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When in mayor mode,a new option is available: Obliterate city edit Lights start to fall down into the city, later on the game shakes and then,the screen will flash white and then later, it will be all white then a few seconds(or many), the city is destroyed and you return to god mode. God Mode is one of the three toolbars available in City View in SimCity 4. It primarily contains tools for modifying the terrain of the city, and the menus it contains change drastically after establishing a city. The menus contained in the God Mode Toolbar are listed below. Sep 03, 2020 The Network Addon Mod, or NAM, is a modification for SimCity 4 Deluxe (or SimCity 4 with the Rush Hour Expansion pack), which adds a myriad of new transport network items, ranging from ground light rail, to fractional-angle roads, to roundabouts,.
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A quick guide to neighbourhood creation using SimCity 4 | |
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Base Game | |
Author | patul |
Notes | Ported and cleaned up by Database, further cleanup by .:Alex:. |
Contents
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Overview
A quick guide to creating a custom neighbourhood with SimCity 4.
What you will need
- SimCity 4
Tutorial
Introduction
Creating neighbourhoods for The Sims 2 seems to be easy but there are several things to know.
First, you will need SimCity 4! In the game there are pre-defined cities in some regions, so it is easier to make a region for your Sims 2 creations. When you add a region, select the plain option, the ocean is not very useful because it's harder to see your brush underwater. Cities are saved in the “MyDocsSimCity4regionsname of region” folder as name of city.SC4.
Sims 4 God Mode Cheat
The Sims 2 only accepts the small city size. You will get an error message if you try to import a city that is medium or bigger.
Optional: Create a region full of small towns
With good old MSPAINT, edit the config.bmp file in the “MyDocsSimCity4regions”name of region” folder, zoom in 800%, use the Pick Colour tool to copy the red dots and cover the entire image with the red, then save and exit. http://i52.photobucket.com/albums/g31/patul_photos/tuto/tuto01.jpg
Enter the city
By default the game will ask you to reconcile edges. Reconciling means that terrain will be adjusted to the same height as it's neighbours. This may be dangerous if you re-enter a map, as you can totally destroy terrain this way. So deactivate this option in the game options panel.
SimCity 4 modes
- God Mode is the main terraforming mode and the default mode when beginning a new city.
- Mayor Mode is the main mode of the game where you build and manage a city.
Normally you cannot back to God mode after you activate Mayor Mode. You can however return to God Mode using a cheat: Control-Alt-Shift + click the God icon
Your new city is initially unnamed, you must name it when you enter Mayor mode for the first time. When you save the city, it will be saved as City – “the name”.sc4 in the …”region” folder There is no Undo command in SimCity 4. The only to reverse mistakes is to exit the city without saving (save: Ctrl+S). I myself name the city immediately then head back to God Mode using the cheat.
Simcity 4 God Mode Trees
An interesting and useful thing to know when building your neighbourhood is to know which direction the sun comes from. In TS2 you want to have it in the best possible position for your houses. The sun will be in the south-east corner of your city. Due to the multiple rotations you will have to make, it will be interesting to note it with a forest for example.
Terraforming tools
- When you select a tool the big size is selected by default. By pressing Shift you enlarge it to the largest size. If you hold Shift and press 1-0 on the keyboard you can lock smaller sized brushes.
- When you right-click on the map you centre the cursor, if you scroll you still centre. Useful for adjustments with the maximum zoom.
- When you zoom (in or out) the size of the ground changes, but not the brush size. If the brush is 10 width in zoom x0, it will remain 10 in a zoom x2 so it works for a smaller area. You can change between the 6 zoom levels with the mouse wheel and the - or + keys.
The different brushes
SimCity 4 provides help for each tool. Be careful with the valley brushes to make a river, their effects adds depth but the water surface doesn’t change. I make a unique hole, then I flatten the path of the river with the Quick Level brush. After that it's much easier to redraw and adjust. I do most of this with the level terrain tools.
Roads and bridges
There are two keyboard shortcuts that will speed things up here which are directly accessible in God Mode: R for road and B for bulldozer.http://i52.photobucket.com/albums/g31/patul_photos/tuto/tuto7.jpg
Roads
- The Sims 2 only accepts one type of road, the uh.. Road. Streets, Highways, Avenues or Tunnels (or Train tracks for that matter) will not be carried over when you import the map into TS2.
