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City-building game(s)

Found 23 results

  1. Version 1.0.0

    14 Downloads

    Made by Ragutaro. Link: http://hide-inoki.com/sc4/buildings_bat.htm [Web archive] and http://hide-inoki.com/bbs/archives/sc4_0372.html [Web archive] 06.05.25 Fixed the bug in RCIBlankLot 05.04.24 Released Installation cost: §20,000 Maintenance cost: §120 Removal cost: §8,000 Width: 3, Depth: 4 Uses Blank_CS$$$ This is the clock tower in Sapporo. It’s listed as one of "Japan's three most disappointing sightseeing spots," but the building itself is quite fairy-tale-like, and I think it’s really nice *:D. Installation cost: §20,000 Maintenance cost: §120 Removal cost: §8,000 Size: Width 3 x Depth 4 Dependency file: has_dependencies.dat If employment doesn’t work correctly, overwrite the relevant BAT SC4Lot file. -> http://hide-inoki.com/works/sc4/HaS_SC4Lot_for_RCI_Ploppable.zip P.S. The other two disappointing spots are said to be "Harimaya Bridge in Kochi" and "Shureimon in Naha," but Shureimon has been recently renovated and seems to be "falling out" of the disappointing spots list. I’ve been to Harimaya Bridge before it was rebuilt, but I passed it without even noticing *;). 08.08.03 Fixed bug in RCI Blank Lot (CAM fix) 06.05.25 Fixed bug in RCI Blank Lot 05.05.10 Fixed bug in RCI Blank Lot [ORIGINAL DESCRIPTION] 06.05.25 RCIBlankLotの不具合を修正した 05.04.24 公開 設置費:§20,000 維持費:§120 撤去費:§8,000 Width:3, Depth:4 Blank_CS$$$使用 札幌市にある時計台です。 「日本三大がっかり名所」の一つに挙げられますが、建物自体はメルヘンチックで、とても良いと思います 。 設置費:§20,000 維持費:§120 撤去費:§8,000 サイズ:横3x奥行き4 依存ファイル:has_dependencies.dat -> http://hide-inoki.com/works/sc4/has_dependencies.zip 雇用が正常に機能しない場合は該当BATのSC4Lotファイルを上書きして下さい。 -> http://hide-inoki.com/works/sc4/HaS_SC4Lot_for_RCI_Ploppable.zip P.S. がっかり名所の残りの二つは「高知・はりまや橋」と「那覇・守礼門」とされていますが、守礼門は最近整備が進み、がっかり名所から「脱落」しつつあるようです。はりまや橋は建て替え前に行ったことありますが、それだと気づかずに通過してしまいました 。 08.08.03 RCI Blank Lotの不具合を修正(CAM対策) 06.05.25 RCI Blank Lot での不具合を修正 05.05.10 RCI Blank Lot の不具合を修正
  2. hello everyone, reading comments about loading the region and some city, understanding that the larger the region, the longer it will take to load, and a doubt, it is true that even if one has a more modern computer (mine has this configuration : Ryzen 5 3400g, 480GB nvme m.2 SSD, 16GB DDR4, no graphics card) won't the game load structures and texture tiles faster? well referring to the same theme of the complements, the same as me at least, I am not checking if any file is duplicated or obsolete, only right now I have seen that some of them I do not even know what they are, only files with numbers and letters out of order, that it makes you bored, but hey, it's your own fault if you want the current gameplay to be better. high SimCity 4 forever!! PD: I attach a bmp image file of the current region that I have in the project
  3. Hello, kind people on this forum got me into CSL. It's going to be wonderful, I've done it for an hour and already in trouble. I've hardly done anything yet the time is going by, about a day a minute it seems. Can I stop this "Timewarp" please? Wot to do?
  4. How would I stop this from happening in my cities. I mean I get them on R$, R$$ and R$$$. I've Installed Slightlyslack - Res Halver, Bones1 - Less Abandonment, and RalphaelNinja - AbandonmentModd 1.2. I also have CAM (CAM 2.1) and NAM installed (NAM version 41). So any fixes, or is this just a bug that is unfixable.
  5. Better Exact Position In City Screenshots Technique (Pixel Aligned City Pictures) This is useful for before and after pictures as well as a progression series. I've discovered a previously unknown cheat code in the vanilla game which makes the EPIC technique so much easier. CB and I then worked together to figure out exactly how to control it. (Without his help, I'd've dismissed it as bugged.) This new tutorial replaces my old one here. I'll use my Farmhouse in Corillion as the sample again, but then the rest will all be new. Cori's Farmhouse in the Year 884: Cori's Farmhouse in the Year 1924: ^ Click an image and then use the right and left arrow keys to flip between them. Tutorial If you already have development in your city tile then you can use buildings or roads or such for positioning. For the above I used the Broquard's Cement Plant in the lower right as my guide by noting how much shows and where the edge cuts off part of the silos. (This is for double checking in a later step.) For this little tutorial, I'll start in an empty tile with a rail line running thru it. First I positioned the world how I want it for later pics. Then I plopped power towers in the lower right so one of them is nearly touching the taskbar and the edge of the game's window border. Next pull up the cheat code box using Ctrl+x. Type in sizeof 200 and press the enter key. ^ Note: There is a space between the sizeof and the 200. Open the cheat code box again (Ctrl+x). Type in TerrainQuery and press the enter key. Click the Query Tool. Change to the Zones DataView and hover the query tool in the center of the image. Make note of the values for x, y, and z. If they have a number to the right of the decimal point, include the decimal point and number too. If that's a zero to the right of the decimal point, then you need not worry about it. Using those numbers, type in SetViewTarget CoriSaysGoTo 2120 267 697 and press the enter key. (The numbers are obtained from the above query, ofc.) Also note that there is a space between the SetViewTarget and the CoriSaysGoTo as well as between the Numbers. Zoom out to the size which you started with. ^ Notice the power towers are right where we want them to be and can now be bulldozed. (This is the double checking the position part I mentioned before.) Do copy that command (the SetViewTarget CoriSaysGoTo 2120 267 697 (with your own numbers, ofc)) to a text file and save that so you have it anytime you want to take a later screenshot which will be perfectly pixel aligned with prior images. Cori Edit Start: Special Note About Decimal Points in the Coordinates Let's say you have this instead of a simple one like I showed above: ^ In this case you'd use SetViewTarget CoriSaysGoTo 2116.3 309 1900.1 Cori Edit End. Sample Progression Series Here are example pics of how this can be used. I'm showing the progression of how I grow a small farming town which has a wee bit of industrial. Click an image and use your right and left arrow keys to flip between them. More Info Check out the next post where @Cyclone Boom uses this technique to show the expansion of a growing town. He also presents some tips and tricks he discovered while we were testing. Additionally: Thanks to CB for creating the Banner Pic up top of this thread.
  6. Real Time Offline

