Jump to content
  •   Announcement

  •    Alternatively see here for an enhanced Google site search, which you may find provides more accurate search results. (More Info)

Search the Community

Showing results for tags 'zone'.



More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


Forums

  • Simtropolis Department of Public Works
    • Simtropolis Recovery Project
    • The Planning Commission
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • Mapping Community Room
    • SC4 BAT & Lot Workshop
    • SC4 Modding - Open Discussion
    • NAM & Transit Networks
  • Cities: Skylines & CS2
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
  • Challenges Forum
    • SC4 Challenges - Info and Discussion
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Club-owners Club's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Furry Community's Topics
  • Simtropolis Italia's Discussioni
  • New Washington's Topics
  • Everything about details's Topics
  • CityBuildingMasters X's Topics
  • City Journal Club's Topics
  • City Journal Club's Photo Shopping, Type Faces, Page Layout !
  • City Journal Club's Writing
  • Coolio Club For Cool Children's Topics
  • Atlantic Energy Co.'s Topics
  • Micropolis's Topics
  • City-Builders Website's Club Topics
  • SimCity Polska Organization's Topics
  • Simtropolis em português's Topics
  • Simtropolis em português's Fórum
  • My Little Pony Club's Topics
  • SimCity 2000 Resource Club's Topics
  • Simtropolis中文's Topics
  • Simtropolis en français's Topics
  • NewCity's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Topics
  • Southeast Asian Mayors's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Request Maps
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Social and Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Mapping
  • SimCity 3000 Resource Club's Information
  • The Great British Simtropolis Club's Topics
  • Roller Coaster Park Builders's Topics
  • Banished's Topics
  • Banished's Modding
  • Banished's Questions
  • Banished's Stories
  • Android City Builders & Other Games's Topics
  • City-Builders Website's Banished Toolkit
  • City-Builders Website's Banished Villages
  • City-Builders Website's Banished Achievements
  • Spooky Souls Building's Topics
  • TheoTown's Topics
  • Found Custom Contents's Topics
  • Cities in Motion's Topics
  • SimCity 3000 Resource Club's SC3000 Ordinances
  • SimCity Societies + Destinations's Topics

Categories

  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT & Lot Editor Tutorials
    • Modding Information
    • Mapping & Terraforming
  • Other Games
  • Simtropolis Articles
    • Interviews

