bulldoze the vanilla City Hall, save, then exit the city tile it will revert to the 15,500 and 40 mayor rating requirement the next time you load it. The idea is that my tweak only applies to previously plopped City Halls that are in the gap between the original 12,500 threshold and the new 15,500 and which are to be moved in the same play session. In the same play session I can go re-plop the City Hall because it meets the old requirements: And it'll grow: Availability and Menu Placement The Maxis code (which was commented out) and re-implemented by MrTruesage has the requirement that the prior City Hall must be plopped before the next one becomes available (along with the population and mayor rating requirements). In a city which meets the population and mayor rating requirements where one wants to place only the Phase 3 City Hall, that means one has to jump thru several hoops to accomplish it. Ergo, plop Phase 1, let it grow, see Phase 2 become available, pause the game, bulldoze Phase 1, plop Phase 2 without running time (or it'll disappear from the menu), let that one grow, see Phase 3 become available, pause, bulldoze Phase 2, and then (finally) plop Phase 3. This all seems a bit cumbersome to me so I've made it so that the only requirements are the population and mayor rating thresholds. This gives the player the choice to have each one plopped so 1, 2, or 3 are present in their city. Or just a single City Hall if they like. In this tile created by CB, it meets the requirements for all 3 Halls. We select this area to grow Phase 3: ^ Notice too that I've changed the Item Order property so all 3 are grouped together in the menu. Now we can immediately plop Phase 3 without all the prior plop, grow, bulldoze, plop hassle: Let it grow: And it still has the City Exclusion Group property so you can only have one of each phase: Additionally, I've added Requirements text to the menu items for Phase 2 and 3 instead of using Maxis (and MrTruesage's) code for: return reward_state.HIDDEN The User Interface (UI) aka the Query Window MrTruesage added some additional information to the query: We've greatly expanded that for MZ: CB has also created a separate, optional No City Hall Query Sound v1.0.dat file which makes the query silent. YIMBY not NIMBY The description for MrTruesage's mod states that the Landmark Effect of each Phase is a NIMBY influence. This is incorrect. The Landmark Effect in their mod (and this MZ version) is a YIMBY for Commercial and completely neutral for Residential and Industrial. Fluff News Removal MrTruesage's mod also commented out all the Fluff News (without ever mentioning that was done). While this might be desirable for many peeps, we believe it should not be forced on anyone. We've made a separate, standalone mod that will do the same thing so y'all can make your own decision if you'd like the Fluff News items deleted. (Note: Many other news items are also fluff in nature, but are created in separate Lua code which was not altered.) New Building Names Rather than Small, Medium, and Large we've named them as follows: Town Hall City Hall Metropolis Hall Also, LText is included and assigned for each name, which means if you rename any of them that new name will be saved in the city tile data and persist from one play session to the next. New Building Addition As mentioned above, CB has created a new Village Hall that can be plopped with no requirements so the enhanced data display in our UI can be available even in newly established cities. Compatability With simmmaster07's Mod This MZ version of All 3 City Halls is fully compatible with @simmaster07's Real Upgradeable City Halls mod. Simply refrain from plopping Phase 2 and Phase 3 and if your city has 45,000 population when loading, his advisor popup will allow Phase 1 to upgrade in place to Phase 2 and if your city has 95,000 population when loading, it'll allow the upgrade of either Phase 1 (if you didn't agree to the phase 2 upgrade) or Phase 2 to become Phase 3. Simply