    Version Offline 1.20.3

    2,640 Downloads

    Description Real Time Offline is an offline version of the mod Real Time made by dymanoid. It adjusts the time flow and the behaviour of Cims to make them behave more realistic. The features are exactly the same as the original mod, however this version supports both online and offline use. That means that once the mod has been downloaded, there is no need for an active connection with the Steam Workshop anymore. A more detailed description about the mod and its features can be found on the Steam Workshop page of the original mod author, dymanoid. Installation This mod is incompatible with any other version of Real Time or Real Time Offline, including the Nexus Mods version of Real Time maintained by Metzgermeister. You can only use one version at a time, they do not function together. Move the folder containing the mod named "2126383845" over to the directory "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\". Launch the game and see if you can enable it in the content manager. After that, the mod is installed. Enjoy. Always ensure that the path ends in "\2126383845\" after it has been moved. Compatibility The mod dynamically applies compatibility patches if it detects some incompatible mods, that conflict with it without those patches. Remember! In order for the compatibility checks to trigger correctly, the conflicting mods have to be in directories named after their respective Steam Workshop ID, just how Steam names them. Mods in directories with names other than their Steam ID will be skipped from compatibility checking, but will be mentioned in the debug console. While mods with compatibility modes are not strictly incompatible, certain functionality will be disabled and the Real Time Offline may not function as you would expect normally. Mods that are fully incompatible: Rush Hour II Climate Control Export Electricity District Service Limit Date Changer Real Time Real Time Offline (by Gness Erquint) Mods that have special compatibility modes: Citizen Lifecycle Rebalance Building Themes Force Level Up Ploppable Rico Ploppable Rico High Density Fix Plop The Growables TimeWarp Fix Ultimate Eyecandy Realistic Walking Speed Mods that are fully incompatible will not work together with Real Time Offline. Legal Disclaimer The original mod was created and is maintained by dymanoid. The Real Time Offline project was started by Murad "Gness Erquint" Beybalaev and ZachTheGunner, and now maintained by Metzgermeister on Nexus Mods and Kushbird on the Steam Workshop. This version inherits the MIT license from the original, the license notice is packaged with the mod files in LICENSE.txt as per the license agreement. License MIT License Copyright (c) 2018-2019 dymanoid Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Last edited on 2020/6/11 at 16:00 GMT by Kushbird.
  7. Time at work

