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City-building game(s)

Found 15 results

  1. Version 1.0.0

    221 Downloads

    DOCKWORKERS The Great Age of Discovery transpired between the 15th and 17th Centuries when ships of the European monarchies sailed to the far corners of the Earth in search of – what else – trade. And the 19th Century could truly have been said to be the Age of Industry and Commerce – fuelled by the bustle and wealth of seaports such as Liverpool, London, Hamburg, and Rotterdam. And before that, the cities of the ancient Hanseatic League had created thriving harbours for trade. But behind the romance and adventure of the High Seas – and the lure of fantastic wealth – were the simple dock workers. The men who’s daily labour kept the cosmos in motion. They were not rich, nor famous, but every day they unloaded ships arriving with exotic cargoes and loaded other ships with cargoes bound for equally exotic destinations. In the days of the Hanseatic League, the stevedores (dock labourers) formed “brotherhoods”, and the jobs were passed from father to son. During Henry VIII’s reign the “London Dockmen” formed a “Guild” and were granted a Royal Charter to accept young boys into apprenticeship. “Dockmen” were vital and essential elements of every harbour – big or small. The “people” in SC4 are just as vital – they bring our carefully crafted scenes to “life”. Without them, the cities in the game would be “lifeless” – a series of “Ghost towns”. Harbours and seaports are crowded, bustling places with work in progress in all directions. We have created an ingenious series of dock workers that will help you bring your harbours to life and lend authenticity to your scenes. How to use This pack contains .SC4model-files and props as .SC4desc-files. So, by installing this pack nothing will directly appear in your game. You can use the props on your own lots or convert the SC4models into buildings, as you please. Since most props are to be used on water lots and props naturally align with the surface level, they will sink to the sea floor, if you do not stick to the guidelines on how to use props on water lots. Finally you will need to follow the instructions on how to make a lot transparent. You will find the props in any Lot-Editor under the prefix A_1P_h_ As per request from the community, I have also included a version of the ship without historic flags and crew. Please visit @Dreadnought's CJ to get detailed descriptions and the historical backgrounds to these prop packs. You will see a wonderful display of the results of our long collaboration there and can get a preview of what might be hidden in the coming prop packs or simply get some inspiration for your own harbour!
  2. The Egalitarian Community The Egalitarian Community expanded their infrastructure in several directions. Infrastructure for Engelberg Traffic Jams and overcrowded roads proved to be a major challenge. The following traffic jam severely disrupted the economy of the town. To improve the export of fuel and bitumen, a new oil harbor was constructed. Shortened ways, and oil transport ships should reduce road traffic. Pipelines directly connected the oil harbor to the refinery. Additionally a harbor to export manufactured goods allowed the export directly from Engelberg to the world markets. Constructing these harbors was somewhat dangerous. Workers feared, that their vehicles could fall into the sea ... A small car manufacturer and a mechanics workshop allowed further self sufficiency for Engelberg. However the small size of the car manufacturer limited the output significantly. To protect the harbor against potential royal claimants, several guns where placed at the coast near the soccer stadium. Not everyone was happy about that ... For emergencies and technical assistance several helicopters where stationed near the town. Bratwice jewel of the coast The village of Bratwice was largely overshadowed by Engelberg. Economic planners visited the area to asses the economic potential, and discovered some marvelous beaches. Therefore it was decided … Bratwice should become a recreation and tourism area. Large hotels emerged near the passenger harbor. A zoo and several attractions entertained the tourists. While getting a population high enough to remain an independent municipality, Bratwice still remained the smaller neighbor of Engelberg. At the center was the "Consum" supermarket. Most hotels where as close as possible at the coast. International Tourists arrived mostly by the sea. The Egalitarian Community bought several luxurious passenger ships Some guests played the latest video-games in the Arcade, a small cooperation project between the Egalitarian Community and the Futurists. Other visited the zoo or took a bath in the hot water .... Clearly Bratwice became a magnet for tourists ... But the original small village remained at the outskirt, reminding of the past To the East of Bratwice was the Knighthood of Studzianki, a small village ruled by a arch-traditionalist knight … Therefore the border was heavily guarded to prevent any intrusion. The tunnels and the prison To expand into the east, several roads had to be constructed. The difficult terrain and the hills resulted in the construction of two large tunnels. The police stations where overwhelmed with convicted criminals. As a result, the council decided upon building a central prison in the countryside. Several layers of walls and protective measures should prevent escapees. Prisoners worked at the nearby pig farms to produce some meat. While previously the Security depended upon a militia and police force, now a professional army was raised. Two bases for the infantry forces and their tanks, an artillery base at the harbor of Engelberg and the new naval base showed some military capabilities. The Base close to Engelberg ... And the base close to