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[36] uploaded 26-02-2007
 
City: Intropia (608 kB)
Mayor: Wiz & Imperar
Date: 12/2/2170
Population: 716.177
Funds: $8.279.836
No Cheats Detected
  Education: 121
Crime: 0
Pollution: 2
Health: 88
Unemployment: 0%
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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


 
[37] uploaded 24-03-2007
 
City: Lavoryiavi (363 kB)
Mayor: Vic of The Frees
Date: 27/3/2061
Population: 116.683
Funds: $38.027
  Education: 119
Crime: 10
Pollution: 2
Health: 87
Unemployment: 7%
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[38] uploaded 30-03-2007
 
City: Armadasanti (379 kB)
Mayor: Imperar
Date: 13/11/11692
Population: 5.017.926
Funds: $2.007.309.227
No Cheats Detected
  Aura: 199
Education: 123
Crime: 0
Pollution: 7
Health: 89
Unemployment: 0%
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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


 
[39] uploaded 06-04-2007
 
City: Ermandale (594 kB)
Mayor: Daniel Sylveste
Date: 03/07/2181
Population: 675.787
Funds: $24.905.537
  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

 
[40] uploaded 01-05-2007
 
City: Nanopolis (594 kB)
Mayor: Imperar
Date: 15/6/2237
Population: 137.017
Funds: $300.996
No Cheats Detected
  Aura: 253
Education: 122
Crime: 0
Pollution: 3
Health: 88
Unemployment: 4%
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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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