    See these images of my city. The city is small and has no neighboring cities. Why do workers take so long to arrive at work? 50 minutes? It's not that far. I already installed subway, but it does not solve the problem of time to work. Could you help me? Thank you very much!
  8. See here for a much easier way to do this. Old tutorial: Exact Position In City Technique for Centered City Screenshots (This is useful for before and after pictures.) This is a technique I discovered a long time ago and both @Cyclone Boom and I use it. We've been intending to write up a little tutorial for it and I'm just now getting around to it. The basic idea is that peeps do have incremental saves of their cities and might at some point want to show before and after pictures. Here's an image I posted a year or so ago and I was curious what that area looks like now. Cori's Farmhouse in the Year 884: I go to the same location in Year 1924 of my current play version, press Ctrl+X to bring up the cheat dialog box and type in terrainquery then press Enter: ^ Note: Neither this cheat command nor the upcoming sizeof require the Extra Cheats DLL, but it's ok to have that mod installed. To activate said Terrain Query, click the Query button: Edit Start: @Cyclone Boom has found this should be done in the Zones DataView. Sometimes when centering on the coordinates and having the trees and buildings visible, it can be off by 1 to several pixels in the final screenshots. When using the Zones View, this little glitch does not occur and the images will match up pixel for pixel. End Edit. Next mouse over a location where the image is to be centered. Write down the X and Y coordinates. (In this case X=2143.9 and Y=2716.2.) Right click to center the city there: This gets it really close, but it's way too easy to wiggle the mouse a fraction of an inch and not really be centered exactly where it should be. So, Ctrl+X again and type in sizeof 13 in the cheat box: After you press Enter, the city will be zoomed in more than you can do with the mouse scroll. It'll get all pixelated, but that's ok. Find your exact position again for X and Y and right click. Because you have some wiggle room where the X and Y doesn't change, this'll be more precise: Save the city: As soon as the save finishes, the zoom is reset: Exit the game and copy in your prior saved version of the city. (Be sure you have a separate saved copy of the current one, ofc.) Center that roughly the same as the other image: ^ This won't be lined up perfect yet. That comes next. Do the terrainquery and sizeof 13 cheats, then find the exact position for X and Y that you wrote down, and right click the mouse to center this one the same as the other: ^ Note: You can use a larger number than 13 (up to 64) for sizeof. I picked 13 for this tutorial as a balance between precision and still being able to make out the location visually. It is the X and Y coordinates which are the important part. Save the city and now you are ready to grab the screenshot(s). I did several zooms for each picture and then re-numbered them so they are in Before and After sequence. (To best see how precise this method is, click one of the pictures below and use your right and left arrow keys to flip between them.) An additional use for the sizeof cheat is to use sizeof 0 to zoom out one more notch when you want to see more of a large city tile.
  9. I have recently spent some time reading up on the inner workings of the Traffic Simulator, and so far I have a very positive impression. Due to the work of the NAM team in particular, it appears to be a pretty balanced system which has also been a real joy for me in actual gameplay. Great work there! Now I have recently realized one small thing, which I feel most of you might already know about. It's that evening commute trips appear to have no time limit whatsoever. What this means in an example, is: We can lay a short one way road towards commercial/industry zones so that there is a short enough morning commute. But for the evening commute we can create a ludicrously long one way road back, with something like 50 toll booths, so that we can make a really nice profit without repercussions (I tested this myself). All of this is possible due to the aforementioned missing time limit. Therefore I want to formulate the question: "Is there any way we can implement a maximum time limit for evening commute?" I found the technical information on "Commute Trip Max Time" here: https://www.wiki.sc4devotion.com/index.php?title=Understanding_the_Traffic_Simulator#Commute_Trip_Max_Time ----- Side note: Man it would be so nice if we legally got the full SC4 source code sometime in the future…
  10. I have NAM but the commute times still suck! I had a mod that made people work at each others homes. This caused commercial and industrial to not grow, and cars to never be on the road. If there are any mod creators that could possibly make an "infinite commute mod" please do! It would be amazing!
  11. ok ok, so know that I wouldn't use ''one of the best'' lightly, especially for this community, but I'm rather convinced that should this mod be created it may just bring a whole new aspect to the game and it is one that might just be nearing as good as a mod for larger City tile numbers (which ironically is how I came across simtropolis, anyone else remember the mod whcih finally let us build bigger cities? ) So my thought is this. A mod which causes time to run simultaneously accross all cities in a Region. The only way I imagine this would realistically be possible in a relatively simple manner is this... It doesn't actually happen simultaneously, but rather the mod just keeps track of time passed while in one City, and when one saves and Exits this value is kept track of and upon entering the next City that value for amount of time passed while in the other City is the amount of time the City runs before one can do anything to interfere! so basically one spends, let'S say, 2 years (730 days) in City 1A and then saves and Exits. scratch that above kinda, i just realized, it would actually Need to Keep track of not time passed, but rather the date, or some value like that. I might think of exactly how later but basically it would Need to be done in a manner which accomodates the fact that one might pass 2 years in City 1 another 2 months in City 2 and then 3 months in City 3 and all that time will Need to add up and be passed upon entering City 4. but basically, like i said, there Ends up being an amount of time for which the City one just entered will run, before one can interfere (pause Option off, you got News? it'S gonna be treated as though ignored. The landfill filled up? too bad you can build more once the time has passed. Oh no your Budget suddenly went down due to a powershortage because ur landfill is empty and chaos errupted and ur about to go bankrupt causing all your neighboring deals to no longer be in effect? you're gonna have to watch it happen ) The only Thing which would Need to be implemented is either a way for available firetrucks to be sent out automatially, or fires still causing the game to pause and allowing one to send out firetrucks- but you wont be able to build a firestation so ya better have enough) so while time passing might nt be a big deal for an empty or unstarted City, It will get more and more difficult the more built up the Region is since all the cities will Need to be in a state which causes them not to ''go to hell'' so to speak, for Long enough. One can still build across all of them since while paused no time passes for any the other Thing i just realized, is this...(just a lil note here, I came across this idea while htinkin about how neighboring deals can easily be abused--i know i know, if one is willing to do that one might as well use a Money cheat simply-- but anyways) So the other aspect is that if possible, there should be a value for how Long one can continue to do something, or to what extent. What i mean is this...lets say you got a landfill and ur gettin garbage shipped to you, well, there is an amount of garbage which will come in at a certain rate, and the landfill will fill up (or maybe u got a WTE plant so it stays the same). So there is still an amount of garbage space left, which would Change though relative to how the neighboring cities' Situation changes and it would be nice if These values could be applied (i.e if i spend 10 years in City 2 which is sending garbage to City 3 and after 8 years at the current rate City 3's landfill is full then the deal Auto cancels at that Point--after which one can notice this and go to the other City)...idk im not tryna think more about how right now, but ill prolly touch on this later again. for now I'm just interested in the Responses. P.S (I'm fairly newish to sc4 though sc2k n 3k were some of the first vid games i ever played) and I have as good as no actual modding experience
  12. How do you 'feel' time?