Categories

  • News
  • News
  • News

Categories

  • SimCity 4 Files
    • Residential
    • Commercial
    • Industrial
    • Agricultural
    • Building Sets
    • Civic & Non-RCI
    • Utilities
    • Parks & Plazas
    • Waterfront
    • Transportation
    • Automata
    • Gameplay Mods
    • Graphical Mods
    • DLL Mods
    • Cheats
    • Tools
    • Maps
    • Ready Made Regions
    • Dependencies
    • 3ds Models
    • Obsolete & Legacy
    • Reference & Info
  • SimPeg (PLEX) Files
    • PLEX Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • SimCityBrasil Files
  • SimCityPolska Files
  • WorkingMan Productions (WMP)
  • Cities: Skylines II Mods
  • Cities: Skylines Buildings
    • CSL Maps
    • CSL Roads & Traffic
    • CSL Vehicle Assets
    • CSL Game Mods
    • CSL Props
    • CSL Programs & Tools
  • SimCity (2013) Buildings
    • SC13 Game Mods
    • SC13 Roads & Traffic
    • SC13 Vehicles
    • SC13 Programs & Tools
    • SC13 User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • SC3K Cities & Maps
  • CitiesXL Buildings
    • CXL Mods & Tools
    • CXL Maps
    • CXL Textures & Props
    • CXL Lots
    • CXL 3d Models
  • Simtropolis en Español's Descargas
  • Club-owners Club's Dirk's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Furry Community's Files
  • Simtropolis Italia's Archivio
  • New Washington's Files
  • Everything about details's Files
  • CityBuildingMasters X's Files
  • City Journal Club's Files
  • Coolio Club For Cool Children's Files
  • Atlantic Energy Co.'s Files
  • Micropolis's Files
  • City-Builders Website's CB Files
  • SimCity Polska Organization's Files
  • Simtropolis em português's Descargas
  • My Little Pony Club's Files
  • SimCity 2000 Resource Club's SCURK Tilesets
  • SimCity 2000 Resource Club's CITY Files
  • SimCity 2000 Resource Club's Multi Object Tilesets
  • SimCity 2000 Resource Club's Single Object Tilesets
  • Simtropolis中文's Files
  • Simtropolis en français's Files
  • NewCity's Files
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Files
  • Southeast Asian Mayors's Files
  • SimCity 3000 Resource Club's SimCity 3000 Starter Towns
  • SimCity 3000 Resource Club's SimCity 3000 Cities
  • SimCity 3000 Resource Club's SimCity 3000 Terrains
  • The Great British Simtropolis Club's Files
  • Roller Coaster Park Builders's Files
  • Banished's Banished Mods
  • Banished's Kid's Mods
  • Android City Builders & Other Games's Files
  • City-Builders Website's Banished Save Games
  • Banished's Modding Files
  • SimCity 2000 Resource Club's MAC Files
  • Spooky Souls Building's Files
  • TheoTown's Files
  • Found Custom Contents's Chinese Sites
  • Found Custom Contents's European Sites
  • Found Custom Contents's Japanese Sites
  • Found Custom Contents's North America Sites
  • Found Custom Contents's Asia-Pacific Sites
  • Cities in Motion's CiM Maps
  • Cities in Motion's CiM Mods
  • SimCity Societies + Destinations's Files

City Journals

There are no results to display.

There are no results to display.

Calendars

  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Club-owners Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Furry Community's Events
  • Simtropolis Italia's Eventi
  • New Washington's Events
  • Everything about details's Events
  • CityBuildingMasters X's Events
  • City Journal Club's Events
  • Coolio Club For Cool Children's Events
  • Atlantic Energy Co.'s Events
  • Micropolis's Events
  • SimCity Polska Organization's Events
  • My Little Pony Club's Events
  • Simtropolis中文's Events
  • Simtropolis en français's Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Events
  • Southeast Asian Mayors's Events
  • The Great British Simtropolis Club's Events
  • Roller Coaster Park Builders's Events
  • Android City Builders & Other Games's Events
  • Spooky Souls Building's Events
  • TheoTown's Events
  • Cities in Motion's Events

City-building game(s)

Found 34 results

  1. Hey Simtropolis community. I'm wanting to add functional building icons to my zoning menu, but just can't get it figured out. I've figured out how to add the icons, but when clicked, nothing happens. Any help or tips on this would be greatly appreciated 👍
  2. There are a few BATs I've downloaded that I like; however, they are W2W residential lots that are growing in low density zoning. I want to change the lots so that it only grows in medium and high density zones. I've tried doing some research on this and found this thread, which says it is possible to change the numbers using the Reader program. However, I am still not understanding exactly how to change the density. It looks like this can be done by tweaking numbers, but my understanding is that this category is for changing the stage rather than changing the density that the building grows in. This isn't really what I'm looking for, as I don't want the building to grow in low density stages at all, only medium/high ones. Can this be done in Reader or PIM-X? I'm pretty new to editing existing lots, so I appreciate any advice you can give me!
  3. I have installed @CorinaMarie's zone data view mod and when I open my zone view, I still have all the trees and props and everything. I have disabled the NAM's data view option and there isn't a file in there. Any idea what might the problem be?
  4. ReZonePlusPlusCost

