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City: Intropia
(608 kB)
Mayor: Wiz &
Imperar
Date: 12/2/2170
Population: 716.177
Funds: $8.279.836
No Cheats Detected |
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Education:
121
Crime: 0
Pollution: 2
Health: 88
Unemployment: 0% |
Great
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A mysterious city, Intropia was conceptualized
with help of a Dutch friend. With our ideas combined, we took turns
building and let our minds run wild and free to create a city the likes
of which
we have never done before, a city of pure artistic imagination.
Although not completed, the end result in our eyes, was a stunning,
timeless, masterpiece.
Intropia gave us the opportunity to try out some
of the most radical design themes and styles that we could not have
thought previously, had we not built the city together: endless
streams of parks, trees, lakes, roads, including a vast dynamic network
of strange shapes, places, patterns, spaces, and intense magnitudes of
gentrification, all arranged in such a way that it gives the observer
the impression that he or she was in a reality that was out of this
world.
One can simply fall in love with the quantified
abundance of harmony and natural equilibrium that exists
so expressively in this city.
Happy touring!
~ V.Ocasla
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| [37] uploaded 24-03-2007 |
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City: Lavoryiavi
(363 kB)
Mayor: Vic of The
Frees
Date: 27/3/2061
Population: 116.683
Funds: $38.027
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Education:
119
Crime: 10
Pollution: 2
Health: 87
Unemployment: 7% |
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City: Armadasanti
(379 kB)
Mayor: Imperar
Date: 13/11/11692
Population: 5.017.926
Funds: $2.007.309.227
No Cheats Detected |
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Aura:
199
Education:
123
Crime: 0
Pollution: 7
Health: 89
Unemployment: 0% |
Good
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Good
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Taking a staggering 3 months to construct, I
give you the ultra-massive city of Armadasanti, a new generation
megacity of its kind, designed to be built with a balanced residential
population of over 5 million sims, without the use of any cheats. This
has quantum-leaped the boundaries of any other known records for
population. Within it, contains an adequate number of police,
health, education and recreational facilites, with the exception of
firestations. There are over 1 million students out of a total
population of 7.8 million sims. Although there are no recycling
centers, there are water treatment facilities and the city itself is
supported entirely by neighbour deals. All transport is mostly
done by subway, and also railway exclusively for industry. The
perimeter contains nearly all opportunities and attractions. The heart
of the city lies my house. Make sure you read the captions!
Hours of careful planning, preparation, testing, application, and
fragile improvements were crafted and delicately moulded into the
design and making of Armadasanti, going as far back as 6 months even
before it was created to make this project work. The immense population
density was only achieved through using an enhanced version of the
module zoning technique that had been developed and improved from
earlier designs in my other megacities. Almost all spaces used were
maximized to great effect. Splitting the map into 25 compartments (what
I call 'supermodules') using the landfill zone helped to simplify the
handling of the construction. The city is infact, extremely old; more
than 11,000 years has elapsed and is still beating with life. So much
was learnt from the city, such as the discovery and invention of
newer techniques that will provide the foundations of even greater
cities to come.
Bon Appetite,
~V.Ocasla
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| [39] uploaded 06-04-2007 |
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City: Ermandale
(594 kB)
Mayor: Daniel Sylveste
Date: 03/07/2181
Population: 675.787
Funds: $24.905.537 |
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Aura:
201
Education:
119
Crime: 7
Pollution: 3
Health: 76
Unemployment: 8% |
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I
would like to contribute the fair city of Ermandale. This has been a
long project. Here is a description:
Ermandale
is based on the "Akoon River Place" relief, which I downloaded from a
site. I wanted to take the challenge of a rather difficult
and mountainous relief. I had fun developping the city, that
eventually grew beyond my early expectations. Some design decisions
were made at the beginning and held during the entire development:
location of the main 'downtown' area, of the large industrial zone, of
the (minimum size) airport and of the harbor, basic road and
rail network with several tunnels. The development of the hilly areas
with many winding roads came much later.
I
confess to having used cheats: "iamweak" for the first years, very few
schools since those are not necessary for raising the educational
level, very few hospitals to keep the life expectancy of the Sims low
and thereby avoid Great Depressions (which had plagued my earlier
cities). With few schools and hospitals I could save building space
which was relatively scarce.
There
are no divided highways, because of the relief and my decision to avoid
large-scale levelling of terrain. The road network is fairly basic but
sufficient, the rail system is adequate and the subway network, which I
had fun developping gradually, helps keeping the the road traffic at an
acceptable level. I used a lot of small parks and trees; there
are few large parks. I used very few 'plops', again to conserve space.
Although
the development could have been continued, I decided to stop when
reaching a population of 675.000 Sims. That goal is
achieved.
Cheers,
Pierre
Hofmann, aka Red12, aka Douzerouge
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| [40] uploaded 01-05-2007 |
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City: Nanopolis
(594 kB)
Mayor: Imperar
Date: 15/6/2237
Population: 137.017
Funds: $300.996
No Cheats Detected |
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Aura:
253
Education:
122
Crime: 0
Pollution: 3
Health: 88
Unemployment: 4% |
Best
Great
Best
Best
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Built a long time ago, I decided it would be
interesting to try and build on a miniature map for a change.
Nanopolis was an experiment not only to create a working city, but to
challenge and induce the rise of skyscrapers within. Perhaps not as
exciting, but
the objectives were met.
Enjoy,
~V.Ocasla
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You can have your own city placed at the SC3K
City Exchange for everyone to download.
To send in your city, e-mail it to exchange@simcitypages.com
along with a description of the city.
Normaly it will appear on the SC3K City Exchange within 3 days after
it's
received. |
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