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File: K1.png (931 KB, 800x600)
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>Get the urge to play SimCity 4 again
>Think of all the mods and dependencies you need to keep track of
>Don't bother
Anyone else like this?
>>
Nope.
>>
>>1801038
No, because I made a pre-pack for myself back in 2016 and I use it ever since.
If you are a zoomie that's new to this game and its modding, try OldShoe's pack. It's been floating the net since dunno, 2012?
Part of me wishes this game was easier to mod, or at least to handle multiple mods, but I simply learned ages ago how to do this shit and have a checklist for things whenever I need to uninstall and get a fresh install
>>
As for me I prefer playing 3k. On top of not needing any mods and being perfectly playable right from the start, I'd rather build one city rather than a region with two dozen interconnected cities
>>
>>1801038
that's pretty much why I havent installed sc4 yet. I know I gotta track down a bunch of mods and buildings to add and stuff. Love the game and seeing it grow but yeah i'll get unlazy at some point.
>>1801056
I will try to find this oldshoe pack later. is it hosted anywhere specific so I can go download it for later?
>>
I'm playing SC4 vanilla, no mods, and having a decent time. SC3K is also quite good, but missing a lot of things I take for granted in SC4
>>
>>1801038
Nah, not at all. But mostly because I never got into most mods because they're fucking insane with the dependencies to begin with so I can definitely see where you're coming from. QoL and functionality mods for me and I'm happy for the most part.
>>
>>1801038
I never run into this problem, because I don't play shit games.

Remember kids: If a game needs mods to be good, it's a shit game and the devs are double faggots for relying on the community to "fix" it.
>>
>>1801056
Making a pack for yourself is a good idea. I'll remember for next time.
>If you are a zoomie
Been playing on and off since 2003.
Also, it might just be a good idea to go to Stex -> Dependencies -> sort by downloaded, and just get the top 50 files. It's bound to be pretty much everything that's needed.
>>
>>1801149
oh look the contrarian faggot has shown up to give his wrong opinion about the game and post le edgy contrarian takes to get you(s) for being a lil bitch that cant handle the game. why even post in the thread if not for attention you sad pathetic bitch
>>
>>1801149
fuck you faggot, SC3K and SC4 were the peak of the genre and mods only made them better
>>
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>>1801038
This was done in Vanilla: Skill Issue
>>
>>1801173
>>
>>1801173
>>1801175
Very impressive map, anon.
>>
>>1801182
Not mine, made by some Jap. Here is the video and I think link to the map.

https://www.youtube.com/watch?v=aiq1jM-bB2Y
>>
>>1801185
Still impressive.
Can you recommend any other maps of actual countries? Would love to build places in northern and eastern Europe for instance but I could never find any good maps that weren't pathetic in scale and I never managed to become particularly adept at making accurate recreations of real life maps.
>>
>>1801169
He's right though.
>>
>>1801149
who asked? /v/ is too doors down the road
>>
>>1801214
Don't let the door hit you on the way out.
>>
>>1801038
I just play vanilla cause I'm a weirdo
>>
>>1801349
Would at least recommend getting something that fixes the traffic AI and RAM issues in vanilla for a better experience but you do you if that's still fun to you. Network Addon Mod should do the trick though and you can just opt out of any feature that doesn't interest you in the installer iirc.
>>
Shill me on this game.
Why would I play it over Cities Skylines?
>>
>>1801379
because skylines is setup you have to get certain things done in the city to unlock other things to build. its a reddit game made for reddit people that wanna get all sorts of updoots in game for building good. sc4 you just build with no restrictions except city size and regions. skylines is decent but its not actually a pure city builder its built around reaching certain points and unlocking more things so you can continue to build your city cuz for some reason everything is locked behind how many people your city has and other reddit tier things
>>
Never fall for the "100 small mods will fix it" meme.Get Nam and any fixes from the pcgaming wiki and you are done.
Shoe and other modpacks are bloated garbage.
>>
>>1801452
Based NAM enjoyer.
No, seriously. Network Addon Mod is all you need to get going. It fixes all the woes of the original release without bloating shit.

You can still find lots of great individual buildings and other improvements on sites like Simtropoilis, but seriously, you can get going with just the NAM and still have a great time since it fixes just about all the major issues with the vanilla Rush Hour release.
>>
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>I HAVE A VERY SPECIFIC SC3 ISSUE
I HAVE A VERY SPECIFIC SC3 ISSUE
>I HAVE A VERY SPECIFIC SC3 ISSUE
PLEASE HELP.
Is there a mod that allows me to build bus stops ON ROADS LIKE IN TRANSPORT TYCOON without needing to demolish buildings to get an otherwise ideal corner location? All the mods from Simtropolis that I've tried have been shitty and glitched and blocked all traffic by just counting as buildings as far as the game is concerned. Good for cul de sacs, bad for everything else.

Anything that can function as bus stops in urban settings without requiring me to demolish hi-rise buildings?

While we're at it I wish things like road bridges over railways and such were as easy in SC4 as they are in openTotalTrannyDeath but at least I have functional workarounds for that as it is.
>>
>>1801465
>SC3
I meant SC4, sorry, my bad.
SC3K is still fine as it is. But maaan, I wish I could build proper regions in it. There are a lot of things I like more about SC3K than 4. Sometimes I just wish I could have a good mashup of both, even if I like 4 more in general.

PS: Please try out either if you haven't, they're great, both of them.
>>
>>1801412
You can just mod CS so that you have all buildings unlocked from the start.
Does SC have any other advantage?
>>
>>1801465
>>1801468
>SC4
>bus stops on road
see >>1801462 you need Network Addon Mod
>>
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>>1801465
Don't put bus stops on the corner, put them on the straight away.
I pretty much use pic related as my template for my most basic city block.
If you make a 6x6 block, but leave 1x6 stripes on each side of the lot empty and unzoned.
You can plant trees in these stripes to boost property value, as well as creating noise and air pollution breaks. It also leaves you nice convenient spaces to plop down some small utility buildings and parks as your city grows without needing to demolish anything. Plus it will help drive up the density. Also if you alternate the direction of these blocks (north/south oriented next to west/east oriented ones) it will break up traffic because because people dump out onto a road every other block instead of all pooping out on the same road at once.
Generally you want to avoid grids (or rather, you want to avoid intersections) but I make little islands of residential and commercial services plugged into a bigger city template.
If you make a ring or spine of train tracks put a thin strip of commercial around it, and then residential with a passenger station. Commercial thrives where traffic is highest, and with the NAM you'll have congestion on the sidewalks with a decent passenger rail system. If you lay industrial tiles against train tracks, they'll load freight directly onto trains without needing a freight station.
If you tax the shit out of dirty industry, and leave those stripes of green belts between heavy industry tiles you can have a thriving high tech industry sector that produces almost no pollution, so you don't have to segregate it as much from everything else.
I usually put a big ring of industry along the outside edge of the map. 4x3 squares, with a ring road around the map, with exits to all the other grids, then a ring of rail right inside of that (also connecting to neighbor tiles). You'll eat shit on maintenance for the first few years, but now you have a nice artery that you can build your city from.
>>
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>get the urge to play a city builder
>load it
>ok now what?
>"lol just build a city dude"
>too brain damaged to use my creativity to build a nice city
>unable to make my own fun without explicit goals or objectives to aim towards, even if they are hours in the future
>give up after 30 minutes
How do I overcome my retardation?
>>
>>1801553
>what do I do to force myself to play something I don't want to?
just play a different kind of game man. I'm somewhat like you, I just lurk in the city building threads but whenever I launch cities skylines I get bored very quickly. I loved playing simcity, don't remember which installment, but I don't even have access to that origin account anymore. The fact that you unlock stuff as you progress your city in CS is so retarded
>>
>>1801566
It's not that I don't want to play City Builders. I enjoy them when there are more obvious goals to accomplish besides "make a thing that looks nice".
Even if it was just something like "get 10,000 citizens" or whatever. I'm just too retarded to make such objectives myself.
>>
>>1801584
you say that you enjoy city builders with objectives, have you ever played one?
if yes, just play it
if no, then you don't enjoy city builders and you are making an excuse
I don't know of such a game so I have no idea what you are talking about
>>
>>1801553
sometimes you just doesn't feel like. Try something else or watch some google maps videos for inspiration
>>
>>1801553
Just do some self imposed challenges or projects.
I remember one time wondering if I could build a city with only ONE road So I just had this one road that spiraled inward. Much to my surprised it was one of the most successful cities I had ever build because the pathfinding can't be retarded when it has only two total directions you can go. In and out. Also was super easy to spread out utilities where I needed them, and the bus was super efficient because it was just the one line.
If you don't want a pure autism sink sim city 4 might not be for you.
Go check out tropico 4, or Surviving Mars (made by the same team). Tropico is peak comfy, and surviving mars has an offworld colony gimmick, and you can choose "quests" in maps, as well as all other kinds of variables and random events.
You build domes, the domes have so many pie slices you can put buildings in. Colonists have basic needs (food/social/comfort) and specializations that you need for different jobs (botanists work the farms, engineers work in factories, scientists do research, officers keep everyone docile, and unspecialized people work retails jobs at shops and bars). You research bigger domes, you can build special arcologies like apartment habitats, super research towers, medical centers, etc. Its pretty simple, but there are a lot of variables, and even if you just play pure build mode, you can terraform the planet, so you've always got that as a long term objective after you've solved all the other planets.
I listened to the red/green/blue mars trilogy on audiobook while I played through the game over a few nights.
You can also engage in eugenics by forcing undesirables into certain domes, and then you "accidentally" cut off power and oxygen and let them all freeze to death. You can also recruit colonists and be sponsored by different countries, so you can have, with diligence, ethnostates. (I was multicultural, but refused pajeet men into the colony as hard as I fucking could).
>>
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>>1801782
This seems like good advice for someone that wants more structured challenges. Might add Frostpunk to that list too. For me I take a more free-form approach to the "make your own challenges" approach in Sim City. Usually I start a region and try to have it resemble a functioning, self-sustaining country. Ie, here's the industrial parts, here are the agricultural regions, and so on.

