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City-building game(s)

Found 34 results

  1. Welcome everyone! Today I want to present the second entry of my earthworks tutorial series! Today we're covering the basics of building a main, two-lane road into a town across rolling/undulating terrain! I would appreciate if forum members could give me some feedback on the tutorial entry's format. This time I'm posting a slideshow video, as it was easier to make than wrestling image hosting sites with a huge upload that was gonna have about 70 screenshots. For general discussions and polls on this tutorial series, visit: Mods featured: * Network Addon Mod 36: * BRF Tunnel and Slope Mod: * CPT Meadowshire Terrain Mod: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=58 * CPT Meadowshire Coast Tree Mod: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=60 * B98 Beach Extend Mod: * RVT Coast Mod 2009:
  2. The very first post of this tutorial series!! Earthwork Fundamentals 1: Starting a Town Welcome to Emeragrove!! Population: 0 Infrastructure: just a neighbor connection Trees: 0 Citizen complaints: 0 ...Huh....not a whole lot of action in here. Maybe we can change that! Our blank slate: a large city tile with a river running along the western side and rolling terrain on almost all of its land area. We will settle next to the head of navigation of the small river, highlighted by the saddle shape in red. We want to investigate the terrain characteristics in the area, we start by activating the “terrainquery” cheat (Ctrl+X, then write "terrainquery"). This allows us to obtain the tridimensional coordinates for any point within the city tile. We find that, towards the northwest of our view, the terrain’s elevation (y = 258.9 meters above SimCity level) is a meager 8.9 meters above the game’s sea level (250.0 meters). Moving towards the southeast, we find a slightly more elevated position, at 260.8 meters above SimCity level. We secure this elevation by plopping road tiles to form a flat surface we want to propagate via cut and fill. This matters because if the starting terrain is too low, the slope cannot be demonstrated effectively and Sims are at risk of losing everything to a river flood within the floodplain area. We then continue placing single road squares in a checkerboard pattern and emphasizing the boundaries of the terrain we intend to level off. One convenient way to do this is to plop a sufficiently long stretch of road squares along which we’ll be dragging the roads proper to level additional terrain along the stretch of squares. We keep dragging roads until covering an area sufficiently large to host our town’s historic center. Now, we zoom in towards an edge of the flattened terrain. As you can notice, the slope between the leveled terrain and the floodplain may be too steep for comfort or even safety (landslide risks, perhaps?). We can now fix that by dragging short stubs of road, starting at the flattened area’s edge. These stubs should be one square shorter than the distance needed to directly touch the floodplain. We continue this operation until we have the particular edge covered. Then we begin doing the same along the diagonal edge. Notice how the stub is dragged from the protruding corner of the tile.
  3. Greetings to all fellow mayors and Simtropolitan citizens! I want to present you a series of tutorials revolving around a very immersing part of the game: earthworks! Why? Because it's a very fundamental aspect of any construction in real life and can add aesthetic and functional depth to your cities. I came up with a series of tutorials I'll be developing for this purpose, ranging from the most fundamental aspects to highly demanding applications of in-game earthmoving to shape the destiny of your city. Perhaps the biggest gain players can get from mastering earthworks is making rugged terrain regions all that much more enjoyable. It may be tempting to always go with a very flat region to make building easy, but that approach makes players miss the opportunity of a challenging terrain resulting in a thrilling and wonderful landscape. I'll be making these based on my main ongoing region, the Sinnoh Region, as the one fundamental geographic element that defines it are its mountains. One favor I ask followers of this series is to avoid posting on the tutorial threads until they have been constructed. Their completion will be announced here and in the meantime, the corresponding comments can be made here. Finally, before we start, I would like everyone's feedback on which category should I tackle next after completing the fundamentals tutorial. ESSENTIAL TOOLS: Network Addon Mod, latest version (currently the 36, versions 34 and 35 will still be adequate). In particular, make sure to have the NAM hole digging lots, these are super important to do a lot of the required steps I'll be showing. Slope mode of your choice (in my case, the BRF Tunnel and Slope Mod). I recommend this one in particular because it's one of the most strict slope mods available for SimCity 4. I currently use an older version which still did not include a dedicated Real Highway (RHW) slope, but that isn't a problem for me as you'll all learn during the tutorials. Region with hilly, rolling and/or mountainous terrain--anything that isn't a super flat expanse of nothingness will do. God Terraforming in Mayor Mode (or if not your thing, use the cheat to activate God mode terraforming tools in Mayor Mode T U T O R I A L S E R I E S : A. EARTHWORKS FUNDAMENTALS: (in the making) Starting a town (Emeragrove): now available! Main local road (Emeragrove): screenshots available, pending writing Bridge across river (Emeragrove): upcoming Power lines (Emeragrove): upcoming B. EARTHWORKS APPLIED TO MAJOR TRANSPORTATION PROJECTS AND URBAN RENEWAL (future) Rural Freeway Segment (Route 203) Rural Freeway Interchanges (Route 203) River Diversion (Jubilife) Urban Freeway Retrofit (Jubilife) Median Mass Transit (Jubilife) Suburban Freeway Retrofit (Route 204) C. MOUNTAIN MADNESS (future) Difficult mountain crossing (Oreburgh-Pal Park) Mountain Railway (Oreburgh-Pal Park) Dam and reservoir (Pal Park) Mine expansion (Oreburgh) Tunnels across mountains (Route 216) D. COASTAL CHALLENGE (future) Seaport (Jubilife Port) Power Plant (Jubilife Port) Beaches (Hotel Grand Lake) City straddling the sea (Sunyshore) Building a linear breakwater (Seabreak Path) Building an island (Flower Paradise) Underwater tunnels (Jubilife)
  4. The World Of Belenor