    Version 1.0.0

    160 Downloads

    This is a mod of the mod ReZonePlus that has zoning and dezoning costs restored. ReZonePlus has a copyleft license and the same applies with this mod.
  5. Hello, As a follow up for I decided to ask another question, but I want to explain the background. In ped-focused cities, you should able to buy groceries etc by just walking for few minutes. It means that the distance of apartments, stores, offices, etc shouldn't be long enough that you have to use a car. When the 2D space has been crowded, the only solution to this problem is to expand in 3D aka mixed use zoning. The problem is Euclidean zoning, which SimCity 4 uses, doesn't allow mixed zoning. For instance, you can't have commercial in the bottom part of the building while having residential in the top part at the same time. Either you have to separate those zones or make overhanging lots that mimics mixed zoning. But the second solution is a workaround, not fixing the fundamental. By having mixed use zoning, we can cram more zones into smaller area and making the city more ped-friendly. Don't forget, you'll be struggling to make cities like Amsterdam without it. There's a problem though, should we calculate the Sims movement in the building itself*? And how? Let me know your thoughts in the comment sections. Thanks. * For calculating customer level. I should clarify this from the start,
  6. Is it possible to zone commercial and industrial areas without other commercial or industrial buildings interfering with the areas, Similar to Cities Skylines? (ex: Zoning a commercial area with only shops without office buildings from spawning)
  7. for example, when I first made three 1X3 zone blocks with low, mid density (or even high density) but want to update it to 3X3 high density block (same zone, so won't require bulldozing, like commercial -> commercial, not commercial -> industry) how can make this happen? (merge Zone Blocks?) (I know I should have used 'Ctrl' when I made the Zone Block first, but if I forgot)
  8. Can I view where I placed my bus stops in zone mode? Cause, it's hard to find where they are in view all mode with all the buildings, (even with traffic - bus turned on) I have to go to zone mode, then use the question mark, and click every non zoned blocks if it's a bus stop (which could be school, hospital, park etc) Also goes for subway stations, but at least subways could be seen through underground mode (using subway lines), and switching between underground mode and zone mode... (sorry I'm new to SimCity 4, and want to ask some questions)
  9. So, I was browsing my building with the network query (is this the correct name?) tool and I noticed something rather strange... When I clicked on one of my commercial buildings, the arrows showing morning commute displayed cars going out of the shop and outside the city! As if the workers there, were going for work, beyond the city limits... I know this is normal for industry, which is shipping their goods outside. However, from what I have read so far, commercial establishments do not work this way. At least in the Prima Guide, there is no mention of such mechanism at all... The only mods I do use at the moment are SPAM and PEG Ponds. As mentioned in the title, I do not use any traffic mods just yet and the screenshot above represents vanilla traffic state. However, later I did give a try to the7trumpets' Pathfinding Modd. It seems to work well and funnels the traffic like I'd expect! Kind of an obsolete NAM-lite, but a good one actually. It does not fix the problem above though.
  10. This guide will show and explain to you how to fix low or no demand for RCI (residential, commercial, industry zones) in Cities: Skylines. Not only will you learn simple fixes for particular problems but also how to avoid getting into such problems in the future. In case you prefer to listen and watch than to read, here is a video form of this guide: Now let's start this guide with the simplest fix for low or no residential demand, and that is to reduce your Cims unemployment percentage. You do this by making sure you have a lot of open jobs in your industries, commercial or office zones. Your target unemployment percentage should be 8% because only at that point will the game allow more cims to move into your city. You can find out what your current unemployment percentage is by going into the population info view. Now you might start asking but how do I zone more commercial , industries and offices to get more open jobs if I don’t have any demand for commercial or industrial zones? Well that is something I will explain in more depth during this guide. Now I am going to show and tell you about other solutions for low or no RCI demand as well as some not so obvious ones but I am also going to explain the causes for this problem so you will have an easier time implementing these solutions and even finding your own ones. Each RCI bar can be low at times and even all three can be almost non existent if your city hits a few specific conditions. I have already briefly explained the problem and solution for low residential demand as this is something I see most players struggle with, and now I will address low or no demand for both commercial and industrial which are heavily intertwined and codependent as you will soon discover. What you must understand is that in this game a lot of the simulation is not realistic or driven by real world rules. This is something a lot of players have a hard time understanding and it’s why they struggle with the game. Cities: Skylines functions by its own rules and if you understand those rules and apply them to your cities you can’t fail. First of these rules is that an empty city has only the demand for residential zones for the simple reason that Cims want to move into your city so that the game can begin. In this the game is breaking from reality at step one because real people don’t move to an empty field in the middle of nowhere with no utilities or services if they want to live in a civilized manner, which you Cims obviously do want, as they don’t like not having water, power or garbage collection. Naturally this is so you could start a city in this game and as soon as your Cims move