install his mod according to the instructions listed in the STEX description. Incompatability With Other Mods @MrTruesage's All 3 CityHalls Modd Reward fix When using our ModPacc Zero City Halls fix, MrTruesage's mod should be completely removed from your plugins. While it was certainly a brilliant addition in 2004, it does not meet current standards for Lua coding alterations. Look for a folder named CityHall Package and delete it and its contents. If you've installed their mod in a different folder than the one contained in the original zip file, look for these individual files: CityHall.dat CityHall_LText.dat ConstantsLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FF048A3E) NewsItemsLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FFA79144) RewardLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FFA8F301) UI.dat Remove all of the above. @Andreas Roth's City Hall Fix Remove CityHall_fix.dat from your plugins when using our ModPacc Zero version. (Or, for this one, just be certain our mod loads last and it will safely override their copy of the LotConfigurations exemplar.) As part of the main MZ release, we will provide a master Cleanitol text file to remove the original mods by file name. Beta Testing Requested As with our other newly created mods for ModPacc Zero, we'd like y'all to beta test this and provide feedback. Ofc, be certain to test safely. It's best to use only copies of your city tiles so you can restore them to their pre-testing versions. We cannot be certain at this time if there will need to be any additional modifications, and as such you'll want backups of any cities where you test. Ofc, please do post feedback and/or pictures to let us know your impression of our new creation. The Files Contained in the .Zip: MZ City Hall Package (Beta v1.0).dat <--- The main file. MZ Fluff News Remover (Beta v1.0).dat <--- Optional file. No City Hall Query Sound v1.0.dat <--- Optional file. The Download File: ModPacc Zero - City Halls (Beta v1.0).zip See new v1.1 updated beta (and better) release to download from our post here. Thanks! -Cori & CB
  3. Hi, Simtropolis is now 17 years old now. There are lots of activities since then, especially during the Golden Age of SimCity 4 between 2009-2013 (and to some extend, to 2015). Old posts are really high in terms of views. But, I only showed topics that are less than 5 years old. So, here it is, the most viewed topics in modern time. Raymond's Newbie ThoughtsGood job, Raymond. This topic is initially intended to share thoughts. But now, it's the most viewed topic in modern Simtropolis and it's only created this year, the year of chaos, uncertainty, and suffering, in real life of course. And, it's the most interactive topic in modern ST. Viewed 49,760 times. Sharing Plugins Folders - DiscussionArguably the most polarizing topic in modern Simtropolis. This topic starts with how should we share plugins folders. However when they started to discuss licensing, they made the topic polarizing. But, it's a great topic otherwise! The second place of activity in modern ST. Viewed 34,711 times. The Quest for the Ultimate Plugins FolderHe started by explaining his playing style and then give the list of large number of mods. Surprisingly, this topic only has 52 replies. Viewed 29,274 times. Cori's Water ShoppeThe list of water mod. So helpful. Again, low interactivity for a reason. Viewed 12,967 times. Nagara Rimba NusaThis topic is based from the Indonesian government decision to (at the time, though the project is still continued in a slower pace due to this year's funding is used for the pandemic) move the capital away from Jakarta to a new home called Nagara Rimba Nusa. The city is located in the east side of Borneo Island. The aim is to provide civil servant a place to live without worrying flooding, crime, traffic, design inconsistencies, and pollution of Jakarta. This topic is viewed 11,616 times and only has a staggering 2 replies. That's it for now. Sorry for my words. Thanks.