- The Sims 2 only accepts horizontal and vertical roads. Diagonal roads will not appear in TS2.
Making roads on steep terrain will flatten the path to the lowest possible slope. A straight road is often the only way to climb a mountain. Sometimes you get a tunnel, but you don't want this as tunnels do not appear in TS2. Start laying out your road at the top of the hill then drag down from this point to avoid tunnels.
Spaces between roads
SC4 and TS2 squares are different. It's quite easy to convert though:
Neighborhood (Nbr) SC4 squares are converted in 2*Nbr TS2 squares + 1 TS2 squarehttp://i52.photobucket.com/albums/g31/patul_photos/tuto/tuto8b.jpg
Bridges
Of course, you can make bridges. TS2 will convert only 2 types of bridges; the Small Arch and Level Road bridges. But only one type of bridge is allowed in each neighbourhood (consider each sub-hood as independent).
In standard SC4, building a bridge will raise the ground surrounding the foot of the bridge. This can cause several squares to be unusable for building. A useful mod is one that allows flat bridges, the Bridge Height Mod by joerg at [[1]]http://i52.photobucket.com/albums/g31/patul_photos/tuto/tuto091.jpg
Funds
You must pay for each building action. If you are out of funds hold Ctrl+X then type “weaknesspays” in the cheat box. This cheat adds §1000 to your treasury.
Never forget that you make a neighbourhood for your sims
Credits
Originally posted by patulQuick guide to create your neighbourhood. (original post)Cleaned up by Database and .:Alex:.
External Links
Retrieved from 'http://simswiki.info/index.php?title=Tutorials:A_quick_guide_to_create_your_neighbourhood&oldid=31302'
- Developer: Maxis
- Genre: Strategy/Wargame
- Originally on: Windows (2003)
- Works on: PC, Windows
- Editor Rating:
- User Rating: 8.0/10 - 1 vote
- Rate this game:
We'd Started To think Maxis couldn't care less anymore. So bloated have they become by the hyper success of The Sims, and so busy squeezing it for all it's worth with one anodyne expansion pack after another, that we thought they'd forgotten all about their roots. Remember SimCity? Diaper quest video. The game that started it all for them back in '89? Of course, it was followed by some ridiculous sequels like Sim Tower and SimSafari, but it remains a massively influential title.
So, it's good to hear they haven't turned into some sort of gaming McDonald's, doing nothing but churning out Sims add-ons for the undiscerning masses (with plenty of cardboard and mouse-shit among the meat). And while Maxis is yet to divulge all the details, it's also clear that SimCity 4 isn't some sort of souped-up SimsVille (that being the aborted title that was going to take The Sims to a communitybuilding level).
However, neither does it represent a massive leap forward - at least not visually - from the last title, SimCity 3000, released to general acclaim three years ago. Rather than go for a tricky, and potentially fatal, 3D mode, Maxis has stuck by the isometric view. And that's just the way we like it, especially when you consider all the detail that goes into the game's bustling miniature cities. Buildings now look so real you feel you should be able to walk in and take the elevator to the top floor. Houses have become more personalised, each one growing and evolving separately from the old generic style. Water areas ripple as boats move across them, sending tiny waves towards the coast. Clouds drift above in cotton whirls, while beneath them the colours are alive and bursting off the screen.
Maintenance Man
All this will mean nothing, though, if the gameplay framework that supports it all isn't up to scratch. I'm not the only one who has grown increasingly frustrated with past titles because of the intense levels of micromanagement required to build a successful city. You can spend hours laying roads and water pipes, and then weeks maintaining and repairing them. While Maxis promise to expand on the options and involvement you have to control everything, there's also talk of agents to help you carry out some of the more menial tasks, and this would definitely be a welcome addition.
A Helping Hand
We do know that tunnels and bridges will start building themselves without you having to give each and every specific command, leaving you more time to play around with the spectacular and greatly enhanced disasters. You'll now be able to control where these disasters go instead of just watching them destroy random parts of the city. Which is great, for as much as we like building, we like knocking down even more.