Barachnia and Solidarity ... The Naval Base near Engelberg hosted 3 battle ships and 3 submarines Railway export To reduce road traffic, a railroad connected the textile factory at Solidarity with the border. Gradually more and more goods where loaded here, and later exported abroad. Barachnia Barachnia was a medium village on a crossroad. Due to the high strategic importance, the modernization and expansion of Barachnia started as soon as the necessary infrastructure was in place. To the north of the old village, a new city center with large residential buildings emerged. Chemistry goods had to be imported until now. The new development plan called for the construction of a chemistry industry in the mountains in the North. The area was directly at the borders to the independent town of Rzedovice. A small fence was the only separation While the Chemistry Industry in the North fulfilled the domestic demand, further chemical production could increase the export revenue. Therefore another chemistry factory was constructed in the south, accompanied with a plastics factory. Some chemical goods where exported to to the textile industry in Stahlberg. Behind these buildings was a bakery to supply the region with fresh bread. This location was chosen due to availability of some oil in the ground below. Some people demanded the introduction of personal cars to show the new wealth of the Egalitarian Union. However the democratically elected council made a fundamental decision against personal cars. Personal cars are a symbol of elitism. Egalitarian Citizens should use public buses and maybe trains in the future, and shouldn’t clog the streets. Symbols of individual status could create classes and class divisions …. While the Egalitarian Union now strictly opposes private car ownership, other fractions where clearly more open to individual traffic. Here is a map of the main economic developments of the egalitarian union. Only the most important industries are shown with their own symbol White = Foreign Territories Green = Nature and Border regions with minimal infrastructure Dark Blue = Government Institutions, Harbors, Military Installations, Heavily guarded border areas Red = Modernized Civilian Settlements Light Red = Transit Roads and areas with special agreements with other Fractions Orange = Non-Modernized Civilian Settlements Yellow = Large Farms Purple = Industrial Areas Light Blue = Streets with some Infrastructure, Depots The Futurists and Scientia The Futurists where a global community of scientists, researchers and visionaries. They hoped for a new place to unshackle the power of science. However many towns and countries restricted their research with censorship and regulations. The futurists gathered some money, and further attracted investors to promise huge returns of investment with large high-tech enterprises. Scientia was born! Build on the green fields, the town had characteristic high-rises and a railway network. The center of the town was a large train station. The futurists hoped to connect their small local rail-network with the large world. However many of them preferred to travel in private luxurious cars to show their status. Most people lived in several high-rises. The Hospital had several helicopters and was open to all people in the region who needed help by high-tech medicine … The Scientific Council had a high-rise as their headquarter (blue arrow). Directly next to it was a television studio (green arrow), the university library (yellow arrow) and the university tower (red arrow). The "High-Church of Science and Enlightenment", a heretical sect of the original mainstream church, which embraced trans-humanism established a church and an orphanage in the town center. The scientists hoped to trade with all fractions. They had to repay some loans and hoped that the export of computers and technical gear could give enough liquidity. The Egalitarian Community entered negotiations with the Futurists. Some territory was transferred to them to form a “Special Economic Zone”. The High-tech industry there should mainly produce computers for the Community. A second computer factory was established in the South. Rare materials where imported from the Egalitarians. The future looked bright. Now the Futurists could begin researching towards building advanced rockets to fulfill their true desires. SPAACEEE!! Rzedowice, trade and development in a small and independent town The town of Rzedowice was barely more than a village in the old days. They rebelled after the fall of the kingdom and banished the tyrannical knight who previously ruled over the local land.In comparison to Stahlberg, the town lacked the population to seriously thinking about becoming an industrial powerhouse. Challenging the Egalitarian Community was not a possibility.Instead they tried to preserve their independence by becoming a valuable trade partner. A treaty was negotiated with the Egalitarian Community. The town allowed them to maintain a transit road trough their territory, if the Egalitarians in return would maintain their roads and construct a bridge over the transit road. Special transit posts controlled the entry and exit into the transit zone from the Egalitarian Community Agriculture and Textiles became the main industrial goods which where traded with the Egalitarian Community and the Futurists. Electricity was mostly imported from the Futurists due to their advanced and cheap power generating technologies. A small dock allowed ship-travel. However it was rarely used Some citizens rumored, that the mayor tried to overcompensate the relative lack of power and population with oversized flags and flagpoles in front of the city hall Diplomatic Relations With the industrialization, the trade between different towns and villages increased drastically. Tourists and travellers crossed multiple borders on a regular basis. To