  4. A while back I created a topic which tabulated the leaders for total amount of rep received in a given year compiled through the sites search function and recently updated for 2017 & 2018. Seeing these figures left me and few other members curious about who was giving out the most reps... and now I finally have an answer for that question. And not just for like, but also the leaders for these three other categories >>> A big thanks goes out to @Cyclone Boom for responding to my request and for taking the time to tabulate the numbers through the database. Unfortunately we don't have access to these stats directly through the search function, however they can be tabulated by the site administrators and Cyclone can confirm that they are indeed accurate(as of Jan 16th - I had tried to post this data up earlier in the week but lists made using the "@" function can be unwieldy to say the least, but I finally managed to get things to work! as they say third time's a charm ). I've decided to post this in a new thread since I know seeing a lot of numbers all over the place can be confusing - these likes are strictly for reputation given and not received. Here are the top 20 all-time leaders for reputation given - All types _1. 12,126 @raynev1 _2. 11,117 @CorinaMarie _3. 10,749 @matias93 _4._ 9,879 @mrsmartman _5._ 9,639 @bobolee _6._ 9,612 @lapacifica _7._ 8,355 @Cyclone Boom _8._ 7,883 @JP Schriefer _9._ 7,680 @Schulmanator 10.. 7,430 @Aaron Graham 11.. 7,060 @nos.17 12.. 6,801 @Compdude787 13.. 6,501 @korver 14.. 5,726 @AsimPika3172 15.. 5,129 @Fantozzi 16.. 4,962 @Huston 17.. 4,955 @Ceafus 88 18.. 4,928 @Hellken 19.. 4,805 @Amthaak 20.. 4,464 @weixc812 (29th 3,356 myself!) The top 20 all-time leaders for reputation given - Likes Very similar to the list above since new types of likes were only made available more recently. Exact the same members made the top 20 list, just in a slightly different order. _1. 12,126 @raynev1 _2._ 9,879 @mrsmartman _3._ 9,849 @CorinaMarie _4._ 9,655 @matias93 _5._ 9,633 @bobolee _6._ 9,612 @lapacifica _7._ 7,856 @JP Schriefer _8._ 7,679 @Schulmanator _9._ 7,430 @Aaron Graham 10.. 7,127 @Cyclone Boom 11.. 7,019 @nos.17 12.. 6,797 @Compdude787 13.. 6,335 @korver 14.. 5,413 @AsimPika3172 15.. 4,949 @Huston tie.. 4,949 @Ceafus 88 17.. 4,928 @Hellken 18.. 4,805 @Amthaak 19.. 4,654 @Fantozzi 20.. 4,464 @weixc812 (27th 3,336 myself!) The top 20 all-time leaders for reputation given - Thanks _1. 959 @Tyberius06 _2. 754 @CorinaMarie_ 7 54 _3. 645 @Cyclone Boom_ _4. 338 @matias93_ _5. 266 @Fantozzi_ _6. 228 @Haljackey_ _7. 167 @AsimPika3172_ _8. 136 @RobertLM78_ _9... 87 @jeffryfisher_ 10._ 84 @That Retro Guy. 11._ 81 @Dragonxander. 12._ 70 @Alan Waters. 13._ 61 @CT14. 14._ 58 @Badi_Dea. 15._ 57 @markussaage. 16._ 54 @tariely. 17._ 53 @korver. 18._ 48 @Namiko. tie._ 48 @Terring. 20._ 41 @kingofpop. The top 20 all-time leaders for reputation given - Yes! _1. 645 @matias93 _2. 525 @Cyclone Boom_ _3. 414 @CorinaMarie_ _4. 290 @RobertLM78_ _5. 223 @jeffryfisher 223 _6. 193 @Haljackey_ _7. 180 @Fantozzi _8. 163 @Evanjs _9. 150 @Dragonxander_ 10. 147 @NMUSpidey. 11. 140 @bladeberkman. 12._ 97 @AsimPika3172. 13._ 96 @korver. 14._ 78 @ESP15. 15._ 77 @CT14 16._ 69 @T Wrecks 17._ 62 @kim026 18._ 47 @APSMS 19._ 37 @Edvarz 20._ 33 @twalsh102 The top 20 all-time leaders for reputation given - Haha _1. 123 @RobertLM78 _2. 111 @matias93 _3. 100 @CorinaMarie _4._ 58 @Cyclone Boom _5._ 52 @AsimPika3172 _6._ 46 @Haljackey _7._ 32 @T Wrecks _8._ 29 @Fantozzi _9._ 26 @c4bl3fl4m3 tie._ 26 @Terring 11._ 23 @jeffryfisher 12._ 21 @Tyberius06 13._ 20 @korver 14._ 16 @RRetail 15._ 15 @Evanjs 16._ 14 @Dragonxander tie._ 14 @Tarkus 18._ 13 @airman15 tie._ 13 @Edvarz 20._ 12 @Handyman
  5. Are there any mods or tools that enable one to get detailed information about a particular tile, such as its exact land value? I know of the TerrainQuery tool, but that only shows terrain info.
