I've been messing around with the highway and one way road tools in the UDoN (UniDirectional Network) mod. It's been a blast creating new types of road networks and watching the cars zip around. Here's a video tour from a city I did on the Vastrap Ridge map.
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Playing Around with UDoN Highways
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A Quick Tour of Uncivil Engineer's Amchitka Mesa
Just finished a new quick tour video. This one features a completed highway system and large interchange. Hope you like it!
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Sim City - Sites That Have Two Or More Highway Entrances
Here is the list of all the city sites in Sim City that have two highway entrances. Note that these cities have a total of 6 lanes coming into the city, whereas a one entrance city only has 2.
Note that Toucan Valley in the Verdant Jungle region has three entrances, as does Rio Blanco in the Desolation region.
Cape Trinity | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
2 | Trinity Point | 2 | No | 0 | 0 | 0 | 3 | 1 | ||
Whitewater Valley | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
1 | Brakeman's Folley | 2 | No | 2 | 3 | 1 | 2 | 1 | ||
3 | Twain | 2 | No | 0 | 0 | 0 | 3 | 0 | ||
4 | Elm Grove | 2 | No | 3 | 1 | 3 | 2 | 0 | ||
5 | Riverbend | 2 | No | 2 | 3 | 2 | 3 | 0 | ||
Serenity Key | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
1 | Oma Oma O | 2 | No | 2 | 2 | 3 | 3 | 2 | ||
4 | South Wakea | 2 | No | 3 | 2 | 2 | 3 | 1 | ||
6 | Paniolo Pointe | 2 | No | 0 | 0 | 0 | 3 | 2 | ||
Edgewater Bay | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
2 | Gardner Valley | 2 | No | 0 | 1 | 1 | 2 | 1 | ||
4 | Mason Hill | 2 | No | 2 | 3 | 0 | 1 | 2 | ||
5 | Callahan Canyon | 2 | No | 3 | 2 | 1 | 2 | 2 | ||
Reflection Atoll | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
3 | Summit Vista | 2 | No | 0 | 0 | 0 | 3 | 1 | ||
7 | Trader's Ridge | 2 | No | 1 | 1 | 1 | 3 | 1 | ||
Desolation | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
1 | Whitesand Springs | 2 | No | 2 | 2 | 0 | 3 | 2 | ||
2 | Arroyo Alamogordo | 2 | No | 0 | 0 | 0 | 1 | 1 | ||
3 | Semipalatinsk Steppes | 2 | No | 0 | 0 | 0 | 0 | 3 | ||
4 | Rio Blanco | 3 | No | 0 | 3 | 3 | 1 | 2 | ||
6 | Amchitka Mesa | 2 | Yes | 3 | 2 | 2 | 1 | 2 | ||
7 | Fallout Epicenter | 2 | Yes | 3 | 3 | 3 | 1 | 2 | ||
Verdant Jungle | ||||||||||
Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | ||
No. | ||||||||||
Northern Great Work | ||||||||||
1 | Osprey | 2 | Yes | 2 | 2 | 2 | 2 | 1 | ||
2 | Mount Macaw | 2 | No | 3 | 3 | 0 | 2 | 3 | ||
3 | Toucan Valley | 3 | Yes | 0 | 0 | 0 | 2 | 1 | ||
Southern Great Work | ||||||||||
5 | Tapir Valley | 2 | No | 3 | 2 | 0 | 3 | 2 | ||
6 | Anaconda Bay | 2 | No | 0 | 3 | 2 | 3 | 1 | ||
8 | Tamarin Island | 2 | No | 0 | 0 | 0 | 3 | 1 | ||
Granite Lake | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Northern Great Work | ||||||||||
2 | Crockett Bend | 2 | No | 1 | 3 | 1 | 1 | 2 | ||
Southern Great Work | ||||||||||
6 | Thunder Ridge | 2 | No | 2 | 3 | 0 | 2 | 2 | ||
7 | Starlight Fields | 2 | Yes | 2 | 0 | 2 | 2 | 1 | ||
Horizon Archipelago | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Northern Great Work | ||||||||||
2 | Ceylon Steppes | 2 | No | 2 | 2 | 2 | 3 | 3 | ||
Western Great Work | ||||||||||
6 | Hokusai Cliffs | 2 | No | 1 | 2 | 2 | 3 | 3 | ||
Rambling Badlands | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Western Great Work | ||||||||||
3 | Tarantula | 2 | No | 1 | 1 | 0 | 3 | 1 | ||
Eastern Great Work | ||||||||||
8 | Cereus Ridge | 2 | No | 3 | 3 | 0 | 2 | 1 | ||
10 | Prickly Pear Cliffs | 2 | No | 2 | 1 | 2 | 2 | 2 | ||
Discovery Delta | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Western Great Work | ||||||||||
4 | Harper Plains | 2 | Yes | 3 | 0 | 1 | 1 | 1 | ||
Titan Gorge | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Western Great Work | ||||||||||
1 | Conestoga Crossing | 2 | No | 2 | 1 | 1 | 3 | 1 | ||
2 | Settler's Rest | 2 | No | 2 | 1 | 1 | 3 | 1 | ||
3 | Frontier Fields | 2 | Yes | 1 | 0 | 3 | 2 | 1 | ||
Southern Great Work | ||||||||||
7 | Palomino | 2 | Yes | 2 | 3 | 0 | 1 | 2 | ||
Viridian Woods | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
Southern Great Work | ||||||||||
10 | Gaugin Valley | 2 | Yes | 3 | 1 | 0 | 3 | 1 | ||
11 | Matisse Plains | 2 | Yes | 3 | 2 | 0 | 2 | 1 |
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Large and Flat Maps
These maps all have 99-100% buildable area and are perfectly flat. They're ready for you to pave paradise and put up a parking lot.
Desolation | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
6 | Amchitka Mesa | 2 | Yes | 3 | 2 | 2 | 1 | 2 | ||
7 | Fallout Epicenter | 2 | Yes | 3 | 3 | 3 | 1 | 2 | ||
Verdant Jungle | ||||||||||
Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | ||
No. | ||||||||||
Northern Great Work | ||||||||||
1 | Osprey | 2 | Yes | 2 | 2 | 2 | 2 | 1 | ||
3 | Toucan Valley | 3 | Yes | 0 | 0 | 0 | 2 | 1 | ||
Granite Lake | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Southern Great Work | ||||||||||
7 | Starlight Fields | 2 | Yes | 2 | 0 | 2 | 2 | 1 | ||
Horizon Archipelago | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Northern Great Work | ||||||||||
1 | Oolong Peak | 1 | Yes | 3 | 1 | 0 | 2 | 2 | ||
3 | Lapsang Landing | 1 | Yes | 2 | 3 | 0 | 2 | 2 | ||
4 | Souchong Summit | 1 | Yes | 3 | 1 | 0 | 2 | 2 | ||
Western Great Work | ||||||||||
7 | Hiroshige Overlook | 1 | Yes | 3 | 0 | 0 | 2 | 2 | ||
Rambling Badlands | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Western Great Work | ||||||||||
1 | Iguana Flats | 1 | Yes | 0 | 0 | 0 | 3 | 1 | ||
Discovery Delta | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Western Great Work | ||||||||||
4 | Harper Plains | 2 | Yes | 3 | 0 | 1 | 1 | 1 | ||
Eastern Great Work | ||||||||||
9 | Rising Sun Valley | 1 | Yes | 2 | 0 | 0 | 3 | 1 | ||
Titan Gorge | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Western Great Work | ||||||||||
3 | Frontier Fields | 2 | Yes | 1 | 0 | 3 | 2 | 1 | ||
4 | Pioneer Plains | 1 | Yes | 0 | 0 | 3 | 3 | 1 | ||
Southern Great Work | ||||||||||
7 | Palomino | 2 | Yes | 2 | 3 | 0 | 1 | 2 | ||
8 | Mustang Run | 1 | Yes | 3 | 0 | 0 | 1 | 2 | ||
Eastern Great Work | ||||||||||
16 | Claim Overlook | 1 | Yes | 3 | 2 | 0 | 1 | 2 | ||
Viridian Woods | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
Western Great Work | ||||||||||
2 | Yorkshire Cliffs | 1 | Yes | 3 | 2 | 0 | 3 | 1 | ||
Northern Great Work | ||||||||||
5 | Giovanni Woods | 1 | Yes | 3 | 2 | 0 | 3 | 1 | ||
6 | Traviata Knoll | 1 | Yes | 2 | 3 | 0 | 2 | 1 | ||
Southern Great Work | ||||||||||
10 | Gaugin Valley | 2 | Yes | 3 | 1 | 0 | 3 | 1 | ||
11 | Matisse Plains | 2 | Yes | 3 | 2 | 0 | 2 | 1 | ||
12 | Rousseau Flats | 1 | Yes | 3 | 2 | 0 | 3 | 1 |
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Top Coal Maps
Here's a list of all the best coal maps. In order to make it on this list they had to have a rating of 3 in the coal column, per the game stats.