in they will start expressing needs. Besides the basic ones I just mentioned they have the need to work somewhere, earn money and spend it somewhere buying goods. This is where your first demand for industrial zones comes from. Newly moved in Cims need a place to work and earn their paycheck. This is directly tied into the employment / unemployment game mechanic, as unemployed Cims create a need for jobs and you get a demand for open jobs which you fill by zoning industrial or later office zones. Now that your cims have basic utilities, and a job at which they earn money, they need a place to spend it. This is why you slowly start seeing a rise in the commercial demand of a new city. Because industrial and commercial zones are liked by the production and sale of goods they each set off a chain of demands, to be profitable industrial buildings have to have somewhere to sell goods and for commercial buildings to have goods to sell they have to get deliveries. The demand and subsequent filling of the demand for one of these directly causes the increase in demand for the other. And so for a Cim to spend his paycheck a building in the commercial zones has to have goods on sale, and for it to have those goods it needs a delivery from a goods producing generic industry buildings. This is something you can see using the outside connection info view, where goods produced, imported and exported are shown in purple. This demand triangle, of residential for industry and commercial, commercial for industry and residential, and industry for commercial and residential is what keeps a healthy RCI demand system going. So why am I explaining all of this when the point of the video is a fix for low or no demand for RCI? Well it’s for you to be able to understand how you are wrecking this in game system I just outlined and creating this problem in the first place. As previously explained, an unemployment percentage above 8% will prevent new Cims from moving into the city as they have nowhere to work at, and the simplest solution is opening up new workplaces to have more room for new Cims to come to your city and work there. But what you are facing are empty demand bars for commercial and industry and you don’t know how to open up more jobs. In most cases this is caused by the players themselves as they have zoned too much commercial, industrial or offices and whacked the mentioned in game system out of balance. One hidden thing which is really easy to miss but will ruin your city and game is the fact that Cims can live with much fewer commercial zones in the city than the commercial demand shows. And it’s this overbuilding of commercial zones to satisfy an unnecessarily high commercial demand is to blame for knocking the RCI system out of balance, in most cases anyway. Now since this is not the subject of this video I won’t go more in depth as to why there is more demand for commercial zones then it’s necessary and I will leave it for another video. But it’s there and to prevent creating problems for your city just try to play with this simple rule in mind: leave the commercial demand bar at 50% all the time. So back to the city you built before you learned this. It has an excess of commercial zones which is about twice as much as it’s population really needs. This puts a major strain on your cities demand for goods deliveries diffusing the amount of goods which are produced or imported across a lot more shops than necessary and preventing them from operating with normal profit margins. Cims don’t enter all shops as there are too many, and each they enter doesn’t actually have enough goods most of the time. This leads directly to low or even no demand for C zones. So what is happening to industrial zones during all this? They are busy trying to produce massive quantities of goods and keep failing as there are just too many delivery requests. They order up massive amounts of products from the region or local specialized industry but the game can handle only so much and even in this city of Bedrock with a population of a million cims the actual quantities of products imported are really minimal compared to the number of Industrial and commercial zones. This is the reason I had a lot of trouble balancing RCI in this city. And since these industrial buildings are also not working properly as they are unable to produce all the needed goods since the game is unable to supply so many products, locally or from import, they are not operating profitably, can’t upgrade and start to go abandoned, and you lose jobs. With a loss of jobs your unemployment goes up, residential demand goes down and your over built shops in commercial zones lose even more profit as there aren’t as many shoppers as before. This is the final nail in the commercial zone demand as without buyers or suppliers of goods they can’t operate. This is the point when everything starts to break down and the entire RCI demand flatlines. You can do similar damage to your cities RCI balance by having too many specialized industry buildings and exporting your products out of the city, depriving the game of vehicles and agents to import enough goods to keep your commercial zones working. Similarly, concentrating on office zones to open new jobs instead of generic or specialized industry forces the game to bring in goods for commercial zones from outside, removing one keystone of commercial demand and that is providing a place for local generic industry to sell goods at. Since offices and the industry share one demand bar your loss of demand for commercial zones reduces the need for industry to sell them goods and in turn that means you can build fewer offices. Your takeaway from all I have said and shown should be that the fix for low or no demand is to find out which RCI you overbuilt and bring it down and into balance with other zones. When balance is restored and each zone starts to influence the other two in the way the game was designed, your RCI demand will once more be optimal and work in its intended cycle. New Cims move in, more jobs are demanded, more industry is built and opens up for Cims to work, demand for shops is created, new shops open up to let Cims shop for goods they produced in factories creating more need for industry which creates more open jobs which lets new Cims move in. And that is how you fix low or no demand for RCI in your cities. I hope you have both found this guide helpful. Thank you for reading and happy gaming.