  6. The C.O.R.I. Reports (beta version) (Collection Of Relevant Information) I've been poking around in SC4's memory while the game is running and decided to create a text report of the global variables I found. This mod is basically all LUA code except for the LText needed for the popup and news item. It is a normal .dat file which needs to be placed in the Plugins folder. The data is simply what's currently in the global variables. That's not to say they are completely true to what the game shows in various places. (Those may be modified by other functions.) So, this is a beta release of something which may or may not be useful. Either way I've had fun playing around with it. (Some of the descriptions may need to be tweaked. When I didn't know for sure what something was I made it basically the in game variable name.) With the mod installed it will trigger a popup if Urgent Advice is turned on: The urgent advice is not required tho. Either way it can be found in the news box: Or you can chat with the City Planner. It can take several in game days (if the saved game time was running) or several seconds if paused before it shows up. The mod will stay put in the news and advisor panel so you can output a report anytime you like. (Reports output on the same Sim Game Date will overwrite a previous one.) Reports on unique dates will be written one after the other. You can X the news item and it will stay gone for the remainder of that city tile session. Some variables take about 14 game days before they populate properly. By default the report is placed in your Documents\SimCity 4 folder. (The folder path can be customized. More on that momentarily.) Also, by default the report has some header gibberish (which can be suppressed). Here's a sample of the generic version of the report: The report file is best viewed as a true .txt document with either Windoze Notepad or the much superior Notepad++. If you pull it up in Word or similar it'll goof up the spacing of the block and group headers. To customize where the text file is output (and other options) it needs to find CoriReport.ini and that must be in the install folder where SimCity 4.exe is located. The most useful entry in the INI is CoriReportPath= followed by a valid path to the folder where you want the text file to be written. The folder must already exist. My mod does not create any new folders. The easiest way (at least in Win 7) is to create the folder and copy the address as text. Paste that after the CoriReportPath= (with no space after the = sign) Example: CoriReportPath=C:\Users\Owner\Documents\SimCity 4\Cori Reports Note that it's ok to have spaces in the folder names and do not put quotes around the path. Also, do not add a trailing backslash. No other text is allowed on this line, but you can have text on other lines for your notes. You can also have multiple CoriReportPath= lines and whichever is the last one is where the output will be written. CoriReportPath=C:\Users\Owner\Documents\SimCity 4\Cori Reports CoriReportPath=C:\Users\Owner\Documents\SimCity 4\My Farms CoriReportPath=C:\Users\Owner\Documents\SimCity 4\My Farms\First 50 Years CoriReportPath=C:\Cori\Tested\This ^ In this example the report would go into C:\Cori\Tested\This You can also comment out a line. Any character you like can be used. -CoriReportPath=C:\Users\Owner\Documents\SimCity 4\Cori Reports CoriReportPath=C:\Users\Owner\Documents\SimCity 4\My Farms xCoriReportPath=C:\Users\Owner\Documents\SimCity 4\My Farms\First 50 Years ;CoriReportPath=C:\Cori\Tested\This ^ Here the report will go into C:\Users\Owner\Documents\SimCity 4\My Farms If you comment out all of them, the file output will default back to Documents\SimCity 4 The next option (on a separate line) in the INI file is: NumbersFormat= and it has 4 options: NumbersFormat=raw NumbersFormat=comma NumbersFormat=round NumbersFormat=both The raw format will show the numbers exactly as found in the variables. The comma option will add commas to separate groups of thousands. The round choice will round numbers that should be integers to zero decimal places, 1 decimal place for tax rates, and two decimal places for percentages. (Note: Currently the % symbol is not appended to anything.) And both will do round and comma. (Both is the default if this line isn't present.) Other options that can be used in the INI file do not need an = sign. They are simply