On a related note, really wish that regional interconnectivity was more developed that way.
>Unlocked buildings and projects are region-wide so you don't need to re-unlock shit in every city
>Making it so that cities can cooperate ie your rich cities can carry non-profitable rural regions to get the benefits of having healthy agriculture

That's two things I always waned. There's more that I could think of it I put my mind to it. Really sucks how they made something as great as the regional system of that game and then no one did anything with it. Like man, how could would it be to instead of just being a mayor of a city, you could also take on the role as the governor of a region that makes the big picture come together too?
>>
it seems the community found a new way to mod the game this past 8 months and they are excited about it. About the topic, yeah modding simcity 4 is too much. I got bored even before downloading everything.
>>
>>1801553
Agreed, most city builders don't give any meaningful impulse. You feel like rather than gently trimming a bonsai garden, you're just an industrial farmer dumping fertiliser on a wheat field.
Only game that gets it right is W&R.
>>
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>>1802267
It's been a problem of theirs for a while. I love Simtropolis and other sites for all the good they do, but sometimes I really just wish we could get the convenience of Steam Workshop support to ease the hassle of all the millions of dependencies by just making it easier to sort things. When every decent building that isn't straight outta vanilla has a dozen different required dependency packs each it becomes a real drag.
>>
>roads are built instantly
baby game
>>
>>1802534
i remember installing some transit-roads mod to help with traffic and it took SO LONG to install everything that it's just too much for almost nothing
>>
>>1801367
I might check it out bro thanks
>>
>>1801553
>>1801585

Goal-oriented citybuilders:
Any of the Impressions games (Caesar 3, Pharaoh, Zeus, Emperor)
Constructor (may also count as a RTS if you add opponents)
Farlanders (recent indie game where you build a Mars colony)

I find these a lot more interesting than pure sandbox citybuilders
>>
>>1802921
Constructor is a banger, I liked that it had a bit of humor to it.
>>
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>>1801149
>>
>>1802721
which game doesnt have that
>>
>>1803611
I think Workers and Resources require it in that hardcore mode they added at some point but I haven't played it myself. I also had a false memory that this piece of shit I saw on my dad's computer as a literal child called Holiday Island had it but nope.
https://youtu.be/Xts5U8WQSjI?t=441
It was just literally everything else that had construction times.
>>
>>1802267
>>1802534
>the millions of dependencies
There are too many dependencies and too much bloat.
Almost all mods seem to be either autist projects or compilations.

I want
>High Tech job fix
>Opera house fix
>pathing fix
>different capacity buildings
>more than one "big" farm building that's always called Pumpkin Acres or whatever it is
I don't want
>death march pedestrian commutes
>road values adjusted to x10 capacity cheating
>x100 capacity x0.1 maintenance buildings
>"This was intended to be used in my total graphics overhaul mod and not used next to vanilla buildings..."
>"You need this mod which changes the graphics of all the roads, adds 500 puzzle pieces, the graphics break if you edit a single piece of the road, and..."
>>
>>1803696
IIRC the Network Addon mod's installer has options to include the pathing fixes (ie motorists take the fastest road instead of the shortest so they'll take the highway instead of clogging a street) without adjusting the road capacity values. Overall though yeah agree on everything, would love to have metropolis and maybe some medium 3x3 versions of buildings like hospitals, an actually meaningful set of agricultural building options for rural maps and so on. Everything on Simtropolis has its caveats. "Yeah, here's a hospital, but it has 50000 dependencies and its cost scaling is whack." "Yeah, here's some woodcutting industries, but it's broken unless you download these other mods that fuck up these other things." So on, so forth.

I love Since City 4 but man the modding community really feels like it's stuck in a turn of the century mindset with their approach to some of these things. If only the tools and distribution methods were better a lot of it would be solved but alas, we'll never get either and EA has obviously just killed the franchise at this point.

While we're doing wishlists:
>More brush tools for trees when building cities so that you can build tree lines without it taking years
>A bridge building tool like in OpenTTD where you can easily drag it over roads/rails to easily create overpasses
>>
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Is Cities Skylines 2 still shit? I heard there was a bunch of quality of life improvements released recently.
>>
>>1803874
That lighting is just awful.
>>
>>1803611
like the other anon said, Workers and Resources. You can build extremely shitty roads instantly but paving them takes time and resources (and a fuck ton of manpower if you don't have enough steamrollers)
>>
>>1803874
Just incase anyone else was thinking of it, just reinstalled, still ran like garbage, my PC sounded like it was about to take off at the same time as it looking like shit. Controls were unintuitive as shit and I couldn't do a simple thing like linking sewage pipes to the outlet as the area around it was bugged out. Lost all interest to play after about 10 minutes and uninstalled.
>>
>>1803935
sorry to hear that anon. its a great game if its not glitching out like that. I dont have it installed anymore atm either cuz I just havent wanted to pllay it but sucks your experience went so poorly.
>>
>>1804169
>its a great game if its not glitching out like that
Peak Paradox right there.
>>
>>1804169
>its a great game if its not glitching out like that.
Is it? From what I've heard, the simulation is more braindead than the last one.
>>
iirc there was a site some anon made with a load of japanese mods hosted there. does anyone have it?
>>
>>1804169
That's ok, I think it's just fucked at a fundamental level and nothing short of a complete rewrite of the game will fix it.
>>
>>1801038
>mods
Maybe quit being a nigger and play games normally instead of modshit. Who the fuck plays mods? Like yeah, right, let me just play this game again, but this time there's a set of armor designed by a nigger hidden in a box out there. Oh, here's another mod, it's all the same fucking game, but the UI is different. Oh, here's another one, it's ALL THE SAME FUCKING GAME, but your character looks like a faggot designed by a faggot.
Woah, muh modding.
Fucking faggots, holy shit.
>>
>>1804220
why the fuck these consolebeggars keep crying about mods?
>>
>>1804220
so many games are borderline unplayable without mods, im not talking about changing game but just QoL, even good games like battle brothers without higher travel and animation speed option is an absolute chore, Paradox games with their shitty UI, font choices are another example, old games which were designed for 320x240 screens getting fan made HD remasters, only 40iq retards are against modding.
>>
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>>1804220
>Why do you want your game to run better by allowing it to use more RAM than what was available in 2004? Consoom and buy new games instead!
>Why do you want to fix bugs that the devs weren't allowed to address because the publisher kicked the game out to the market early? Consoom new products instead!
>Why would you want to add new items/buildings/features and extend the longevity of your favorite games? Consoom and buy our new products instead!

A post so awful it's either a troll or a Paradox employee seething that we're modding a better game instead of buying their overpriced DLC. If I want to modify my software to make my games more fun I'm going to do it.
>>
>>1804246
I have never owned a consoleshit in my entire life, and the last time I played anything on console was Street Fighters 2.
>>1804256
What games are you even playing that are "unplayable" without mods? QoL and HD is one thing, another is what niggers really use modes for: metaphorically and literally sticking machine guns and Ladas into Skyrim.
>Waaah, but they can, that's cool
Sure, they can, and they are retarded niggers for doing that. Who the fuck plays a game and then thinks to himself "yeah, now I wanna play this again, with all the same mechanics, bosses and code, but this time there will be a different skin, WOOOOOOAH". What kind of a breed of absolutely retarded zoomer nigger faggots do this?
Look at some shit like "Gracebone". It's literally the same fucking game with the same fucking bosses, but reskinned. And then look at Horn of the Abyss or, god forbid, Wake of Gods, and how it really MODIFIES the gameplay instead of just making another shitty fucking nigger reskin here you can play as John Paul II and Santa Claus.
>>1804271
>Why would you want to add new items/buildings/features
Yes, nigger, why would you want to do this when you know it's been designed by some nigger from nexusmods and has absolutely fucking nothing to do with the game, its gameplay or its story?
>Buying Paradoxshit, more so their fucking DLCs
Holy fuck, you're a cuck too? It all makes sense.
>more """fun"""
You're one of these faggots who played GTA3 with cheats, aren't you? Oh wait, no, you're a zoomer modder nigger, what am I talking about, you don't even know games existed before niggers modded Skyrim with naked bitches, rifles and bugatti.
>>
>>1804375
>Only consoom products never get community content ever
>Portraying me as pro-Paradox when I literally said that mods are an alternative to buying their slow
>Advocates for literal anti-fun, schizophrenic rambling about off-topic bullshit
Literal mental illness. Please never post here again.
>>
>>1804375
>Who the fuck plays a game and then thinks to himself "yeah, now I wanna play this again, with all the same mechanics, bosses and code
https://www.youtubekids.com/
https://www.roblox.com/
>>
>>1804390
>He doesn't want to use my retarded nigger mods, he must be a corporate shill
Holy fucking shit, what an absolute nigger. This is your mind on "ayo hol up ya be sayn me finna catch big titty mods on nexas".
>>1804407
Wtf is this phone shit?
>>
>>1804434
are you 12? Speak like a normal human being and not a pol brainrot and yes you are full retard
>>
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>>1804220
>>1804375
>>
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>>1804549
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>>1804550
>>
>>1802534
>>1802267
>>1803696