Personally, I'll be happy if I can play a Sim game without hearing the awful, twittering, moronic squawks the inhabitants speak in. And SimCity 4 should certainly remind real gamers that there's more to Maxis than glorified dolls.
During the writing of this review, I took the liberty of flicking back through some old issues of the name of research (yes, yes, I know. Bring back Charlie Cursor and all that. Don't waste your breath, it's never going to happen. Get over it). Namely issue 13 and Duncan MacDonald's review of SimCity 2000. Along with 'topical' references to Jeffrey Archer and Steve Coogan (albeit in Paul Calf mode rather than Alan Partridge), it was alarming to realise I could pretty much cut and paste the entire thing here and it would be just as accurate. It would also save me a a lot of time and effort.
Cashback
Nothing's really changed. OK, that's not true. Maxis couldn't get away with a mere graphical update after so much time and it knows it. Hence there are a few ideas on the table. Not enough, though, but then I always have been rather difficult to please.
The biggest change has addressed the problem of limited long-term playability. Instead of just throwing one city at you and piling on the stress until an artery pops, SimCity 4 introduces the concept of regional play. You're now responsible for an entire map of connected cities - essentially the neighbours from the previous title.
It's a bit deeper than just allowing for various power deals though. A region's cities can all interact, with one city's development able to affect another in various subtle ways. In practice this means you can spread out your designs, allowing middle-class suburbs to dominate one area, pollutionspewing factories another, soulless out-of-town shopping centres in a third. Connect them all with roads or rail networks and you've got quite the empire to deal with.
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You can still pile everything into the one map and ignore all this if you like, but it does expand the game's basic concept in whole new directions, giving a much greater long-term appeal to the whole enterprise.
Nothing From Something
There's a downside of course. Namely that this now means doing business deals with neighbouring cities is dependant on your actually building those cities in the first place. Which is something of a pain, especially when you're running low on cash, but given the vastly expanded regional aspects, is something that you can live with. You've still got the business deals and building rewards to offer long-term incentive for each individual city, so not all is lost.
One area that could definitely have done with more thought is the creation of these regions in the first place. You're presented with two choices for a starting template - plains or water. Hmm, I thought. Landscapes awash with hills, valleys and mountains, or an island network with tropical beaches and intricate canal networks. I opted for the latter (on the basis that if my city burned to the ground I could always high-tail it to a nearby beach and sip Pina Coladas on a sun lounger) and was presented with a large square of seawater. Nothing else. Nary a palm tree or coconut in sight. Sure, there are a handful of pre-generated regions provided (loose approximations of London, San Francisco, Berlin etc), but what possessed Maxis to take out the random map-generating program? If you want vaguely interesting scenery, you're going to have to build it yourself.
Simcity 4 God Mode
Luckily the god mode has been somewhat expanded, although it's good and bad in equal measures. Good in that there's a raft of flexibility in what you can create, that it's as simple as pie to get to grips with and that it creates lovely looking scenery. Bad in that the controls are nowhere near precise enough to allow you to create exactly the kind of landscape you want. You're constantly struggling to get things just how you want them. A raised hill here will invariably bugger up the valley you just placed over there - that sort of thing.
New York, Old York
There are other new ideas on the table, but you keep getting the feeling these were the result of an afternoon's brainstorming session for cool new ideas' rather than the result of any serious analysis and development of the gaming concepts of the original.
Hence things like having characters from rhe Sims running around giving you feedback on the city (a gimmick that doesn't offer any information that's particularly different to that gleaned from various other sources). Or the host of new landmarks to add a bit of character to your game. Or a swish new interface that appears to have been lifted wholesale from The Sims. Design by marketing, basically.
What Maxis has done is to update the previous games for modern machines, then thrown a couple of new ideas in to justify the game's existence. Same as last time, in fact. What it's failed to do - what it should have really been doing all along - is address all the limitations that sprung up when playing the past instalments. Why the adherence to a grid-based nature, for instance? Is it really beyond today's technology to allow curved roads or oddly-shaped zones? Have the designers never seen the kinds of sprawling, random messes that make up most modem European cities?