toggles: HideGibberish HideFileName HideTimeStamp HideIniContents HideVersion HideGibberish suppresses the extra verbiage in the report. HideFileName suppresses the line that shows the output path and file name. HideTimeStamp suppresses the line with the date and time that the file was created. HideIniContents suppresses the output of what the mod found in CoriReport.ini, and HideVersion keeps the version number line from printing. Using all 5 of these options gives the cleanest looking report. One last option is the CustomTitle= option. By adding text here it will replace the default " * * * The C.O.R.I. City Report * * * " part of the report title. Example: CustomTitle=Your Custom Title Here For all entries in the INI file it does not care about upper or lower or camel case. However, for a custom report title you will want to make that however you want it to appear in the report. Also, any line can be commented out by placing some character in front of it. This includes the space character if you like. Special thanks to @Cyclone Boom who encouraged me throughout my trials and tribulations while learning about Lua coding. He's also responsible for many of the great ideas and options and for tirelessly testing version after version (after version) of the alpha releases. Things I've noticed: Street, road, and avenue tile counts are doubled Bridge tiles don't include road (may all be zero, I haven't checked the other kinds) Highway connection to a neighbor tile is counted as an avenue connection Anything relating to ferries is always zero Network building counts are the number of tiles occupied so one vanilla train station is counted as 6 Freight stations seem to be counted as Train stations Number of tollbooths is always zero Overworked power plants is always zero (CB's discovery) Power strike and power strike chance are always zero Colleges, libraries, and museums are not counted in total educational buildings Medical clinics are counted as hospitals Health capacity is always zero Number of patients is the same number as the landfill capacity (after a few game days running) Parks and recreation are the same number File attachment: The_CORI_Reports_beta_v02a.dat (old version see below) March 29, 2018 Update: Beta version v02b Fixes and Additions: The alpha versions had a last line for the End Of File and was missing in the beta release. I've added that back in. Added an INI option HideEOF to suppress said additional line if desired Made all possible variables used local to their functions to avoid cluttering the global stack Clears all necessary global variables when finished outputting the report file This also allows tabbing out to change any value in the CoriReport.ini between reports Added a UTILITIES block heading for Power and Water and moved Garbage and Pollution data to it Fixed the rounding of Tax Rates to match Maxis's method Added .0 to the end of integer value tax rates so a 9 will show as 9.0 now File attachment: The_CORI_Reports_beta_v02b.dat (old version see below) March 31, 2018 Update: Beta version v02c Tweaks and Additions: Now also searches in Documents\SimCity 4 for CoriReport.ini Added new INI option: CreateCSV The created .csv works with any NumbersFormat= but will strip out commas File attachment: The_CORI_Reports_beta_v02c.dat (old version see below) April 2, 2018 Update: Beta version v02d Fixes and Additions: Added the city tile size to the CSV file. Small will have the value of 4096 Medium will be 16384 Large is 65536 Added an INI option UniqueFilename to include a filename timestamp preventing reports being overwritten which have the same Sim Date. Fixed four block headings on the text report to be all caps like the others and added two missing new line commands below of them. Hotfix April 2, 2018 (had an else in the wrong place and non-unique City report wasn't running the CSV output) File attachment: The_CORI_Reports_beta_v02d.dat December 25, 2018 Update: Beta version v02e Bug Fix: Fixed a bug where the report would not run if the Sim Year had 4 digits. File attachment: The_CORI_Reports_beta_v02e.dat