just the last year the dependencies are slowly becoming less of a problem. All the tiny packs are being merged into mega packs
>>
>>1804676
Whenever you look at files at Simtropolis most of them were posted ages ago and link you back to a general pack so it's just adds to the clutter of files for me. It'll get better with time though, I'm sure.
>>
>>1804484
I'm 35, nigger. Fuck your mod shit, zoomer faggot.
>>
>>1804748
take sometime off the PC kid
>>
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>>1804246
>When the lefty tries to shill mods
Wew
>When you debate the leftys and theire btfo into treats and the m8s cannot stop kekking
Wew
>>
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>>1804256
>When the seething troonoids shill that bloody pile of kekking crap mods
Top Sodding Kek! The salt levels of these shilling troons are rising lads!
>>
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>>1804271
>MFW mod shills and discord groomers continue to job and cannot debate based anons
>>
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>>1804375
Hold the bloody line against these troons, lad. More shills keep coming up from the woodwork whenever an anon is based in this thread. FFS we can't let them lay their withered goblin like paws on our historically accurate vidya.
>>
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>>1804390
>MFW when the troons and shills have already ran out of banter
Kek!
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>>1804407
The troon is seething so bloody much, lads! The salt levels in this thread are off the sodding charts!
>>
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>>1804434
Hold the bloody line ladz, ignore demoralization and thread poisoning! Kekistan and her people will and must endure against the troon hordes.
>>
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>>1804484
>POV you're a sodding troon who made the grave error of trying to shill morallly repugnant mods to the based anons of /vst/
>>
>>1804549
>>1804550
>>1804552
The banter is too much for the enemy, lads!
Every sodding troon has been driven off this thread, and soon we rout them from the entire board!
Three Keks for /vst/, lads!
KEEEEKKKK!!
KEEEEEEEEEEKKKKK!!!!!!
KEEEEEEEEEEEEEEKKKKKKKKKKKKK!!!!!!
>>
This may be the most cringe instance I've ever seen of someone talking to themselves.
>>
>>1804758
Take a break between installing 100500 bugatti mods for Skyrim, faggot.
>>1804794
Yeah, the modkid got triggered pretty bloody well.
>>
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tf happened to the thread. cant have nice shit.
>>
man had a meltdown after being called retard. What a sad life.
>>
>>1804884
some random autist offended about how people play games. I swear to god this board has the worst case of retards, even worse than /vt/
>>
>>1804884
seems some autism sperged out cuz people use mods and it gravely offends him.
>>
>>1804893
>Start a thread saying that you can't be bothered to play a game because of all the mods you need to install
>Get told to be less retarded and just play the fucking game not bothering with the mods
>Zoomer modniggers get triggered
>"""it gravely offends him"""
Nice projection, nigger.
>>
>>1804884
Retard being retarded.
Nice picturesque setting btw.
>>
>>1804884
comfy pic anon. I swear I can never get trains to actually seem productive. they sure look nice on the map tho.
>>
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>>1804927
>>1804925
>>1804924
>>1804922
>>1804921
>>1804919
Absolutely gorgeous, thanks for sharing, anon. Like the nature textures in particular.
>>
>>1804919
Is this SimCity 4? Looks stunning.
What mods?
Is this game playablke no mods installes?
>>
>>1804940
sc4 is def playable without mods. just make sure its patched to the most recent available version (that might involve an expansion pack I think) and you should be fairly good to go. might have to run compatibility with windows 7 or something (idk it works for me under 10). but it offers enough without mods to play. Tho I will admit mods can help clean up the horrible traffic system but that gets into a whole different topic of what mods.
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>>1804963
If you get the Steam version (or literally any commercially available version I'd imagine) then the expansion comes with the package and it will boot up on Win 10 machines without any additional settings as it comes with the latest commercial patch. The traffic issues can be fixed with a fan patch called the Network Addon Mod which (among other things) upgrades the RAM available to the game and fixes the traffic simulation (you can disable anything you don't want in the installer).

Really, it's that simple. Boot in Win 10 from Steam and optionally run a fan patch to fix some of the basic functionality issues and you're golden if you're intimidated by the experience of downloading and installing mods and dependencies manually. And while I do enjoy playing with additional buildings enabled, SC4 is one of those games that can also be enjoyed in vanilla just fine.

Really, a fantastic game. No wonder it's still seen by many as the genre's gold standard. A fine and functional experience out of the box which also gives players the options to adjust their experience to their own liking. Best of both worlds if you ask me.
>>
>>1804998
It's a great game. The only extra building mods I would still be interested in would be ones that add more 1x1 houses and a few shops. But I can pass on that and play vanilla (the network addon mod might be the one I was trying to think of since it was the one that adjusted ram) with exception to the nam. I dont have the steam version and had no idea they sold it on steam still. I just have an old version I downloaded off idk what site.
>>
>>1801149
Gb2 consoles zoomie
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>>1805003
IIRC the RAM patch is its own thing that can be downloaded separately, but it's included in the Network Addon Mod installer so you can just pick your preference there. The version they sell on places like Steam and GOG is called "SC4 Deluxe Edition" and it basically just has everything that was commercially released for the game in one pack. I think NAM requires you to have the Rush Hour expansion with its latest patch for it to work though.

>1x1 houses
Would love that and just better options for rural construction in general. All that the base game gives you are very dull farms that are just acres of the same crop and the crappiest houses out there. Would be nice if you had light rural industries and more farm buildings as well as a better variety of rural shops and homes. I want to make large maps with lots of nature that are dotted with small villages, a bit like a Transport Tycoon Deluxe map if that makes sense. Haven't found anything that addressed this that wasn't also a big hassle. One can dream though.
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>>1804927
Excellent pics anon. I like to play SC4 as a sort of virtual model train set. It's not about making an actually financially viable city, it's about making a great setting.
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>>1801038
>He needs mods
You're never gonna make it unironically
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>>1801158
>>If you are a zoomie
>Been playing on and off since 2003.
Those two aren't mutually exclusive, you know
>>
>>1801038
Yup.

>Remembering the past fun
>Realising the modern day ballache
>Doing something less ballachey

I want to play sc4 but I just know it will be a giant ball of autism. Plus im on Linux anyways. Fuck it.
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>>1805083
Mods are fucking pre-requisited for bunch of basic features of the game to actually work properly.
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>>1805093
Nah son you're just bad at the game
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>>1805083
>>1805085
>>1805087
>>1805089
>>1805092
>>1805094
>>1805095
>>1805098

am i the only one to notice anon taking the piss? is the board just shit chatbots? is dead internet the truth? more than i wanted to ponder this pleasant summer afternoon.
>>
>>1805016
I get what you mean about the rural villages and towns in open ttd. I routinely will build small villages and hamlets in sc4 and connect them but keep them small with alot of nature. take alot of time tho to make. More farm stuff would be nice for sure since its quite lacking and I dont use it all that much. And yeah I am a huge fan of 1x1 houses and shops and used to years ago have a buttload of mods specifcially based around adding more houses and shops that were 1x1. love dotting whole cities with large areas of 1x1 houses.
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>>1805105
It's dead as shit man
>>
>>1801349
Same.
>>1801367
With default settings, NAM is essentially a cheat mod, and that makes me prejudiced against figuring out how to configure it myself. Like, if the AI fixes are good on their own, why aren't they distributed on their own? Why are they bundled into a system that basically removes the city planning aspect of the city planning game? Without limits on road volume and acceptable commute length, what is the game even about?
>>
>>1805988
IIRC you can adjust the limits. They aren't unlimited, but the capacities are greatly increased, perhaps to a fault by default as you say. Still would prefer that over vanilla which is hamstrung and broken in the other direction due to the raw limitations of computers back in 2004.

I really wish Sim City 4 had Steam Workshop support. Most stuff out there now are good but have caveats. If it was on Steam with good mod tools all the issues would be gone and it wouldn't have to be as much of an either-or situation and without all the hassle.

>without valume limits what's the game even about?
Dunno man I just like building pretty cities while listening to podcasts, it's stress relief for me. When I want actual challenges in my city builders I prefer playing different games. Sim City is more of a free form sandbox to me. You do you if you prefer to play it differently obviously, more power to ya.
>>
>>1805105
I think its more no one felt like replying to him just to point it out until you came along
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>>1805097
I know it's bait but fuck me that's awful.
>>
>>1806218
you don't understand man "vanilla" is perfect
>>
1806113
>"we" were pretending to be stupid
shit thread lamenting the lack of steam spyware to idiot proof copy pasting a few files, and no one noticed the 3d camera mod.
do you even game bro?
>>
What autism is occuring in this thread right now?
>>
>>1806321
what happens when you don't have enough janny to filter the schizos to hell. Dude is crazy because people called him a retard.
>>
>>1801874
Usually I make nice clean utopian cities, you can deal with most of the trash with incinerators and space them out far enough to soak up the pollution.
But I do still turn a few of the small grid cities into thunderdome just so poorniggers have a place to commute.
What I wanted is just a better way to edit the map on the regional level. If you want to put water ways, or elevation, its a fucking impossible nightmare to reconcile all the edges.
I really wish there was a Sims 4-2.
I've tried skylines and hated every second of it.
But RIP Maxis.
>>
>>1806218
Yes it is annoying and yes I tried to fix it, unfortunately it caused the bridge to unfinishable if smoothed out too much, and guess what smartass? Mods won't fix an issue like that. Only autistic spastics are bothered by these things or want their city to look like a real life 1:1 replica.
>>
>>1806224
Nigga post something other than bullshots of your perfect NAM city that wasn't even one I was originally gonna post anywhere but it still BTFO all the modded shit here that I'm sure you totally created yourself and didn't pull off google or reddit
>>
No talent havin' asses
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>>1806393
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this game is too comfy to have a thread this angry
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>>1806376
RIP Maxis.
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>>1806218
Just a gentle incline
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>>1805083
What the fuck is even going on here? You can't rotate your view like this in Sim City 4. The buildings aren't even 3d models, they're prerendered 2d sprites, they don't exist in this angle.
Did someone take every building in the game and use some algorithm to determine what they'd look like in 3d? How did they get SC4 to display them? Or did they make like a graphics pack for Cities Skylines, and then paste the SC4 UI bits into the screenshots?
>>
>>1806485
no
its a very recent mod made just this year so you can rotate the in game engine to see the pre-rendered game engine from any angle you want
>>
>>1806390
>Mods won't fix an issue like that
https://community.simtropolis.com/files/file/35420-network-addon-mod-tunnel-and-slope-mod/
Mongoloid.
>>
>>1806485
>>1806495
https://community.simtropolis.com/files/file/36188-3d-camera-dll-for-simcity-4/
>April 1st
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>>1806530
Well, that explains the WHY, though I still don't get HOW. All the comments say it works, the github page has real c++ code on it, and EVEN IF it was all fake screenshots, that still wouldn't explain how they were faked.
>BECAREFUL Not to save the alternate view, it will distort the regional view.
Kek
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>>1806528
Nigger I'm not changing my whole cities design to better accommodate your autism
>>
>>1806649
It's real nigger I took it myself, get the mod and try it out for yourself
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>>1806448
Why ya'll niggas be out here talkin' shit about my town then
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>>
the fuck this retard is trying to prove?
>>
Is CimCity 4 worth playing today?
How is this game holding up against Cities Skylines and other city building games?
>>
One more question: how is this game running on modern systems with 4k resolutions? Does it have tiny UI, crashes and other gifts of playing old games on modern systems?
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>>1806688
Nigga you gonna post your city or talk more shit like a terminally online retard?
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>>1806694
Skylines is probably better, but SC4 is at least comparable. Pretty close to feature parity, except you're building on a square grid instead of designing your own freeform highway intersections.
As for other games, there really aren't any with a similar scope.
>>1806695
You need to set some command line arguments, but so long as you do, it runs reasonably well. The UI is not scalable, though, so that's probably going to be a problem. It's fine on 1920x1080, but I think it'd be pretty fucking tiny on 4k.
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>>1806740
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suppose I'll dump something useful so this thread isn't just full of autistic screeching
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Based, thank you for the non-schizo posting. Saved.
>>
You guys are making me want to play SC4 again.
OK, genuine question.
I have a 4k monitor. Every time I launch SC4 it fucks up my folder views. Any easy ways of fixing tis?
Thanks in advance.
t. boomer retard
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>>1806530
it was uploaded april 1st to make people think its a joke but the real april fools joke is that its real. Theres tons of images to prove it btw.
>>1806672
probably because its making you mad
>>
>>1806833
set your desktop resolution to the same resolution the game launches in see if that helps
>>
>>1806860
That'll just resize the folders I have open by default which is what I'm trying to avoid.