    The World Of Belenor Dragonmouth Metro Area Dragon Mouth region is a 9x11 (36x44km) large tile map of an old, ancient long dead volcanic caldera (whence the name Dragonmouth came from) which hosts five cities, Brimstone Bay, Cauldron Hills, Hell's Gate, Paradise Heights and Thunder Valley. It's a temperate region, weather is generally great for most of the year and the colony is growing at an exceptiona rate. In the 25 years since the colony was founded on another Earth-like planet on the other side of the galaxy, the colony has amassed a population of over 500k. The colony was founded and funded by the Blade Inter-Galactic Colonization Co, one of the most successful Corps in the human expanse across the galaxy. All materials, food stuffs and such are all supplied by the company until the colonies are able to stand on their own feet and support themselves. Ok, enough of the backstory, now onto the good stuff. First is the map of the region Dragonmouth. (make sure to view the enlarged images as these are giant-sized photos.) Now here's the plans for the freeway system. Note that this is not set in stone, changes will most likely be made. Here is the region with it's city limits for the 5 citie Well, that's it for now, more to come in a few days.
  5. Hello fellow SimCity-lovers. The mod "God Terraforming in Mayor Mode" doesn't work when I have installed it. It simply doesn't show up on the left menu as it should. I have SimCity 4 Deluxe bought on steam. Does any of you know how I can make it work? Thanks in advance. You can see the mod here:
  6. I'm looking for some guidance. I have a save well underway, but I need to do some significant terraforming to continue. I tried creating a map several times, but just found I was terrible at it, so what I did was start with one of the vanilla maps that had one particular area I could start with, then planned to terraform around it. The problem is, after ND came out, terraforming creates massive tsunami waves that before ND would just go inland then eventually wash away with no problem, but now destroy huge chunks of my city. I need to get rid of all water on the map, then terraform, then bring the water back in the new shape without it destroying the city. Can anyone help me through that? I have the right mods, I just need to know the best way to go about actually doing it without causing a disaster, pun very much intended. Thanks.
  7. Hi I recently edited a map in the mapeditor. When I started playing I saw something weird. And as soon as I purchase the area As soon as I load the map the shoreline comes up. If I build quays on it the terrain is ridiculous. It only happens in purchased areas. How can I solve this?
  8. Prologue I