  11. Hi everyone! Quick question: A while back i used a mod that allowed you to dezone part of an existing or protecting lot, so you could place other items on it, or make it fit. For example, I was able to dezone part of an airport, so that i could put my own aircraft/pads/ramps down. Does anyone recall that Mod/tool and can you point me towards it? Art
  12. Hello everyone I was experimenting with SC4 growable size limits for bigger farms and this mega farm grew out of a 98x49 zone ... So this got me thinking is there no size limits for farms since it just a building with a field
  13. Hey guys, I'm wondering why my CS$ isn't developing. I have HUGE areas set aside for them, and when I plop down CS$ structures, they seem to have workers, so I'm wondering why they aren't growing organically. Here is the RCI. My offices keep re and re-developing, making larger ones, but I can't seem to get CS$ unless I plop them down using B62 or something else. Thanks!
  14. For each type, what is the largest size zone that can be laid out, without street/roads? So far the largest residential lot I can get is 3x3. Is that normal? And does only 1 house or apartment building occupy that lot? Another question: For a lot to develop, do all arrows have to be touching a street/road - or only as long as 1 is touching? Thanks
  15. I recently got a new computer and installed the GOG version of SimCity 4 Deluxe. I installed NAM36 and then transferred the rest of my plugins and regions to the new computer. On my old computer, when I would go to zone view, everything would disappear except for roads and zones. This made it very easy to get the 'lay of the land' and plan out my future zones. On the new installation, when I go to zone view only buildings disappear and props and tress are left. This makes it very difficult to see the land and plan out my zones since the trees are still covering the land. So I did a test and removed all my plugins. I verified that with everything gone, the zone view was working properly. Next I, moved the NAM folder into the plugin folder. With the NAM folder in the plugins, the zone view was not working properly. I narrowed it down to the 'NetworkAddonMod_Zone_Data_View.dat' file that is causing the issue. My question is, can I remove the Zone Data file from the NAM install and still have NAM work properly? I would like to remove the file so I can get the Zone View to work the way I want it to work. Better yet, can somebody fix the Zone Data file so it doesn't screw up the Zone view? Computer Stats: Dell G7 CPU: Intel 9th Gen i7, 6 Cores Graphics: nVIDIA GTX 1660 Ti 6GB 16 GB RAM
  16. It's common knowledge that only one controller file can exist at a time, and only one will ever be loaded, but does anything else exhibit this behavior? From my experiments, this happens with anything that modifies zones as well, ReZone Plus is incompatible with the NAM, for starters...
  17. Hi there. I suppose I will post a screenshot if people are curious or my explanation isn't clear enough, but in my city there is a small section (maybe 4x10) of zoneable squares that appeared in the middle of nowhere. There's no roads there, but I painted the squares yellow and buildings appeared. Soon they go abandoned due to garbage/crime because services can't get there and they have no road. Now though I can't even de-zone or rezone it, hovering the zoning tool over those squares doesn't "highlight" them. Destroying all roads in the area, messing up the terrain with mountains or boulders also doesn't make these zone-able squares go away, they seem to come back as soon as the land they were on becomes suitable again. It's a very small zone but it's driving me insane. Any ideas ?
  18. Hi, could mods causing "anomaly" like too much same buildings built in a zone? I have just started to mod my game (NAM, and just a few other ones like BSC MegaProp, Install_BSCBATPropsMattb325_Vol02, Install Ghetto Pack Vol1-2) and it seems, I did not experience (I do not remember) this behaviour earlier in my other cities, when those mods were not installed, that lots of the same buildings built in a block. See pic.
  19. Hi, I am just discovering NAM's powerful features, and in the phase of learning to use these amazing expansions. What about those tiles, where a Curve road has been placed; is it possible to "connect" it to the other elements? I mean cosmetically. See the picture. At sign 1, there are no bench between the road and the houses. (At here, two 90 curve connected to each other) At sign 2, almost similar. Is there any trick to make these tiles more "elegant", or just try to avoid to create this kind of parts? Cheers, Z
  20. Hi. When I'm looking into an industrial zone, industrial buildings have some interesting properties - can be growable in condition of being connected to pedestrian tile - can be growable without road connection, if its adjacent building has just like the picture below. I wanna make these things possible in residential area, modifying datas with ilives reader program. But I don't know how to do it. Especially, I wanna make the 2nd property possible in residential area to construct a Road Free Residential Zone! Please help me. Tell me what to do. Share your knowledge about ilives reader or anything related to modifying datas. If it already exists a mode that would make my idea come true, please tell me the address, because I cannot find anything. Thanks!
  21. Hello everyone. I'm playing simcity4 with NAM installed. I was able to make 6x6 lot sized HDR zone until i removed an unaffiliated plugin. Now game just puts a street every 4 tiles making my hdr zones made of 4x4 lots. How can i change this to automatically divide every 6 tiles instead of 4, making 6x6 zones as i drag mouse? Here in the picture you can see before (right) and after (left) zones. They are both high wealth residential and they are both drawn with a single mouse drag. Plugin was demand ordinance btw, putting it back didn't solve the issue. Thanks in advance
  22. Version 1.0