Legit though it's just a mild inconvenience to close them all before booting the game I just wish I could launch it in 4k borderless or something that prevented it from being a problem to begin with.

At least the GOG release of SC2K launches flawlessly...
>>
>Download mod
>Has dependencies
>The dependency has its own dependencies
>>
>>1806672
Because you're shit-talking mods, WHILE USING MODS. Not only 3D camera, but I also spotted NAM's real-railway in a couple of your screencaps.

It's a good city, don't get me wrong, but it's the hypocrisy that's the problem.

Also how the Hell do you get screenshots in this game? every time I do it it pulls up a big obstructive menu in the middle of the screencap.
>>
>>1806971
yeah... I was hyped to play it after seeing this thread but simtropolis awful modding made me give up.
>>
>>1806987
100% this retard is pulling the pics from reddit and others communities and never played the game. He is malding since day one because people called him console peasant and retard.
>>
>>1806993
Lmao, probably true.

My question still stands, if you know the answer. I'd like to post my WIP region, but whenever I hit the screenshot button a menu pops up and shows up blocking the middle of the picture, and the ingame screenshots are like 144p (I use SC4Launcher so my game itself is pretty hi-res).
>>
>>1806995
just use win key+printscreen and it saves it to pc>pictures>screenshots folder
>>
>>1806991
If you want to see some real fuckery, look up what it takes to make the Maxis seaport work.

>>1806993
Seems legit.
>>
>>1806758
The issue with Skylines over SC4 is apparently Skylines has some really wonky taxation and economy mechanics running in the background compared to SC4. I can't remember the details but the tl;dr is Skylines is "number go up" compared to the more detailed economy in SC4
>>
>>1807176
I was going to write a message about SC4 not being particularly complex either but the more I thought about it it's actually pretty deep. Easy to learn and not very complicated sure, but you have things like education being a long-term investment and regions being interconnected and cities working together by transporting goods and services between each other. I wish I was able to add more regional interconnectivity and have more systems function together but the system actually strikes a good balance between being approachable while also offering a bit of challenge if you want to actually go for a complex, functional city.

Never played Skylines but if it's significantly easier that doesn't sound very fun at all.
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>>1801412
Having everything unlocked is literally a default option retard.
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>>1807036
Thanks.
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>>1807423
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>>1807424
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>>1807426
Two of my screencaps were above the max file size :(
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>>1807427
These power plants are fucking cursed, but you need power, y'know? I'll swap everything out for hydrogen eventually.
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>>1807428
I usually just use windmills until I get enough high tech to unlock the microwave power plant.
>>
>>1807262
Being able to actually be your regional neighbors was hot shit when the game came out twenty-one years ago.
And its comfy when you start building out of your region and you get airplanes flying and ferries traveling the water between towns in the regionview.
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Meticulously plopping dry stone walls is about as fun as building a real one.
>>
>>1804203
they're still up though?????????
http://gobanboshi.s25.xrea.com/index.html
>>
>>1808664
That's not the one I was thinking of, but thank you.
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>>1801038
Why play SimCity 4 when Cities Skylines is better in every way sheesh
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>>1808689
>>
>>1808689
horrible bait anon. skylines isnt nearly as good as sc4 and has alot of casual babby features for casual players who dont wanna struggle and only want to build and win.
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>>1801185
Do cities scale correctly?
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>>1801068
This. Also you shouldn't be bankrupted because you built one too many road tiles.
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>>1809128
How the hell do you manage to pull that off?! SC4 isn't that tricky. If anything, the annual VS monthly budgeting makes 3K trickier if you're new to either game. Not dissing 3K by the way, I'm a big fan of both.
>>
>>1810702
I just remember failing miserably to balance the budget and kept having to sacrifice road upkeep.
>>
>>1810706
Turn disasters off and skimp on fire department safety, my friend.
>>
>>1807424
How is the camera at that angle?
>>
>>1805083
It feels like the Sims 2.
>>
Pollution feels pretty OP in SC4. Any ways to keep it low without having to rely entirely on renewables and spamming the map with trees? Feels like it's always an either-or thing with even a single fossil plant or patch of non-tech industries driving down your environmental rating through the floor.
>>
>>1801038
It's weird that no one's ever created a city-building game that actually simulates the way urban areas were created and grew IRL. The closest thing I can think of is SC3K which had the option to start in 1900 and gradually unlock stuff like power plants and highways.
SC4 could be more accurately called a "city-painter" with the way most people play it.
>>
>>1812723
The games before 4 had that as well. You're right though, SC3000 did do that.
>>
>>1812723
The only one I can think of is Ostriv, but that only covers the 16th century so it doesn't go into the modern age.
Also, most cities evolved as defense against raiding and war. The dev is currently being shelled so he may not want to implement.

Actual historical city builders that actually let you build actual historical cities are pretty rare, and recent. Impressions games have grids, Anno has grids, Banished has grids, probably 90% of everything tagged city builder on Steam has grids. Simcity has grids. Nobody built villages on grids. Nobody evolved towns on grids. Only planned roman and chinese cities had grids. No settlement evolved using grids.
>>
>>1813627
what about Manor Lords?
>>
>>1807176
Skylines only has development levels for zoning, no wealth levels. This is because the developers reject the class struggle teachings of the great prophet Marx (pbuh) and refuse to implement income disparities so all cities progress in a linear manner.
>>
>>1813627
I haven't tried it yet, but what this anon (>>1813631) said.
>>
>>1812723
Tropico series has that, from 5 onwards you start on colonial era and goes up modern, so in theory you can have colonial buildings next to your nuclear powerplant.

However I must warn you of some lazy stuff like buildings lacking variety and that 4 is the best one despite not having eras...
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Can I build a city like this in SC4?
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>>1814620
Good example, can't believe I missed that.

>>1814650
Kinda-sorta, it's an older game and has a more rigid tile-based system but I've definitely built road networks that functioned similarly.
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>>1804940
I don't use anything other than NAM and the anti-save corruption patch. Most of my 2GB plugin folder are buildings for my Japanese cities. I use a blocker so I don't have a single Maxis residential or commercial building.

I like Japanese BATs because they include all of the dependencies in the download. Most of them are still online somehow after literal decades. However in case they go down I put up a backup.
https://mega.nz/file/3w4zRARD#HiYWtCeSt7bV-JmzpW1n4iL2qOIaVDAYp71iz4H6jlM
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>>1813627
Your screen is a grid
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There's and apartment tower I have that is way taller then the other ones. Even with 1 bajillion other lv5 residential assets it seems to become the entire skyline. I can't find any other first have of 20th century towers to at least match it.
>>
>>1813627
I'd settle for an industrial city-builder focused on around 1800 to the present. Actually incorporating medieval and earlier forms of human settlement would be a shit-ton of work.
>>
>>1816356
That sounds like a fun concept.
>>
>>1810706
tax the fucking shit out of the poor people and dirty industry, try to maximize your utility tiles (No point building a hospital if it can't cover mostly residential, and adjust how many people you have working. You're wasting money if you have aq school with the capacity for 500 students, but you only have 100 people in that age range. Don't need more cops than you have crime.
I always start with the smaller utility buildings since they're cheap and cover your needs, you can always plop down some higher capacity buildings once you're zoning for high density.
Also, don't start zoning high density stuff until you've run out of land (or you know what you're doing).
Things like water are good to get your city growing, but just keep adding the little pumps until you've got about a dozen, then it becomes cheaper to build the big station.
Wind turbines are also a nice easy way to provide power without a big stinky power plant, and since it has much smaller capacity so you plonk them down as needed until you need a real power plant much later on.
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>get the urge to revisit SC4 during lockdowns
>make a pretty coastal city kinda like Duluth
>sick of lots making harsh walls when down/uphill next to roads or other lots with different elevation
>decide to try cities skylines since it annoyed me so much
>it looks like shit
>like something from a construction/architectural design company commercial or real estate presentation
>can't even finish one city because of how fake and plastic it looks
oh GOD why??? why can't there be a city builder that looks as gorgeous as SC4 but has the QOL improvements of Skylines? I don't even care if it isn't "real" 3D. Every time I look at an SC4 map it looks so much like a photograph from a satellite and its so so BEAUTIFUL.
why are we still getting mogged so hard by some bored urban planners from 21 years ago?
>>
>>1816734
Do you have any advice for upgrading the city's maximum capacities? I feel like I always hit a ceiling and then I can't develop further. Ideally something more convenient than flattening a whole city to get a highway connection.
>Maximize your utility buildings
Really wish we got more than just "small" and "large". Would've loved a neat 3x3 medium for towns, and an extra large for metropolis-size cities. At least schools are decent about it at least.

