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"Santos de Luquenz" Luquenz is an important commercial centre of Metzú Republic. In Luquenz there is a great seaport called Gran Puerto Metropolitano de Santos de Luquenz, the second largest seaport, behind the Puerto Internacional de Yuti. Full Map Population: 42.406 Main Activities: Commercial services, manufactured industries, important seaport. Transport: by highway: by route: trains to: Wer, Bahía Azul and Yuti ferry to: Altos de Wer, Bahía Azul We hope you visit our cities, See you on the next article, Stranger.
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SimCity 4 as a game offer us a endless way of doing so. What kind of player are you ? Vanilla play, completely devoted to the game as it was meant to be or you're custom or complete BATs Mods etc player. The first vanilla play imply you to play with the maxis BATs and corresponding way these elements are used in a grid like, hard line of income and expenses apply with easy, medium and hard mode. Custom Bat's and Mod's enrich the game beyond believe, there choices to make. Variations of players, there's about average several kind of players. Let's player live on YouTube and most average work with one single plugin folder adding custom until they like to go most average repertoire of Bat's, Mod's. Second category I do belong are the multiple plugin folder user where there are several specialized folder parallel installed total independent which means you start the game with the userdir parameter which can be added to the startup shortcut. Second we have a look how we use these customs in out SimCity- Except the freedom to lay a street and grow or plop customs you soon feel the game mechanics taking hold of your gameplay. What you install has certain sizes and values which influence growth. Ratio of business, industry and residential. Security, Environment Education, Entertainment. All this require to play in a certain kind of infrastructure, grid § European cities mostly have a grid no more greater than 4x4 average except out of town, Asia might sometime be more tiny. America large city blocks only start with from 4x4 up to 9x9 grids. Park factor often influence these block sizes to ad a park or trail park in-between buildings is added or some kind of transport infrastructure divided. Last the difference between commercial, industrial and residential zones ! What I like to see here are your way of city planning. Some BATs / Mods will help achieve certain goals the simulation require you to do so to release certain rewards like growing stages and a minimum citizenship or the e mini challenges or personal challenges like environmental, beautification, customize to show a actual real or virtual world, show what basic tips, trick you use to create these wonderful creations ! Hope this showcase topic will help to become a better SimCity 4 player ! Sincerely yours, Kschmidt
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Where can I locate the ability to change my default/gray streets to asphalt streets for sc4?
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Some may not notice, but in almost every city I make, I usually plop a 1x2 7/11. If it's in my plug-ins, I often plop a BlockBuster Video too. For some reason, I find it comical to see this defunct chain in my city. Do you have something trivial that usually goes in your cities, all the time?
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This youtuber made a cool how-to for visualy realistc citties: If you know some other tricks, please add them.
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poll Which kind of SimCity 4 player are you?
Lucario Boricua posted a topic in SimCity 4 General Discussion
Been thinking over the years about all the ways the game can be enjoyed, so I thought to check the pulse of the community at Simtropolis. Which playstyle(s) best represent you!? Any I missed that's worth mentioning? The Newbies: almost everything is game's default content, frequently asking questions on how to do certain basic aspects of the game, feel an immense level of achievement and pride when their first skyscraper appears. Money cheats to balance almost every city's budget are a must! The Corrupt Mayors: in-game cheats or just plain neglect to silence every little ailment of their city are a way of life, they can't be bothered with providing public services or robust economic development because the mayor's city's revenue will falter. Oh! There's a lil' radiation in Timmy's school, nah, that's just nonsense made up by Camille Meadows... The Plopmatics: the control freaks who want everything to look perfect from the start. They lay out their city's transportation network from the start and preferentially, or exclusively, place each and all buildings and small landscape features directly. This as opposed to letting the buildings grow on their own, tearing the urban fabric to add infrastructure upgrades, and letting nature have its own game-like look. Can't let those pesky Maxis weeds grow in their zoned land! The DOT secretaries: they don't care that much about nature, urbanistic aesthetics or coherent cityscapes, they want to build their transportation networks to the fullest: intricate roads, railways, airports which are too big for their region, seaports able to move a continent's worth of merchandise in one city, and so on. Traffic jams and crashes are a plus. The Megabuilders: their specialty is creating grand infrastructure projects, especially those beyond transportation. Power plants, fuel refineries, dams and reservoirs, levees, large bridges, telecommunications, landmarks, mean machines, fancy industrial estates and/or university campuses are the