Whitewater Valley | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
2 | Whitewater Crossing | 1 | No | *** | 3 | 2 | 0 | 2 | 1 | |
4 | Elm Grove | 2 | No | 3 | 1 | 3 | 2 | 0 | ||
*** The train system on Whitewater Crossing crosses through the middle of the map. | ||||||||||
Serenity Key | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
4 | South Wakea | 2 | No | 3 | 2 | 2 | 3 | 1 | ||
5 | Namaka Beach | 1 | No | 3 | 3 | 0 | 2 | 1 | ||
Edgewater Bay | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
5 | Callahan Canyon | 2 | No | 3 | 2 | 1 | 2 | 2 | ||
6 | Graysmith Ridge | 1 | No | 3 | 3 | 0 | 2 | 1 | ||
7 | Fort Ferguson | 1 | No | 3 | 0 | 3 | 3 | 1 | ||
Reflection Atoll | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
5 | Cinder | 1 | No | 3 | 0 | 0 | 2 | 1 | ||
Desolation | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
5 | Vastrap Ridge | 1 | No | 3 | 3 | 0 | 0 | 3 | ||
6 | Amchitka Mesa | 2 | Yes | 3 | 2 | 2 | 1 | 2 | ||
7 | Fallout Epicenter | 2 | Yes | 3 | 3 | 3 | 1 | 2 | ||
Verdant Jungle | ||||||||||
Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | ||
No. | ||||||||||
Northern Great Work | ||||||||||
2 | Mount Macaw | 2 | No | 3 | 3 | 0 | 2 | 3 | ||
Southern Great Work | ||||||||||
5 | Tapir Valley | 2 | No | 3 | 2 | 0 | 3 | 2 | ||
7 | Jaguar Ridge | 1 | No | 3 | 2 | 3 | 3 | 2 | ||
Granite Lake | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Northern Great Work | ||||||||||
1 | Boone | 1 | No | 3 | 2 | 0 | 2 | 2 | ||
5 | Carson Shores | 1 | No | 3 | 0 | 2 | 1 | 2 | ||
Horizon Archipelago | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Northern Great Work | ||||||||||
1 | Oolong Peak | 1 | Yes | 3 | 1 | 0 | 2 | 2 | ||
4 | Souchong Summit | 1 | Yes | 3 | 1 | 0 | 2 | 2 | ||
Western Great Work | ||||||||||
7 | Hiroshige Overlook | 1 | Yes | 3 | 0 | 0 | 2 | 2 | ||
Eastern Great Work | ||||||||||
9 | Cowrie Cove | 1 | No | 3 | 0 | 0 | 2 | 1 | ||
10 | Triton Valley | 1 | No | 3 | 0 | 0 | 2 | 3 | ||
Rambling Badlands | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Western Great Work | ||||||||||
2 | Hawk's View | 1 | No | 3 | 0 | 3 | 1 | 1 | ||
5 | Coyote Cliffs | 1 | No | 3 | 3 | 0 | 2 | 2 | ||
7 | Sidewinder Mesa | 1 | No | 3 | 3 | 0 | 2 | 2 | ||
Eastern Great Work | ||||||||||
8 | Cereus Ridge | 2 | No | 3 | 3 | 0 | 2 | 1 | ||
12 | Agave Banks | 1 | No | 3 | 2 | 3 | 3 | 1 | ||
13 | Aloe Plateau | 1 | No | 3 | 3 | 0 | 1 | 2 | ||
Discovery Delta | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Western Great Work | ||||||||||
2 | Huckleberry Island | 1 | No | 3 | 3 | 0 | 3 | 1 | ||
3 | Thatcher Overlook | 1 | No | 3 | 1 | 0 | 3 | 1 | ||
4 | Harper Plains | 2 | Yes | 3 | 0 | 1 | 1 | 1 | ||
Southern Great Work | ||||||||||
8 | Cottonwood Forest | 1 | No | 3 | 3 | 0 | 3 | 1 | ||
Eastern Great Work | ||||||||||
11 | Stackolee Ravine | 1 | No | 3 | 0 | 0 | 3 | 2 | ||
Northern Great Work | ||||||||||
15 | Kazoo Pass | 1 | No | 3 | 3 | 0 | 3 | 2 | ||
Titan Gorge | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Southern Great Work | ||||||||||
5 | Wrangler's Rest | 1 | No | 3 | 2 | 0 | 1 | 2 | ||
8 | Mustang Run | 1 | Yes | 3 | 0 | 0 | 1 | 2 | ||
Northern Great Work | ||||||||||
10 | Hickory Ridge | 1 | No | 3 | 3 | 0 | 1 | 1 | ||
Eastern Great Work | ||||||||||
13 | Prospect | 1 | No | 3 | 2 | 0 | 1 | 2 | ||
14 | Nugget Plateau | 1 | No | 3 | 3 | 0 | 1 | 2 | ||
15 | Placer Vista | 1 | No | 3 | 3 | 0 | 1 | 2 | ||
16 | Claim Overlook | 1 | Yes | 3 | 2 | 0 | 1 | 2 | ||
Viridian Woods | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
Western Great Work | ||||||||||
2 | Yorkshire Cliffs | 1 | Yes | 3 | 2 | 0 | 3 | 1 | ||
Northern Great Work | ||||||||||
5 | Giovanni Woods | 1 | Yes | 3 | 2 | 0 | 3 | 1 | ||
8 | Tosca Cliffs | 1 | No | 3 | 2 | 0 | 3 | 1 | ||
Southern Great Work | ||||||||||
10 | Gaugin Valley | 2 | Yes | 3 | 1 | 0 | 3 | 1 | ||
11 | Matisse Plains | 2 | Yes | 3 | 2 | 0 | 2 | 1 | ||
12 | Rousseau Flats | 1 | Yes | 3 | 2 | 0 | 3 | 1 | ||
Eastern Great Work | ||||||||||
14 | Hohenburg Shores | 1 | No | 3 | 0 | 3 | 3 | 1 |
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Top Ore Maps
Here's a list of all the best ore maps in SimCity. In order to make it on this list they had to have a rating of 3 in the ore column, per the game stats.
Whitewater Valley | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
1 | Brakeman's Folley | 2 | No | 2 | 3 | 1 | 2 | 1 | ||
5 | Riverbend | 2 | No | 2 | 3 | 2 | 3 | 0 | ||
Serenity Key | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
3 | North Wakea | 1 | No | 2 | 3 | 2 | 3 | 2 | ||
5 | Namaka Beach | 1 | No | 3 | 3 | 0 | 2 | 1 | ||
Edgewater Bay | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
4 | Mason Hill | 2 | No | 2 | 3 | 0 | 1 | 2 | ||
6 | Graysmith Ridge | 1 | No | 3 | 3 | 0 | 2 | 1 | ||
Reflection Atoll | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
1 | Ingot Landing | 1 | No | 0 | 3 | 0 | 3 | 2 | ||
Desolation | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
4 | Rio Blanco | 3 | No | 0 | 3 | 3 | 1 | 2 | ||
5 | Vastrap Ridge | 1 | No | 3 | 3 | 0 | 0 | 3 | ||
7 | Fallout Epicenter | 2 | Yes | 3 | 3 | 3 | 1 | 2 | ||
Verdant Jungle | ||||||||||
Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | ||
No. | ||||||||||
2 | Mount Macaw | 2 | No | 3 | 3 | 0 | 2 | 3 | ||
6 | Anaconda Bay | 2 | No | 0 | 3 | 2 | 3 | 1 | ||
Granite Lake | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
2 | Crockett Bend | 2 | No | 1 | 3 | 1 | 1 | 2 | ||
3 | Clark Landing | 1 | No | 2 | 3 | 0 | 1 | 3 | ||
6 | Thunder Ridge | 2 | No | 2 | 3 | 0 | 2 | 2 | ||
Horizon Archipelago | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
3 | Lapsang Landing | 1 | Yes | 2 | 3 | 0 | 2 | 2 | ||
5 | Toyokuni Strand | 1 | No | 0 | 3 | 3 | 3 | 1 | ||
11 | Nautilus Plateau | 1 | No | 2 | 3 | 0 | 3 | 2 | ||
Rambling Badlands | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
5 | Coyote Cliffs | 1 | No | 3 | 3 | 0 | 2 | 2 | ||
7 | Sidewinder Mesa | 1 | No | 3 | 3 | 0 | 2 | 2 | ||
8 | Cereus Ridge | 2 | No | 3 | 3 | 0 | 2 | 1 | ||
13 | Aloe Plateau | 1 | No | 3 | 3 | 0 | 1 | 2 | ||
Discovery Delta | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
2 | Huckleberry Island | 1 | No | 3 | 3 | 0 | 3 | 1 | ||
7 | Willow Woods | 1 | No | 2 | 3 | 0 | 3 | 2 | ||
8 | Cottonwood Forest | 1 | No | 3 | 3 | 0 | 3 | 1 | ||
10 | Cotton Bend | 1 | No | 2 | 3 | 2 | 3 | 2 | ||
15 | Kazoo Pass | 1 | No | 3 | 3 | 0 | 3 | 2 | ||
Titan Gorge | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
7 | Palomino | 2 | Yes | 2 | 3 | 0 | 1 | 2 | ||
10 | Hickory Ridge | 1 | No | 3 | 3 | 0 | 1 | 1 | ||
11 | Pinewood Hills | 1 | No | 1 | 3 | 2 | 1 | 2 | ||
14 | Nugget Plateau | 1 | No | 3 | 3 | 0 | 1 | 2 | ||
15 | Placer Vista | 1 | No | 3 | 3 | 0 | 1 | 2 | ||
Viridian Woods | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
3 | Wessex Bend | 1 | No | 2 | 3 | 1 | 3 | 1 | ||
6 | Traviata Knoll | 1 | Yes | 2 | 3 | 0 | 2 | 1 | ||
7 | Figaro Forest | 1 | No | 2 | 3 | 0 | 3 | 1 | ||
15 | Burghausen Hills | 1 | No | 1 | 3 | 0 | 2 | 1 |
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SimCity Build the Best Contests #SimCityBTB
Every couple of weeks the official SimCity Facebook page puts on a screen shot challenge to "Build the Best City", where each event has a different theme.
Since I've started trying to win these, I compiled a list of links to see what the previous contests were. For extra credit you can try to identify all of the SimNation Guild members in each gallery. There's usually at least 2 or 3 members in each contest.
Link to contest gallery | Announcement | Winner Name
Build the Best University City | Results | Riccardo Coratella
Build the Best Oil City | Results | Roy Kersten
Build the Best Tourist City | Results | Christian Gendron
Build the Best Curvy City | Results | Dribbs
Build the Best Electronics City | Results | SimNation Guild Member - Skyestorme
Build the Best Landmark City | Results | larrytwhis
Build the Best Amusement Park City | Results | lightworx78
Build the Best Green City | Results | cocacola95950
Build the Best Trade City | Results | lightworx78
Build the Best Transit City | Results | Skyfoxs
Build the Best Mountain City | Results | Charles
Build the Best Filter City | Results | Sim Nation Guild Member - Brian Boyd
Build the Best Bridge Tunnel City | Results | Benjamin
Build the Best Casino City | Results | Pedro
Build the Best Circle City | Results | Sim Nation Guild Member - UncivlEngineer
Build the Best Spooky City | Results | Sim Nation Guild Member - UncivlEngineer
Build the Best Polluted City | Results | Sim Nation Guild Member - UncivlEngineer
Build the Best Tropical City | Results | Debbie
Build the Best Omega City | Results | Covest
Build the Best Academy City | Results | Sim Nation Guild Member - Uncivil Engineer
If you'd like to get in on the action, read my Guide to Making a Winning Screenshot. I recommend taking part. It's fun to build a city with a particular purpose in mind and see what kind of creative spin you can put on a screenshot.
Since I've started trying to win these, I compiled a list of links to see what the previous contests were. For extra credit you can try to identify all of the SimNation Guild members in each gallery. There's usually at least 2 or 3 members in each contest.
Link to contest gallery | Announcement | Winner Name
Build the Best University City | Results | Riccardo Coratella
Build the Best Oil City | Results | Roy Kersten
Build the Best Tourist City | Results | Christian Gendron
Build the Best Curvy City | Results | Dribbs
Build the Best Electronics City | Results | SimNation Guild Member - Skyestorme
Build the Best Landmark City | Results | larrytwhis
Build the Best Amusement Park City | Results | lightworx78
Build the Best Green City | Results | cocacola95950
Build the Best Trade City | Results | lightworx78
Build the Best Transit City | Results | Skyfoxs
Build the Best Mountain City | Results | Charles
Build the Best Filter City | Results | Sim Nation Guild Member - Brian Boyd
Build the Best Bridge Tunnel City | Results | Benjamin
Build the Best Casino City | Results | Pedro
Build the Best Circle City | Results | Sim Nation Guild Member - UncivlEngineer
Build the Best Spooky City | Results | Sim Nation Guild Member - UncivlEngineer
Build the Best Polluted City | Results | Sim Nation Guild Member - UncivlEngineer
Build the Best Tropical City | Results | Debbie
Build the Best Omega City | Results | Covest
Build the Best Academy City | Results | Sim Nation Guild Member - Uncivil Engineer
If you'd like to get in on the action, read my Guide to Making a Winning Screenshot. I recommend taking part. It's fun to build a city with a particular purpose in mind and see what kind of creative spin you can put on a screenshot.
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Top Smelting Maps
Here's a list of all the best maps for a smelting factory. In order to make it on this list they had to have a rating of 3 in both the coal and ore column, per the game stats.