>>1816756
Yeah, I don't know. SC4's regional play is what I keep coming back for. It has crash issues, save bugs, is a pain in the ass to mod and add buildings to, and is overall just really showing its age. But it's still the best one to me, I love building regions, seeing them grow, and having each tile on the map evolve into having its own features. Then fucking EA had to kill Maxis.
>>
>>1816809
You'll be okay with one police station (for the jail cells) and then just kiosks every couple of blocks.
Demand caps are always kind of the shin kick for bigger cities.
I posted >>1801539 earlier, and that's usually the basic building block I use The open spots on the ends of those blocks is nice because it gives you room to expand your city without needing to demolish too much.
But progress is progress, and sometimes you have to bulldoze parts of town to make room for an airport.
A lot of the special buildings you unlock have the benefit of busting demand caps, and things like parks and trees add to that. Tennis courts are great because they're 2x1 raise property value, and increase demand, which are easy to plonk down as needed in those parts of town.
Also planting trees on a lot (even if its covered in building) is a good way to boost the property.
Commercial loves traffic, so bottle neck your traffic through commercial districts when possible.
A nice cheezy way is to zone a shitload of agriculture when you start the city until you unlock the farmer's market, put it down, and then demolish the ag (if you want) and you've got a great building that boosts health and makes sims want to live near it.
Church's and graveyards are needed after so many sims. Don't build an airport until your advisors tell you to, and leave that until it reaches capacity. It boosts commercial.
Its also helpful to have cities in the neighboring tile since people will commute and move across tiles. Its buggy though, so when you go into a city tile, you need to let the clock run so all the people coming from other cities can come in, if you quit out too quick they just sort of vanish.
>>
>>1817440
Seems like a good strategy. I just get really autistic about layouts, I'm sure I don't need to explain why I'm whining that I can't build the city in a way that's "my perfect city", dime a dozen story that one. Don't like cluttering things up with kiosks everywhere, don't want to build things too robotically even if it's technically more efficient. It's good that it's there, I just wish I could say, build a bigass mega hospital in the heart of a metropolis and center a huge national university hospital around it or something like that instead of building ones that barely cover for a few skyscrapers. Police stations are a bit better about it.

Anyway, my autism aside, those are all very good pointers. Again I just wish there were less gamey ways to go about it than plopping down a zillion tennis courts but it is what it is. Beats cheating at least.

Thanks for taking the time to write that post anon.
>>
>>1806694
SimCity 4 is getting really, really old. I realized exactly how much of a derelict SC4 is by playing Anno 1800, a modern game running on modern hardware and controlled using modern interfacing features like copy/cut/paste, undo and the ability to drag and drop buildings or entire city blocks using a box selection tool. It was incredible to be able to do that and the graphics looked fucking good too.
Suddenly i could build dioramas using my hands and fingers instead of being restricted to my teeth and tongue.
It's terrible the way SimCity is manipulated using its antiquated controls, bitch you live like this?
>>
>>1818399
It has aged remarkably well and still holds up. All I could ask for it are some QoL features. Controls are fine and would just need some brush tools. Most of your actual functions are just drag and drop mouse commands and such, nothing wrong with that. Not like we're talking about a mid-90s experimental FPS without rebindable controls in terms of clunkiness. Not hating on A1800 either, just saying I don't think SC4 is significantly worse even in the areas where it shows its age.
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>>1818399
>square roads
L
M
A
O
>>
>>1818538 SC4 has square roads..
>>1818458 You got to play Anno, dude. The act of building is lubricated and lightweight.
>>
>>1819163
Don't really care about the setting and time period. I'm sure it's fine, I'm just autistic about these things. Only 20th century and near-modern stuff gets me going on the city building front.
>>
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>>1816756
>sick of lots making harsh walls when down/uphill next to roads or other lots with different elevation
The trick is to flatten terrain with roads (or level brush) first. Where there's a harsh slope, stick a slope wall. Trees work as well for gentler slopes or mistakes.
>>
>>1818279
That's just sort of a template I've grown to use over the years, you can change it up if you want, I just always go at least 3x3 to maximize lot space, and then mirror that on the other side, it allows a bit of flexibility and putting the row of trees in the unzoned area looks pretty comfy when they grow in.
But yeah, if you want a city that runs at a surplus you do get railroaded a bit. But you can always just cheat virtually infinite money to keep your city afloat.
But if you want a big city you've got to use those buildings that unlock, church's and graveyards are a big one. Graveyards make a nice break between residential zones and industry. Things like the minor league stadium, tourist traps, radio stations, etc, all raise the demand cap for commercial, basically more people want to do business in town.
Also your town NEEDS low density commercial. Don't be in a rush to make downtown skyscrapers, you need gas stations and car lots and shit like that too. And its not a bad idea to think about the future when you build. I tend to have little nucleus I expand from, Residential with a little commercial on the way out of town, and then build industry on the other side of the map.
>>
>>1820836
Thanks for the advise, anon!
>>
>>1821831
One last thing, I don't know if I mentioned it before, if you have industry tiles that touch a railroad, they'll put freight directly onto the trains, which gives the freight a really short trip time to the edge of the map and keeps freight trucks off the road.
>>
>>1822317
I thought it was just a railway station thing? So theoretically I can just have something like
1XRoad - 4X industry - railway - 4X industry - 1X road

So that the people can get connected to the industry tiles, and then there's a railway track that runs through it all in the middle where all the stuff gets onloaded automatically even without stations so that the stations might be more of a drop-off spot where you're either expecting passengers or where you just need a freight hub somewhere?
>>
>>1801566
>The fact that you unlock stuff as you progress your city in CS is so retarded
You can turn that off in the vanilla game. it comes with a mod that's turned off by default. just enable it. I also use the "difficulty" mod that also comes with the base game.
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>>1822527
Here's a low effort >9000 hours in MS paint. But the basic idea. I'll do a big 7x4 square block, put a rail straight through the middle, so the back of both industrial zones are touching the rail.
I'll do a loop or two along the far side of the map where I'm going to eventually place the industrial zone.
They still need road access for workers, but as long as the industrial tile touches a rail tile it will load freight directly on there.
>>
>>1801553
A dose of 9 mm of lead solves this kind of issues since 1901
>>
Harsh but fair.
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Ya'll are still going with this? lmao
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>>1806987
>>1806993
No, they're my pics and the only mod is the camera mod
You just lack skill and can only throw childish insults because you're a terminally online loser with no talent
You'll never create a city as complex or beautiful as mine, with or without mods
Now cope
>>
>>1825671
>>1825675
For some reason it feels like vaporwave should be playing over this which is weird because it's not SC2K.
>>
>>1825675
kek holy based
>>
>>1825675
I still don't get how it works.
>>
>>1828796
The buildings in SC4 are actually in 3D, with the detailing pasted over the models so that they look like sprites.
>>
>>1829019
That's wild. They look so different from the obvious 3D assets, like the terrain and the cars.
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OK might as well do it here since this has become more of a SC general and I don't want to kill a thread over this but I have a question about SC2K.

What are some good ways to reduce pollution? What buildings, if any, lowers it? Or is it just a matter of taxing dirty industries and educating people more?

Thanks in advance.
>>
>>1829703
ordinances, spreading out your big polluters
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>>1830447
So I can't build anything to help me? That's lame.
>>
>>1830760
its honestly so long since I've played 2 that I can't remember if parks and trees eat pollution like they do in later games
>>
>>1829703
Just put the polluters in the four corners of the map. That always has helped in containing pollution in SC2k, 3k and 4.
>>
>>1832178
also commercial isn't as opposed to pollution as residential is, so you can just use buffer zones to keep citizens happy-ish. They're never going to not complain about something.
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>>1801056
Hello this is Oldshoes.
https://mega.nz/file/HPwAEZQL#zP3kMoV1L9rNk8wPDVBkCw8UnmidNNXb0qfTsx1h1II

Just add the latest version of NAM. This has enough to get you going. Though I think last time I posted it someone complained about no marinas. This pack was compiled in late 2021 so it's relatively recent.
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So another SC2K question. Any way to make the maps bigger? You kinda run out of space usually within 50-75 years unless you arbitrarily restrict yourself. Or should I just place 3K at this point? I mean 3K is OK, I just like the vibes and comfyness of 2K a lot. So relaxing, you know?
>>
Is there any way to play simcity 4 with city to city to trade like in earlier simcities or like in skylines? Managing a bunch of different plots that are desynced in time is my least favorite part of simcity 4. I'd much rather play on just 1 plot which has some mature ready made cities to connect and make deals with.
>>
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Finally got my Simcity to use 1440p resolution. It's very pretty. 1080p comparison here: >>1820435
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>>1825675
>i don't use mods
>got caught using NAM
nigga,please
>>
>>1833224
As far as I know you have to set up those trade relations yourself by connecting your cities and giving one city excess capacity of something and then connecting them via roads/rail, power lines or pipes to transport the stuff you need or want to get rid of.

Even if I prefer 4 myself I can see where you're coming from. I liked to compare myself to my neighboring cities, it really did have a charm to it even if a lot of it was pretty rudimentary especially in 2K (all three games are fine in my book so I'm not playing favorites).
>>
>>1833224
>city to city to trade
Its there, use the travel inquiry tool on a road or train tile connected to another city tile, and you'll have a ton of people coming and going as they commute in and out of the city. And every time you open up a new cell there's sort of a backlog of people waiting to move into your city.
And you can scam trade deals. You can import and export your trash, but when you get into the other city you can cancel the deal so you don't keep paying for it, or getting flooded with trash from your neighbors. But you can play hot potato with city worth of garbage.
>>
>>1832975
NTA but thanks
>>
>>1833240
yeah that looks so nice
>>
>>1833240
I like your city, anon. :)
>>
Subways in Sim City 2000 are fucking cancer and I can't believe I tried making a subway network when it just made my traffic go up, cost hundreds of thousands, and just gene placing them on the map is misery.

Screw this, building a city in 3K next time.
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>>1834109
>>1834152
Thanks fellow Mayors. :D
>>
>>1801182
>let's see Paul Allen's map
>>
Nu city, first one in a couple years.
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>>1836437
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>>1836496
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>>1836518
>>
>>1836437
>>1836496
>>1836518
>>1836556
Nice city! I like how you made the roundabouts in the low density areas and how you made the small farms look there. I usually don't do agriculture in cities because of the water pollution and residentials reacting negatively to them, but it's a nice look. Big fan of the church too and how you made very sensible use of roads mixed with streets.

Picturesque, would actually like to live there.
>>
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>>1836903
Thank you. Beginning to increase density. Thinking about where to put the next avenue.
>>
>>1836437
>>1836518
Dem rolling hills.

>>1837329
That 30-45 degree sloped road at the top next to the slope wall and bus station should probably be replaced with pedestrian stairs.
>>
>>1837329
How do you get bus stops along streets/roads? I tried a mod but the piece of shit blocked traffic.
>>
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A lot of new medium density. I feel like I kind of rushed it so it's not exactly how I like it but I'll leave that until later when I inevitably need to make some more road infrastructure through a few city blocks.

>>1837843
All the roadtop bus stations I use block traffic, I have to zone and place them strategically.

>>1837641
I don't actually have or thought to use a ped. staircase, that makes a lot of sense. I said to myself "no one will notice the too steep street" when I posted it, but here we are.
>>
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>>1838246
Taking a break from the "big" city to make a small farming community on the coast (or I suppose the banks of the giant river in the region).
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More fill in.