    If you are wondering, yes, many of the stereotypes about punctuality are true (says a Chilean that's currently arriving late to his first class of the semester, along with many of the university students). But what's behind them? A field of research, sometimes called Sociology of Time attempts some explanations. Observing the overall pace of timed activities of different societies, they have developed the categories of time-oriented and time-relaxed societies. On a known experiment, Robert Levine et al. measured the speed of people walking on city centres, the time a postal clerk took to sell them a stamp and how precisely timed were several public clocks. What they found is that most Western European societies, along with the US and Japan are consistently time oriented societies, where people walk fast, work efficiently and care about keeping clocks working as intended; in counterpart, most Mediterranean, Latin American and Middle Eastern countries (those categories overlap) are time-relaxed, meaning that we focus less on punctuality, plan ahead for customary lateness and don't care about occupying other people's time. A clarifying example is shown by Levine and recognise by many other scholars that share his experience: while giving classes on time-oriented countries they could count on their students arriving in time, but were also frowned upon if they extended the class after the scheduled time ends, with students abandoning the hall. On time-relaxed cultures, arriving late is generally seen as admissible, even for the one giving the class, but leaving a classroom before ending is widely regarded as impolite, while extending it is took as a 'gift' from the scholar to their students. Further analysis has observed that time-oriented cultures tend to be richer, more individualistic, more stressed and to develop on colder climates, but there's no clarity on how this factors are related to time perception. Also, there are cultures that aren't fully time-oriented nor time-relaxed, as Korea, where lateness is considered very impolite, but end times are much more flexible. Similar phenomena occurs on developing countries, where most people retain a time-relaxed culture but economic and political elites have synchronised themselves with foreign time-oriented cultures, as in northern Mexico, where both hora inglesa and hora mexicana are selectively used depending on the situation.
  13. Hey guys.. I have a quick question. I've seen on some videos that instead of the regular date, some players have the time option set to monday, tuesday, and so on.. so how do I do that? how do I change the regular time to the one showing up as the days of the week? Thanks!
  14. Looks like the ND update broke the mod and the creator is not going to update it. I love that mod and it's very useful but it think we need a new and better one. Unfortunately, i don't know how to code at all, so i'm just throwing the idea. Maybe someone will accept the challenge.
  15. Article 1 - Commute experiment