Numbers Game
Or there's the problem of micromanaging. In that there's not enough of it. If there's ever been one game in all of history that encourages the anal retentive paper pusher lurking deep within all our souls it's SimCity. For all of the sliders on offer, you still never get the feeling that you're making any direct decisions on how your city is being run. You're just constantly chasing numbers and letting the game's mathematical equations work out the results. No sense of being an actual mayor'.
Take transport for instance. In real life Ken Livingston gets to decide new bus routes and lanes, implement speed cameras and congestion charges, even drive the tubes making wooh-wooh' noises with his mouth when he enters a tunnel (probably). Here I get to say hpw much money is spent on transport. It's just not enough. And the same is true throughout. There's too much vagueness associated with your options. As a result you can never be too specific about your plans because you never quite know how a decision is going to directly affect things.
Town Counselling
The stupid thing is that despite my moans and groans, I just can't stop thinking about it. When I'm not sitting at the PC, swearing like a bishop and throwing things about the room with pent up frustration, I'm sat at the coffee table or breakfast bar (it's a nice life) dreaming up imaginary town plans to try out. I expect this is what being a real-life city planner must be like, without the routine drudgery of everyday office life slowly sapping your will to live as pointless office politics serve to carve up what precious little time you have left on this planet. At least as a freelancer I get to do it while trying to catch glimpses of a nipple in lunchtime Neighbours.
Does this mean it's any good? Of course it does. How often do you find yourself daydreaming about Robot Wars: Extreme Destruction? It's a testament to the basic concept of the original game that it can still have this affect on you after all these years. Will Wright is a modern day genius I tell you. Why doesn't it have a Classic rating or a score in the 90s then? Simply because once you've cut through the gloss, it not that different to SimCity 3000 (or SimCity 2000, or SimCity, er, 1).
Simcity 4 God Mode Cheat
Sim As It Ever Was
Nonetheless, it does grip you. I'll defy anyone to actually fill an entire region with well adjusted, effective cities rather than go down the typical SimCity route of starting positively, building well, running out of cash, dropping a volcano or Mecha-Godzilla thing on your Sims arses then cackling like a hyena as you watch them bum (send us a screenshot if you manage it and we'll buy you an ice cream as a reward or something), and given all of that I can only predict that online games are going to be a whole new kind of hell (no servers were up at the time of review). But it does take a tight grip and keep you coming back for more punishment, time and time again.The old ain't broke, don't fix it' adage is still holding up after all these years, but eventually Maxis will need to look much deeper at the whole concept for this series to evolve any further. The regional concept is a step in the right direction, but it needs much, much more. In the meantime, think of this as SimCity 3000 v2.0 rather than an entirely new game. Which is probably enough to justify it for most people anyway.
God Mode Sims 4 Mod
Death To The West
Maxis intends to have downloadable regions for most American states on their website after launch. Fine if you want to play in Chesapeake Bay or San Diego, not so wonderful if you were looking to create a brand new Kabul, Baghdad or Cardiff (to name but three modern-day hell-holes). It highlights one of the fundamental flaws in the whole SimCity concept - namely this bias towards a western industrialised metropolis as being the pinnacle of city development. Pie expanded regional options do allow for some variation in thought, but ultimately all cities eventually have to teeter towards a New York theme to be deemed successful'. Let's globalise our thinking a little for the next version please.
Sounds Of The City
What Sort Of Music Does A Mayor-Cum-God Listen To?
According to Maxis it's a combination of the soundtracks to American Beauty and Heat (the Michael Mann cops and robbers flick as opposed to the celebrity-fawning magazine), the collected works of Philip Glass and Michael Nyman, with the sudden juxtaposition of someone screaming into a microphone while new wave German techno-industrialists hit electric guitars with hammers in the background. The combined effect is like closing your eyes and imagining you're watching a word-free documentary about gliding on the Discovery Aspirational Impossibilities channel only to have your kid brother walk in and turn over to Kerraanng! TV just as it gets to a good bit about thermal updraughts. Personally I love it, but knowing you lot, you'll probably be filling the Music folder with your own favourite MP3s the moment it's installed.
Download Links
System Requirements
Processor: PC compatible,
OS: Windows 9x, Windows 2000 Windows XP, Vista, Win 7, Win 8, Win 10.
Game Features:Single game mode