Serenity Key | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
5 | Namaka Beach | 1 | No | 3 | 3 | 0 | 2 | 1 | ||
Edgewater Bay | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
6 | Graysmith Ridge | 1 | No | 3 | 3 | 0 | 2 | 1 | ||
Desolation | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
5 | Vastrap Ridge | 1 | No | 3 | 3 | 0 | 0 | 3 | ||
7 | Fallout Epicenter | 2 | Yes | 3 | 3 | 3 | 1 | 2 | ||
Verdant Jungle | ||||||||||
Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | ||
No. | ||||||||||
2 | Mount Macaw | 2 | No | 3 | 3 | 0 | 2 | 3 | ||
Rambling Badlands | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
5 | Coyote Cliffs | 1 | No | 3 | 3 | 0 | 2 | 2 | ||
7 | Sidewinder Mesa | 1 | No | 3 | 3 | 0 | 2 | 2 | ||
8 | Cereus Ridge | 2 | No | 3 | 3 | 0 | 2 | 1 | ||
13 | Aloe Plateau | 1 | No | 3 | 3 | 0 | 1 | 2 | ||
Discovery Delta | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
2 | Huckleberry Island | 1 | No | 3 | 3 | 0 | 3 | 1 | ||
8 | Cottonwood Forest | 1 | No | 3 | 3 | 0 | 3 | 1 | ||
15 | Kazoo Pass | 1 | No | 3 | 3 | 0 | 3 | 2 | ||
Titan Gorge | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
10 | Hickory Ridge | 1 | No | 3 | 3 | 0 | 1 | 1 | ||
14 | Nugget Plateau | 1 | No | 3 | 3 | 0 | 1 | 2 | ||
15 | Placer Vista | 1 | No | 3 | 3 | 0 | 1 | 2 |
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Top Oil Maps
Whitewater Valley | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
4 | Elm Grove | 2 | No | 3 | 1 | 3 | 2 | 0 | ||
Serenity Key | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
1 | Oma Oma O | 2 | No | 2 | 2 | 3 | 3 | 2 | ||
Edgewater Bay | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
7 | Fort Ferguson | 1 | No | 3 | 0 | 3 | 3 | 1 | ||
Reflection Atoll | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
6 | Petrol Bay | 1 | No | 0 | 0 | 3 | 3 | 1 | ||
Desolation | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
4 | Rio Blanco | 3 | No | 0 | 3 | 3 | 1 | 2 | ||
7 | Fallout Epicenter | 2 | Yes | 3 | 3 | 3 | 1 | 2 | ||
Verdant Jungle | ||||||||||
Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | ||
No. | ||||||||||
4 | Kingfisher Cliffs | 1 | No | 2 | 2 | 3 | 2 | 2 | ||
7 | Jaguar Ridge | 1 | No | 3 | 2 | 3 | 3 | 2 | ||
Granite Lake | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
Northern Great Work | ||||||||||
8 | Halfmoon Banks | 1 | No | 0 | 1 | 3 | 2 | 1 | ||
Horizon Archipelago | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
5 | Toyokuni Strand | 1 | No | 0 | 3 | 3 | 3 | 1 | ||
Rambling Badlands | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
2 | Hawk's View | 1 | No | 3 | 0 | 3 | 1 | 1 | ||
12 | Agave Banks | 1 | No | 3 | 2 | 3 | 3 | 1 | ||
Discovery Delta | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
13 | Washtub Fields | 1 | No | 1 | 0 | 3 | 3 | 2 | ||
16 | Spooner Plains | 1 | No | 1 | 0 | 3 | 3 | 2 | ||
Titan Gorge | ||||||||||
No. | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind | |
3 | Frontier Fields | 2 | Yes | 1 | 0 | 3 | 2 | 1 | ||
4 | Pioneer Plains | 1 | Yes | 0 | 0 | 3 | 3 | 1 | ||
Viridian Woods | ||||||||||
No. | City | Road Connections | Large & Flat | Rail System | Boat System | Coal | Ore | Oil | Water | Wind |
Western Great Work | ||||||||||
1 | Landcaster Pointe | 1 | No | 0 | 1 | 3 | 3 | 1 | ||
14 | Hohenburg Shores | 1 | No | 3 | 0 | 3 | 3 | 1 | ||
16 | Straussburg Isles | 1 | No | 0 | 0 | 3 | 3 | 1 |
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Battle of the Badlands 2 - a SimNation Guild Event
THIS EVENT HAS ENDED.
Team Uncivil took the title for Battle of the Badlands 2. Join the SimNation Guild to keep an eye out for future events. You can click on the scorecard below to see how everyone did.
---------------------------
Interested in taking part in a competitive team-based SimCity event?
Join the "Battle of the Badlands 2" which starts this Friday. You can read the details below, but to take part you need to join the SimNation Guild at https://www.facebook.com/groups/SimNationGuild/
Details:
Look for teams looking for members and post in the event thread if interested
Host: Monte
www.facebook.com/ montericogaming
Regions will be created by designated team leaders.
2 teams will compete in each Rambling Badland region however all teams are competing against each other.
For ease of recording and livestreaming the event I will ask that all regions be on the same server.
RULES AND REGULATIONS - Gotta have rules or its not a challenge. For those who don't want rules go back to the sandbox
MODS:Only Visual Mods
No outside game programs such as mouse clickers are to be used.
Building restrictions in each city:
The 5 Factory limit rule (limit 5 of each of the following in each city) - OMEGA, CONSUMER, SMELTING, OIL REFINERY, PROCESSOR.
Each casino type is limited to 2 in each city. (total casino buildings in each city is 10)
Limitation is per city. So no OMEGA COWS OR COMPUTER CITIES! Sorry that is just to easy. TEAM PLAY IS KEY to this event. Not one or 2 players making all the money. :P
How do I win????
Each team will be working to have more simoleons then any other team. Here is the catch. I will also be including bonuses and subtractions.
Bonus (Percentage of team cash total at event end)
Penalty
Time frame: Friday 6pm Eastern US time start and close the event out on Sunday night 9pm Eastern US time. I want to try and make is so most players can join the kickoff and finish. These events are truly global so you will all have to deal with the fact I live on the East coast of the US. :P
Team Uncivil took the title for Battle of the Badlands 2. Join the SimNation Guild to keep an eye out for future events. You can click on the scorecard below to see how everyone did.
---------------------------
Interested in taking part in a competitive team-based SimCity event?
Join the "Battle of the Badlands 2" which starts this Friday. You can read the details below, but to take part you need to join the SimNation Guild at https://www.facebook.com/groups/SimNationGuild/
Details:
- This will take place ONLINE and in the Rambling Badlands. server NAE1.
- This event WILL start on Friday the 13th of June 2014.
Look for teams looking for members and post in the event thread if interested
Host: Monte
www.facebook.com/
Regions will be created by designated team leaders.
2 teams will compete in each Rambling Badland region however all teams are competing against each other.
For ease of recording and livestreaming the event I will ask that all regions be on the same server.
RULES AND REGULATIONS - Gotta have rules or its not a challenge. For those who don't want rules go back to the sandbox
MODS:Only Visual Mods
No outside game programs such as mouse clickers are to be used.
Building restrictions in each city:
The 5 Factory limit rule (limit 5 of each of the following in each city) - OMEGA, CONSUMER, SMELTING, OIL REFINERY, PROCESSOR.
Each casino type is limited to 2 in each city. (total casino buildings in each city is 10)
Limitation is per city. So no OMEGA COWS OR COMPUTER CITIES! Sorry that is just to easy. TEAM PLAY IS KEY to this event. Not one or 2 players making all the money. :P
How do I win????
Each team will be working to have more simoleons then any other team. Here is the catch. I will also be including bonuses and subtractions.
Bonus (Percentage of team cash total at event end)
- Highest Sim population. Bonus: (+20%)
- Most high wealth: (+20%)
- Most Freight: (+10%)
- Most Enrolled students: (+10%)
- Most Control Net: (+10%)
- Most Tourists: (+10%)
Penalty
- Highest amount of criminals: (- 20%)
- Most Pollution: (-10%)
- Homeless: (-10%)
Time frame: Friday 6pm Eastern US time start and close the event out on Sunday night 9pm Eastern US time. I want to try and make is so most players can join the kickoff and finish. These events are truly global so you will all have to deal with the fact I live on the East coast of the US. :P
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Road Spacing Guide
Much of this information was figured out by various members of the Sim Nation Guild. This guide was originally compiled by Dee Finney, and I've updated it as new information has arisen. It lists how to properly space roads so that you can build efficiently, without a lot of wasted space.
For proper spacing, you will use DIRT ROADS as a "pencil line", and draw them to the specified length (dollar amount) as noted below. You can upgrade those roads later to medium or high density when you're ready to increase your density. You do not want to use high density roads or avenues for this. It's too expensive and the dollar amounts will be much different.
** Flat Terrain **
Larger Blocks
For each additional building in a row, add $196, thus
5 x 2 = $1016 x $436,
6 x 2 = $1212 x $436
7 x 2 = $1408 x $436
Adjustments for avenues
Avenues cost an extra $25 per side. So a 4 x 2 with an avenue on one side would be $820 + $25 = $845
Video Explanation
Dan Stenn of the SimNation Guild did the original calculations which are explained in the video below.
For proper spacing, you will use DIRT ROADS as a "pencil line", and draw them to the specified length (dollar amount) as noted below. You can upgrade those roads later to medium or high density when you're ready to increase your density. You do not want to use high density roads or avenues for this. It's too expensive and the dollar amounts will be much different.
** Flat Terrain **
Larger Blocks
For each additional building in a row, add $196, thus
5 x 2 = $1016 x $436,
6 x 2 = $1212 x $436
7 x 2 = $1408 x $436
Adjustments for avenues
Avenues cost an extra $25 per side. So a 4 x 2 with an avenue on one side would be $820 + $25 = $845
or with avenues on both sides = $820 + $25 + $25 = $870
** Uneven Terrain **
IMPORTANT! : Adjust for steepness
The numbers above were based on flat land. If your plot has some slope to it, you'll need to add another $5-$10 per side. For example, instead of $244 (single depth), I like to use $250. For double depth, I use $440. These numbers are rounded off so they're a little bit easier to remember too.** Uneven Terrain **
IMPORTANT! : Adjust for steepness
Dan Stenn of the SimNation Guild did the original calculations which are explained in the video below.
SkyeStorm had slightly larger numbers, which you can see in his 60 second tip below.
How to find the “center” point in the City:
(Square roads layout)
Draw dirt road from corner of map costing $2015 - $2016. Then draw a road toward the center of map costing the same ($2015 - $2016). Then draw a road costing $440 - $441 from the center point if you want to make back to back HD streets. Draw slightly longer roads ($466 - $486) if you will be using avenues.
(Circle roads layout)
Draw dirt road from corner of map costing $2015 - $2016. Then draw a road toward the center of map costing the same ($2015 - $2016). (same as above) Then draw a road from the center point of the city costing $300 minimum so that the circular road will accommodate 3 HD buildings.
Switch to circle road tool and place your mouse at the end of the $300 road. Drag your mouse back to the center point of the map to create your first circle. Switch back to straight road tool, and draw an extension road off of the $300 road costing $462. Switch back to circle road tool, and drag your circle road back to the center point in the city to create your second circle.
More Tips
Here's some additonal road spacing information per the "Road $ Layout" guide, created by Emeric Chen found at
https://docs.google.com/document/d/1-nV_6gc_lAFz_sAHpQk_SKEs711cMDf95tCtwz9rU0c/edit
Single High Density
ave to street - $272
street to street - $246 *yes (back to back medic center test) better if use $248
ave to ave - $294
Double High Density Zone
street to street - $440
st to ave - $466
ave to ave - $486
University
Front to Back,
Ave to Street, $682
Street to Street $656
side2side w/ room for additions
Ave to Street, $764
Street to Street $736
Convention Center
to draw a road behind convention center
ave to convention center to street - $420
length of convention center is $450
depth: $414
side of convention center must be $260 away in order to build
Stadium
depth: $495
length: $757
(Road spacing and finding center of city info obtained from: Emeric Chen and Skye Storm)
(Square roads layout)
Draw dirt road from corner of map costing $2015 - $2016. Then draw a road toward the center of map costing the same ($2015 - $2016). Then draw a road costing $440 - $441 from the center point if you want to make back to back HD streets. Draw slightly longer roads ($466 - $486) if you will be using avenues.
(Circle roads layout)
Draw dirt road from corner of map costing $2015 - $2016. Then draw a road toward the center of map costing the same ($2015 - $2016). (same as above) Then draw a road from the center point of the city costing $300 minimum so that the circular road will accommodate 3 HD buildings.
Switch to circle road tool and place your mouse at the end of the $300 road. Drag your mouse back to the center point of the map to create your first circle. Switch back to straight road tool, and draw an extension road off of the $300 road costing $462. Switch back to circle road tool, and drag your circle road back to the center point in the city to create your second circle.
More Tips
Here's some additonal road spacing information per the "Road $ Layout" guide, created by Emeric Chen found at
https://docs.google.com/document/d/1-nV_6gc_lAFz_sAHpQk_SKEs711cMDf95tCtwz9rU0c/edit
Single High Density
ave to street - $272
street to street - $246 *yes (back to back medic center test) better if use $248
ave to ave - $294
Double High Density Zone
street to street - $440
st to ave - $466
ave to ave - $486
University
Front to Back,
Ave to Street, $682
Street to Street $656
side2side w/ room for additions
Ave to Street, $764
Street to Street $736
Convention Center
to draw a road behind convention center
ave to convention center to street - $420
length of convention center is $450
depth: $414
side of convention center must be $260 away in order to build
Stadium
depth: $495
length: $757
(Road spacing and finding center of city info obtained from: Emeric Chen and Skye Storm)
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SimCity High Population Guide
by Brian Boyd (@simcitybrian) of the SimNation Guild
Self-Promotion since I did take the time to write these tips out. I will continue to tweet my screenshots, but not sure if I will make more videos as they are really time consuming, but welcome those that what to following me on Twitter or subscribe to my channel.
https://twitter.com/SimCityBrian
http://youtube.com/user/SimCityBrian
WARNING: the following tips were written prior to update 6.0 and this type of city will not be sustainable. You are trying to reach the maximum amount of population and then leave the city, never to return again. Since this is the goal, gift all your money to neighboring city before you leave as you will not need that money any longer.
* After you claim your city, before doing anything else, go to region view and if you have neighbors, purchase Power, Water and Sewage from everyone you can. This will allow you to have extra money for roads. You can add these services to your own city later as it starts to grow. Sometimes there will be enough excess power, water and sewage from your neighbors that you never have to build these in your own city. This was the case for my 1.5 million population city.
* If you have neighbors with more money than they know what to do with, ask for a gift. If you follow all my tips here in this document, you will not need any more than $1 million Simoleons as you will soon be earning $40,000 per hour. Yes, that is correct, $40k per hour. In my city of 1.5 million pop, I gifted my neighbor over $50 million that was in my treasury because I would never need it again as I would not be returning to this city ever again. If you have a city with this much population, the city is like a house of cards and it will eventually collapse if you continue to play it as it is not sustainable.
* If you do not have neighbors to gift you starting capital, you can follow Skye Storme's tip for building your treasury. To do a little self-promotion, I have included my video where I used Skype's tip. :)
(SimCity 2013 The Basics - Part 1 - Fast Track to $1 Million)
(Big Government Achievement and 42 Others in 3 Hours)
* Check the wind direction and start your road layout upwind. The reason is that you will want to place your services like the garbage dump downwind and if you layout your roads correctly, you will have a little extra space on one side of your map to maximize the space needed by services.
* Do not add roads on the edges of the map. Use the road guides as you want to have buildings that touch the edge of the maps, not roads. You start in one of the corners the map that is upwind (upwind is the opposite direction of the arrow). Draw a dirt road sideways that totals $885 and then draw another road downwind by a total of $437. Draw a short section of Avenue at the end of the 885 road to mark your spot and then a dirt short dirt road at the corner of the 437 spot. Your block will be 885 x 437 with Avenues running along the short distance and streets along the long distance. NOTE: if you have train tracks in your city, you may need to make some adjustments around those.
* Build a grid layout (dirt road blocks at $820 x $437) as you are not trying to build a pretty skyline. (For reference see the Road Spacing Guide). Once you have your road layout, upgrade all streets and avenues only to medium density. You will need to keep checking the Density Map and wait until almost all the buildings have a happiness of 660 and the bars are green. A few yellow bars will be alright. Once most of the buildings are at max medium density, upgrade all your streets and avenues to high density and just watch how fast your population with expand.
Uncivil Engineer's Tip: I've found that the $820 x $437 will sometimes leave you just a tad bit short due to slight sloping in the land. I've been using $822 x $439 just to be on the safe side. If you find a plot won't grow to be a large residential building, you can try placing a high school building (they have the same dimension) and see if the adjacent buildings highlight themselves, meaning there's just not enough space.
* Increase your taxes for low wealth to 11% and leave it there for the entire time as you will only have low wealth residential and they will not complain at this rate. Then set your medium and high wealth taxes to 20% as you do not want those buildings in your city. You only want low wealth when trying to get high populated cities.
* If you do not have neighbors to gift you money at the beginning, then start with dirt roads and upgrade roads after you have your city covered in zoning. If you get a gift, then it is best to pause your game, layout your roads (medium density only), all your services, zone your entire city (starting furthest from the city entrance) and then un-pause. You will want to keep check often to make sure you always have enough services.
* High density streets are better than avenues as they take up less room. I personally use a mix of Avenues and Streets and I do not use mass transit. Mass transit uses space that can be used for residential buildings and sometimes they do not help all that much when trying to pack a lot of sims in your city.
* In the beginning, zone Commercial all along the outside edge and several blocks in the middle of your city. You will want to have zero unemployment while you are at medium density. Once you have upgraded all your buildings to high density, you will want low unemployment, then pause the game, bulldoze all your commercial buildings, dezone commercial and then zone residential. Now you un-pause the game and watch your city go to new highs. With no commercial, your sims will be unemployed, no money to spend nor anywhere to spend if they did have money so you will see that the streets will empty and you will not have any traffic.
* Do not zone the entire block; zone only on the street leaving your avenues as throughways. If the building's front/back are not on the avenues, you will not have cars driving out of the buildings onto the avenues helping with traffic issues.
* Schools are very important as they help with services like Fire, Health & Police.
Skye's SimCity 60 Sec Tips - No. 24 - Colleges and Extensions
Skye's SimCity The Basics - Education Guide Part 1
Skye's SimCity The Basics - Education Guide Part 2
* Do not add Clinics or Police until you get around 5 Deaths and Crimes per day. Your city will not suffer much with this amount so save your money to build roads and upgrade roads.
* Only add a fire station when you get tired of bulldozing or when you start to see your city growing to medium density. Again, this is just to save money for other needs. After your city matures and it is time for the Large Fire Station, you should use only helicopters and bulldoze the small stations you may have.
Skye's SimCity 60 Sec Tips - No. 8 - Fire Helicopters
* Add a Garbage Dump once you have about 500 cans to be picked up. Continue to add truck garages and incinerators to the dump as you need them. Eventually you will need 2 maxed out dumps for very high populations as you do not want garbage not picked up as that will create health issues.
* In your quest for high population, it will take some time so you will surely have a few disasters. The odds are that disasters like earthquakes and tornados will hit more in the center of your maps so it is better to only have zones in the middle and have your services on the edges of the map. One disaster you can prepare for which is the lizard. What this short video to learn what to do if the lizard strikes.
Skye's SimCity 60 Sec Tips - No. 15 - How To Stop the Big Lizard
Skye's SimCity 60 Sec Tips - No. 2 - Never run out of water
If anyone else has great tips for building high population cities, please leave a comment.
Additional tips from Uncivil Engineer:
Important! Since the potential population count decreases with land value, the goal will be to end up with as much high density, low value land as possible.
- Note: As you build, place your facilities on the exterior of the map, as close to the edge as possible.
- A good school system will come in handy later with controlling crime and sickness. As I go, I like to build two high schools, one on each side of the map, near the edge. When they fill up, add an extra story on top.
- To start, build two clinics and two fire stations. One on each side of the map, centrally located but on the edge. Eventually, you'll want to demolish this and go with one hospital on the edge, centrally located. After you're making lots of money, you'll be able to demolish your small fire stations and should be able to get by with one large fire station with 4 helicopters. I suggest demolishing your fire trucks and only use the helicopters, dispatch tower and fire marshalls.
- Add a Garbage Dump with 4 trash incinerators. If you notice your trash is not being picked up, or trash is collecting in the dump, add a second dump with 4 incinerators.
- At first you can get by with wind or solar power, but you'll want to switch to oil plants. Make sure you check off "Use global supplies". You'll also want to add a trade depot with 4 oil storage areas and set it to import. Don't use coal because the output is about 50% of oil. Nuclear is effective, but you'll need a good education system and it requires more water. Plus, it's REALLY easy to accidentally cause a radiation explosion by demolishing it when running. If you do that, just quit the map because your quest for 1 Million is impossible to achieve with radiation damage.
- Do not place the mayor's house or mansion, it will increase the land value around it, thus diminishing your population count.
- With Update 6.0 now in effect, you will need to include some industry in your initial layout. I like to put it on one entire edge of the map, preferably the downwind side.
Offsite Utilities and Services
If you’re trying to max out the population in your city, it is beneficial to outsource your power, water, sewer and trash to a neighboring city plot that you also have claimed. When you use services located in another city, you pay them a small fee. It seems like the fees are much less than what the normal cost is if it had been located within your city, so it's really a great way to go.
I’ve been able to create cities of 1.5 Million in population with no power, sewer or water facilities located within it's limits (see photo above). In fact, it’s pretty much a necessity if you want to hit 1.5 Million just based on the amount of space that those utilities normally take up. However, you’ll find that the full potential of those off-site resources never quite gets utilized. It feels like they allocate out a certain percentage to each city plot even if those other plots aren’t requesting to use the resource. You may find yourself building 2 or 3 power plants to replace what would normally be 1 power plant located within your city. The same goes with sewer, water and trash.
Offsite Power
There is one huge benefit to locating your power plant in a neighboring city, which is that you don’t need to worry about your oil trucks making it to the plant in time. If you have a power plant within your city you will occasionally lose power due to lack of fuel for the plant. With an offsite power plant you’ll never have to worry about that again.
Offsite Water
You can purchase your water from neighboring cities, and from what I can tell, it doesn’t decrease the water table in the city you’re taking water from. Free water for the taking (minus a small fee...so almost free).
Offsite Sewer
Sewer can be sent to neighboring cities as well, saving space to pack more sims into the city you’re trying to max out.
Offsite Trash
Relying solely on offsite trash service can be a dangerous game to play due to the potential for traffic to clog up your highways and prevent the trash trucks from arriving. It’s best to have at least one dump with all four trash incinerators located within the city, and let your other cities handle the excess. You may even need two dumps, but when you get close to maxing out your plot, you can delete one and replace it with residential to squeak out the final couple of thousand residents. Note that when the trash overflows, it increases the chance of sims getting sick from ground pollution. This also increases your health costs by needing Wellness Centers and planting of trees to clean up the germs.
Offsite Police, Fire, Hospitals
In the early stages you can definitely get by with police, fire and hospitals from the neighboring cities if you've built those up ahead of time. As traffic builds though, you’ll find that you need to have at least one of each within your city.
You should only need one fire station assuming you use the following setup:
Large Fire Station
1 dispatch tower
1 fire marshall (delete the fire truck garage and replace with a marshall)
4 fire helicopters only
No other fire truck garages within your city
No other fire truck garages within your city
You can also get by with one police precinct and one hospital, but it definitely helps to send resources from the other cities as well. I like to use the preventative add-ons like detective units, crime prevention to keep problems at a minimum. I do the same with the hospital add-ons.