    In the Tau Ceti solar system, an immense starship drops out of warp space. The host of Celestials has arrived and will pass judgement on their experiments. On the ship’s bridge, several armored figures sit in silence, contemplating the planet visible in the view screen. The One Above All turns to the helm, commanding, “<Nezarr, set bearings for optimal orbit.>” “<Course plotted and laid in, One Above All>” The enormous vessel responds to the new coordinates, bearing down on the distant blue-green planet and settling smoothly into orbit. “<Arishem!>” The One Above All addresses the Celestial at his side, “<You will lead the away team. Take Gammenon, Tefral and Jemiah and make your judgement.>” Arishem acknowledges the command with a nod and gestures to the three who will accompany him to the planet’s surface. Together, they swiftly make their way from the bridge. The judgment is swift and dispassionate. Gammenon the Gatherer samples the planet’s lifeforms while Tefral the Surveyor notes the system’s geographic features. Jemiah completes his analysis of the samples Gammenon has collected and reports back to Arishem the Judge. “<Arishem, our experiments have failed to produce any tangible results. The standard lifeforms have not made any significant technological progress and the offshoot of Eternals has failed to mutate into a higher lifeform. Worse, the Deviants have apparently died out altogether.>” Jemiah gazes upon the cowering humanoids he holds in his palm as Arishem judges, “<Among our greater successes were the inhabitants of Skrullos who, in a barely greater span of time, have established a flourishing interstellar empire. These ones have likely reached the peak of their evolution.>” Jemiah kneels down and gently returns the terrified primitives to the ground. The gargantuan Celestials ignore the prostrating humanoids and return to their orbiting vessel. “<What is your judgement Arishem?>” the One Above All asks. “<Failure.>” “<To what extent?>” “<Complete.>” The One Above All lets out a barely audible sigh and gestures for another Celestial to come forward. “<Exitar, this planet has failed our tests. It will die.>” Exitar turns toward the view screen, raising his hand. A gem embedded in his palm begins to glow red. “<It is done,>” he simply states. The One Above All addresses the helm, “<Nezarr, plot a course away from the system. Set bearings to avoid the bow shock and make ready for warp. All hands brace.>” The Celestials’ craft accelerates swiftly out of orbit. Their collective attention turns to the screen as the asteroid Exitar has summoned approaches and the doomed planet is struck a mortal blow. “<Ashema, open a channel.>” “<Channel is open, One Above All.>” A new figure shimmers into view on the screen; Eson the Searcher. “<Eson, have you found a new candidate world?>” The reply comes, “<Behold; A spectral class G2V star system with multiple candidate worlds in the habitable zone. The most suitable has an axial tilt of 23.5° and experiences 4 distinct seasons across the majority of the planet. Composition is a molten iron core and rocky surface with active plate tectonics. The surface is approximately 71% water; of that 96.5% saline. Atmospheric analysis is 78% nitrogen, 21% oxygen and 1% trace gases. There is high biodiversity and the world already hosts a likely dominant life form. This hominin will readily accept mutative experimentation as has already been confirmed by Ziran the Tester. Transmitting detailed analysis of prospective life form now.>” Nezarr the Calculator receives the transmission and rapidly determines the destiny of the candidate planet, “<The species will require 1,204,729 of their yearly cycles under average conditions to achieve basic success. Under optimal conditions, 43,116 yearly cycles can be subtracted. Given poor conditions, an additional 122,046 yearly cycles would be required. If the Skrullos experiment is held as a baseline comparable, an additional 234 yearly cycles would be necessary to achieve interstellar capabilities.>” The One Above All ponders a moment, “<Very well. Oneg the Prober will implement. Nezarr, set course for the Sol system.>” As the ship enters warp, a dying planet breathes its last gasp and perishes… To be continued soon...
  9. Terraforming Complete

    The map making process is finally over. Below are some pics from the map. If anyone is interested, the map has been posted on the stream workshop under the name Blue Gill Lake. The region history, story, and feature labels are all to come. Lots of work still to do before I actually start on the city. History of Blue Gill Lake should be posted by this weekend.
  10. Terraforming Update 4