better regulate the flow of goods and people, different fractions constructed embassies with each other. Often grouped next to each other, and the host government, these buildings became hubs of diplomacy and espionage. The embassy area in Engelberg was rather conventional. Even Rzedowice spend some money to construct a small embassy. The Embassies in Stahlberg annoyed their host city with large propaganda posters. While the Futurists praised the potential of space travel and computers, the Egalitarians promoted their model of society ... While Rzedowice was rather small, it was at a vital strategic position ... therefore several embassies of foreign fractions found their place here Stahlberg and the “Bridge of Friendship” To drastically reduce the travel time to other industrialized towns, the government of Stahlberg negotiated a treaty with the Scientists of Scientia. The “bridge of friendship” should be constructed across the river. The bridge should be high enough to allow smaller ships below it. However such a big project might take some time. The reality was that travelers still had to take long detours ... Elites in the city moved to the outskirts and preferred large mansions A public pool became the new main attraction Meanwhile some farms added solar panels to reduce their dependency on the power network. Due to the increasing industrial power of the Egalitarian Community, Stahlbergs government became more wary. Here are several tanks parked directly behind the city hall. Just to prevent any rival from getting bad ideas ... Two additional small infantry companies where raised and stationed around the town. State of rail development Only 2 railway networks existed. The large railway network connecting Scientia and her industrial hubs, and a small railway for the export of goods near Solidarity. Planners dreamed about larger railway projects to actually connect towns and villages with each other. The “red rail” was proposed in the Egalitarian Community. Meanwhile economists of Stahlberg hoped for the “green rail”. Both plans together would connect the most developed areas. The Isla de Luna The Princess faced new challenges and improved her power base. A lumber yard and a furniture factory became the industrial hubs of the island. Workers at the furniture factory should see every morning the glorious statue of her royal highness However an erupting volcano seriously threatened the island. A fire on the royal museum was barely extinguished. Was it the volcano, or was it sabotage? Anastasia certainly had to implement stricter security over her subjects! To further dominate her subjects, she build a prison and a labor camp. Conservative Clergymen, unhappy with the Egalitarians and the heretical trans-humanists in the new futurist city found a new home at the Cathedral. Garbage treatment wasn’t really advanced here ... Princess Anastasia was unhappy upon hearing of the emerging Egalitarian Navy. She ordered to send spies to the mainland. Clearly ruling this small island was not enough for her Space Programs The Scientific Council took over the small Astronomic Society. Now the dreams of space travel could become a reality. In difficult negotiations, they convinced the Egalitarian Community and Stahlberg to cooperate in a small space program and build new rockets and spacecrafts. The goal of the “Common Orbital Program” was to reach a stable orbit with a manned spacecraft, and to deploy basic communication satellites. One of these satellites should have the ability to shoot photographs of the home region. The first stage was a series of sub-orbital crewed mission. The C-1 mission deployed a small spacecraft on a suborbital trajectory. However scientific instruments didn’t survive the atmospheric reentry. The spacecraft and its astronaut splashed down in the ocean. Egalitarian Ships rescued the astronaut. # Two of the moons of the main planet where visible during the launch .... The view from inside the capsule was spectacular. For the first time, a human had seen the curvature of the planet with their own eyes! The C-2 was an improved mission based on C-2. The spacecraft however failed to establish a stable orbit and remained on a suborbital trajectory. Orbital reentry is always dangerous ... but the capsule luckily survived the high temperatures. The Space Program lacked strong enough engines to actually reach a stable orbit. Further research and funding became necessary to archive the goals! ----------- And now to the main map after the chapter ....
  3. For the longest time I have continuously written answers to other players questions about the problems of Not Enough Educated Workers and Not Enough Workers on social media, forums, Steam, Reddit, you name it. As these questions never go away and keep getting asked, even so many years after the games launch and many patches I have decided to present the whole explanation and the possible solutions in an all-around Guide about these problems. This guide explains the problems and gives solutions for Not enough workers and Not enough educated workers in Cities: Skylines which can lead to abandoned buildings. I explain why both problems happen and present several solutions for each of them while giving an education and informative explanation of the workers / workplaces game mechanics. I also talk about citizen wealth, education, building leveling requirements and all types of Industry and commercial zones. Generic, agriculture, forestry, oil and ore specialized industry. It is now up on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2429141845 From the guide: .... ... If you have your own solutions and experiences with these problems I invite you to share your thoughts, ideas and anything else you would like to share about it. For those who prefer to watch rather then read, I got you covered with this video guide:
  4. A_1P SimWorkers_5