Pushing towards 1 Million and beyond
Pushing towards 1 Million and beyond
- When I start out I usually have a 1.25:1 Residential to Commercial ratio. I do my layout all in dirt roads, and let it build up.
- When you get enough money, go ahead and upgrade to medium density.
- Then you just wait... Wait until all of the blocks are filled up with medium density buildings.
Waiting for the Medium Density buildings to come in...and waiting....and waiting... - Once you reach max capacity at medium density, then you can go ahead and upgrade your roads to high density.
Time to upgrade to High Density roads - Again the key is to wait. Wait until everything is full with high density buildings. Let everything develop as is. You may have an inbalance of workers and jobs.
- Now it's time to convert your commercial to residential. Start demolishing commercial and swapping it out for residential until you reach a 1:1 balance of Workers:Jobs in your population details.
- Once you're at a worker-job balance, you'll want to wait some more so that the entire map fills up with well paid, happy employees. I think of this stage as filling a piggy bank. You're filling your sims up with money and happiness to keep them happy for as long as possible because you're going to be firing them (you'll be demolishing their workplace) and they won't have any income. You can use the "Residential Map" to see the happiness and money levels rise.
The "Residential Map" - Finally, when you're ready for the final push, start demolishing commercial and replacing it with residential. You can use the "Commercial Map" to help you find where all the commercial spots are.
The "Commercial Map" - Drop your tax rate to 0% so that sims keep moving in and remain happy.
- Finally, you can demolish all your industrial and replace it with residential as well. If everything goes well, and you have an efficient layout, you should surpass 1 Million sims and go as high as even 1.6 Million (the highest amount I've seen, which was by Brian Boyd).
- If the sims lose all their happiness and money they will eventually become homeless. Hopefully by the time this happens you will have reached your population goal. If you have not reached your goal, it's time to put commercial/industrial back in and go back to try to achieve a worker/job balance (step 6). In order to avoid this situation, you can use the "Residential Map" to monitor the happiness and money levels over time. If you see buildings start to run out of money and happiness, they're about to move out and turn into homeless. You can demolish the building to avoid this situation.
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Guides
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↧
Region Photos
Just click on the links above the photos to go to the detail pages for each SimCity Region or click on the links in the navigation bar at the top of the page.
Whitewater Valley - 5 Cities - 1 Great Work
Serenity Key - 6 Cities - 2 Great Works
Edgewater Bay - 7 Cities - 1 Great Work
Reflection Atoll - 7 Cities - 1 Great Work
Serenity Key - 6 Cities - 2 Great Works
Edgewater Bay - 7 Cities - 1 Great Work
Reflection Atoll - 7 Cities - 1 Great Work
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A Guide to Manufacturing Farms
A Guide to Manufacturing Farms
Repeat multiple times until you have a full row of trade ports across the map. I like to build each trade port with only one material. That way you can visually see if the storage lots are getting empty. If you don't see the materials in your trade ports, you may need to increase your graphics settings.
SimNation Guild member Redwazza reported that trade ports with mixed materials tends to get bugged more often than ones with a single material. I have had good success with mixed materials on my export trade ports (TVs-PCs or PCs-alloy) so I suspect that it's the import trade ports that have more difficulty with mixed storage lots. Either way, the general consensus is to stick with only one material in each trade port.
8/17/14 Update: Mark Norris discovered that a 50% import / 50% export split works well in the trade ports. I've tried this out and agree that it's a good way to go. On a PC farm I used 3-Alloy, 3-PC or 3-Processor, 3-PC. One of the benefits is that every train will have a chance to take exported items with them, thus you'll see a more stable stream of income.
12/9/14 Update: When you ship materials via rail, you may occasionally see your exports selling for $2/rail car. This is a bug, and there's no way to avoid it. One way to minimize it's effect is to build rail trade ports with only one export. Recently I've been using a setup that has 3 imports, 1 export. That way, the times you do get a bugged export, it only costs you the amount of one rail car instead of 2 or 3. I also like the 3/1 setup because you end up with more trade ports/map which in turn means more trade truck garages (and more rail connections) to move materials. The increased number of trade trucks really helps keep the goods flowing.
Processor Factory Layout
The processor factories fit well when placed in an "L" shaped layout. Place the first factory 7 ticks over from the adjacent road.
When complete, it should look like this.
The next road should be placed $440 dirt road spacing over from the first. (Note that this is the same amount as typical High Density back to back spacing.) If you have an avenue like in the photo below, you'll need an extra $25, so it would be $465. If you get a red box like in the photo below, you'll need to move over one tick. Sometimes you can place it on the first tick, other times it needs to go on the second.
Place all four processor units in a "L" shaped formation. When complete, the two processor factories will look like a well fitting Tetris layout.
Consumer Electronic Factory Layout
The consumer electronic factory uses the exact same layout as the processor factories.
Use $440 dirt road spacing
Place the factory seven ticks over from the adjacent road.
Place in an "L" shaped layout.
You may need to shift over one tick to place the second factory.
Voila!
Smelting Plants
Smelting is the unsung hero of the manufacturing farm game. While most people are building PC manufacturing plants, you can make just as much, if not more money, by smelting. Sure it's dirty, pollutes like crazy and uses an insane amount of sewer and water, but when it comes to making money and controlling the alloy market, smelting is the way to go. Smelting farms are important because if you want to take full advantage of an electronic farm, you'll need favorable pricing, and one way to get that is to flood the market with alloy, thus pushing the alloy price back down.
The easiest layout to do with smelting plants is to simply line them up back to back with four alloy furnaces in a row. This design uses $567 in dirt road costs between roads.
Another way to do smelting plants is to lay them out with two furnaces on each side. This design uses $675 in dirt road costs between roads. I tend to go with the layout shown above, just because it's easier to do.
Oil Refineries
To be honest, refining oil to plastic is just not very profitable in comparison to the other farm types. For this reason, I usually don't make oil refining farms.
The Consumer Electronic Farm: PCs, TVs or Both?
PCs require alloy and processors to be built. TVs require plastic and processors to be built. The sell price for TVs generally hangs around $126,500 and PCs are $147,500. Both of these prices don't move much so we can say that PCs sell for $20,000 more than TVs. Whether it makes more sense to build all PCs or all TVs depends on the comparison in price between alloy and plastic. If alloy is more than $20,000 higher in price compared to plastic, build TVs. If the difference in price is less than $20,000, build PCs.
While you could build both, I've found that it becomes increasingly difficult to supply and distribute both plastic and alloy at the same time, so I'd stick with either PCs or TVs.
When building a TV or PC factory, make sure to turn off the supply of the material you don't need. If you don't turn it off, you'll be wasting money on supplies that just sit unwanted in a factory.
Shortages of Material
For many, the first instinct when you get a material shortage is to automatically assume the game is bugged, then demolish the trade port garages and rebuild them. What I've found in these farm cities is that this process usually isn't needed. The key to keeping your factories stocked is keeping traffic clear and having enough trade trucks to move the goods around the map. If you get a shortage, build more trade ports. Eventually you'll hit the correct number of trade ports and shortages won't occur again. It's only on a rare occasion that I get a city that has trade ports that are truly bugged. When that occurs I go to the old standby of demolishing and rebuilding the trade port garages. This should be a rare occasion though.
Resident Population and Worker Shortages (PC/TV/Smelting farms)
Worker shortages are pretty much unavoidable in manufacturing farms**. I like to have a resident population of around 90,000-100,000. I usually aim to have all low wealth, high density residential areas. This means you can cram them into the smallest amount of space possible. Even though you have enough workers, you will occasionally get worker shortages. I believe this is somewhat random, but with a population of 100,000 the worker shortages are kept to a minimum.
** For some reason, processor farms don't get the worker shortages that you see in electronic farms. I had one processor farm that worked perfectly fine with a population of only 2500.
Update (8/28/14): If you keep getting closures due to worker shortages, try closing some factories. Things may run smoother and be more profitable with fewer factories.
Increasing the Tech Level to Maximize Profits
A typical output from a TV or PC factory is 4,800 units/day. Factories that are close to Tech producing buildings will increase their output up to 9,600 units/day. If you download the Purple Line Industrial Tech Map Mod you can visually see how this works. As seen below, a factory that has the purple circles is receiving extra tech and the output on the factory is increased.
The buildings that increase Tech Level are:
Boosting Tech with the Vu Tower
The Vu Tower produces tech but comes at a price. In addition to tech, it produces criminals. The criminals are unleashed one at a time when the tower capacity reaches the maximum or all at once when you click on the "Unleash Henchmen" button. Once your henchmen collect $6,000 in stolen money ("loot") you can build the Vu Lab add-on to further increase your tech. Make sure you leave some room for this add-on because you don't want to move Vu Tower. Once you delete it, you have to re-earn the $6,000 in loot.
Unlocking the Vu Lab is easiest when you don't have any education or police. Your crime rate will soar, but just gut it out and plop a precinct when you've finally unlocked the Vu Lab. Keep in mind you may produce regional criminals so you should inform others what you're doing, or better yet do it in a quadrant where you're the only person. It's also easier when you have a large population.
There's another add-on for the Vu Tower called the VuMobile Garage. Don't build it. It's just a waste of time.
Take advantage of the global market
If you build a manufacturing farm, you will have an effect on the global markets. If you build a consumer electronic farm (PC/TV), you will discover that the processor and alloy price will go up the more you play. Depending on the activity of the server you're playing on this movement can be quite drastic. Prices can rise until your manufacturing farm becomes unprofitable. I've seen processor prices as high as $120,000 from a PC farm that ran too long. In order to combat this, you should play both sides of the coin. In a perfect world, I would build an alloy farm, processor farm and consumer electronic farm. That way you can toggle between the cities to take advantage of the highs and lows of the market. When the processor price goes high, jump to your processor farm. When alloy price is high, play the alloy farm.
The effect of your gameplay will be evident when checking the price history in the global market. In the photo below, I started playing an alloy farm at Point A. When I switched to a PC farm (Point B) the alloy price began to rise back up. At point C I switched back to the alloy farm, and again the price began to decline.
Keeping the processor price down
If you don't have a processor farm that you can switch to, I recommend you manufacture about 50% of your own processors and import the rest. By doing this, you'll delay the rise in processor price. Keep in mind that you will get 2 TVs or PCs for every processor you manufacture, so you won't need that many processor factories to accomplish this. If the processor price gets up to around $95,000 it's probably time to switch to a smelting farm and wait for the processor price to drop back down. If you do have your own processor farm, it would make more sense to go 100% TVs or PCs.
Trade Cities
Another way to take advantage of the swings in price due to your farming is to build a city that has nothing but trade ports and simply buys low and sells high. I've found that alloy is the material that is easiest to control through supply (a smelting farm) and demand (consumer electronic and/or processor farm). I've included a table below of typical prices. The prices don't normally get into the Super High or Super Low territory unless there is some serious farming going on. On my alloy trades, I generally like to buy around $34,000 range and sell at $60,000.
Track the Global Market While You Play
I recommend you download the Trend Pack Mod by schaefjw. It modifies the leaderboard menu to give you access to the global marketplace history without having to exit your city. It's a handy mod that gets my stamp of approval!
Force An Update to the Trade Prices
Occasionally, the trade prices in your city differ from what is reported by SimCityWorld. If you play long enough, the prices will eventually update. If you're in a hurry and the price isn't updating, exit to the main menu and jump back into your city. The trade price should update right away.
The 0 population city - Using an Arcology Great Work
If you build an arcology, you can remove all of the residential zoning from your city. The arcology will supply all the workers needed to keep an entire map's worth of factories busy. If you do this, I recommend you build a good bus system that has stops in front of each factory. I also recommend you build a lot of park-and-rides, especially near the city entrance. In addition, I like to build a train station.
There's a couple of weird things that happen with a 0 population city. If you have no residential, commercial, or industrial buildings, you won't have any fires. Another unusual effect is that sick workers will return to the arcology or home city (if commuting) for any treatment. Thirdly, if you don't have any local residents, you don't need to worry about crime. Thus:
Don't Go Over the Maximum Amount of Money!
The maximum amount of money you can make in the game is $2,147,483,647. If you go over this number, your leaderboard number will show up as negative. If you go over, gift out some money to another city or try exiting and reentering the map several times until your number registers as a positive.
Leaderboards
The highest Electronic Leaderboard number I've ever seen was by Mark Norris (mcn97) who had just over $100M. Generally, the top spot will range from $40-$85 Million. My personal best is $72.6 Million.
My personal high on the metals leaderboard from a smelting city is $40 Million.
I was surprised to see that a trading city that buys alloy low and sells high, also shows up on the metals leaderboard. I would have expected that to show up on the trading leaderboard instead. My personal best on that type of city was $58.8 Million.
Got a tip?
Do you have another way of doing things that works for you? Have a tip or trick to share? Leave a comment below to share.
I hope this guide gives you the encouragement to try a new type of city you haven't tried before. It's not the most pretty city, but I find it to be an interesting challenge.
by Randy Roberts
First of all, I need to thank Peter van Valderen, Mark Norris and the rest of the SimNation Guild's "SN™ Money Domination" region players who've shared tricks and strategies with me along the way. It's through all of our combined experience that I've been able to write this guide.
If you've taken a look at any of the North America server leaderboards, you may find a "SN™ Money Domination" region at the top of the simoleon leaderboard. You also might find one of my Uncivil cities in the top 10 of the trading, electronic, or metal leaderboards. As I've participated in these leaderboard regions I've been building a lot of manufacturing farms: Consumer Electronic Farms, Processor Farms, Alloy Smelting Farms, or Trade Port Farms. In this post I'm going to talk about how I set up these cities to maximize their money making potential.
Overall Layout
Although every city is different based on wind direction, city entrance and terrain, I've found the ideal layout to be something like what is shown in the photo below. The residential is squeezed into one corner, the trade ports are along one side and the majority of the map is factories. You can use either traditional housing or megatowers. I'm not a big fan of megatowers so I usually use traditional housing, but I've seen others have great success with them.
It's important to have the streets run perpendicular to the trade ports because it allows for good distribution of trade truck traffic from the ports to the factories. The goal is to have as many factories as possible, so I suggest having sewer, water and power all provided by an adjacent support city. It should be noted that smelting farms require a lot more sewer and water than processor, TV or PC farms. If your city is manufacturing PCs, you'll also need to have an Electronics Headquarter with Consumer Electronics Division.
City Entrance Design
One of the keys to maximizing the output of a manufacturing farm is to have excellent traffic flow.
One way to accomplish this is to separate trade truck traffic from regular traffic at the city entrance. This can be done through creative use of oil well service roads which trade trucks can use, but regular traffic will stay away from (as mentioned in Tip #1 on the Trade Secrets page). If you don't have it, download the Oil Well Service Road Mod. I like to have an oil well service road tee off of the main entrance near the edge of the map and then have the regular traffic tunnel across the map to the other side. This allows for the trade trucks to enter and exit the city quickly while forcing any traffic backup to occur underground.
Another method which works well is to build an additional entrance with Skye's Regional Freeway mod and have it connect to your road network with only an oil well service road. This makes it a "Trade Truck Only" entrance. Both scenarios work well.
12/9/14 Update: The more I've built these cities, the less I've been using the oil well service road. These days I've just been using Skye's Regional Freeway mod to add additional entrances on each side of the map. Some have questioned the use of mods, but I can assure you that the regional freeway mod is available for use in online games and won't cause any rollbacks or crashes.
Every city entrance I do tends to be different than the last. It's really up to you as the designer to find something that works well with the terrain and layout that you're given. Finding an entrance that works is one of the biggest challenges for this type of city.
12/10/14 Update
Regional Freeway Mod Tip: There is usually a traffic spawn point at the entrance to each neighboring city. Sometimes your trade trucks will get stuck behind the traffic being spawned. One trick that I discovered is to connect a regional freeway just behind the neighboring city's entrance. The trade trucks will backtrack down the highway and then make the turn and come back towards your city, while the regular traffic being spawned will head down the main highway.
Trade Port Layout
In order to maximize the amount of trade ports that you can line up, I recommend extending a railroad along one side of the map. Then fill this side of the map with trade ports. You'll need to use a little trial and error to find the correct spacing of the first road. You'll want a little bit more depth than what would be required for two trade port storage lots. That's because the trade port's rail connection will require a little big more extra depth.
When placing the second trade port, move three ticks over from the first trade port. This should leave enough room for the rail connection.
Place the storage lots first and the rail connection last. If all goes well it should look like the trade port below.
First of all, I need to thank Peter van Valderen, Mark Norris and the rest of the SimNation Guild's "SN™ Money Domination" region players who've shared tricks and strategies with me along the way. It's through all of our combined experience that I've been able to write this guide.
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A typical PC/Processor farm is shown with an alloy farm off in the distance. |
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A smelting farm can be incredibly fun to build, and profitable! |
Although every city is different based on wind direction, city entrance and terrain, I've found the ideal layout to be something like what is shown in the photo below. The residential is squeezed into one corner, the trade ports are along one side and the majority of the map is factories. You can use either traditional housing or megatowers. I'm not a big fan of megatowers so I usually use traditional housing, but I've seen others have great success with them.
It's important to have the streets run perpendicular to the trade ports because it allows for good distribution of trade truck traffic from the ports to the factories. The goal is to have as many factories as possible, so I suggest having sewer, water and power all provided by an adjacent support city. It should be noted that smelting farms require a lot more sewer and water than processor, TV or PC farms. If your city is manufacturing PCs, you'll also need to have an Electronics Headquarter with Consumer Electronics Division.
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EXAMPLE OF BAD DESIGN: This electronic farm had traffic issues due to the streets not being perpendicular to the side with the trade ports. Learned my lesson the hard way. |
One of the keys to maximizing the output of a manufacturing farm is to have excellent traffic flow.
One way to accomplish this is to separate trade truck traffic from regular traffic at the city entrance. This can be done through creative use of oil well service roads which trade trucks can use, but regular traffic will stay away from (as mentioned in Tip #1 on the Trade Secrets page). If you don't have it, download the Oil Well Service Road Mod. I like to have an oil well service road tee off of the main entrance near the edge of the map and then have the regular traffic tunnel across the map to the other side. This allows for the trade trucks to enter and exit the city quickly while forcing any traffic backup to occur underground.
Another method which works well is to build an additional entrance with Skye's Regional Freeway mod and have it connect to your road network with only an oil well service road. This makes it a "Trade Truck Only" entrance. Both scenarios work well.
12/9/14 Update: The more I've built these cities, the less I've been using the oil well service road. These days I've just been using Skye's Regional Freeway mod to add additional entrances on each side of the map. Some have questioned the use of mods, but I can assure you that the regional freeway mod is available for use in online games and won't cause any rollbacks or crashes.
Every city entrance I do tends to be different than the last. It's really up to you as the designer to find something that works well with the terrain and layout that you're given. Finding an entrance that works is one of the biggest challenges for this type of city.
![]() |
Utilizing Skye's Regional Freeway Mod with an oil well service road, a Trade Truck Only route is created (lower left) |
Regional Freeway Mod Tip: There is usually a traffic spawn point at the entrance to each neighboring city. Sometimes your trade trucks will get stuck behind the traffic being spawned. One trick that I discovered is to connect a regional freeway just behind the neighboring city's entrance. The trade trucks will backtrack down the highway and then make the turn and come back towards your city, while the regular traffic being spawned will head down the main highway.
Trade Port Layout
In order to maximize the amount of trade ports that you can line up, I recommend extending a railroad along one side of the map. Then fill this side of the map with trade ports. You'll need to use a little trial and error to find the correct spacing of the first road. You'll want a little bit more depth than what would be required for two trade port storage lots. That's because the trade port's rail connection will require a little big more extra depth.
I utilize a 6-pack layout on the storage lots, and place the rail connection in the lower right corner.
When placing the second trade port, move three ticks over from the first trade port. This should leave enough room for the rail connection.
Repeat multiple times until you have a full row of trade ports across the map. I like to build each trade port with only one material. That way you can visually see if the storage lots are getting empty. If you don't see the materials in your trade ports, you may need to increase your graphics settings.
SimNation Guild member Redwazza reported that trade ports with mixed materials tends to get bugged more often than ones with a single material. I have had good success with mixed materials on my export trade ports (TVs-PCs or PCs-alloy) so I suspect that it's the import trade ports that have more difficulty with mixed storage lots. Either way, the general consensus is to stick with only one material in each trade port.
8/17/14 Update: Mark Norris discovered that a 50% import / 50% export split works well in the trade ports. I've tried this out and agree that it's a good way to go. On a PC farm I used 3-Alloy, 3-PC or 3-Processor, 3-PC. One of the benefits is that every train will have a chance to take exported items with them, thus you'll see a more stable stream of income.
12/9/14 Update: When you ship materials via rail, you may occasionally see your exports selling for $2/rail car. This is a bug, and there's no way to avoid it. One way to minimize it's effect is to build rail trade ports with only one export. Recently I've been using a setup that has 3 imports, 1 export. That way, the times you do get a bugged export, it only costs you the amount of one rail car instead of 2 or 3. I also like the 3/1 setup because you end up with more trade ports/map which in turn means more trade truck garages (and more rail connections) to move materials. The increased number of trade trucks really helps keep the goods flowing.
Processor Factory Layout
The processor factories fit well when placed in an "L" shaped layout. Place the first factory 7 ticks over from the adjacent road.
When complete, it should look like this.
The next road should be placed $440 dirt road spacing over from the first. (Note that this is the same amount as typical High Density back to back spacing.) If you have an avenue like in the photo below, you'll need an extra $25, so it would be $465. If you get a red box like in the photo below, you'll need to move over one tick. Sometimes you can place it on the first tick, other times it needs to go on the second.
Place all four processor units in a "L" shaped formation. When complete, the two processor factories will look like a well fitting Tetris layout.
Consumer Electronic Factory Layout
The consumer electronic factory uses the exact same layout as the processor factories.
Use $440 dirt road spacing
Place the factory seven ticks over from the adjacent road.
Place in an "L" shaped layout.
You may need to shift over one tick to place the second factory.
Voila!
Smelting Plants
Smelting is the unsung hero of the manufacturing farm game. While most people are building PC manufacturing plants, you can make just as much, if not more money, by smelting. Sure it's dirty, pollutes like crazy and uses an insane amount of sewer and water, but when it comes to making money and controlling the alloy market, smelting is the way to go. Smelting farms are important because if you want to take full advantage of an electronic farm, you'll need favorable pricing, and one way to get that is to flood the market with alloy, thus pushing the alloy price back down.
The easiest layout to do with smelting plants is to simply line them up back to back with four alloy furnaces in a row. This design uses $567 in dirt road costs between roads.
Another way to do smelting plants is to lay them out with two furnaces on each side. This design uses $675 in dirt road costs between roads. I tend to go with the layout shown above, just because it's easier to do.
Oil Refineries
To be honest, refining oil to plastic is just not very profitable in comparison to the other farm types. For this reason, I usually don't make oil refining farms.
The Consumer Electronic Farm: PCs, TVs or Both?
