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City-building game(s)

Found 84 results

  1. Girafe Oaks

    Is there a version of Girafe oaks that works ? I am trying to lot something with just ONE oak ; the evergreen version (in the L.E. Flora) doesn't show up, even after more than a year. The seasonal does not show up either. The others (ABCD etc.) are the big threesomes that I don't want...
  2. I use NAM 34 ; the roundabouts don't look like the pictures in the folder (and no trees grow there) Does this mod (dating 2014) still works with the more recent NAMs ?
  3. Version 1.0.0


    Hi All, This is a very simple upgrade for the "Roadside Trees", those trees that you can plop in the roads in order to create more beauty and healthy neighborhood. I've always thought it was absurd that those trees weren't able to increase land value. In my opinion, a tree-lined street is a much more valued street. So, this mode creates a (very) small amount of medium and high value on the fully tree-lined streets you create. Its a very small amount, but suffice to give beauty, healthy AND some value to the streets of your city. I also re-introduce the Pine Tree as roadside tree. It creates a beautiful line if you put it on the streets next to the Worship Set's "Chinese Temple" or the wonderful Japanese Temples from Project Shinjidai, created by XoXiDe (http://community.simtropolis.com/files/file/29906-project-shinjidai-xoxide/). I hope you enjoy. THIS IS AN OFFLINE MOD. Install by copying the .package file into your ...\Origin\SimCity\SimCityData\ folder.
  4. What mod?

    1: What mod is the sunken highway walls? http://i128.photobucket.com/albums/p184/CorinaPics/TSM.E3 Walls_zpsejhhtdv9.jpg 2: Those ploppable trees that are put between the zones 3: And the ploppables between the one-way road avenues http://i128.photobucket.com/albums/p184/CorinaPics/TSM.E3 Trees_zps1zljvw8x.jpg
  5. Do ALL trees -Maxis and 3rd. parties- really influence pollution ? I started a new city for this purpose. So I built an electricity factory in one corner, some distance away laid several industry zones, some more distance away i put some commercial zones, and still further away and build the residential zones. There a tile free from the zones and the road along one and/or two sides of the zones. Then I peppered those empty zones everywhere with ALL kind of trees. Then I ran SC4 and let it run for almost three years. Then I checked the pollutions levels and I didn't notice much change. Ergo, my first line.
  6. Hey guys, I've been enjoying Cities: Skylines basically since release day, immensely helped by all the awesome stuff the community created, and felt that after so much taking, it was time for a little giving. In real life I'm a front-end/C# developer, and in my free time I love to travel and run riot with my camera (and again web developing: recently my travel website went live, a labor of love/vitriolic hatred of 10 years). With that in mind, it's not surprising I ended up creating a mod that goes right after the aesthetics. The result: Ultimate Eyecandy *tadaaaa* Some more action photo's. Addendum April 4th, 2016: I'm making slow but steady progress, not in the least by deciding to ditch a couple of features on my wishlist for a later stage Most important for the time being is to create a stable and robust base to which future features can be added. What remains are basically the features that are visible in the various screenshots. ETA for v1.0.0: for the time being unknown. Wish list (not to be confused with a to-do lost - these are features I'd love to add, but not sure how feasible they are): - setting to turn on/off building night lights at will, without messing with the actual simulation (based on what I've found so far, the two seem rather intertwined). - color picker to change the fog color; - color picker to change air pollution color; - slider to change the strength of 'ground wetness'; - LUT Creator: apply various settings to a neutral LUT (color channels, brightness, contrast, lightness, etc.) and export/upload the result as a custom LUT; - a modular set-up: this mod will be the core, and other graphics-related mods can be integrated as 'plug-ins', each with a menu item/tab of their own. Think (orphaned) mods like Dynamic Resolution, BorderCities and/or Ambient Occlusion; - who knows what else I'll come up with (feel free to make suggestions!) For who is this mod: - modelers that want to take screenshots of their assets in every imaginable weather/ambient condition; - players that like to have control over the environment when making Let's Plays; - players that love to have a more artistic/photographic approach to taking screenshots; - players that like to watch their city in different conditions without having to wait (for example until the game finally decides to let it rain); - anyone else Thank you: - Boformer, BloodyPenguin and SamsamTS for making their mods publicly available on Github: I learned tons by just studying their mods; - AJ3D for helping me to get started and taking my first baby steps in the wonderful world of CSL modding! If anyone has questions, suggestions, comments or remarks, don't hesitate to let me know! After all, this mod will be for y'alls!
  7. To Come from pdelmo.
  8. Hardy Lebanon Cedar