    Version 1.0.0

    1,528 Downloads

    These are some more SimWorkers to bring a little bit of action to your lots. This 5th pack contains 4 different groups of Sims: • 6 Forestry Workers • 6 AirPort Personnel • 6 FlightDeck Personnel • 6 WindTurbine Technicians Content This File contains one .dat-file with 24 different props and one .dat-file organizing the models as MMPs: Forestry Workers • A_1P_ForestryWorker#1_sawing • A_1P_ForestryWorker#2_chopping • A_1P_ForestryWorker#3_saw • A_1P_ForestryWorker#4_sitting • A_1P_ForestryWorker#5_axe • A_1P_ForestryWorker#6_trunk AirPort Personnel • A_1P_AirportPersonnel#1_luggage • A_1P_AirportPersonnel#2_luggage • A_1P_AirportPersonnel#3_parkingX • A_1P_AirportPersonnel#4_parkingU • A_1P_AirportPersonnel#5_standing • A_1P_AirportPersonnel#6_walking FlightDeck Personnel • A_1P_FlightDeckPersonnel#1_liftoff • A_1P_FlightDeckPersonnel#2_signallingT • A_1P_FlightDeckPersonnel#3_signallingN • A_1P_FlightDeckPersonnel#4_carrying nozzle • A_1P_FlightDeckPersonnel#5_standing • A_1P_FlightDeckPersonnel#6_running WindTurbine Technicians • A_1P_WindTurbineTech#1_standing • A_1P_WindTurbineTech#2_carrying • A_1P_WindTurbineTech#3_inspecting • A_1P_WindTurbineTech#4_working • A_1P_WindTurbineTech#5_walking • A_1P_WindTurbineTech#6_kneeling Dependencies • none Instructions To use the props the content must be placed on your lot using a lot-editor! Unzip and place in (work-) plugin folder, place in plugin folder once used in a lot file, eg.: C:\Users\<USER>\Documents\SimCity 4\Plugins To use the MMPs both .dat-files must be stored in your plugin folder. Note I have set the height of the Sims to 2.3m + PPE (personal protective equipment). Therefor they are more realistic in size compared to other small props like cars etc. They are a little smaller than the standard Maxis Sim.
  5. A_1P SimWorkers_1