PCs require alloy and processors to be built. TVs require plastic and processors to be built. The sell price for TVs generally hangs around $126,500 and PCs are $147,500. Both of these prices don't move much so we can say that PCs sell for $20,000 more than TVs. Whether it makes more sense to build all PCs or all TVs depends on the comparison in price between alloy and plastic. If alloy is more than $20,000 higher in price compared to plastic, build TVs. If the difference in price is less than $20,000, build PCs.
While you could build both, I've found that it becomes increasingly difficult to supply and distribute both plastic and alloy at the same time, so I'd stick with either PCs or TVs.
When building a TV or PC factory, make sure to turn off the supply of the material you don't need. If you don't turn it off, you'll be wasting money on supplies that just sit unwanted in a factory.
- Turn off the alloy suppy in TV Factories.
- Turn off the plastic supply in PC Factories
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Plastic (shown in yellow) sits unused in PC factories. Remember to turn off the unused material when you build the factory or you'll be wasting money. |
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If you don't need the material, uncheck the box to the right of the supply bar. |
For many, the first instinct when you get a material shortage is to automatically assume the game is bugged, then demolish the trade port garages and rebuild them. What I've found in these farm cities is that this process usually isn't needed. The key to keeping your factories stocked is keeping traffic clear and having enough trade trucks to move the goods around the map. If you get a shortage, build more trade ports. Eventually you'll hit the correct number of trade ports and shortages won't occur again. It's only on a rare occasion that I get a city that has trade ports that are truly bugged. When that occurs I go to the old standby of demolishing and rebuilding the trade port garages. This should be a rare occasion though.
Resident Population and Worker Shortages (PC/TV/Smelting farms)
Worker shortages are pretty much unavoidable in manufacturing farms**. I like to have a resident population of around 90,000-100,000. I usually aim to have all low wealth, high density residential areas. This means you can cram them into the smallest amount of space possible. Even though you have enough workers, you will occasionally get worker shortages. I believe this is somewhat random, but with a population of 100,000 the worker shortages are kept to a minimum.
** For some reason, processor farms don't get the worker shortages that you see in electronic farms. I had one processor farm that worked perfectly fine with a population of only 2500.
Update (8/28/14): If you keep getting closures due to worker shortages, try closing some factories. Things may run smoother and be more profitable with fewer factories.
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Worker shortages in 1-4 factories is typical. If you have this many, something is seriously wrong! |
A typical output from a TV or PC factory is 4,800 units/day. Factories that are close to Tech producing buildings will increase their output up to 9,600 units/day. If you download the Purple Line Industrial Tech Map Mod you can visually see how this works. As seen below, a factory that has the purple circles is receiving extra tech and the output on the factory is increased.
The buildings that increase Tech Level are:
- Universities
- Community Colleges
- Vu Tower and Vu Lab Add-on
- The Space Port Great Work (Beware of maps where it can't be built)
- Education level on Elite Megatowers
- The Academy
Boosting Tech with the Vu Tower
The Vu Tower produces tech but comes at a price. In addition to tech, it produces criminals. The criminals are unleashed one at a time when the tower capacity reaches the maximum or all at once when you click on the "Unleash Henchmen" button. Once your henchmen collect $6,000 in stolen money ("loot") you can build the Vu Lab add-on to further increase your tech. Make sure you leave some room for this add-on because you don't want to move Vu Tower. Once you delete it, you have to re-earn the $6,000 in loot.
Unlocking the Vu Lab is easiest when you don't have any education or police. Your crime rate will soar, but just gut it out and plop a precinct when you've finally unlocked the Vu Lab. Keep in mind you may produce regional criminals so you should inform others what you're doing, or better yet do it in a quadrant where you're the only person. It's also easier when you have a large population.
There's another add-on for the Vu Tower called the VuMobile Garage. Don't build it. It's just a waste of time.
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I work on my Vu "Loot" while my population is still large. |
Since the Vu Tower will constantly be releasing criminals, you'll want to have a fully maxed out precinct with detective wings and a good education system when you're done. Eventually your crime rate will drop to normal levels.
For the ultimate tech loaded city, build both the Vu Tower/Lab and the Space Port Great Work. Note that the Space Port is bugged on certain maps, so it should not be attempted on certain maps. See which maps you can (allegedly) build the Space Port Great Work on. If in doubt, try building the space port in a sandbox region first to verify.
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Vu Tower + Vu Lab + Space Port = Lots of Tech for factories |
If you build a manufacturing farm, you will have an effect on the global markets. If you build a consumer electronic farm (PC/TV), you will discover that the processor and alloy price will go up the more you play. Depending on the activity of the server you're playing on this movement can be quite drastic. Prices can rise until your manufacturing farm becomes unprofitable. I've seen processor prices as high as $120,000 from a PC farm that ran too long. In order to combat this, you should play both sides of the coin. In a perfect world, I would build an alloy farm, processor farm and consumer electronic farm. That way you can toggle between the cities to take advantage of the highs and lows of the market. When the processor price goes high, jump to your processor farm. When alloy price is high, play the alloy farm.
The effect of your gameplay will be evident when checking the price history in the global market. In the photo below, I started playing an alloy farm at Point A. When I switched to a PC farm (Point B) the alloy price began to rise back up. At point C I switched back to the alloy farm, and again the price began to decline.
Keeping the processor price down
If you don't have a processor farm that you can switch to, I recommend you manufacture about 50% of your own processors and import the rest. By doing this, you'll delay the rise in processor price. Keep in mind that you will get 2 TVs or PCs for every processor you manufacture, so you won't need that many processor factories to accomplish this. If the processor price gets up to around $95,000 it's probably time to switch to a smelting farm and wait for the processor price to drop back down. If you do have your own processor farm, it would make more sense to go 100% TVs or PCs.
Trade Cities
Another way to take advantage of the swings in price due to your farming is to build a city that has nothing but trade ports and simply buys low and sells high. I've found that alloy is the material that is easiest to control through supply (a smelting farm) and demand (consumer electronic and/or processor farm). I've included a table below of typical prices. The prices don't normally get into the Super High or Super Low territory unless there is some serious farming going on. On my alloy trades, I generally like to buy around $34,000 range and sell at $60,000.
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A Trade Farm stands waiting to buy up alloy when the price is right. |
I recommend you download the Trend Pack Mod by schaefjw. It modifies the leaderboard menu to give you access to the global marketplace history without having to exit your city. It's a handy mod that gets my stamp of approval!
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Planned right, you can take advantage of the swings in the market (which you are causing)! |
Occasionally, the trade prices in your city differ from what is reported by SimCityWorld. If you play long enough, the prices will eventually update. If you're in a hurry and the price isn't updating, exit to the main menu and jump back into your city. The trade price should update right away.
The 0 population city - Using an Arcology Great Work
If you build an arcology, you can remove all of the residential zoning from your city. The arcology will supply all the workers needed to keep an entire map's worth of factories busy. If you do this, I recommend you build a good bus system that has stops in front of each factory. I also recommend you build a lot of park-and-rides, especially near the city entrance. In addition, I like to build a train station.
There's a couple of weird things that happen with a 0 population city. If you have no residential, commercial, or industrial buildings, you won't have any fires. Another unusual effect is that sick workers will return to the arcology or home city (if commuting) for any treatment. Thirdly, if you don't have any local residents, you don't need to worry about crime. Thus:
- You can delete your fire station
- You can delete your hospitals and clinics
- You can delete your police station
The exception would be if you have a Vu Tower. In that case you'd probably want to have a police station to keep the criminals from becoming regional criminals.
Having a 0 population city is undoubtedly cool. I love seeing them in action and it is the most effective way to take the #1 spot on an electronic, metal, or gambling leaderboard. Unfortunately, the arcology has a major downside.
Having a 0 population city is undoubtedly cool. I love seeing them in action and it is the most effective way to take the #1 spot on an electronic, metal, or gambling leaderboard. Unfortunately, the arcology has a major downside.
- No matter what you do, the arcology will eventually get bugged.
All that being said, I still recommend you try a 0 population city out at least once. It is just so dang cool!. Plus you'll be amazed at how much money you'll make when doing it.
Don't Go Over the Maximum Amount of Money!
The maximum amount of money you can make in the game is $2,147,483,647. If you go over this number, your leaderboard number will show up as negative. If you go over, gift out some money to another city or try exiting and reentering the map several times until your number registers as a positive.
Leaderboards
The highest Electronic Leaderboard number I've ever seen was by Mark Norris (mcn97) who had just over $100M. Generally, the top spot will range from $40-$85 Million. My personal best is $72.6 Million.
My personal high on the metals leaderboard from a smelting city is $40 Million.
I was surprised to see that a trading city that buys alloy low and sells high, also shows up on the metals leaderboard. I would have expected that to show up on the trading leaderboard instead. My personal best on that type of city was $58.8 Million.
Got a tip?
Do you have another way of doing things that works for you? Have a tip or trick to share? Leave a comment below to share.
I hope this guide gives you the encouragement to try a new type of city you haven't tried before. It's not the most pretty city, but I find it to be an interesting challenge.
↧
The Space Center Great Work-Around!
One of the biggest complaints I see for SimCity is that the Space Center Great Work is bugged on certain maps. You can pull a permit, but the 300 workers needed to construct it never arrive to the construction site.
Alas, a work-around for the bug has been discovered! It was originally found by someone on a Japanese SimCity messageboard and then later described on a Japanese SimCity wiki site.
The Space Center Great Work Bug -- Solved!
The reason that the workers never arrive to the great work construction site is that the road from the space center to the regional freeway does not connect properly. In order to get the intersection properly connected, you can use Skye's Regional Freeway Mod to create a 4th leg to the intersection. There's only a small amount of space to do this because the railroad is in the way, but you can place a short dead-end segment between the intersection and the tracks. (Editor's note: Not every map has a railroad across the street. Just build a 4th leg. It doesn't matter how long it is. Regional freeways can cross regional railways too, so you can build past the railroad tracks if you like.)
Once you place the 4th leg to the intersection, the 300 workers necessary to build will start arriving. If it doesn't register the workers arriving right away, and you're a little impatient, you can close and restart your game. In the video demonstration below, I exited to the main menu and jumped back to the city three times before it worked. If you're not impatient, you can just let it sit and it should eventually build. Both methods work.
The best part about this fix is that it works in both online and offline games. Special thanks goes to Mark Norris from the SimNation Guild who brought this to my attention, tested it out on multiple maps and found that it worked every time. He also found that you can delete the segment after your workers are done building the great work. You can read Mark's comments on the fix below the video.
What You Need:
If you're in a city that's far away from the great work site, you'll need to be using "CamModB1" (Download here) so that you can see what you're doing. The normal camera mode makes it difficult to see this location.
You'll also need "Skye's Regional Freeway Mod" (Download here).
If you're not sure how to install mods, read my Mod Installation Guide.
Mark's Tips:
By Mark Norris
Which Cities will you need to do this?
The following is a list of Great Work Plots that either work, or can be made to work, for the Space Center. This list is by no means complete, and only represents the plots that I have personally verified. I'll point out that most of these were done in Online Sandbox mode, and I'm 99.9% sure that it doesn't matter (Discovery Delta - East was done in both Sandbox and non-Sandbox, with the same result).
GW Plots that work 'out of the box':
Discovery Delta - North, South, West
Verdant Jungle - North, South
Serenity Key - East
Titan Gorge - North
GW Plots that are bugged, but the workaround works:
Discovery Delta - East
Serenity Key - West
Reflection Atoll
Viridian Woods - North, South, East, West
Titan Gorge - South, East, West
Whitewater Valley *
* Reported by others
GW Plots that are bugged, but the workaround doesn't work:
NONE SO FAR!