Has anyone else used any of these new DLL mods they got cooked up? In general they seem to make the game perform better and significantly more stable.

>https://community.simtropolis.com/forums/topic/762953-performance-and-graphics-list-index-of-all-critical-mods-to-install/

These ones specifically, except the reshade.
>>
>>1838246
Sad to hear that there's no way to make them not block traffic, it's such a bummer.

I like the way your city is shaping up though.
>>
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>>1838246
Ped. stairs are great. I use these ones, since they're transit enabled for pedestrians:
https://community.simtropolis.com/files/file/30425-simcougs-stairways/

>>1838350
I use all of those except the reshade. My game loads and runs a lot smoother now (particularly while zooming in and out).
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>>1839168
Very handy.
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>>1839168
Thank you for the recommendation. I replaced the offending street with one and things seem to be going well.

The stability from the DLL mods make it feel like I don't have to be as "gentle" playing the game with zooms, pans, etc.
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>>1839784
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>>1840135
The DLL mod that fixes the region view at higher resolutions might be my top new mod.
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>>1840140
Absolutely gorgeous. Is there also a way to have it run in 4K borderless or something? Hate it when it automatically resizes everything upon launch and the reduced resolution means that you can't get out of crashes without rebooting most of the time.

Like the look of your region by the way, very natural looking rivers. Arctic textures on the mountains by the way? Lovely.
>>
>>1801038
I used to be so autistic about this game while I was in high school.
I remember I spent the whole day taking pictures of clouds from the park just to convert them into a greyscale bitmap to make into regions.
The one I ended up going with was massive, but I had forgotten to edit out the powerline in the corner so the region had one giant canyon that ran straight through the south west kek.
I gotta get back into this game soon.
>>
>>1840241
Thank you! I'm not sure about 4k, I'm only a 1080let. I can't recall the specific terrain texture mod I'm using but that sounds right. Region is "Hudsonia" from Simtropolis.

>>1840592
Damn, cloud photos for heightmaps is big brain af, never thought of doing that.
>>
>>1840607
yeah while looking up how to do it, I saw a lot of people just drawing one like using the blur tool in Gimp.
I thought "hey they kinda look like clouds" and figured if it was a slightly cloudy day I could just take a picture and have landmasses and oceans right there.
Of course I had to edit some things like shorelines being too harsh (the transition from cloud to sky is pretty stark if the clouds are wispy) but overall it worked great.
fuck it, i'm just going to do it now.
>>
>>1840592
that's quite based
>>
>>1840241
Have a try installing the DLL mods here: >>1838350

It takes a bit of fiddling around with config files but I got to 1440p that way, it should be possible to get to 4k as well. UI might be a bit small though (no UI scaling as far as I know).
>>
>>1833149
You can't.

>>1835859
Subways are a long-term investment.
>>
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>>1840135
More fill in. Starting subway routes without going too much into the red. Without subway the traffic from even a handful of high density apartments gets away from me.
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>>1841589
Traffic stats. Pretty good, no full red anywhere. High volume.
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>>1841592
The plan for tonight: do something down here. Probably more suburbs. I wanted to have more farms but the demand has disappeared, should have done it sooner. I've run a commuter line to a potential city to the south, as all the rail currently is industrial only.
>>
>>1841597
Suburbs leading into smaller scattered towns and villages surrounded by farms and fitting landscapes sounds pretty kino to me. The railway could connect the big city to the largest town in the agricultural region and then down to a bigger one further down, I like having calmer in-between spots myself when doing maps. May not be applicable to how you play but when I finish a big map I tend to chill out, put the game in easy mode and just do a calm, scenic rural map while listening to a podcast. Peak comfy city building right there.
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>>1841826
I understand completely.
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>>1842497
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>>1842498
>>
>>1841592
You got NAM though, don't you? Do you actually have traffic limits?
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>>1842722
Maybe I'm wrong but NAM doesn't remove traffic as a concern entirely. I left everything default when installing NAM. There's obviously some congestion that needs working out. Expanding the subway stations has done a lot to alleviate it.
>>
>>1842856
By default NAM makes it so that roads can carry a huge amount of traffic before it becomes a concern compared to vanilla. Granted, vanilla is gimped by design due to the technical limitations of the time. It mostly trivializes collective traffic while car traffic's less of a total pushover.

Still, NAM allows you to adjust all these settings in the installer, so you never know what ayrt went for (probably defaults lbh).
>>
>>1843112
It was certainly the defaults.

Is making a city with NAM the same as "you didn't actually beat the game using spirit ashes" in Elden Ring?
>>
>>1840140
VGH, but is that higher resolution screenshot in the room with us?
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>>1843123
nah, no one cares but retards, like anon said above, they had to gimp traffic because it would literally "powerpoint" the pc at the capacity they wanted it to be, not really a concern today.
>>
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>>1833240
The left road connects to the bottom road here.

>traffic autism
Maybe Cities Skylines is more your speed.
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>>1843132
I cropped out the region tiles that I haven't opened/saved yet cause it was ugly. Was mostly referring to how that weird gray bar doesn't show up on the region view anymore.

>>1843225
Comfy.
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>>1843227
Thanks. I got inspired by your numerous rail yards, so I tried building one myself.
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>>1843225
Overview of the area. First time building a hiking trail, was surprisingly straightforward.
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>>1806485
>The buildings aren't even 3d models, they're prerendered 2d sprites
You are wrong
>>
>NAM Lite doesn't include the good FlexRoads
>NAM Full includes a mountain of legacy-ass bloat
Can we have a NAM Middle, please?
>>
>>1842856
You could check the traffic volumes (by clicking on the roads with the traffic tool, not the map view) and see if they're within vanilla ranges.
>>1843123
With default settings unless something's changed in the last few years and someone put in more sensible defaults it increases all road volumes by an order of magnitude, while simultaneously removing the limits on what sims consider an acceptable commute time. This means that you don't really need to worry about having a functional road network, it'll just work anyway even if the design is bad.
>>
>>1843227
Thanks in any case. Great job so far.
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>>1843533
Just deselect the items you don't want to install.
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>>1843598
I have used NAM for the last 15+ years so I have no fuckin idea what the vanilla ranges are. I don't want to sound rude but I don't really care either. I have to assume that even with NAM, a shitty transportation hierarchy and layout would lead to congestion and poor traffic ratings.

>>1843234
Damn I need to get some of those railyard details with the parked train cars again .

>>1843487
I am trying to force myself to leave undeveloped areas like this but it's hard for me. Maybe in the next city. Best I have is this government owned land by the airports.

>>1843609
Thanks bro.
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>>1843689
>I have used NAM for the last 15+ years so I have no fuckin idea what the vanilla ranges are.
100 for street, 1000 for road.
>I don't really care either
Well TOO FUCKING LATE. I already checked them.
>I have to assume that even with NAM, a shitty transportation hierarchy and layout would lead to congestion and poor traffic ratings.
Have you tried it? Built a bad road system on purpose, to see how the game copes? I haven't, but it could be interesting. I started this concept city right now, in vanilla. You can do it with NAM and we'll compare.
>>
>>1843732
I have been thinking about trying lol. Going against my intuition and creating a bad layout for max congestion. I think your spiral might actually be effective because there's no intersections. Need lots of intersections to bung things up.
>>
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>>1843733
I figured a spiral would be pretty abysmal, since all the cars are going to be forced on the same road, but we'll see how it goes. Looking good so far. I upgraded one section to a road when it hit the limit.
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Look at them freight trucks go
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Honestly the commute times don't seem to be a problem, at least on a small map.
>>
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This test has been a failure, in the sense that absolutely nothing is going wrong. I even put down some medium density residential, nothing broke down.
>>
>>1843782
Spiral too strong bro. It's intersections that create congestion.
>>
>>1843732
>I started this concept city right now, in vanilla. You can do it with NAM and we'll compare.
Are you autistic? It's clear the other person just wants to build comfy cities, so why are you suggesting they build a spiral to support your pointless argument?

There's nothing stopping you from installing the latest build of NAM and comparing the two yourself since it's something you clearly care a lot about.
>>
>>1844217
NTA but why be this pointlessly antagonistic to a harmless suggestion in a conversation you weren't even a part of? Get a fucking life you retard kek
>>
>>1844217
>Are you autistic?
>>
>>1844217
This is some good bait.
>>
>>1843689
I'm building on very mountainous terrain on the periphery so I have to leave undeveloped areas. It's a nice change of pace.

My main city is a boring grid by comparison.
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>>1843669
Not enough checkboxes. If that was a solution then i wouldn't be complaining.
>>
>>1843785
Gud Jub Amuricens
>>
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Time to mow down, I mean restructure, a neighbourhood to make way for a new avenue leading to a ferry terminal.
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>>1845046
Wasn't so bad.
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>>1845078
Conveniently, you even have room for a slip lane or two where the avenues intersect.
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>>1845093
I didn't know you could do that, that's awesome.
>>
>>1802267
>it seems the community found a new way to mod the game this past 8 months and they are excited about it. About the topic, yeah modding simcity 4 is too much. I got bored even before downloading everything.
SC4k modders are a particular strain of autism, however considering the likely 3k hours I sunk into it with gigs of mods, they've earnt it
>>
What are the essential DLLs?
>>
>>1801038
>Anyone else like this?
No because I have my plugins/regions folder backed up so if I ever install SC4 on a new machine I just copy it and it's ready to play.
>>
>>1847028
Should be standard procedure really when dealing with old games with clunky modding capabilities.
>>
>>1846812
https://community.simtropolis.com/forums/topic/762953-performance-and-graphics-list-index-of-all-critical-mods-to-install/
>>
>>1847425
Cheers. I've started using the cam again after not touching SC4 for like 3 years, these DLL mods are amazing.
>>
>>1848886
CAM mod*
Might also look into those amazing japanese buildings again
>>
>>1848887
Doesn't CAM require its own, compatible buildings? It's like tracking down dependencies in reverse.
Since i installed CAM i can't grow tall buildings anymore because my population thresholds are out of whack. I tried plugging entire cities made of Residentials into the city i was trying to grow like grafts.
>>
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Time for some more burbs. But going to try to make them more spaced out... Need it to buffer the farm zones that are in the lower adjacent city tile. Want to make more effort on city boundaries in the region view now that the DLL fixed the gray bars.
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>>1849557
Can make out the new avenues in the lower left of highlighted city.
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>>1849242
>Since i installed CAM i can't grow tall buildings anymore because my population thresholds are out of whack. I tried plugging entire cities made of Residentials into the city i was trying to grow like grafts.
I'm not sure if that's happening to me? I'm getting capped at 30k per city, I do remember it forces you to make a lot of cities and grow very wide. I think my region pop is around 150k which is still very small
>>
>>1849622
Build more parks.
>>
>>1849242
CAM also tracks commercial and industrial populations.
>>
>>1849741
I feel like even still there's an immediate growth spurt then that threshold point. When I last played a few years ago once you break that you can then get cities to ~+100k and then have another threshold
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>>1849559
Think it's shaping up nicely, anon!
>>
For people who use CAM are you using 2.1 or the new 2.5 test?
Is there proper list of all CAMable buildings? So many of the forum posts are ancient.
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>>1850476
I'm using 2.1. This list is the most up to date, I would start here: https://community.simtropolis.com/forums/topic/763055-cam-list-index-of-cam-mods/