    Looking southwest across the Blue Gill Lake. Nearing the final stretch. After over two weeks of creating Blue Gill Lake, the finish line is near. Nearly all of the terraforming of the mountains, streams, rivers, and lake beds is complete, and the task of adding vegetation has begun. Still probably another few days are left before the map is completed. Items still left to complete are as follows: Adding all trees and other vegetation. Completing the remaining terraforming on the southern end of the map. Adding Highways, county roads, and rail connections. Fine tuning the lake beaches. Completing the marshlands where Blue Gill Lake drains back into the Blue Gill River. An overview map of the region with all points of interest labeled. Creating the story line for the region with a history of the lake. Customizing the current map theme. Looking towards the Northeast. Blue Mountain Lake near the southeast corner of the map. Shores of Blue Mountain Lake.
  11. Terraforming Update 3

    The section of the map in the background is nearing completion. I've stared adding trees, grass, and rocks, adding a new dimension to the region. it is starting to look more like an alpine lake now. Better Satellite view centered on the Blue Gill River. The snow on the mountain tops has a slightly brownish tint due to using the oil resource to simulate snow. To be honest I am still debating where I want to develop Frontier City at, but as the map progresses I'll get a better idea. One of the challenges when developing the city is that there is little flat ground. All of the region experiences some sort of elevation change. Even the areas that look flat on the map experience 10 to 30 meter elevation changes over relatively short distances. One of the most treacherous passes in the map, as you can see from the numerous rocks, this region is subject to frequent rock-slides. The regions primary interstate will pass through this area. Still working on this area, need to add some trees and might modify the cliff sides some to add extra depth to the rocks. Water-fall swimming hole, formed at the base of one of the numerous mountain streams that feed Blue Gill Lake. One of Blue Gill Lakes numerous beaches. The beach still needs some work with forests and grass to blend the sand with the surrounding area better. Looking towards the Northwest on one of the numerous small islands in the lake. The abandoned light house on this island enjoys spectacular views of the lake and surrounding mountains.
  12. Terraforming Update 1

    Progress on the Frontier City map is coming along nicely, albeit slowly. This could take several weeks to complete. I am trying to get the map to be as realistic and perfect as possible. So far, I have the base contours created as well as some of the mountain smoothed out. The lake is complete as well as Blue Gill Island, which sits in the center of the lake. The theme I am going for is a combination rocky bluff/ alpine forest type environment. The theme currently being used is the Alpine Theme, but I might end up changing this if I can find a more appropriate rock texture. Below are a few pics of the region as it stands. Overview of what the entire region currently looks like. One of the streams feeding Blue Gill Lake. Sand Bar island in the center of the Blue Gill river looking towards the bluffs. Blue Gill Island in the center of the Lake. - This island is complete, but I might fine tune it some more. Let me know what you think or if you have any suggestions. Still lots of work to do.
  13. Hello to you all, sorry for bothering all of you, but it seems that I am stuck on a very large project that I've been working on for some time, and all because of some unexpected trouble with sc4 terraformer. I'm using global mapper for the DEM data. I had cut a piece of the map, exported elevation grid and made a geotiff file. I used the file into Photoshop, cut it and made .png version. Then, I made a new region 11x8 huge tiles, config file and opened that png file in terraformer. I worked on it, made it ready to save, but when I clicked on save button I was constantly getting this message: UnicodeEncodeError: 'charmap' codec can't encode character 'u\u0106' in position 57: character map to <undefined> I've made tons of regions with this configuration, this win system, this terraformer. I installed nothing new that could jeopardize this program. Any idea, please?
  14. Episode 1 - Creating a map!

    Here's the first episode hope you all enjoy! feeback and suggestions welcome.
  15. Region : Isle 001

    Hello people! My name is Seb and today I am sharing with you a Region I just began to create. The name is a little bit odd... It might change as the region isn't complete yet. So the idea of the map I am building is to make it a large island with many medium/large sized islands on the other sides. Also, the coasts are very high and the most flat part is at the top of those cliffes. So now, let take a look at the work wich has been done yet. Feel free to message me here. Or even on Steam! http://steamcommunity.com/id/trylk248seb/ Now let see the work! Whoops! Images are unavailable... I currently am working to get 'em back!
  16. Canal Vs River