    Version 1.0.0


    I couldn't find any Lebanon Cedar or similar type tree in mods so I made my own. It replicates a common true old world cedar tree found in cities all over the world especially in Mediterranean and semi arid regions worldwide. I attached a few photos of the tree found in the real world to give you an idea what they look like and where they belong. I have commonly seen them here in Arizona in middle elevations in places like Prescott, Bisbee and Sierra Vista. Some are even found in higher colder mountain elevations like Flagstaff where I live. This tree is typically suited for a drier type climate and usually isn't found in humid places or wet places. The tree files are resourced from BSC Mega Props Vol02. Simply drag to your plugins folder in your SimCity folder contained in your PC's documents folder. Credit goes to BSC for yet another great model set.
  9. Gas station in Woodlands

    From the album Woodlands Region

    Look at this beatiful avenue crossing, love how beautiful the trees look in the area!!, everytime I try to do avenues the greenest possible.
  10. I am working on a mod for the Map Editor that allows the user to import real-world tree cover using a bounding box similar to that used in terrain.party. This mod will connect directly to the a Web API image server and automatically import the tree cover within the provided lat/long bounding box. The Earth's tree-cover can be browsed with a viewer at http://www.arcgis.com/home/webmap/viewer.html?url=http%3A%2F%2Fec2-50-18-182-188.us-west-1.compute.amazonaws.com%3A6080%2Farcgis%2Frest%2Fservices%2FTreeCover2000%2FImageServer&source=sd An early copy of the source is located at https://github.com/madtony26/TreeMapper Below is an example of the tree cover in Frankfort, KY: ... and the resulting forestry imported into the game: Here's what it looks like while importing trees into a flat map.. The importing process finishes almost instantly, but it can take several minutes for the game to update the Forest resource, which is somehow blocking the trees from rendering to the screen. I'm still working on understanding how that happens behind the scenes to speed things up (but even with the waiting, it's still faster than painstakingly planting the trees yourself. The density will be configurable. The following was imported using three trees per pixel from the image server, which looked great in the game. The trees were randomly placed near the pixel location, and the randomness will be configurable. The imported trees can also be used as a guideline for lining things up as they are in the real world. For example, the following interchange was easily replicated using the trees around it as a reference. Also, the highway path was easily traceable through the forest in the upper-right corner (below). The river that you can see in some of the pictures flowed nicely through a gap that could be seen in the tree coverage. I'm thinking about using Tree Mapper as the title. Some things I'm still working on before I can release the mod.. 1. Speeding up rendering the trees after they are first imported. The import happens quickly, but for some reason, they are not drawn until the forestry resource is calculated, which takes several minutes after the import. 2. Tree selection. Right now, it's hard-coded to use the tree you see in the images above. This will probably just be a simple drop-down selection. 3. Accuracy. Right now, the coordinate system doesn't match up perfectly with the terrain.party coordinate system. I read somewhere that the terrain.party author had some issues with higher elevation coordinates being off. To mitigate this, the user can provide an x-scale and y-scale that will stretch the imported trees to line up with the terrain.party terrain. 4. GUI polishing. Right now, it's pretty rigid. I want to get everything else working and clean up the user interface last. Need to add tree limit warnings. Development slowed down a lot, since I got distracted playing my Frankfort, KY map that I imported! The game is fun and will suck you in like that! I'll try to publish more updates and screenshots as I go. Lastly, any test cases/requests for cities to import tree coverage and terrain? I'd like to see how it will handle interesting cities that users would like to build on.
  11. Hey all - did anyone notice that several types of trees and nature assets have wonky normals? I noticed this issue at least on a few trees/bushes as well as some of the grass assets that I've made in the past although I fixed them already. Now they have the same issue again. I remember 6-7 months ago going into the assets to fix a vertex normal issue and it seems for whatever reason the issue has reappeared, but I'm also lightly noticing it on several other types of assets as well. Does anyone else see this problem? Could it have been any changes to the game that might have messed with once working and normal looking assets? Has anyone else noticed any weird normals issues going on with some of the plant life in game?
  12. Version 1.02a