    9,298 Downloads

    %appdata% > Local > Colossal Order > Cities_Skylines > Addons > Assets
  23. Greetings So I just started building in my second map, being this Trinity point, and it happened that when I zoned for residential in the boundaries of a high-wealth zone effect(provided by the aquarium plaza on the left) some kind of lake originated instead of a building. At first I thought.. Ok..maybe it is some kind of high-wealth pool.But honestly I think it must be a bug. I can't bulldoze it and can't query on it. It's indeed a lake and not a visual glitch because If I try to build a road on it a pop-up message notifies me of wrong bridge placement. I am not using any mod, just the vanilla simcity with the official DLCS. So, has it happened to you before? Regards. EDIT: Oh wait after inspecting the lake I found the building using my x-ray vision(Happiness MAP). It is in the bottom of the lake.. COOL PD2: Lakebug2 is a gif(so the low quality) EDIT 2: Bulldozing the now clickable mansion beneath levels back again the terrain
  24. Hi all, Just a little stupid question I usually put all commercial venues in the few central block of the city, surrounded with residential area, but I'm thinking about changing it. Could you give me some suggestions on where to realisticly place commercial zones? Thanks!
  25. I have a very dense city with many high rises, and a lot of road top transit lots. It is often incredibly difficult for me to demolish roads outside of Zone view without destroying anything else, because not only do the buildings block the way, my mouse also sometimes doubleclicks when I click once (probably due to some hardware error). Even when it does go successfully, I waste a lot of time because it takes a very a long time to reload the city when I switch away from Zone mode. Is there any ways I can enable demolishing transit enabled lots and stuff in Zone view?
×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections