SimCity 5 torrent is the most popular and the best and comprehensive game. It was first released in November 2001 and later on the game have been updated by Cubist Company until the end it has been improved graphics and other features in it. The game became very popular nowadays, and this game has downloaded Continue reading SimCity 5 Torrent PC Game Free Download.
For Offline use only.How to InstallDownload filesOnce download is complete, extract rar files. (right click extract)Simply copy and paste OFFLINE-ONLYProjectOrion3kExtendedBoundary.package in C:Program Files (x86)Origin GamesSimCitySimCityDataStart SimCity Play new map Choose city tile Save Quit SimCity (not work if exit to Main Menu)Re-Start SimCity Resume GameWondersMust have Mods for OrionProject Akar: UI EnhancementsUniDirectional NetworksCoastline and Waterways ToolsRegional BridgesRegional TunnelsRegional Water RoadsRegional MaglevsRegional Bulldoze-able PathCamModIssues that have been plagued players since the game's release is now answered. Some says it is the holy grail of all mods.
Some says this mod + buy game/reinstall. That's right, 3k extended border aka 'bigger city'.Understanding the mechanics of Orion 3k Extended Boundary.1. Upon entering 3k extended map. Based on (Image #1), The 3k map extended on North and East. Use right click mouse button or middle mouse button to bring up the compass.2. Regional Roads are needed to draw them outside 2k map.
Such as Project Akar: UI Enhancements, that offers almost every roads available to be drawn outside 2k.3. Regarding Land Value, please refer the image below. There a lot of misunderstanding as well as misconceptions about the land value data, that was viewed in the map data.The Actual Land Value EFFECTS are still intact as they are. It does not resized regardless in or outside 2k. Believe it or not. It still the same. There are claims that users may have experiences getting different wealth RCI in certain unwanted areas.
These confusions is only because we can't determine the actual 'spot' of land value throughout 3k extended border, and the data from the Land Value map seems false but not entirely false information. It was compressed 4:1This also applied on Pollutions, Ground Pollutions, Futurizations etc.4. Regarding Resources.
Unlike Land Value/Pollutions etc That was compressed 4:1. All Resources are stretched 1:4, see Image #3 and #4 to get better understanding on them.This 1:4 stretched map data also effects oil, water, coal and ore.Lag and memory issuesIts common knowledge that lags or frame-rate drops are known for almost every game that pushes its limits unless the users has a high-end computers.
It covers almost every aspect from 3D rendering, physics (engine), memory calculations that the game generates etc. Orion (3k Extended boundary) does not lag the game itself, only that the additional space it provides for users to built in and as the city developed and getting dense - it'll stress your computer hardware.We cant blame the game for the lags, it just happen that once we push the game to its limit, we might as well be done with better hardware.The Game's Limitations1. All trees outside the default border cant be remove, because there is no tree, its a facade.
Only way to remove them is to edit the region map files.2. The game already provide its regional transit, from air to land and water. We can't add Maglevs/Subways/EL and Streetcars to work between two different city vice versa. Please 'make do' with the given features of each city tiles carefully.3.
There's a limit count of how many roads/buildings that can be drawn/build per city tileRoads: 1024RCI: 2048Base Buildings: 4096 (not yet confirmed)Special Thanks to SkyeStormes for a video reviewFor Offline use only.225,838 Downloads. (and 1 more). One Way Roads and Freeways Elevated and Ground LevelNEW USERS TO THE SITE BE AWARE YOU MUST BE REGISTERED AND LOGGED IN TO BE ABLE TO DOWNLOAD THIS OR ANY MOD. THIS IS A REQUIREMENT I HAVE NO CONTROL OVER.Will add more detail Later on. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode)9/3/2014 - 1.9 Minor / Major Update from 1.8 to fix some problems with Upgrades and Downgrades that were being explored from version 1.8 with Yayie and HinataaHyuga. Those have now been completed and seem to be stable enough to update and release to the general public as a fix.2.0 is currently in planning mode with 5 and 6 lane ave with zone and express ways for greater regional interactions.8/20/2014 - 1.8 MAJOR Update Release to work with New Akar and Akar Roadsets along with a number of improvements and changes by members of the SUGC. Icon and Graphic Improvements by Ban, Script and Upgrade Improvements by Yayie and HinataaHyuga with Regional Additions which in Akar now have a new menu structure to make the Regional Aspects easier to understand.8/22/2014 - 1.9 is in the works to fix some bugs and issues.