    Description This plugin provides you with a tree controller, that allows you to plant large forests consisting of trees mostly created by girafe. On lower altitudes, leafy trees are being planted, and the higher you go, eventually mixed forests, conifer forests, shrubby plains and meadows with flowers will appear instead. Aside from the conifer trees, all plants will be seasonal. As already announced, I've been aiming at creating a tree controller that basically does what its name says: it plants trees and only trees, keeps filesize expansion moderate, allows for seamless transitions between god-mode planted flora and MMP's and uses high-quality HD flora. NEW with version 1.02: This tree controller comes in two versions, one with evergreen trees, one with seasonally changing trees. Please make sure to carefully read the installation instructions (see Readme) before just trying it, regarding which files that come with this plugin you need actually if you want to install the CETC properly. Important note: Generally, tree controllers are not intercompatible and an attempt to install multiple tree controllers may cause unexpected behaviour of the game. In the worst case, you may never be able to load any city in a particular region again until you have corrected all mistakes. Unless you know exactly what you do, stick to these two rules when dealing with tree controllers: Never install more than 1 tree controller at a time! When switching to another tree controller, always remove any and all trees planted with your previous tree controller before uninstalling your old tree controller! Available languages: Basically, the CETC adapts to any language, but the Readmes are available in English and German. Discussion, Feedback, Bug reports: Please post them in this thread: Dependencies BSC – VIP Girafe Trees: A long row of trees (and flowers) made by girafe are required for this tree controller: Ashes: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 Beeches: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2995 Chestnuts: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3049 Maples v2: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2809 Lindens: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2869 Oaks: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2632 Norway Maples: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2740 Common Spruces: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 Conifers: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2698 Subalpine Firs: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2770 Larches: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2892 Daisies: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 Sparaxis: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2980 Narcissus: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2964 Bushes: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2711 BSC MEGA Props CP Vol 02: Contains a few seasonally changing bushes that are part of this plugin as well. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790 Seasonal Flora Patch: If you don’t have a terrain mod or if your terrain mod doesn‘t support seasonally changing flora, you need this patch to make sure that the seasonal version of the CETC works properly (the evergreen version will work without the Seasonal Flora Patch). http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2612 Note: To my knowledge, the following terrain mods do not require installation of the Seasonal Flora Patch (please feel free to tell me if otherwise): Berner Oberland (Gobias) Sudden Valley (Gobias) Appalachian Terrain Mod (Lowkee) Credits Girafe, CP for creating the trees used by the CETC in the first place – without their work, this tree controller would have never existed
  13. Too many trees

    So, as I was playing earlier today I realized that I have just wayyyyy too many trees in my mayor's menu. Now, other than @Magneto's Maxis tree replacement mod, which uses a bunch of VIP and @Girafe's trees, I haven't downloaded any trees just for trees and I do like these and want to keep them plop-able. But, most of the other ones in my mayor menu are from dependencies for various lots I have downloaded. The trees aren't causing me any problems other than it takes a good long while to scroll to the bottom of my mayor's menu. Is there any way to take out the trees I don't want to plop from the menu without disturbing the dependencies, I wonder?? It's really quite astounding how quickly the trees add up with all the dependencies
  14. Central European Tree Controller

    From the album Content Creation (S3-20-C)

    Before voting, we recommend you download and try out this item of content: [Download Here] This plugin provides you with a tree controller, that allows you to plant large forests consisting of trees mostly created by girafe. On lower altitudes, leafy trees are being planted, and the higher you go, eventually mixed forests, conifer forests, shrubby plains and meadows with flowers will appear instead. Aside from the conifer trees, all plants will be seasonal. As already announced in the Central European Tree Controller - Development Thread, I've been aiming at creating a tree controller that basically does what its name says: it plants trees and only trees, keeps filesize expansion moderate, allows for seamless transitions between god-mode planted flora and MMP's and uses high-quality HD flora. Please make sure to carefully read the installation instructions that come with the Readme before just trying it, regarding which files that come with this plugin you need actually if you want to install the CETC properly.
  15. The Fires of Fall

    From the album Hall of Fame

    1st Place entry from Nature Scenes (S3-19-E) Extended 84 Rep 28 Bonus Points 62 TOTAL Points Challenge Results Data | Leaderboard Rankings The beautiful colors of fall showcased in Cities: Skylines.