    Version 1.1.1

    1,489 Downloads

    There are three files available for download now: A_1P_SimWorkers_1.zip (Scale 1:1, this is actually a little small for the Maxis world) A_1P_120_SimWorkers_1.1.zip (Scale 5:6, these are a little bit bigger and fit in better with other props on your lots) A_1P_120_SimWorkers_1.1.1_MMP.zip which allowes you to use the rescaled models as MMPs! (is dependent on file 2.) Description: These are some SimWorkers to bring a little bit of action to your lots. I decided to start with 3 different groups each consisting of 8 sims, for this first pack: • Factory/Harbor Personnel (neon reflective jacket, yellow helmet) • Construction Workers (orange jacket+pants, white helmet) • Offshore Workers (red life suit, neon life vest, black harness, white helmet) Content: This File contains one .dat-File with 24 different props: Harbor/Factory Workers ▪ A_1P_HarborWorker#1 ▪ A_1P_HarborWorker#2_lifting ▪ A_1P_HarborWorker#3_grinding ▪ A_1P_HarborWorker#4_sweeping ▪ A_1P_HarborWorker#5_readingPlan ▪ A_1P_HarborWorker#6_toolbox ▪ A_1P_HarborWorker#7_carrying ▪ A_1P_HarborWorker#8_welding Construction Workers ▪ A_1P_ConstructionWorker#1 ▪ A_1P_ConstructionWorker#2_hammering ▪ A_1P_ConstructionWorker#3_surveyor ▪ A_1P_ConstructionWorker#4_surveyor-assi ▪ A_1P_ConstructionWorker#5_wheelbarrow ▪ A_1P_ConstructionWorker#6_wackerplate ▪ A_1P_ConstructionWorker#7_shovel ▪ A_1P_ConstructionWorker#8_smoking Offshore Workers ▪ A_1P_OffshoreWorker#1 ▪ A_1P_OffshoreWorker#2_winching (has to be placed under helicopter or crane) ▪ A_1P_OffshoreWorker#3_cranebags (has to be placed under helicopter or crane) ▪ A_1P_OffshoreWorker#4_kneeling ▪ A_1P_OffshoreWorker#5_climbing ▪ A_1P_OffshoreWorker#6_impactwrench ▪ A_1P_OffshoreWorker#7_linehandeling ▪ A_1P_OffshoreWorker#8_pullinglever Dependencies: • none Instructions: This is a prop file! The content must be placed on your lot using a lot-editor! Unzip and place in (work-) plugin folder, place in plugin folder once used in a lot file, eg.: C:\Users\<USER>\Documents\SimCity 4\Plugins Note: I have set the height of the Sims to 1,8m + PPE (personal protective equipment) coming up to 1,9m. Therefor they are more realistic in size compared to other small props like cars etc. They seem to be smaller than other already existing people props though.
  6. Hello, My question is in the title. I have been using such technique to boost my commercial population and in return, ease high-density office building. Thanks.
  7. Yo, guys -- I've been working on a naval dockyard project for the last three or four weeks, and part of it involves using the inherent industrial capacity of a naval dockyard to generate freight train traffic throughout the map tile. The problem then became finding industry that resembled the buildings and tasks found in a dockyard between 1914 and 1945 (roughly the "Golden Era of the battleship). I can't rely on the game system to grow the lots I need in the place where I need them. (High Tech industry would, for example, be out of the question.) So the obvious solution is to re-lot my chosen buildings. That went fairly well -- until it occurred to me to test them for "functionality". When plopped in a working test city, the IM lots produced jobs and added to the overall job count in the city. BUT -- there was no visible car or pedestrian traffic go to and from the lot, nor was there any freight truck traffic. When queried with the traffic cursor, I got "No workers no freight". So -- what I've got is a bunch of really pretty "eye-candy" -- but nothing that generates any sort of traffic -- least of all, freight trains. I'm working with EDITOR, READER, and Plugins Manager -- and most of these lots are Maxis originals, so I have NO models to work with. (1) I use a "blank" model to generate a Descriptor file in the Plugins manager. (2) I open EDITOR and select a suitable size lot from the IM category. (3) I replace the original building with my descriptor, then place my chosen prop building on the lot. I finish "dressing" the lot and then save with the new name. (4) I open the new lot in READER and make name changes and menu location changes, then reindex, and save the lot. The whole process, so far, is mostly cosmetic...... CAN ANYONE TELL ME HOW TO GO ABOUT GETTING THE LOT TO GENERATE WORKERS AND FREIGHT SO I CAN OBTAIN PEDESTRIAN, TRUCK, AND FREIGHT TRAIN TRAFFIC PATTERNS ??