  7. By now I'm sure many of you are well aware of our newly-founded SimCity 3000 forum and STEX categories. For those who haven't been keeping up with progress, there's been some really interesting discussions so far. Exploring areas of the game in more detail, including buildings, conversions, map generation, terrain & water, hex editing, custom tree props, and most recently property modding. Thanks everyone for your contributions so far, whether you've made one or multiple posts. And as a result, there's been some interesting trends in forum activity: Past 30 days Past 15 days Past 7 days (All data current as of 9th June 2017, 18:00 EDT) It just shows that with enough surrounding interest, there's still plenty of things to discover in a game released the previous century. OK, one year before the millennium, but still... Want to be notified on new topics and uploads? Follow the Forum Follow the Files
  8. As it says in the title this is a list of the top 4 rep leaders for every year since the like system was implemented on Simtropolis. The rep system was first implemented in March 20, 2009 so unfortunately there is no available data before that point. It's also important to note that the rep on the leaderboards don't include manually added totals such as those received from the challenges. Clicking on the year will take you to the leaderboard page displaying the totals for that year. This is the first of several stats related topics I'll be posting 2009 1. 554 - @io_bg 2. 457 - @SimHoTToDDy 3. 436 - @Simfanatik 4. 419 - @simcity4fan12 Single post; 22 by @madhatter106 on a file upload Castle 2010 1. 1,643 - @sejr99999 2. 1,317 - @joshriddle 3. 1,239 - @SimHoTToDDy 4. 1,069 - @drunkapple Single post; 47 by @SimHoTToDDy on file upload SWENPCBWS Nucler Starbucks 2k10 Edition wit 25% added cowbell for 56% more awesumness 2011 1. 1,362 - @Ceafus 88 2. 853 - @sejr99999 3. 811 - @SimHoTToDDy & @BIWDC Single post; 60 by @SAVAGExPHOENIX on file upload New World Trade Center 2012 1. 1,040 - @Schulmanator 2. 1,007 - @A Nonny Moose 3. 998 - @T Wrecks 4. 964 - @Jasoncw Single post; 52 by @Haljackey Simtropolis Surpasses 500,000 Members 2013 1. 2,130 - @Darknono35 2. 1,670 - @Reddonquixote 3. 1,599 - @A Nonny Moose 4. 1,558 - @Schulmanator Single post; 77 by @NAM Team The NAM Team Presents... Turbo Roundabouts 2014 1. 1,833 - @Huston 2. 1,633 - @A Nonny Moose 3. 1,451 - @Reddonquixote 4. 1,373 - @Ln X Single post; 89 by @NAM Team Network Addon Mod Version 32 (Full Release) Now Available 2015 1. 1,529 - @Huston 2. 1,258 - @Ln X 3. 1,095 - @A Nonny Moose 4. 1,036 - @SimCoug Single post; 60 by @Cyclone Boom STEX Reaches 100 Million Downloads! 2016 1. 2,782 - @rsc204 2. 2,020 - @Takingyouthere 3. 1,621 - @CorinaMarie 4. 1,539 - @philforhockey51 Single post; 57 by @korver Myrtos Beach 2017 1. 5,257 - @korver 2. 4,246 - @CorinaMarie 3. 3,996 - @rsc204 4. 2,649 - @Simmer2 Single post; 50 by @Cyclone Boom Welcome our new Staff Members! 2018 1. 4,761 - @korver 2. 4,481 - @Simmer2 3. 2,989 - @CorinaMarie 4. 1,633 - @Haljackey Single post; 63 by @simmaster07 Revisiting Prop Pox and Prop Theory
  9. Version 1.0

    2,559 Downloads

    The not-so-long awaited scaled back desalination plant is here! It has all the stats of the original,but produces 200000 water for 2000$. The stats are respectively scaled back/forward. This lot does not handle as much water as the original, so is dangerously flammable. For a full explanation visit the original. Dependencies: All dependencies of the original. It is recommended that you also download the original as well as it's dependencies, for various reasons including cost and pollution to the city at higher levels of water usage. 6000 using this lot for 600,000 water production, 5000 for the original. THE ORIGINAL
  10. The Milestone Thread

    Got a big round number to post? Your 100th, 500th, 100th, 1234th post? Getting flamed about oversized smileys in peoples CJ's? Well post it HERE! This thread is also to talk about forum posts in general, to make sure it doesn't just turn into fresh, creamy, SPAM! To start the chain... This is my 2200th post... I'll be back here when I get 2222! PS. Go nuts with smileys! Have fun!
  11. SC4Tool (English)

    Version 2.2.7

    21,507 Downloads

    SC4Tool (English) features a collection of useful tools both for BAT and lot developers and SimCity 4 players. It was started as a database for all Maxis growables, and since then grew to its current shape, which is still under development. More features, such as editing lot properties like name, plop cost or pollution values, will be added in later versions. (German version shown in screenshot)
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