Reported problems due to Bi-Level Mod by max due to using an UDON path to create his. He is working on a fix. Upgrade and downgrade side effects being worked on introduced in 1.8. 5 and 6 lane roads are being looked at to introduce into version 2.0. Instructions are simple drop it into the same folder as it was originally listed and REMOVE the old one.
I keep all my versions of updates online and in the download button so you may go back if you have issues that you find a little overwhelming due to new directions and changes being looked at. However we are on top of them as a group and working to make all of them play nice with each other which was the whole reason for Akar and the SUGC team being formed to begin with.8/14/2014 - 1.7 was uploaded and all other files tested ok even though someone reported issues.Today 7/7/2014 - Version 1.6 has incorporated our new Icons and Images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the Original games look and feel. Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new efforts in creating an identity as our graphic artist and champion of our new identity and graphic art on this subject and with all our mods that have been release and our future releases to the community. These will be added to Akar and each individual mod as are required and represent the first update of many in a series that will unify mods and our interfaces. We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments. Both Regional and UDONS updated to 1.6 for that specific update.Today 6/23/2014 - Version 1.5 Uploaded Online Beta Testing edition.
(May Cause Roll Backs At 20 Minute Points) Uncertain need more testing have at it. ( DO NOT USE WITH EXTENDED BOUNDARY OR ALL RCI PLOP AT THIS TIME IT WILL ROLLBACK IF YOU DO).
CoTs may be required EP to prevent Roll Backs. Do not yet know for certain.Today 5/17/204 we have been listening and watching so many people so there have been reports of issues and odd behavior which we have now been able to contribute to some ODD corruption of the actual installation unfortunately. Some crashes and issues have and are not the mod but brought out by the mod itself.
Uninstalling mods one at a time can temp solve the issue however the ultimate fix was installing a clean copy of the game unfortunately. I would put the percentage at less than.5% of the installed base have reported this drastic step but wished to be as honest as possible with you incase you have any issues.OMG there is so much that needs to be said and needs to be given out on this mod and its features but MOST of the features speak for themselves. THERE ARE TRICKS to useConnections can be tricky.HOWEVER. I NEED TO THANK ALOT OF PEOPLE LIKE IT OR NOT OR THIS WOULD NOT BE POSSIBLE. Since that can't happen in the normal way THANK YOU EVERYONE WHOM HELPED MAKE THIS HAPPEN.10.1 made it possible by adding some foundations that have and were needed to even allow ONE WAY possible. SO THANK YOU MAXIS and UPDATE TEAMS for adding the core code that make it possible to do this type of mod and make it a reality that took 6 months.
FEW will every realize how much it took or what went on onto make this happen.AS I have already been reminded there are many many details I need to post on use to help you all and I will over this weekend.THIS IS AN OFFLINE ONLY MOD DO NOT USE ONLINE-CREATIVITY is key. How you build and what order you build things is what mattersThere are some aspects to how you use the direction of drawing as the direction of the one way.
![Product Product](/uploads/1/2/5/4/125499502/540055757.jpg)
Make sure you build ELEVATED prior to Transitions or it will not connect but practice makes perfect10.1 added new paths to the game that allowed this to be possible.As mentioned by Niclistin on Reddit one of the mod testers like buggi and yuttho. There are ALOT of aspects to this mod that take time to use and understand but the complexity is beyond imagination. Sims will fail to obtain money when they cannot get to work with gridlock. Leading to residential failure.This mod will give you more time to fix the traffic before the residential fails.My newest approach is to lower the amount of shoppers, in hope they will not spend all the money before traffic is resolved. Low density has not been changed, but every density afterward will have more shoppers, but lower percent of them compared to the previous density.Download links are back online!.Important informations are given at he bottom of the page, check it out!.Hello people, my name is Seb!Today I am presenting you something you might like a lot; this is the More Trade Depots mod.
It alters the Storage Capacity of the storage plates from '100.0 units' to '1000.0 units' and '200.0 units' to '2500.0 units'. Also, more workers are now required in order to operate the trade centers (5 employees instead of 3).All preplaced modules have been deleted!. Placement cost has been reduced from '13.000§' to '7.500§'; building maintenance cost have been decreased to '450§'.
