Locate your water facilities near your nascent town as well, away from the dirty stuff. Start your city on the other side from that and adjacent to the small tile. Locate all the dirty stuff (coal power plant, landfill) at the far side of the tile from where the neighboring small tile is. I like to start with a medium-sized tile first that has a small tile adjacent to it. There are several strategies for getting your initial city started. ![]() Hmmm, now you got me itchin' for some 'City - gonna have to dig that out! :) In general, I'd say that 10% of any given city was ALWAYS "under construction", and that 10% moved around a LOT.Īlso: I think it helps to always repair damage (disaster or rot) as quickly as possible, and spend the money on police & fire services. It helped cut down on commute-time, which I think my little sims liked :)īut, again, you have to be pretty heavy-handed with the bulldozer (not all at once!), and willing to make constant adjustments as this or that area gets too much THIS and not enough THAT. I also seem to recall that making lots & lots of "mini-cities" - neighborhoods that were nearly self contained, with a nice balance of parks & rec, industry, commercial ("strip malls" :) and residential seemed to work well. That is, if you spent a lot of effort building-up a big commercial area, let's say, then it starts to falter, be willing to bulldoze it down and make something different, if that's "what the game wants." I've not played in ages, but I seem to remember that the trick was to not become too attached to any particular segment. Same power spread, no cost, possible income. The downside is that your power budget will not be at 100%, so 1) new plants will start at whatever the budget is set to overall, and 2) there is a chance of fire on all power lines. This prevents the plant from aging in any noticeable amount, and you can then buy your power from a cheaper plant. Special note, if you are using Waste To Energy incinerators, turn them down to producing no power and have them only dispose of waste. Eventually, you are paying out the nose for nothing. They gradually cost more to maintain and have lower output. The utilities buildings, water pumps, power plants, and incinerators age over time, more for the more they are used. I think this is the most important info people are missing to building a great city. After you've taken care of the basics that every zone wants, power and water for higher density/$$$, take care of problems in this order and you'll spend less money, attract more Sims, and make more money. Dirty/Manufacturing industry wants police, then shorter fright trips, then NOTHING else, they're happy. Residential Sims want police more than hospitals. Improve the desirability for each of these occupant types: In your city, you do have indirect control by affecting the desirability On the quick reference guide, as well as buried deep in the Sim City Manual under the desirability chart, is possibly the most important information to the game that no one knows:Īlthough you can’t directly affect the types of occupants that develop but they want some things more than others, and if you build them in the wrong order you are WASTING YOUR MONEY, because they don't have their full effect. Spending Money On Things Before Sims Want Them While police stations can be underfunded, it's not recommended to do so.There are two ways I commonly break my cities: ![]() The Small Police Station has two police cars, the large one has four as well as a larger range. Note that due to an in-game bug, it is never possible to eliminate the crime from large buildings, like the airport or the country club, no matter how many police stations you build around it. (The Federal Prison business deal also works as a jail if you were wondering.) In this case, you'll need to build a City Jail to store the inmates. ![]() Every police station includes a small jail, however if crime is really bad, it's possible for this jail to be overcrowded, which will result in a prison break. Since crime is mostly a problem of larger cities, you can hold off them until late into the game.Ĭriminals that are caught by the police will be put in jail. To stop both of these threats, you'll need to build police stations. They'll run rampant and destroy everything until they're stopped. These occur when your city is in a really bad state and the population is quite upset. Certain rewards, like the state fair, also act as crime generators. The effects of crime can be seen in the city when you zoom it, for example, graffiti will appear on vandalized buildings.Ĭrime appears more often in an uneducated population, so building schools can help reduce crime if there were none before. It has the worst effect on commercial offices, but it can make any kind of population leave if it is bad enough. Crime is one of the worse aspects that come with increasing population.
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