    Hello, guys. Yes, I have abandoned my City Journal for almost 2 years from now. I should not had done that, but at least Im back to get this done – even if it won’t be done as I initially planned. I had plans to introduce and show, in detail, 5 cities, however, in the end we are going to have 2-3 cities on detail. I had problems with my notebook (it did broke last year and I had to buy a bad one just to use internet and ms office), and, also, the Portuguese version of this Cj was completely lost by www.simcitybrasil.net (please don’t click). I´ve tried to restore it, but, by now, the Brazilian sim city website is completely gone. Well, Im going to start with the only thing the Brazilian version had and the English don’t have: The Article 1. First, I had to completely re-write it because I had no backup of it. Second, I pretend to release 3 articles about some interesting non-tutorial stuff. By now, I already have the article 2 done. Article 1 – Commute experiment As we known, Maxis use the metric system or international system to measure units of distance, time, and speed. It was posted more than a decade ago, somewhere on ST, that a Sim City square unit is 16x16 meters, the small map is 1x1 km, the medium map is 2x2 km and the big map is 4x4 km. I had done myself – two years ago – some “experiments” about commute and speed. First, with completely empty plugins folder, I´ve started with one house and one small shop. The first thing came into my mind was: “If a place is right near the other, is the commute is zero?”. Here´s the answer: No. As shown in the picture below: For calculating commute, the game counts 1 or 2 squares? I’ve decided to increase the distance between the house and the shop by 8 squares. If the game counts only 1 square in this case, the increase of commute would be 9x. If the game counts 2 squares, then it would be 5x times. An 9x increase means that the new commute would be 9x6=53. If 5 then it would be 6x5=30 minutes. So: This dramatic increase indicates that not only the game counts just 1 square or less in this case, but it also counts some time for the sim to leave his house or the count is less than a square. However, in order to not create unnecessary overcomplicating, lets count as 1 square. Before proceeding, I found something odd about the house and the shop. The game states that the whole city has 5 inhabitants, but the shop employs 7 people! Switching back, what about sims walking speed? Well, if you pay attention, they took about an hour to travel a distance that doesn’t look to be big. Think about it – How long you take to travel 1 km by foot (0.62 mile)? 15 minutes? 20? Well, for sure is not an hour. The average speed of a walking human is 5 km/hour (about 3 miles/hour). The average of a Sim City sim is: (9 squares x 16 meters/square)/(1 hour) (144 meters)/(1 hour) (0.144 km)/(hour) 0.144 km/hour! That’s less than 0.1 mile/hour. Wow, how slow, huh? Are sims turtles and Maxis never told us that? Well, maybe turtles in cars can get really fast. So, I made an increase on the distance to 20 squares, put a decent avenue (that made the distance increase to 22 squares), and here it is what I got: Much faster, huh? About 13 minutes, with 2x the distance… So lets get back to our simple speed calculation: (22 squares x 16 meters/square )/(13 minutes) (352 meters)/(0.217 hour) (1622 meters)/(hour) That’s about 1.6 km/hour, or almost 1 mile/hour. It looks like that sims cars travel about 3 times slower than a regular human being walking! How slow are they? Im really starting to think that a turtle would easily beat a sim on any race. Even using a car the sim would still lose for the turtle. Lol. What about a sim, in a car and on a highway, or in one of many Simtropolis sunken Highways, how much speed? It looks like that our poor, or better, slow sim, decided to buy a Porsche (the red car), so he would go faster. However, how can a poor ($, not $$$) sim can buy a supercar? This is just interesting evidence that SC4 generates the cars on the highway, without considering the wealth of the houses around. Getting back to the speed, here it is the new commute due to the highway: About 7 minutes. Then, the