I would then additionally supplement with mattb325's and Jasoncw's uploads since they're all CAMpatible.
>>
>>1841597
If you build the census repository, you can increase your farm demand cap, allowing farms to develop even in bigger cities.
https://www.sc4evermore.com/index.php/downloads/download/21-other/39-bsc-census-repository-building-by-ripplejet
>>
>>1849557
You could afford to make each field larger, instead of many little fields. As far as the scale of things is concerned. In your picture i would zone only 3-4 crops over the same area, it's what i would do.
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>>1850902
Not ayrt but I personally like smaller fields sometimes for the variety that gives.
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New suburb and highway. I'm starting to get "I want to restart" feelings but I'm going to try to work with what's done so far.

>>1849862
Thank you!

>>1850713
Interesting, I'll have to check this out. Thank you!

>>1850902
Yeah in hindsight I would have made those farms a bit bigger but oh well. Maybe overcompensating with the big farms in the lower left city tile.
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>>1850625
Mr. Mayor, your assistance in removing those... trashy trailers from the east side of Mansion Hill would be most appreciated. What an eyesore, I must say! This neighborhood is fit only for the most cultured residents, if I do say so myself.

t. Guy who lives in the art deco mansion and has this hick filth interrupting my otherwise perfect view
>>
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>>1851290
>Mansion Hill new money

Ah, Mr. Guy! A pleasure to make your acquaintance. I must visit your home sometime; several local hikers have commented on its appearance to me in passing. Come here you!

Have your man talk to my man by the new marina. He'll be waiting at noon tomorrow by his favorite red car.
>>
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>>1851290
Regarding the noise complaints, don’t you worry—I can handle those easily with my authority as Mayor. But come on, surely those troublemakers are the least of your worries, right?
>>
>>1850625
>I would then additionally supplement with mattb325's and Jasoncw's uploads since they're all CAMpatible.
Maybe they are included and I've just not hit the level yet but I feel like there were so many more buildings that were CAMpatible?
Last time I played was probably 2019 though
>>
>>1851440
The CAM mod itself (at least in 2.1 from what I remember) includes no additional buildings. You have to supplement the base mod with additional CAM building downloads from the link I gave you.

But you're correct, there used to be more buildings available to download online in addition to those listed but I'm sure they've been lost (or consolidated & reuploaded to bigger legacy packs) when SC4 Devotion died.

Forgot to mention earlier, madhatter106 lots are also CAMpatible.
>>
>>1851440
There's a list of in game Maxis CAM lots already included in the CAM mod. It's attached in the CAM 1.0 manual pdf file on this post:
https://www.sc4devotion.com/forums/index.php?topic=1877.0

This building can also help with counting all the existing CAM lots in a city:
https://www.sc4evermore.com/index.php/downloads/download/50-camelot-counter-by-ripplejet
>>
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>>1851456
I've downloaded most in that link, but yeah curious about if there's even more to add. I'll look at the names you've mentioned.
Have a region pic
>>
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Can I just say that I'm really happy we have a SC thread and that it's one of the comfiest threads I've ever experienced on 4Chan and I've been here all my life?
>>
>>1851348
Indeed, perhaps a soirée is in order, so you can see the view for yourself. My assistant Carlos will make the necessary arrangements. He is a very thorough gentleman, Ivy League educated, and quite an experienced mariner. A man of the upmost discretion in these uncertain times.

>>1851352
Yes, yes, there are more pressing issues at hand. Surely you understand that a man of my... expertise can be quite an asset... a problem solver, if you will. That jail, I've heard might benefit from the rehabilitative programs offered on the other side of the city. The land, of course, could be rezoned for residential. That hill has... unrealized potential.

With the higher land values, well, property taxes would naturally increase and the noise complaints would simply cease. Oh, and about the factories with their stacks belching smoke on these poor residents. Not to worry, I'm a supporter of green energy. As are you, Mr. Mayor? A sizeable donation to your campaign would be in order, no doubt.
>>
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>>1851595
/CBG/ spirit can never die.

>>1806805
In March, these tutorial images I made are 14 years old.
>>
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>>1851721
never 4get
>>
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>Faustian intensifies
I'm missing a lot of terrain/water/beauty mods. Also creativity
>>
SC4 always felt odd combining such naturalistic, realistic terrain with a rigid square grid system that barely tolerates diagonals.
Modern SC4-style city builder fucking when
>>
>Cities Skylines 2 - Indefinitely Delayed
kek
https://www.youtube.com/watch?v=IzfJfuSbaxw
>>
>>1852283
There are so many things in the gameplay of that video that looks great and so much that looks like horseshit
>>1852279
Honestly I'm just hoping I live long enough for the SC4k autists to add everything I want
>>
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>>1851697
With Carlos’ sharp mind and your backing, the Mansion Hill West Side redevelopment sailed through without a hitch. The old guard ate up his fancy degrees, and the tree-huggers? Hook, line, and sinker, thanks to his sailor shtick. The riff-raff never stood a chance.

Carlos has a knack for this game—he should be eyeing a councillor seat. Having someone like him in our pocket could make things very convenient. And from what I hear, a spot might be opening up soon...
>>
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>>1852578
The water tower stunt with the prison? A masterpiece, really—caught the nation’s eye and put us on the map. Now, we’ve got two councillors elbowing each other for credit, both making noise about running for state senate. They’re promising to redevelop the area further if they win, and wouldn’t you know it—they’re both offering to relocate that eyesore of a federal prison. But here’s the twist:

Mr. Blueblood? Wants to play it clean. He’s talking up some fancy clean air act, trying to lure in high-tech and energy companies. Boring but safe. And Mr. Green? He’s waving around some dusty old lake plans and wants to bulldoze the whole area, blow it up, and turn it into a shiny new residential paradise. Real big ideas, big mess. Only one of these clowns is getting the prize—so who’s it gonna be?
>>
>>1851481
Beautiful region, I like the consistent grid pattern for the farms.

>>1851721
>>1852120
ceebeegee 4ever. I remember when we were regularly posting on /v/ alongside the Mass Effect generals (before /vg/ even). /vst/ is a return to form.

>>1852253
That city has good bones as long as you don't overdevelop that mountain. A bit of effort but seawalls along the coast would make it shine and plant some trees nigga. You might find this useful: https://community.simtropolis.com/forums/topic/71750-coris-terrain-shoppe/

>>1852283
lol, lmao even.
>>
>>1851595
OP here. Glad you enjoy. I wasn't around for /cbg/ days, else I would have made that thread instad. Here's a wip from a city I never play.
>>
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> Be me
> Played SC4 since it came out
> Obsessed with it
> Had it on original CD's
> Downloaded thousands and thousands of Mods
> Downloaded the dependencies for the dependencies
> Accidentally discovered a never reported bug
> If you knock pollution too far down, your pollution meter commits Integer Overflow
> CITY INSTANTLY TURNS INTO DETROIT
>>
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>>1852669
>>
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>>1852688

Exactly.
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>>1852578
A fantastic outcome. The park and nature path are the cherry on top. Do hear that? No? Exactly, Mr. Mayor. Finally some peace and quiet here on the hill.

>>1852602
As for the future. We shouldn't be too hasty. Carlos informs me that his friends in the... waste management business are rather particular about their manufacturing hub across from the canals. You know, the fenced lot with all the trucks... not something we should wade into if you catch my drift.

Well, as for the rest, it sounds like Mr. Blueblood's cautious ordinance is most appropriate. A green initiative and a healthy tax break for the high-tech sector should entice some new industry to that location. Once the prison is bulldozed, that land could be used for many things... boutiques, perhaps a soccer and baseball complex, maybe even a private school. Land values will skyrocket. People will be begging to live on this side of the city... as long as they're not downwind of the landfill.
>>
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>>1801149

By that logic "Morrowind" and "Rimworld" are bad games. You are full of crap.
>>
>>1852578
Dumb question, but where did you getthat fountain next to the water tower and close to the prison, if I may ask?
>>
>>1852621
>Beautiful region, I like the consistent grid pattern for the farms.
Hahaha that's because I'm lazy. I just want to have some rural feel before I build up the coast.
>. A bit of effort but seawalls along the coast would make it shine and plant some trees nigga
Yeah I'll do that. I'm unsure how I'll develop the artificial land
>>
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>rendered a few tiles
>Expanded >>1852253
>Made some quick farms to the east
I'm not too happy with how the eastern 'city' is overly tall so close to agriculture. Definitely something I'll work on smoothing. I used to spent hours even days working on gardens and small detailed pieces don't really have time anymore for that
>>
>>1853062
oh and the other thing will be throwing down highways/trains
>>
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>>1852777
Blueblood sends his regards of course. Couldn’t make it, he’s been spending a lot of time in Central lately. But hey credit where it’s due, the guy came through. The federal prison? Gone. In its place? A nice, shiny private school.

The clean air act? Passed. Though Green managed to sneak his pet project—still clinging to that pond fantasy of his, but it's smaller now. And the industries? Turns out they’re a bit smarter than we gave them credit for. They’re not going anywhere, adapting to the changes just fine. But here’s the kicker, pollution’s down 50%. You can’t even catch a whiff of anything at the Mansion Hill water tower anymore.
>>
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>>1853155
Take a helicopter ride with me. We’ve been playing the small game so far, mostly cleaning up those old brownfield sites. But that’s just set us up for the big leagues. South of Mansion Hill? Developers are circling like vultures.