protagonists of their cities. Someone call Discovery Channel to make a documentary of my magnificent engineering marvel! The Pioneers: they especially enjoy rustic scenes, either in the wilderness, farm areas, logging, mining, fishing and natural preserves. Anything more dense than an outer suburb or a countryside village is a no-go. They also enjoy telling stories of how a region's development starts with the brave settlers who had to make everything from scratch. The Pastoralists: players who don't necessarily want a story of how their wilderness becomes tamed by civilization, but rather enjoy keeping things simple with agriculture and villages. Big cities are scary. The Skyscraper Junkies: these people want their cities to be very dense, have tall towers everywhere and actually challenge the worlds' megalopolis cities. The perfect city must always have rapidly growing population numbers. Architectural/urbanistic purists: players who will manicure the grand urban spaces, with lots of monuments, vast parks, statues, very uniform architectural styles, and strategically placed landmarks, all with a sense of grandeur and a pinch of elitism. The perfect city looks like the capital of a grand empire with all the riches of the world at its disposal. The Dystopians: people who enjoy making scenes focusing on the ugly aspects of cities—pollution, poverty, congestion, waste, emergencies, industrial splendor. Grimy air and water are an indication of a job well-done. The Futurists: players who like to do futuristic sci-fi themes, with space-age architecture, infrastructure and economies. Their cities are otherworldly, extremely clean, technological and efficient, and (hopefully) have flying cars. The Historians: players who like to recreate historic themes in their regions, being up to the challenge of making functional cities that do not appear to have modern traffic, or the tedium of enforcing an architectural style from the old days. The Fandom Fans: players who like to recreate the worlds of their favorite media franchises, novels movies, TV series, videogames, animation and/or comics. You might feel sad that your content doesn't get that much attention because all the fans aren't either into city simulators or your fellow city builders are into something else. The Storytellers: players who use SimCity 4 as a visual aid for a specific story or ambiance. Cities and landscapes made with the game are nothing but mere illustrations of that story idea they have on their head. The Suburbanites: players who like to make endless suburbs, shopping centers, open roads and are especially fond of flat terrains. Now get off mah lawn! The Entertainers: players who put a heavy emphasis on recreational, sports, cultural and touristy facilities--Sims should not be doomed to a depressing life of commuting, they must have more fun than the player when creating their world! The Ecotopians: players who especially enjoy celebrating nature with SimCity 4 content, and whose regions barely have sims or cites. The Content-makers: if they open SimCity 4, it's most likely to test the mod or building they just created, a few of them dedicate to this on an exclusive basis. Jack-of-all-trades: players who actually like variety and show a reasonably high level of mastery across multiple (and often disparate) play styles. National Simgraphic journalists: players who put an immense level of attention to detail to recreate life-like or actual scenes from real places around the world, scouring the depths of the Internet for the perfect content or beating the forges of BATmaking and lotting to make it into a reality. More often than not, their chosen scenes are a few city blocks or a standalone landmark, not the city at large. My playstyle isn't here!: players whose play style differ big time from those listed by the author and which cannot even be adequately described by taking aspects of some of those listed.- 33 Replies
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CoriBoom Partial Mythbusting - Building Style Tilesets Not Locked Down in the EXE
CorinaMarie posted a topic in SimCity 4 General Discussion
We've all heard that SC4 is limited to the original 4 building tilesets. Right? Well, @Cyclone Boom and I have been poking around under the hood. There are some caveats with what we've accomplished and we're still testing, but here're a few pics showing what we've done: First step is telling the game it can have more than just the original four: To test our idea, CB made 8 separate lots: Each test lot is in its own tileset. Here's what 0x2004 looks like inside its building exemplar: While we have added radio buttons for the additional sets and they can be clicked on and off, so far the game seems to only know that the new sets are available based on the Building Development exemplar setting. That means we have to change the property in there to limit the extra sets. With the setting we are testing (in the first pic above) it does cycle thru the full set of 8. ^ Also, we haven't tested beyond 4 extra sets, but there's no reason to believe we can't have more.- 130 Replies
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"Build all tilesets at the same time" command does not work
11241036 posted a topic in SC4 Bugs & Technical Issues