speed of a sim on a highway is: (1622 meters)/(7/13 hour) (1622 meters)/(0.54 hour) (3 km)/ (hour) 3 km/hour, or almost 2 miles/hour, is enough to win the turtle, but still too slow to win a human being walking. I made a similar experiment with subway, and the sim did took 8 minutes to take 20 squares. Something like 2 km/hour. What can we say about this? Well, sims are slow. Very slow. Very very slow. Now comes “my opinion” part. I really don’t think this is a mistake from Maxis. I believe they are very aware of this. They know. The real problem isn´t the fact that sims are slow. It is because the maps are too small. Here are some examples of city sizes: Tokyo = 2,188 km^2 London = 1,572 km^2 Ciudad de Mexico = 1,485 km^2 Johannesburg = 1,644 km^2 Toronto = 630 km^2 SC4 “large” map = 16 km^2 In terms of speed, in the biggest map SC4 can ever generate, it would take about an hour to go from an up-left house to a down-right store walking. It looks to be big, but, actually, it isn´t. At street speed, about 20 km/h (about 12 miles/hour), it would take about 15 minutes. At 100 km/h (about 62 miles/hour), it takes only 3 minutes. If Maxis decided to put sims at realistic speed, then what sense would the Rush Hour expansion do? With such small map there is no need for any fast ways of traveling. The commute on a city with only streets would be 15 minutes at peak (with no heavy traffic). There is no reason for subways or highways. The avenues and buses would solve any heavy traffic problems. No worries about commute times. I believe that, in order to try to mask the problem of a small map, they decided to make sims go slow. So, they would make the gameplay better (sacrificing simulation), and hide the real problem. I really think that very few people ever noticed that sims are really slow, and maybe not even half of Sim City players are aware about how small the “large” map is. This is because, at least in 2003, there was no computer that could take a real size map. I really hopes that in the future, that changes, and really hope for some new City Sim with a 20x20 km map or larger.
  16. how much time have this game taken off your hands? i guess something like 100 hours so far n developed 3 cities to what u can call success state with big money surplus. but i did messed up before on placement layout n pollution n all n had to start from scratch. n the learning curve n all even after consulting wikia n youtube stuff. n after 3 sucessful cities, i might stop a while. cuz this game can really be time consuming. cuz u don;t always have free time n pulling time from other stuff n putting it in this, don't think i can do that for long unless maybe i'm retired or something.
  17. Hello all! First of all, let me apologize because the SS are in Portuguese, but let me go on... http://imageshack.us/photo/my-images/690/commutetimeproblem.png/ As you can see, Commute Time is killing me, i have lots and lots of buildings being abandoned because of commute time (they get the no-jobs sign). Most of them just lose a Simoleon symbol, like from $$$ to $$ and it gets ugly, i'm also not sure as to why this happens. I searched a bit and well, i really don't know what else i can do to solve this. I made my entire city using NAM*, so i have large avenues,train,monorail,subway,bus stations even parking everywhere http://imageshack.us/photo/my-images/109/straffic.png/ And as you can see my traffic is really clean as i also used the traffic simulator tool. So i don't really know... maybe its the number of jobs i have in my city? http://imageshack.us/photo/my-images/819/sthezone.png/ I have almost 0 demand. industrial and commercial. Also i have some dense comercial zones really not developing so i don't guess the problem is the number of jobs. I also have one city connected to it that has a lot of agriculture jobs. If someone can help me, give me a tip or something.. i'd really apreciate it.. sry any english errors edit : Well maybe some information might be hard to understand if you don't know portuguese so Baixo : Low Alto : High Tempo de Viagem Ao Trabalho : Commute Time Barulho Do Tráfego : Traffic Noise Escola : School
  18. time stopping