    I downloaded the Busan map and one of the cities has a river that extends inland into the next city. I want to extend it even further through a valley to connect to another river to simulate a shipping canal for barges carrying agricultural goods, sort of like how the Erie Canal connected the Hudson River to the Great Lakes. When I began looking into canal pieces, mods, etc here I started to learn that you can't really connect a canal to another "natural" waterway (basically, the canal can't connect to open water, it has to be a self contained network). Is this really the case? If so, I guess my only option is to actually extend the river itself. I wanted to use this river to create a canal with a shopping/medium density residential district, sort of like in Amsterdam, and then of course also have facilities for delivering and processing the raw agricultural materials that are being barged in. If I do it as a river, though, what mods/downloads/etc should I be considering to line the river?
  17. Entry 2 - Revision

    I've got some really interesting comments. Thanks to kschmidt and dedgren, I've been looking at the road now I can see that it's very monotonous and doesn't feel organic enough. There are too much and too long straightways and not enough winding. I've decided to restart that tile, give the mountain a better feel to it. Use more FAR and wide curves section and make the road smooth out along the mountain slope better. I'll be challenging, but I'll try my best. Here's what I have now. The mountain was created with the in-game tool.. This is actually the best mountain I've ever modeled, considering I'm really bad at this, this is quite an achievement! I'll start working on the road itself tomorrow since I'm tired today. (Just when I was finally getting some good sleep last night, my alarm rang.. It was 7AM already...) Again, if anyone has any idea what to use for the pass top and mountain top (apart from antenna, I got that covered), I'd gladly use some thoughts about it. I liked the idea of the spa, lodge.. I don't really know any BATs for that so if you have any idea that could fit in my style (Japanese) I'll be really happy.
  18. Schieffelin-County-1445557465.png

    From the album Schieffelin

    To the East, the larger metropolis should be developed. Complete with farming in mind, the shores will host to some of the more affluent homes on the water.
  19. Schieffelin-County-1445557214.png

    From the album Schieffelin

    To the west, the region will feature a mountainous farming and trading town. In the bay's inlet, the large trading ports will be used to ship goods out.
  20. Schieffelin-County-1445556995.png

    From the album Schieffelin

    Formed in October 2015, Schieffelin County is a reconfiguration of a region that ceases to exist. After being erased from the maps, a freshly terraformed region awaits to be built on.
  21. Region Ready

    I've finished terraforming the region that I have drafted from scrap graph paper and I must admit: I'm not overly impressed. Yes, it's my region that I created, but it's as if it were too small. I knew it would be smaller than I imagined, but I guess that I haven't fully thought about it. Well. I will deal with it nonetheless. Here's my fully rendered region. I've rounded the mountains, and I have softened the coasts. The cape in the center could be quite an amazing property view. I haven't fully decided on what to do. To the west, the region will feature a mountainous farming and trading town. In the bay's inlet, large trading ports will be used to ship goods out. To the East, the larger metropolis should be developed. Complete with farming in mind, the shores will host to some of the more affluent homes on the water. The region has 4 large, 5 medium, and 3 small usable cities. Most of the cities will be built close to the water and could all link together. --- Volume 1, Issue 2
  22. Drafting Plans

    In the beginning, when I created Schieffelin County, I wanted to build something that similar to New York or San Francisco. I didn't like the idea of carving water from land, so I decided that land should arise from the waters below. So on a new slate, I drew plans for a vast bay filled with rivers leading to the mountains where the water is sourced. This city journal will be based off of the entire region, and multiple cities will be involved. This why I have entitled my design as Schieffelin County Life, as if it were a regional magazine. I drew my plans on a piece of graph paper to a certain scale. I've uploaded a scan of it below. In the picture, I've created mountains the Northwest and Northeast, with three rivers flowing between four peninsulas of land. The lower half of the region will be called Schieffelin Bay. I haven't decided on other names yet, but I'm open to some suggestions. I haven't made any plans to decide how large I want each city to be. The boundaries between mountains, rough plains, and rivers are all not yet set in stone. I do know that in the past, I couldn't change the city sizes in the terraformer after saving it. --- Volume 1, Issue 1

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