    © 2016 Avanya

  16. Ever wanted to build your own SparkleCity, but just can't find the tropical textures I use as of 10/30/2016? Well, look no further than here. Also, all SC3000 textures have been eliminated from this thread for quality purposes. Welcome to Lynx's Tropical Shoppe First, we are going to start with some decent tropical terrain. I have only found one on the STEX, so there isn't much of a selection here, unfortunately. Next we have some water stuff, three great looking water plugins to choose from here, as it is easier to find water plugins on the STEX. More specifically, Tropical Water. Make sure to pick only one or you will experience severe corruption. Next, some beach textures... The most tropical looking is the white sand beach, and quite frankly, it also looks amazing.Only one plugin to choose from here again, unfortunately. Now we have the largest selection of them all, the trees collection. Six tree packages here to select from, and you can use more than one, but don't try to use them all, or you'll experience severe corruption in the form of CTDs. If you have any additions to make, feel free to submit them, as this is not complete. Thanks for visiting the Tropical Shoppe! New stuff is available every day.
  17. What are your thoughts? Ideas?
  18. Greetings everyone! A problem has arisen for me to which I havent been able to find an answer on google and in several mod discussions on steam. When I plop trees, save the game, load the game and delete those trees (with either the tree brush or bulldozer), they return upon loading the game again. This is of course frustrating if you want to remove a certain patch of trees for a building project etc. I have tried with the tree deduplicator, but it only removes several tree instances which are on top of each other. Does anyone have any thoughts of what the problem could be? Thanks in advance, Johan
  19. Note: I'm using Blender 2.73 because the FBX import is broken in newer versions. Make sure that you use the same version! Right now I'm experimenting with the game engine to create realistic tree assets (with working shadows). Today I experimented with normal maps for trees and bushes. It turned out that the technique I used is also great for rocks. The idea: Create a low-poly model and use the normal map to add more details. The normal map affects how shadows are rendered, which creates the effect of extra geometry. You can also smooth the shadows so that you you don't see the single triangles (e.g. you can create a icosahedron that is shaded like a sphere). Here is the result of my experiment: When you zoom in very close, you can see the actual triangles (160 in total): To create these complex normal maps, you have to create a high poly model of the asset. The good thing: We can use a modifier to create a low-poly model automatically. I will not explain in detail how to model a bush or a rock. This is how I did it: Create a new "Ico Sphere" with 5 or 6 subdivisions. Then use the proportional editing tool with different radii to deform the sphere. Then use the "Displace" modifier with a generated "Clouds" texture to create a rough surface. Apply the modifier. You can also do it multiple times with different Cloud sizes. In the last step, make the shading of the faces smooth (select all triangles, click marked smooth button in Shading Tab). Here is my high-poly model (19k triangles): When you are happy with your model, go into object mode and duplicate it with SHIFT + D, then press ESC to keep the duplicate in the same position. You can rename the duplicate to "low-poly" if you want. then hide the original high-poly model (click on the open eye in the outline on the right). Apply the "Decimate" modifier to the duplicate. This will reduce the poly count. Move the ratio slider until you reached a decent poly count: Then select all triangles in edit mode and set the Face shading to "Flat". Update: Actually it is better to set the shading to smooth This is my low-poly model: Go to edit mode. Set some seams in the bottom of your asset (Select Edges in Edge Select Mode, then click the "Mark Seam" button). This will help the unwrapper to unwrap the sphere: Select all triangles. Now unwrap the low-poly model (Press U, then "Unwrap"). If the triangles in the middle are too small, enable proportional editing and scale them up a little bit: I used a very simple green diffuse texture. You can also use a rock texture, or leaves with transparency. Now everything is ready for normal map baking! Make the high-poly model visible again. Both models should be in the same place. First of all, create a new texture blank in the uv/image editor. Name it "normal". Go to object mode and select the high-poly model. Then select the low-poly model while pressing SHIFT. The detailed model will have a red outline (selected), the low-poly model an orange outline (active). Make sure that the empty texture is selected (=displayed) in the image editor. Now find the "Bake" section in the properties panel on the right. Select "Normals" bake mode and enable "Selected To Active". Then press "Bake". Blender will render a normal map on the empty texture. It takes some time. Little Side Note: With the Baking tool you can also do other interesting stuff: Add ambient occlusion to your models, automatically bake LOD diffuse textures etc. You can also use it to bake textures and shadows from extremely high-detailed building model to a model with reduced poly count (detailed game model). Save the generated texture as png. Mine looks like this: Also save the model you created in the Skylines Import directory. Export only the low-poly model (select only the low-poly object if you are using my export settings). Also put the diffuse texture into the Import directory. Here are the correct .fbx export settings: Now we have to solve one last problem: The normal map generated by Blender is different than the one needed by the game. We have to invert the red channel. Import the texture in GIMP. Create a new empty layer and place it behind the texture. Fill it with the color #8080ff (neutral normal color). Now select only the red channel in the Channels window of gimp. Then select the layer of the generated normal map and use "Colors" > "Invert". It should only invert the red channel. Then save the normal map in the import directory. My final normal map: Now import your asset. Done!
  20. Hi all, I was wondering if anyone could please point me to some good ploppable flora that I can use. I looked on sc4 devotion and became overwhelmed with all the different choices. Ideally, some trees that are native to more Western Europe than North America will be the best. Regards
  21. Starlight City Park

