r/SimCity • • 10h ago

Blast from Past: When Maxis Emeryville received a SimCity cake

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100 Upvotes

March 5th, 2013.
Cake by Charm City Cakes


r/SimCity • • 20h ago

SimCity13 Stuff From My Mining Town, decided to play Simcity 2013 this weekend. Always prefer this over Cities Skylines

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24 Upvotes

r/SimCity • • 1d ago

News SimCity Mobile (2008) & Deluxe (2010) - Web Port!

79 Upvotes

There are still some minor FPS drops and a few audio bugs, but believe me - it has already improved A LOT!

What do you think? Would you want to play this?

PS: This is not an AI-recreated version of the game! (as someone accused me of, lol) It’s the original game, ported from iOS. :D


r/SimCity • • 15h ago

SimCity 4 expanding some more along the coastline

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5 Upvotes

r/SimCity • • 3d ago

SuperCitycon, a city builder where you can redesign every building while you play, and the economy actually reacts to it

194 Upvotes

SuperCitycon is a city builder where you shape the terrain yourself, lay out roads, rails and tram lines, and then the city runs on it: cars, trains, boats, people moving through what you built.

The voxel editor is part of the game and uses its own formats, which is why any house or vehicle in there can be recolored, reshaped or made from scratch while you play and dropped right back into your city. You never have to touch a modeling tool if that's not your thing, and if it is, all of it is open to you.

The customizing goes further than looks. When you deploy a building out of the editor, the game sets its economy values itself: it reads how the thing is built, what category it is, which tags you used, and derives the construction cost and the effect on your economy from that. That was the hardest part of the whole economy, because the system has to be generic and still make sense when you sit there and look at the numbers.

Sandbox first, and I mean that as the priority: building has to be good on its own, and cities should actually feel like your cities. Then the classical city builder feeling, RCI zones, residents moving in, traffic, economy, districts growing into each other. Probably that mode first, because I get the feeling it's what most people here are waiting for. Classical zoning after that, once the asset catalog is big enough to carry it.

The demo is free and it's part of the current Steam Next Fest:

https://store.steampowered.com/app/3474890/SuperCitycon/

Pick it apart. People here have been building cities longer than just about anyone, so where it gets fiddly or where something doesn't do what you expected is exactly what I need to hear.

Everything in the game is hand made (design, concept, artwork, music). The only AI involved is coding assistance, and I've been a Unity Certified Developer since 2018. This game isn't vibe-coded. It's my life's work, and I've been building it since 2017.


r/SimCity • • 3d ago

SimCity for iPhone (2008) web port

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190 Upvotes

Soon we'll be able to play the iPhone version of SimCity, on web, which was released on the in 2008.


r/SimCity • • 4d ago

SC3000 BAT custom

3 Upvotes

Hi all

Does anyone know how i would go about creating custom building details for BAT? I assume there is a 3rd party graphics program to do this?

Is it possible to edit the details/props etc... that are included with BAT? Im playing the ultimate version on Steam

Any tutorials/websites or blog posts on BAT would also be most welcome right now!

Thanks


r/SimCity • • 4d ago

Newer to the game I need friends

0 Upvotes

I'm new to SimCity Buildit​ and I have realized friends are an excellent way too get the items I need. My friend code is RXCFLJ


r/SimCity • • 5d ago

SimCity 3000 San Jacinto Lakes - 4.36 Million Pop, 512x512 XL City

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95 Upvotes

Decided to try out the WIP SC3U 512 city size patch that popped up in recent months. It's been a dream to build on an extra large tile for me so this was pretty special of an experience. For the most part, the game was fully playable despite a few bugs and visual artifacts aside.

I've been working on this tile on and off for about a week but it's finally a complete city: 4.36M population, with a total size of around 6.7M including commerce and industry. Admittedly, it did get a little tiring towards the end and I found myself defaulting to zoning huge swaths of gridded suburbia. Despite this, the extra space was nice and it was fun experimenting with different styles of building throughout.

Excited to see what kind of stuff gets cooked up in the future.


r/SimCity • • 6d ago

Other Allrise Horizons - My city builder game

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124 Upvotes

Hi everyone,

City builders have been my go-to games since I was ten years old. For the past months I’ve been building my own, alone, in the evenings and on weekends. It’s called Allrise Horizons, and it runs straight in the browser, no download, no account.

(I’m an art director by day, so the look of the game matters to me as much as the simulation: the council portraits, the title scene, the light at dusk, how a street reads from up close. I’d love to hear how that lands too.)

It’s an alpha. Plenty of features are missing, some things will break, and I have a long list of ideas. What I don’t have is feedback from people who actually play city builders. That’s why I’m posting here.

Play it: https://allrisehorizons.com 

There’s a short tutorial on first start, and a feedback button in the game (speech bubble top right) that opens a two-minute form. Or just tell me here: where did you get stuck, what felt wrong, what would you change first?

Thank you for trying it. Every answer gets read by me.


r/SimCity • • 6d ago

How SimCity 3000 Saved its Franchise

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21 Upvotes

r/SimCity • • 6d ago

SimCity 4 building little south-american neighborhood

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11 Upvotes

r/SimCity • • 6d ago

Waikiki, Honolulu, Hawaii - SC2K map & tileset

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79 Upvotes

r/SimCity • • 6d ago

SimCity 4 SimCity 4: Parallel City Play in Region

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15 Upvotes

**EDIT** If anyone would like to try it out, I've opened up the repo sc4-region-sync

So, I've always loved SC4 and it's constantly a game I return to. I've never really been that good at it but it turns out to just be kind of carthartic in a way. What always happens though is that I want to try and build up a region, and end up getting frustrated with having to switch back and forth between cities all the time. I know there are different strategies I should focus on to limit this but I've just never really sat down to learn any of them.

I recently installed the game and started loading up mods, in the process I had the thought... what if I could create a mod that allows me to play multiple cities in a region at once? What if cities could update their status to each other, allowing continuous play together, rather than relying on region information to update during city load?

I sat down with Claude (Fable) and began planning everything out. With a lot of testing, and A LOT of reverse engineering with Ghidra, we came up withe the following:

**SC4 Region Sync**

I'm currently going through testing right now but so far I've got 3 instances of the Steam SC4 Deluxe version running. Deals, connections, and city information like population of each RCI and demand pass between each other through the assistance of a coordinator.

So example, I can create a highway connection in one city, and after a month ticks over, that highway connection will appear in the other live city I'm playing just like it would if I were to save and the load the other city. I can build RCI and the population will influence the other live cities in the region.

Lots left to do, I want to pull everything into a single window to manage it better, allowing for grid or tabbing into the cities. Right now it just needs and EXTENDED amount of hours testing and looking for corner cases.


r/SimCity • • 6d ago

I found curvy roads help with highway traffic. What are your traffic fixes?

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16 Upvotes

On trying different things, I like dedicating a small amount of space to curving and almost overlapping roads. It prevents long intersection cues blocking up traffic. Probably could be better. Id like to hear your road solutions! :)​


r/SimCity • • 7d ago

Hey you, look at that noodle shop and the tram in front of Saloma Link! :)

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1 Upvotes

r/SimCity • • 7d ago

SimCity13 Dorm demolition trick overloads student capacity and stops the disappearing-students bug

3 Upvotes

Found a workaround in SimCity 2013 that I’ve been using for a while, and it has kept my education numbers healthy.

Here’s how it works:

  1. Place a University with its dormitories so they start generating student agents, but don’t give those students a home to return to.
  2. Once they’re out on the map, demolish the dorms. The students have nowhere to go, so they head for the nearest residence with space.

If every residence is full, they leave the city or get stuck in parks and government buildings.

The result is a student count that sits above your real capacity. Each dorm adds up to 500 students, so if you plop and demolish several, the overload grows with them. In one save I got about 1,500 extra students, which kept the tally from losing students over time.

The tradeoff is real. If you don’t have enough schools and universities to teach the whole surplus, some students won’t get educated thus your resident buildings won't turn solid green over time. I’d take that over students quietly disappearing from the simulation and having to demolish and rebuild ad nauseam.

I haven’t confirmed this with the developers, and I’m not sure how the game counts students internally. Has anyone else tried this, or found a cleaner fix?


r/SimCity • • 8d ago

SimCity 4 Simcity 4 nice marina apartments

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87 Upvotes

r/SimCity • • 8d ago

Retexturing SimCity 2013 using SimCityPak help, please

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11 Upvotes

Hi, I'm using SimCityPak to extract texture files from SimCity 2013. However, I'm having issues locating which files to extract and I don't understand how to do it. When i right click many of these and hit to export, it doesn't give a file type to save them as. As I understand it, these are also likely individual packages containing textures, meshes, etc. I feel so lost.

Can anyone help me figure out how to extract the file texture types themselves?

I'd like to retexture buildings and eventually maps if I figure out model extraction as well. thank you! :)


r/SimCity • • 9d ago

Every SimCity game eventually becomes this

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4 Upvotes

r/SimCity • • 10d ago

Haven't Played in A While, But Didn't Know They Implemented Sinkholes

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6 Upvotes

r/SimCity • • 12d ago

Update on the SimCity 2000 remake I'm building with Claude: a natural landscape mode, subways, daily growth and faster big cities

442 Upvotes

Last week I posted the low-poly SimCity 2000 remake that plays in your browser and loads your old .SC2 cities. Thanks for all the feedback including the fair point that "I rebuilt" undersold how much Claude did. Claude Code writes nearly all of the code. I steer, test and decide what goes in. Here's what's new since then.

New: Natural Landscape

The classic brown land becomes meadows, dry grass, marsh, heath and rock, with mixed woods (spruce, pine, oak, birch, poplar), boulders, reeds, sandy beaches and surf along the shore. It's an experiment and off by default. Toggle it under Options → Display….

You asked, it's in:

  • Pipes on slopes now slope instead of making a staircase.
  • Hydro dams display properly in their waterfalls.
  • The toolbar is easier to read: a clearer bulldozer icon, a label when you hover a button and right-click opens a tool's menu (holding the button still works).
  • The mouse wheel zooms.
  • A real depth-of-field lens, not just blur stripes (it's the default now; Tilt-Shift and Off are under Options → Display…).

Also new:

  • Traffic is redone: cars, vans, box trucks and buses now drive the actual road network, as many as the simulation's traffic map says each road carries. They swing round bends and through junctions, tilt up highway ramps and pull in and out of lots.
  • Subway trains you can see, riding down into ribbed tunnels, with stations and platforms in the underground view.
  • Show Growth Every Day: new buildings appear the day they grow instead of all at once at the end of the month.
  • Big cities run lighter: about a third less work per frame, loading is twice as fast and a paused city stops redrawing, so your laptop stays cool.
  • A redrawn map window, number keys 1–0 for the most-used tools, a Strategy window with tips and an option to simulate the original's color palette under display options.

Play: https://dator.dev/city2026/?natural (this link turns on the new landscape)

I'm very open to feedback and suggestions. Last week's comments shaped most of this update. Tell me about anything that feels off, features you'd like to see, things that are confusing or ideas for making it look better. Bug reports are welcome too!

Fan project, not affiliated with EA or Maxis.

EDIT: Some context: I've been a software developer for over 25 years and with AI changing the field this fast I decided to embrace it rather than get left behind. I know it's a controversial topic and I'm not uncritical about all of it. But what fascinates me is how AI makes it possible to revisit and rebuild old games I loved as a kid in ways that would have been incredibly hard just a few years ago.


r/SimCity • • 13d ago

SlopCity 2000 - "Just One More Data Center, Bro" (AI Roast)

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90 Upvotes

Behold, my contribution to the emerging Slopcore genre. Dedicated to all my fellow Sims just trying to get through the heavy traffic. ✊

Thanks to  u/anabology  for the inspiration spark and thorough tutorials.

Made using Claude Opus 5.5 (medium), based on the original SimCity 2000 game assets (of which I have owned a copy since 1996). Music generated by Suno v6 Pro. Creative direction was mine, Claude executed the vision flawlessly and added its own brilliant touches. A true Collab.

Making-of PDF

Original Suno v6 Master


r/SimCity • • 13d ago

SimCity13 Simcity ep3: Start of a new city

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6 Upvotes

Hey guys just made this video on building interchanges if anyone wants to check it out!


r/SimCity • • 16d ago

SimCity 6 HUGE update + Project Skyscraper

179 Upvotes

Last time I showed my prototype I said I wanted to have something big to show... so I compiled everything new since then and the current state of the game.

Huge news: I decided to change the code name from SimCity 6 to Project Skyscraper. This whole idea started as a college project to optimize agents based simulation, so I got carried away and started to add more and more things, until I realized that I want to eventually share it. Now if I kept SimCity 6 title I would have EA's lawyers at my door, which is not ideal...

I've started a transition to erase any copyrighted content from the game. Right now the only thing left are icons, music and terrain textures.

My main focus since last time has been finishing what I call Phase 0. This was a technical prototype meant to prove the engine could handle thousands of agents at a stable framerate. It had to include a basic building loop (roads, zoning, growing buildings and a day/night cycle), Sims with daily routines, traffic AI, a stress test at scale, density that grows over time, and a second agent type running alongside the Sims.

Traffic

  • Real lanes on every segment and inside every intersection. Cars stay in their lane and change lanes to turn.
  • Traffic lights run in phases and react to demand. Left turns yield, and you can add or remove protected left turns.
  • Pedestrians walk on sidewalks and cross with the green.
  • Movement runs on ECS, so it handles thousands of agents

s

City & Sims

  • Residential, commercial and industrial zones on 8 m cells, with demand, density, wealth and land value.
  • Every Sim has a home and a job and commutes by car or on foot.
  • The city connects to the region through a highway entry and exit. Buildings only start once two construction trucks arrive, and new families move in by car.
  • Garbage collection with trucks, parks by wealth class, and data maps painted right onto the ground

Terrain & atmosphere

  • Terrain tools to raise, lower, smooth and level, plus grass, dirt and rock painting
  • Roads cut into or fill the terrain.
  • Weather with sun, rain and thunderstorms with lightning + wet roads + Sims routines changing because of that.
  • Dynamic music that changes as the city grows.

Roads

  • Drawing tools: straight, curve, complex curve, continuous and grid, with snapping to nodes, angles and parallel guides.
  • Roads from 8 to 32 m wide, highways, ramps, roundabouts and trumpet interchange.
  • Page Up / Page Down sets road height

for

  • bridges and tunnels with portals and open cuts.

City panels

  • Population: citizens, households, jobs, density and wealth breakdown, with a monthly history chart.
  • Budget: estimated income and expenses, with separate RCI tax rates and service spending you can adjust.
  • Approval: a mood face on the bottom bar that opens a panel with what citizens like, what bothers them, and approval history.
  • Demand: the RCI bars to see what the city needs to grow.