    when i'm in a privat region and made city1 and have a good income and no space i want to make city2. when i'm making city2 the time in city1 stops can i let it go on? its a privat region so why not?
  19. Can someone explain how exactly hours, days, and months work in SimCity? Because I don't understand it in this game. Its so different from SimCity 3000 and SimCity 4. Thanks.
  20. Seatown Views

    After leaving the huge city of Crestview, we got back onto our cruise ship at roughly 6pm. It was a direct route to Seatown, the 2nd largest city in Mirani. It is much smaller than Crestview but is an amazing city from what I've heard. The night life is one of the best in the country! My friends and I planned to spend the night out at nightclubs and party! Not too much though, we're only staying here for a night! We will head off in the early afternoon. By the time we had arrived in Seatown, it was dark! We were eager to get the night started! It was getting darker, the moon's light was obstructed by dense clouds, hopefully it wouldn't rain! The ocean went black, our ship's lights was the only thing that was bright. We docked, and walked along the waterfront, not as nice as Crestview's, but it was still beautiful. We saw some lights and walked over, it was a nightclub! It was time to party! Thill will be a night to remember! I had little time to note the landmarks, the lights were so bright! Maybe I can get a better look tomorrow? Ok, less talk, lets party! Hours past, it was now almost 1am! We had to get to our hotel to get some sleep if we wanted to get on the cruise! We caught a cab and went to our hotel. All I could remember of the Hotel is that it had great views, well everything has great views here. I noticed as we drove past, there were a lot of empty plaza areas. I noticed a sign saying, "construction & demolition site", maybe something big is going there? Ah well, we checked in and went to our room. We jumped onto our beds and fell right asleep. (hotel is bottom-right corner) Replies Huston: Thankk you! Mystic_destiny: Thanks Fox: It is a great tourist destination! There are parks hidden by the skyscrapers and plenty in the inner city and suburbs! Don't worry! Ggamgus: Another welcomed visitor! haha. Aaron Grahm: Thank you! Starmodem: It is from the Thailand BAT team, a quick google search should find a list of all of their BATs. 10000000000000: Thanks! I try to have as many different buildings as possible! IL.: Thank you! Hazani Pratama: Thanks! Ioh969: Haha, Wustmann: Thank you, I was aiming for very realistic! SimCoug: It is quite a mix! Thanks! Kakado_to_save: Thank you!
  21. first time?

    Ok this is very sad but this is the very very first time in 2 years since ive had simcity 4 ive decied too build a region but ive never done it before soo i would love some help too make awesome cities and great transit i will be back on tuesday ,USA est! about 10am-5pm thankyou !!! i just wanna make ccool cities like alot of you on simtropolis because you guys post pictures of awesome ,amazing! cities i wanna build stuff like that to! thankyou for doing such a wonderful job! aswell,last thing i promise lol but i need you guys too help me with some city names,and areas and how doo i get growble stuff on the ocean thankyou soo much you guys rock!
  22. Show us your Historic Scenes

    With so many BATs available representing so many interesting time periods, I'd love to see what folks have come up with. Whether it is a historic downtown, or a medieval castle, please post your historical creations here. I'll start off with a scene from the American Civil War (1861-1865). Click for full resolution
  23. Hi Any advice from those more experienced would be great. I do have the NAM installed. 1) Some large residential buildings say no jobs, yet I have put in all these new zones of all different types and sizes, right next door, yet they won't work there..........or insist on travelling so far, the building ends up being abandoned due to commute. Why won't they work next door when that is an area that has plenty of jobs? (and the RCI says we need these industries). 2) When the building is then abandoned, I demolish it - and either rezone or wait for a new residential to be built (and in the meantime, I add lots of new commercial close by, so they won't have a long commute when they return!!). So the new building returns, and yet these fussy Sims insist on STILL going to the other side of town, where the exact same industry as next to them is there. What is wrong with my sims.
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