    Version 1.0.2


    A well-lighted place for the sims to relax, reflect and meet in the inner city. This is the kind of park that people go to on their lunch break, poets and lovers go to dream, plans are sketched, and profound ideas are conceived. There's a memorial in the center just for the purpose of remembering, and gazebos and fountains among the trees. Medium Wealth Park 5x5 Plop Cost: 250 Monthly Cost: 90 Air Pollution: -20, 10 Water Pollution -10, 10 Park Effect: 100, 60 Landmark Effect: 40, 20 Power, Water Consumed: 10 Flammability: 2 Generates pigeons, sim adults, and kids, automata. Maxis Night Lighting No Dependencies.
  22. Dragging Tree Mod

    Hello, right now the trees that we use (default or custom), needs to be like painted on a area. I was thinking if a mod can be made that would allow us or me to plant trees the way we build zones. While building zones we just select the low density Residential option and then just drag. There can be 2/3 options... like low density, medium density and high density. Further options can also be made like palm trees, oak trees, mixed deciduous, tropical rain forest etc etc. If I select low density then in one box(1x1) there will be 4 trees... for medium density there will be 5 trees and 6 trees for high density. I don't know technically its feasible or not or would anybody has the time to do it or not... So just ignore if I am wrong in any way. Thank you
  23. Hi !! I'm asking some help from trees experts here. I will be starting a new region. I've picked my favorite one from the STEX, installed a snowcap mod, a rock mod and a water (and sand) mod, and rendered the whole region. But... it feels a bit empty. So here's my question : How to fill this up with forests in a natural and easy way ? I know there are some mods called tree controllers but from what I've read there are some stability issues... and it seems like you must keep the mod active or you have to remove the trees. Is there a mod that would just plant the trees (with some control over the altitude) making some forests and leaving some plains... and that's it ? And I do not even want custom trees... the Vanilla ones are enough (and will eat less resources I think). Or... will I have to do it by hand ?
  24. Ex-Aeródromo - Ciudad del Lago

    From the album Vanilla Only Challenge (S3-01-W)

    In a burst of laziness, I'm presenting you not a freshly done vanilla creation, but an old one, from the times I haven't discovered this site and my addiction to download *.dat files, in mid-2014. There were older cities, but not backups of them, even less screen captures. In the image, we could see a park created after the demolition of the small airstrip that was placed on the former outskirts of Ciudad del Lago. I said 'the' because it was the only way to enter or get out the city by air for several decades. With the advance of the city, small commerce and residences located around the lot, beggining conflicts between them, and a sore red blob appeared in the 'terrain value' map. A decisive policy had to be taken. In a crazy decision, characteristically SC4-vanilla-esque, a new and bigger airport was located literally over a hill, with its respective unreal retaining walls raising the lot over the whole city by hundreds of feet. And the old airstrip was removed. Instead of clogging the already depressed neighbourhood with more buildings, I decided to give it a green break. Fastly, the small stores were replaced by mid-rise towers and the social housing by deco condos. The success of this renewal extended way outside the closest radius, stimulating a kind of gentrification of the riparian terrains, a couple of blocks away: large and yellow-grassed sites were replaced by sprawling mansions, and a line of high-wealth residences occupied a strip of terrain at the end of the central peninsula. Considering it now, this was the first time I was capable of manipulating the income segregation dynamics of the game, creating a high-wealth neigbourhood away from high-wealth jobs.

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