Docks and Rail attachment limit for Large trade depot are now capped at '2'. As with my other mods, this mod accommodates my own incorrigible penchant for extreme cheating (cough) ease of play. Not compatible with other RCI mods (RCI plop mods are fine). Tax building values are high, pollution levels are low, freight quantities and frequency of production are increased.- Offline only -For all RCI buildings:. Tax building value set to 100,000 simoleans. Minimum workers for operation for all buildings reduced to 1.
Garbage reduced to 0. Water capacity set to 15 and water usage to 5 (or left alone if lower). Power capacity set to 15 and power usage to 5 (or left alone if lower). Self-ignite threshold property set to 500, up from either 45 or 90.Additionally, for all industrial buildings:.
Transmitter amount (volume of pollution) set to 0. Transportation cheat requires both base game and the CoT expansion. This mod zeros out plop and maintenance costs for most forms of transportation. Greatly increases passenger counts and busses per garage. Firstly, here are the aspects of the game that I think need some tweaked.1. Why tax income are very low, whereas country's revenue mostly come from tax.2.
Why goods are too few while shoppers are so many?3. Why there are too many unfilled jobs?4. Freight output seems can't fulfilled commercial needs.
(Too many factory mean you need more workers/or zoning more residential, which mean zoning more commercial that need more freights, which mean zoning more industrial. This is a broken system.)So. Guys, I made this mod, intended to make a balance to the game. I hope you like it.UPDATED TO:Version 1.2Previous versions with some fix:1. The population inside Medium Density Residential building has been slightly increased ( New Version: Default x1.5).2.
Improved speed an acceleration of Industrial Freight Trucks / Heavy Trucks.HOW TO INSTALL:1. Backup your previous saved games.2. Delete your saved games located in 'C:Users.Documents'.3.
If you have any RCI mod or previous version of my mod inside your SimCityData folder, remove it.4. Unzip / Extract v1.2-RCI-Mod.zip5. Copy file '0FFL1NE-v1.2-PapaBear-SimCity2013-RCI-Mod.package' to 'Origin GamesSimCitySimCityData' folder.6.
Copy file 'SimCity-Scripts287520926.package' to 'Origin GamesSimCitySimCityUserDataPackages' folder.IN ORDER FOR THIS MOD TO WORK,YOU NEED TO:START ON A NEW REGION,CLAIM CITY/CITIES,PLAY (DON'T ZONING YOUR CITY YET).SAVE,QUIT GAME,RELAUNCH YOUR GAME,LOAD YOUR SAVED GAME (YOU CAN START ZONING YOUR CITY).THIS MOD ARE INTENDED FOR OFFLINE PLAY.PLAYING ONLINE MIGHT LEAD TO CITY ROLLBACKS!HOW TO REMOVE:1. Delete '0FFL1NE-v1.2-PapaBear-SimCity2013-RCI-Mod.package' along with 'SimCity-Scripts287520926.package' from the installation directory.2. Delete your saved game.19,448 Downloads.
(and 6 more). A fully working developer mode with the latest patch! Currently working on both Single Player and Multiplayer!Note: This mod was INSPIRED by TrixisOwned, however uses NONE of his work!I was at first trying to get Trix's mod to work but it seemed to not work anymore. Therefore I spent a couple hours putting this together and with some effort, even fixed the connection loading issue! Please give credit to me if you decide to mirror or re-post this. I would like any re-posts to have a link to this thread. And now without further ado.
I give you Kayaba's Patch. With pics obviously!I moved it to this instead of my mega for several reasons. Sorry guysTHIS WORKS ON THE NEWEST PATCH.If you need help, join the site's Live Chat and I'll be glad to help you.42,811 Downloads. (and 1 more). I wanted to remove garbage production from houses of worship. Affects church, mosque, temple, new temple.Reduced garbage, required workers reduced from 2 to 1, worshiper count increased from 200 to 500. No other changes.
Replop existing houses of worship.- Does not affect any other cultural items (landmarks, etc.).- Does not increase number of ploppable houses of worship (default left alone at 4).Houses of worship already had no associated maintenance or plop cost.Install in SimCitySimCityUserDataPackages. I turned off my garbage dump and walked away from my city for an hour and let it run at full speed, and the churches eventually produced garbage.I'll see what else will need to be done.
The increased worshiper count and required worker count is fine.5,375 Downloads. (and 4 more). Build Electric Power Lines with this mod! Make your city even more realistic and functional!Features:- Medium voltage Power Line (High voltage Power Line coming soon);- Create lines any patterns: straight, square, arced, curvy and circle as roads (You can choose a necessary type in menu 'Roads');It is not a decoration! These lines transfer energy. Simply connect it from one road to another.You can find Medium voltage Power Line in menu 'Power'.This is an OFFLINE-ONLY mod.How to install:Unzip the files, copy and paste the.package files into your SimCityData folder.Enjoy!Regional Electric Power Lines should be used only with the main mod 'Electric Power Lines'.Also, if you'd like to help my modding, you can donate here. Thank you so much.17,633 Downloads.
(and 2 more). The fusion power plant cheat is comprehensive and requires EP1 (Cities of Tomorrow).
You may experience issues if you have also installed other mods that affect any aspect of the fusion power plant.All of the cheats reduce resource requirements while greatly increasing desired output. The education cheat is comprehensive and requires just the base game. You may experience issues if you have also installed other mods that affect any aspect of education, including the individual buildings of the university, grade school/high school classrooms, and buses.All of the cheats reduce resource requirements while greatly increasing desired output. The clinic cheat is comprehensive and requires just the base game. You may experience issues if you have also installed other mods that affect any aspect of the clinic, including the ambulance bay and other clinic facilities.All of the cheats reduce resource requirements while greatly increasing desired output.
The hospital cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of the hospital, including drones, ambulances, ambulance bays, and other facilities. All of the cheats reduce resource requirements while greatly increasing desired output. The fire station cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow).
You may experience issues if you have also installed other mods that affect any aspect of fire fighting facilities, including drones, garages, and helipads. All of the cheats reduce resource requirements while greatly increasing desired output. The water cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of water.The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:Modified instances: (see screenshot for SimCityPak).Basic Water PumpFiltration PumpHydro Pumping StationWater Pumping StationWater TowerWater Treatment PlantWhat this mod does:If you plop the water pumping station and add a single filtration pump to it, then over time, the water table will first stabilize, and then grow. See screenshots.Greatly increased the pumping station's output.Number of workers required to start operating set to 1.No plop or maintenance cost for any other water facility (tower / hydropump).To use:Place all files in SimCitySimCityUserDataPackages.
If you already have the script files, you don't need to put them in there again, just the included package file.If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.If you use this file, delete and replop any existing water facilities. Same holds true if you remove the file.17,363 Downloads. I think there is a missunderstanding here.
There isn't direct relation between sunken rail and the rail-subway-rail conversions. Sunken rail does not require rail-subway-rail conversion. I never use these exactly for the same reason because subway can not do freight traffic. That conversion is mostly being used because with the default tunnels you can not do curves underground etc. But for sunken rail you do not need these conversion lots.The case of this station It is simply TE modding on the station and the rail line is using the default rail tunels which happily allows the freight rails to use the line. Thank You for the Continued Support!Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!
You've really help make this a great community.But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running, so that we can help keep bringing SimCity players together to share our creations.Expand your city with the best from the Simtropolis Echange.Make a and get one or all three discs today!By way of a ' Thank You' gift, we'd like to send you our STEX Collector's DVD.
It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the for more info.Each donation helps keep Simtropolis online, open and free!Thank you for reading and enjoy the site!
This release was created for you, eager to use SIMCity 4 full and with without limitations.Our intentions are not to harm SIMCity software company but to give the possibility to those who can not pay for any pieceof software out there. This should be your intention too, as a user, to fully evaluate SIMCity 4 withoutrestrictions and then decide.If you are keeping the software and want to use it longer than its trial time, we strongly encourage you purchasing the license keyfrom SIMCity official website. Our releases are to prove that we can! Nothing can stop us, we keep fighting for freedomdespite all the difficulties we face each day.Last but not less important is your own contribution to our cause. You should consider to submit your ownserial numbers or share other files with the community just as someone else helped you with SIMCity 4 serial number.Sharing is caring and that is the only way to keep our scene, our community alive.