  8. https://steamcommunity.com/sharedfiles/filedetails/?id=569008960 Broken with 1.6, and now my city has ~50% unemployment because silly over educated population would rather stay home and collect unemployment benefits. Could someone fix/update this mod or recomend an alternative? The author appears to no longer play C:S
  9. Here is my population stats: https://imgur.com/TtO2Esk And a layout of my city I just redid: https://imgur.com/a/2jpXV My city is HEMORAGING money now after I redid it. Some buildings bugged out and had to be shut off then turned back on again just to get them to find workers. But the issue is none of my workers are going to the industrial. Well, there are some, but for the vast majority none of the industry buildings have workers. I even bulldozed and redid the roads, put up mass transit with stops in the industrial section... nothing I am doing is making a difference. Help!
  10. I begin having a lack of educated workers when a city is around 5k, when low density commercial businesses begin to abandon because of a lack of enough educated workers. For instance, a city I am building now has 12K with 8 high capacity grade schools, two high schools, and a Jr. Collage, and an increased school budget. When I check demand, it shows each school category capacity in the plus but non eligible for collage, yet the collage itself has plenty of students. Most buildings show red in the education status screen. I end up having to rezone most of the low capacity commercial to office or high capacity. Thank in advance, Dick Wright
  11. Hi, I was wondering if anyone could tell me how many jobs the Omegaco Factory creates, wealth class required ect? Also all the extentions to it? Thanks
  12. I set up a Space Center in my region, to which all resources have been given. However, when it got to stage two, no workers went over. I confirmed that this was because there was a shortage of jobs in my city, so I made a city whose purpose was entirely to house people (I am using sandbox mode in this region), which now has more than fifty thousand of each wealth level, more than could possibly fill all of the jobs in the region, but neither city will send workers. This is very frustrating. I have closed and reopened the game, played a different region, but nothing seems to be working. Does anyone know the solution to this?
  13. Im on a MAC. I did everything to start a city. Zones, Utilities, Roads, etc. However, "As soon as part of your city is labeled as a Residential zone, Sims automatically move in," is not happening for me. I've sat here for over an hour, even started another city... Nothing. it's as if the sims that drive by have no interest in my city making abilities
  14. -Minor Entry- New Gotham New Gotham was on a public region, bet as the other cities have all fallen silent it is really only my two cities left. The second city is Bio-opolis, It is going to be a university city. I am still building my arcology, an am constantly having trouble finding the workers, so much that I shut down all my electronics buildings (I have huge surpluses of money so I can afford this) and my oil refinery ( it is cheaper to import crude oil and refine it on site into plastic for my processors.) The Arcology is now at 20%, getting in a few percent every so often when it has enough workers. Also, a few weeks ago there was a meteor strike which though didn't cause much damage, was spectacular to watch. This is the only photo I currently have of Bio-opolis
  15. Pipe workers

    Version 1.0

    2,566 Downloads

    This kit of four lot allows to represent the construction of waters network . Dependency: BCS MEGA Props SG Vol 1 BCS Textures Vol 01
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