I have discovered a strange issue in the game that I'd like to start a discussion about. However, I'm not really sure if this issue is unique to my copy of SimCity 4 Deluxe (I purchased a digital copy from Amazon since I switched to Windows 10 and the CD version doesn't work anymore), because I've already discovered another strange issue that I never had a year ago when I was playing on the CD version of SC4. In case you want to test it on your own, I've attached the relevant testing files to this post, but please read first. The issue: In the game menu's building style subsection, there is a command whhich would allow the player to let all building styles be grown at the same time (I'm playing SC4 in German, therefore, I don't know the proper English name). Please see the second screenshot below. My assumption is that in my game, this command does not work at all and the game still shifts to another building style in regular intervals which are defined by the command "Change building style every ... years". To get some evidence about this, I started a series of experiments like this: External preparations: I had not been entirely sure if this issue is being caused by a plugin or if it is an in-game bug, therefore, I've made two serieses of experiments, one on an already developed Plugins folder and one without any plugins (except a building blocker and the testlots). To make sure that 1. I can control which buildings will grow, 2. I will be able to recognize them according to their building style, and 3. all building styles have the same chance of being grown, I did the following: I downloaded and installed a building blocker plugin (this one, to be exact) and customized it in a way that it would prevent all default Maxis residentials from growing but would still allow all industrials and commercials to be grown. I removed all residentials from my Plugins folder. I developed 4 residential lots (R$, 1x2, Stage 1, low density) with identical stats and completely devoid of props that just had two differences: Each one onlw grows under one tileset, the tileset being different for each one; and they had different base textures so that I could easily recognize them. BTW, these testlots are attached to this post; you are free to download and use them, if you want. In-game preparations: I started a new region and created a scene with the following properties: Only 1x2 low-density residential zones have been laid out. They are supplied with power and water, and a few commercial and industrial zones, as well as agricultural zones, have been laid out as well. Only about 25% of the residential zones have road access. The reason: I want to be able to demonstrate the visual results if my assumption was correct. After 1 year has passed, I'll connect another 25% of the residential zones to a street. The settings in the building style menu: The results: After 1 year (at Dec 31st, 00): After 2 years: After 3 years: After 4 years: After this 4 years period, the game just starts again with the buildings shown in the year of 00. BTW, the order in which the building styles are growing is: Chicago, New York, Houston, Euro. I repeated this testing series with a completely empty Plugins folder (aside from the Maxis buildings blockers and the testing lots, of course). The results were the same. This could still be a coincidence, but imo this is really unlikely. I assume that in this case the command "Build all tilesets at the same time" doesn't work at all, for whatever reason. Questions: I've been playing Sim Sity 4: Deluxe for about 7 years now. I've frequently been wondering why sometimes certain buildings just don't want to grow, and sometimes the game just grows the same building all over my cities. But during years of roaming Simtropolis Exchange and sc4devotion, I've never stumbled about a thread or even one single post mentioning a bug like this. Am I the first one to discover a bug that has went undiscovered all the time? Or is it just me and there's something wrong with the digital copy I purchased? Or is there another in-game setting that I'm not aware of that could cause such a behavior of the game? Is this malfunction actually known, at all? Has it already been discovered and I just never heard about it? In case someone else has reason to assume that their copy of SC4 would suffer from the same malfunction: I'd highly appreciate if at least some people would download and install the testing lots attached to this post, make the same experiments (they don't require external dependencies), and report the results here. Testing Lots for Building Styles.zip- 8 Replies
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I started with SC4 and CS around Christmas. I was a tired old wargamer looking for something different, sophisticated, ... not requiring hours of strategy and planning ... I picked SC4 and CS as what appeared to be the best two options in the genre. I don't consider Tropico and Caesar... as city builders. They are hybrid games. Well, I was wrong. I have read enough articles about game mechanics and real city planning ... that this hobby rivals war gaming. It is not beer and pretzels gaming. I was curious for what reasons do people play this genre? I now see it as a a lot more than just painting with a PC. (my first impression) I now see it as more than a dynamic painting; meaning that on its own it evolves and changes. I now see it as more than just a game of growth problems and challenges. I felt that traffic, growth, ... were gaming challenges to be solved as density create new strains and stresses. My current view of this hobby is table top modeling where the model is alive. Similar to trains or dioramas or battle miniatures ... --- Now the reason I am asking. I am not sure city builders are for me. I have been fascinated learning about them and looking at the mechanics behind them (my career had been systems design; so I love software and games). But I am not sure that I am modeler. So, here I am in the middle of a dedicated community of folks who love these games. I wanted to know: How do you play? What do you find in it? Thanks for all the assistance I have received and your time!