Though I refuse to make the same mistake as my predecessor. One thing's for sure. I won't build another industrial park.
>>
>>1852834
The fountain comes attached to the water tower:
https://community.simtropolis.com/files/file/14715-brick-water-castle/
You can build a similar fountain if you build a medium plaza though.

>>1852961
I reference real life locations when I get stuck. Tokyo Bay is good for artificial land inspiration.

>>1853062
Wow, you're almost at a million. I have to do more detailing work since my regional maps are small and very mountainous. I don't see myself exceeding 500k pop anytime soon.
>>
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>>1853160
Waterfront real estate! I can see it now. Medium density hi-rises with tremendous views of the bay area and downtown city center. Perhaps this new influx of talent will finally get the tech sector off the ground. Just think of the taxes.
>>
>>1853167
>I reference real life locations when I get stuck. Tokyo Bay is good for artificial land inspiration.
I should give that a go, last time I did that I was 14 and tried recreating my suburb from the phone book.
I've always been a slut for megacities however I do respect a good smooth sprawl to rural.

I apparently have some screenshots from 11 years ago.
>>
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>>1853378
Quite the melting pot we’ve got here. Everything from your hard-hat types working down at the manufacturing hub to your local big-shot real estate tycoon calling this place home. There's also a KFC, now Carlos doesn’t have to trek across town to grab your bucket of tendies. Convenient, huh?
>>
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>Grow new city to 170k in 30min
>997k
>Try and get a single 3k in 15 min
>Nothing
lmao.
For some reason the title above the bottle left crashes. I'm not sure if it's due to old NAM/road connections or what
>>
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>>1853622
>Tokyo Bay is good for artificial land inspiration.
If you're not making Neo-Tokyo in the bay don't ntalk to me.
>>
>>1854147
Is there some sort of map/aerial view?
>>
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>>1853686
Damn, this legitimately looks like a comfy city. Good thread. Keep it up, let's see some more vantage points and shady spots while I eat my tendies.
>>
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>Throw down some farms for region view
>Pop the 1mil
Not sure if I should get a DLL or some sort of cheat to keep demand maxed out for when I want to do my giga cities
>>
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>>1854261
>Rendered some more tiles
>Might make island low density high $$$
>2 titles directly above bottle city still causing crashes, might be due so some terrain mod I once had
>Expanding up north + getting basic idea of an interstate highway
>>
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>>1854179
We’re not in Mansion Hill anymore, my friend. Welcome to Central, the region’s political and business heart, where every handshake's got a knife behind it. A real den of snakes. This is where we split. I’ve got a date with Frostpunk 2 and Senator Blueblood’s waiting by parliament. You can't miss the place.

>>1854261
Never bothered with demand mods, at your population level I find demand is usually self sustaining with sufficient tax cuts and park/reward spamming.

>>1854575
Not sure if this will work but I think it's worth a try. Try downloading the region again (but name it something different). In the new region, render the affected tile and then import it on top of the old tile in the original region. It will nuke the tile of course but you will keep the terrain data and it should be playable without crashing. Though keep a region backup before trying in case you fuck up.
>>
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>>1854668
Cheers. This almost makes me want to reinstall and spend the weekend downloading dependencies. Enjoy the frost breaking.
>>
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I have restarted in a new region. I need make more considerations for future transportation infrastructure.
>>
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>>1855104
First farm town, left room for a highway eventually when other towns develop.
>>
>Playing around with new 2.5 CAM beta
Are there no collages? Or is my submenu mod hiding it?
My education seems capped at 160 so high tech is barely growing
>>
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>>1855113
Went a bit far ahead with the road planning on the first of the larger towns.
>>
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>>1855244
Forgot to mention that the line of trees cutting through will eventually be a highway.
>>
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Sims fucking loves zoo's
>>
>>1854151
>aerial view?
I'm almost positive since akira is a solid 70% city-porn, I lost my copies in a move a couple years back so I can't check right now and don't feel like looking for an online copy.
>>
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>>1855244
Been zoning.
>>
>>1856060
I'm liking that rail network to the left.
>>
>>1856060
Looking nice, anon.
>>
>>1856110
>>1856239
Thank you.

I've been leaving space for a highway but I might put in passenger rail instead.
>>
>>1856580
Always preferred railways myself. Highways are just so clunky, at least the elevated ones. Highway links between cities can be nice though.
>Highway beside a railway with a picturesque treeline separating the two taking people from the big city to the idyllic countryside
God I love this game.
>>
I was trying the new cam 2.5 but I want the skyscraper setting to really pump out the bignig cities where I want. I don't want the city skyline road simulator hell but I do want to be forced to some degree to consider transport options
>>
Started playing SC4 again and I'm blaming you guys. I'm having a hard time setting up my region though. I always had a hard time knowing what kind of landscapes to set up and how to start everything off. How do you usually start out a fresh region and make it "click"?
>>
>>1859941
Show the region?
Really depends, maybe just start plotting/laying roads and see how it goes?
>>
>>1859949
Literally just flat plans.
I'll start making a small 1x1 town and see how it goes.
>>
>>1859967
>Literally just flat plans.
Well there's your problem. Get an actual region loaded
>>
>>1859967
bruh
everywhere that is flat is farmland
narrow points in rivers are for bridges
people want to live near water or hills
EVERYWHERE THAT IS FLAT IS FARMLAND
if you're really playing on a literal flat region, stop
>>
>>1852779
Morrowind doesn't need mods to be good, people just like using mods with it because it's easy to do and people made cool things
>>
>>1859969
I want to create my own but I have a hard time getting started basically.

>>1859977
No, I started on a flat region. I just don't know how I want to theme it geographically. I always find that hard whenever I start a new one.
>>
>>1860021
>I want to create my own but I have a hard time getting started basically.
Are you aware that there are tools that help you plan them? I'm not sure if they still exist but you should do a search
>>
>>1860028
I don't want tools or anything premade. I want you to give me an idea for a fun region to create on my own! It just doesn't feel the same if you use someone else's foundation, y'know? I know that others will make stuff that's prettier and all that, but I want to make my own thing. Problem is that I need a spark of inspiration to get started.
>>
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>>1854668
Other side of the bridge. Frostpunk 2 was ok.

>>1860043
Do something hilly, like Yokohama or San Francisco. Though I'm playing on the default Timbuktu map, a lot of my builds are from random cities in Google Maps.
>>
>>1860102
I'll give it a shot, thanks!
>>
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>>1860043
Fair enough. I just remember when I was 15 getting the region tools to fuck around easily with greyscale jpgs and the config allowed me to do more in 2 hours than 2 days.
>>
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First attempt in a long time of trying to grow something organically
>>
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Already grown a lot more than even in this picture. Probably need to work on suburban - rural transition.
>>
>>1860604
>>1860663
Build a few neighbour connections (road, rail & port) from the city core to the region boundaries like here: >>1833240 Then you can cluster your suburbs/industry near the important connections & intersections, developing over the farms.

Leave the occasional inner city farm undeveloped though, farmers can be stubborn IRL.
>>
>>1860685
I'll give that a go tomorrow. I've got a very small train station for the industry goes to the east/right hand side
>>
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>>1860663
>factories belching smoke next door to Farmer John's apple trees
>four natural gas power plants directly on Main Street
>mid-rise hood squalor across the road from suburban cottage homes
>a community college and major hospital with a rooftop helipad in a rural town
>only connection to civilization is via gravel roads
>undeveloped farmland because of all the noxious pollution
>some giant statue shining bright lights directly into Bill's homestead

im sorry anon, i appreciate your interest in SC4 but that has to be the most unaesthetic city posted here
>>
I'd be hard-pressed to post something worse even if I tried. I almost looks AI generated. I say AI, because at least an AI would collect data that'd give the image the appearance of being functional.

Get back to the drawing board, mayor! You can do better! I believe in you!
>>
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>>1861910
>no fire station
>no police
>13,000 people crammed into a single square mile in the middle of nowhere
>Today's Forecast: acrid smog

This is pure dystopian hell. At least you can get a cheap medflight to the big city to treat your inevitable lung cancer.
>>
>>1860663
Now I'm curious, why did you build 4 power plants? A town that size only needs 1.

>>1861910
>average Frostpunk town
>>
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Forgive me, the previous mayor was shot for making everyone feel better about their own creativity. Really until this point I've just been ensuring the game runs smoothly and doesn't crash like it used to for me in 2017 or whenever I played it last.
>>1861910
>factories belching smoke next door to Farmer John's apple trees
Fair
>four natural gas power plants directly on Main Street
>mid-rise hood squalor across the road from suburban cottage homes
Yeah it grew a too fast with what I'm using, though I see this irl
>a community college and major hospital with a rooftop helipad in a rural town
Future proofing, also no BAT alternatives just yet
>only connection to civilization is via gravel roads
There is no civilization
>undeveloped farmland because of all the noxious pollution
They actually don't care, unless you mean the type of farm
>some giant statue shining bright lights directly into Bill's homestead
Cam statue will grow into its surroundings
>>1861952
Honestly my idea was I will beautify after I get an idea of what looks bad, though even my city names are as uncreative as possible
>>1861959
The 13k is due to the type of cam level which grows skyscrapers after maybe 40k pop
>>1862017
>why did you build 4 power plants
Future proofing, gas plants really don't serve a lot.
>things to do
>Learn some NAM stuff to sort the rail out
>Find way of filling in empty spaces/reserves better
>Uni area
>avenue over train lines is bad
>>
>>1862231
you may yet redeem yourself
>>
>>1804887
have you been to /k/
>>
>>1862231
Good luck, mayor!
>>
I have a really random question that's been triggering my autism for a while. Do the architectural styles for buildings (the ones included in the base game that you can change out every few years) have any mechanical effects? Are some of the building sets better than others at how many sims they can house per square tile or is it entirely cosmetic?
>>
>>1866518
Not entirely cosmetic. Each style is composed of unique set of buildings with varying stats. Some buildings also appear in more than one style. As for which set is best, you could try to find out here:
https://simcity4buildings.net/
>>
>>1866543
Thanks for the recommendation. In /vst/'s opinion though, is one style better than the others if you want a lot of sims in your cities or are they roughly equal to the point where I should just go with whatever feels to fit best?
>>
>>1866586
They're roughly equal. Instead aim for high density & low wealth if you want to maximise population density.
>>
>>1866594
Plopping down a coal plant next to my high density residentials, got it.



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