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An Introduction to Waukegan
DavidDHetzel posted a City Journal entry in Waukegan - The Region on the Lake
Waukegan is a small nation on the South West shore of Lake Harbaugh. It's capital is Midway a huge Metropolis located on the central coast of the country. The nation is divided up into 9 districts and here they are on this crudely drawn map I made in MS Paint.) Ranosha (Based on Racine/Kenosha area + Rockford) Des Cobb (Based on Des Kalb and the surrounding area) Gurney Coast (Based on North East suburban Chicago) Naperia (Naperville/Aurora and surrounding area) Waukegan Capital District (Chicago proper /Apologies for typo) Pere Marquette (SW Chicago/Joliet) South Waukegan (SE Chicago/As you can tell I had trouble figuring out the spelling at the beginning of this map) Eastshore (South Shore/Gary/Hammond) Indiola (Michigan City area / Valparaiso Area) The First update is coming out soon, so stay tuned! -
Version 1.0
8,725 Downloads
______________________________________________________________________________________________ Bipin's "Turbout" Turbo Roundabout package includes the necessary components you need for modernizing your suburban or rural areas. Whether it be gentrifying old neighbourhoods or simply creating sleek, new modern ones, the four-way stop is quickly becoming a thing of the past in all corners of the world. There's no better way to hop in the urban revitalization bandwagon than with these simple, albeit extremely useful pieces that add roundabout intersections for the most crucial and common intersections your Sims will face! Begin with building an interchange more or less similar to this one: As an alternative, you may replace the avenue towards the left and the right with RHW, like I have. Once that's done, overlap my large roundabout piece so it covers the whole area. That's what you see in previous pictures. Included in this package is a highway/surface network roundabout interchange, as well as a highly modular set of roundabout for smaller, albeit no less common 3x3 surface-street intersections. These pieces come in several varieties, with zero, one, two three and four crosswalks to meet all your urban enhancement needs; to fulfill a range of applications where you may wish for greater modularity. However, as much as I regret saying this, the dependency located here is necessary, for the buildings: https://community.simtropolis.com/files/file/26504-wmp-allotment-set/ I hope you enjoy this set, and please be sure to check out the smaller SimCity websites around, like SimMania for instance, which may be found here: http://simmania.darkbb.com/ or SimCityBuffs here: http://simcitybuffs.icyboards.net/ _________________________________________________________________________________ ______________________________________________________________________________________________ If there's one thing I'd like you to get out of this BAT set, it's that the lesser-known communities were heavily involved in this project. A big thanks goes out to SBT (SimMania) and those of you over at SimPEG. Thanks for all the help over there, I couldn't of done a lot of this without your insight! On that note, expect to see future BATs released a day or two early on the aforementioned sites. ______________________________________________________________________________________________ Note: I am aware of some bugs regarding textures and prop placement. I am fixing them now, so don't fret over the issue.- 54 Comments
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It's my first post here so Hi All! I have recently downloaded Tn house pack which is awesome but it's completly flooding my districts with new york or chicago style sets. I want to edit all of the lots from this pack and just assign them euro or houston style. Just don't know how.
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Version 0.1
630 Downloads
Hello friends today I bring a texture, and a change of colors for SC4 Terraformer, I know not that important, but I got tired of the same colors, change is good for the mountains were gray now are brown, the background color was blue and now black. The terrain is a bit more dark green. The water now looks more true. Well just have to download the files, decompress and copy and paste in the folder sc4teraformer/data. always keep the originals. Thanks, and remember to comment and 5 stars.- 7 Comments
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