When to place and remove the stub
First, if you are seeing workers going to the GW site (by looking at the population overlay) while you are sending resources, you're golden. It's not bugged.
For me, the optimal time to add the freeway stub is when you are about 80% done sending resources. This does two things--1) allows 80% of your resources to flow to the GW with ZERO traffic. 2) allows enough workers to get to the GW before phase 2 starts so that there is very little delay for construction to start.
You should be able to delete the stub after construction has begun. If it stalls again (it shouldn't), just re-add the stub to get it started.
Why remove the stub? If you are concerned that using the Freeway Mod might cause rollbacks or processing issues, you can remove it (and disable the mod). Otherwise, just leave the stub.
Did it work for you?
We hope this helps you out! Did it work or did you run into problems? Leave a comment below so we can learn from each other's experiences and confirm whether or not it's working on every map.
![]() |
This is where it normally gets stuck. No matter how many unemployed workers you have, they just don't make it to the construction site. |
Alas, a work-around for the bug has been discovered! It was originally found by someone on a Japanese SimCity messageboard and then later described on a Japanese SimCity wiki site.
The Space Center Great Work Bug -- Solved!
The reason that the workers never arrive to the great work construction site is that the road from the space center to the regional freeway does not connect properly. In order to get the intersection properly connected, you can use Skye's Regional Freeway Mod to create a 4th leg to the intersection. There's only a small amount of space to do this because the railroad is in the way, but you can place a short dead-end segment between the intersection and the tracks. (Editor's note: Not every map has a railroad across the street. Just build a 4th leg. It doesn't matter how long it is. Regional freeways can cross regional railways too, so you can build past the railroad tracks if you like.)
Once you place the 4th leg to the intersection, the 300 workers necessary to build will start arriving. If it doesn't register the workers arriving right away, and you're a little impatient, you can close and restart your game. In the video demonstration below, I exited to the main menu and jumped back to the city three times before it worked. If you're not impatient, you can just let it sit and it should eventually build. Both methods work.
The best part about this fix is that it works in both online and offline games. Special thanks goes to Mark Norris from the SimNation Guild who brought this to my attention, tested it out on multiple maps and found that it worked every time. He also found that you can delete the segment after your workers are done building the great work. You can read Mark's comments on the fix below the video.
For a video explanation, you can watch the video below.
If you're in a city that's far away from the great work site, you'll need to be using "CamModB1" (Download here) so that you can see what you're doing. The normal camera mode makes it difficult to see this location.
You'll also need "Skye's Regional Freeway Mod" (Download here).
If you're not sure how to install mods, read my Mod Installation Guide.
Mark's Tips:
By Mark Norris
Which Cities will you need to do this?
The following is a list of Great Work Plots that either work, or can be made to work, for the Space Center. This list is by no means complete, and only represents the plots that I have personally verified. I'll point out that most of these were done in Online Sandbox mode, and I'm 99.9% sure that it doesn't matter (Discovery Delta - East was done in both Sandbox and non-Sandbox, with the same result).
GW Plots that work 'out of the box':
Discovery Delta - North, South, West
Verdant Jungle - North, South
Serenity Key - East
Titan Gorge - North
GW Plots that are bugged, but the workaround works:
Discovery Delta - East
Serenity Key - West
Reflection Atoll
Viridian Woods - North, South, East, West
Titan Gorge - South, East, West
Whitewater Valley *
* Reported by others
GW Plots that are bugged, but the workaround doesn't work:
NONE SO FAR!
When to place and remove the stub
First, if you are seeing workers going to the GW site (by looking at the population overlay) while you are sending resources, you're golden. It's not bugged.
For me, the optimal time to add the freeway stub is when you are about 80% done sending resources. This does two things--1) allows 80% of your resources to flow to the GW with ZERO traffic. 2) allows enough workers to get to the GW before phase 2 starts so that there is very little delay for construction to start.
You should be able to delete the stub after construction has begun. If it stalls again (it shouldn't), just re-add the stub to get it started.
Why remove the stub? If you are concerned that using the Freeway Mod might cause rollbacks or processing issues, you can remove it (and disable the mod). Otherwise, just leave the stub.
Did it work for you?
We hope this helps you out! Did it work or did you run into problems? Leave a comment below so we can learn from each other's experiences and confirm whether or not it's working on every map.
↧
SimCity BuildIt Market Value Guide
I've compiled a list of all the items that you can manufacture and documented all of the prices that you can get for those items when selling on the global marketplace. I've also noted the unlock levels for those items as well as the manufacturing time and raw goods needed. If you find an error or omission please let me know by leaving a comment at the bottom of the page. Thanks!
Global Market Prices (Default on top / Max on bottom)
Factory | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | Time | Unlock | |
Metal | 7 | 14 | 21 | 28 | 35 | 42 | 49 | 56 | 63 | 70 | 0:01 | ||
10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | ||||
Wood | 15 | 30 | 45 | 60 | 75 | 90 | 105 | 120 | 135 | 150 | 0:03 | ||
20 | 40 | 60 | 80 | 100 | 120 | 140 | 160 | 180 | 200 | ||||
Plastic | 18 | 36 | 54 | 72 | 90 | 108 | 126 | 144 | 162 | 180 | 0:09 | ||
25 | 50 | 75 | 100 | 125 | 150 | 175 | 200 | 225 | 250 | ||||
Seeds | 22 | 44 | 66 | 88 | 110 | 132 | 154 | 176 | 198 | 220 | 0:20 | ||
30 | 60 | 90 | 120 | 150 | 180 | 210 | 240 | 270 | 300 | ||||
Minerals | 30 | 60 | 90 | 120 | 150 | 180 | 210 | 240 | 270 | 300 | 0:30 | ||
40 | 80 | 120 | 160 | 200 | 240 | 280 | 320 | 360 | 400 | ||||
Chemicals | 45 | 90 | 135 | 180 | 225 | 270 | 315 | 360 | 405 | 450 | 2:00 | ||
60 | 120 | 180 | 240 | 300 | 360 | 420 | 480 | 540 | 600 | ||||
Textiles | 67 | 134 | 201 | 268 | 335 | 402 | 469 | 536 | 603 | 670 | 3:00 | ||
90 | 180 | 270 | 360 | 450 | 540 | 630 | 720 | 810 | 900 | ||||
Sugar & Spices | 82 | 164 | 246 | 328 | 410 | 492 | 574 | 656 | 738 | 820 | 4:00 | ||
110 | 220 | 330 | 440 | 550 | 660 | 770 | 880 | 990 | 1100 | ||||
Glass | 90 | 180 | 270 | 360 | 450 | 540 | 630 | 720 | 810 | 900 | 5:00 | ||
120 | 240 | 360 | 480 | 600 | 720 | 840 | 960 | 1080 | 1200 | ||||
Animal Feed | 105 | 210 | 315 | 420 | 525 | 630 | 735 | 840 | 945 | 1050 | 6:00 | ||
140 | 280 | 420 | 560 | 700 | 840 | 980 | 1120 | 1260 | 1400 | ||||
Electrical Components | 120 | 240 | 360 | 480 | 600 | 720 | 840 | 960 | 1080 | 1200 | 7:00 | 29 | |
160 | 320 | 480 | 640 | 800 | 960 | 1120 | 1280 | 1440 | 1600 | ||||
Building Supplies Store | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | Time | Unlock | Materials Required |
Nails | 60 | 120 | 180 | 240 | 300 | 360 | 420 | 480 | 540 | 600 | 0:05 | 2 Metal | |
80 | 160 | 240 | 320 | 400 | 480 | 560 | 640 | 720 | 800 | ||||
Planks | 90 | 180 | 270 | 360 | 450 | 540 | 630 | 720 | 810 | 900 | 0:30 | 2 Wood | |
120 | 240 | 360 | 480 | 600 | 720 | 840 | 960 | 1080 | 1200 | ||||
Bricks | 142 | 284 | 426 | 568 | 710 | 852 | 994 | 1136 | 1278 | 1420 | 0:20 | 2 Minerals | |
190 | 380 | 570 | 760 | 950 | 1140 | 1330 | 1520 | 1710 | 1900 | ||||
Cement | 330 | 660 | 990 | 1320 | 1650 | 1980 | 2310 | 2640 | 2970 | 3300 | 0:50 | 2 Minerals, 1 Chemical | |
440 | 880 | 1320 | 1760 | 2200 | 2640 | 3080 | 3520 | 3960 | 4400 | ||||
Glue | 330 | 660 | 990 | 1320 | 1650 | 1980 | 2310 | 2640 | 2970 | 3300 | 1:00 | 1 Plastic, 2 Chemicals | |
440 | 880 | 1320 | 1760 | 2200 | 2640 | 3080 | 3520 | 3960 | 4400 | ||||
Hardware Store | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | Time | Unlock | Materials Required |
Hammer | 67 | 134 | 201 | 268 | 335 | 402 | 469 | 536 | 603 | 670 | 0:14 | 1 Metal, 1 Wood | |
90 | 180 | 270 | 360 | 450 | 540 | 630 | 720 | 810 | 900 | ||||
Measuring Tape | 82 | 164 | 246 | 328 | 410 | 492 | 574 | 656 | 738 | 820 | 0:20 | 1 Metal, 1 Plastic | |
110 | 220 | 330 | 440 | 550 | 660 | 770 | 880 | 990 | 1100 | ||||
Shovel | 112 | 224 | 336 | 448 | 560 | 672 | 784 | 896 | 1008 | 1120 | 0:30 | 1 Metal, 1 Wood, 1 Plastic | |
150 | 300 | 450 | 600 | 750 | 900 | 1050 | 1200 | 1350 | 1500 | ||||
Cooking Utensils | 187 | 374 | 561 | 748 | 935 | 1122 | 1309 | 1496 | 1683 | 1870 | 0:45 | 2 Metal, 2 Plastic, 2 Wood | |
250 | 500 | 750 | 1000 | 1250 | 1500 | 1750 | 2000 | 2250 | 2500 | ||||
Drill | 442 | 884 | 1326 | 1768 | 2210 | 2652 | 3094 | 3536 | 3978 | 4420 | 2:00 | 30 | 2 Metal, 2 Plastic, 1 Electrical Component |
590 | 1180 | 1770 | 2360 | 2950 | 3540 | 4130 | 4720 | 5310 | 5900 | ||||
Farmers Market | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | Time | Unlock | Materials Required |
Vegetables | 120 | 240 | 360 | 480 | 600 | 720 | 840 | 960 | 1080 | 1200 | 0:20 | 2 Seeds | |
160 | 320 | 480 | 640 | 800 | 960 | 1120 | 1280 | 1440 | 1600 | ||||
Flour Bag | 427 | 854 | 1281 | 1708 | 2135 | 2562 | 2989 | 3416 | 3843 | 4270 | 0:30 | 2 Seeds, 2 Textiles | |
570 | 1140 | 1710 | 2280 | 2850 | 3420 | 3990 | 4560 | 5130 | 5700 | ||||
Fruit & Berries | 547 | 1094 | 1641 | 2188 | 2735 | 3282 | 3829 | 4376 | 4923 | 5470 | 1:30 | 2 Seeds, 1 Tree Sapling | |
730 | 1460 | 2190 | 2920 | 3650 | 4380 | 5110 | 5840 | 6570 | 7300 | ||||
Cream | 330 | 660 | 990 | 1320 | 1650 | 1980 | 2310 | 2640 | 2970 | 3300 | 1:15 | 1 Animal Feed | |
440 | 880 | 1320 | 1760 | 2200 | 2640 | 3080 | 3520 | 3960 | 4400 | ||||
Cheese | 495 | 990 | 1485 | 1980 | 2475 | 2970 | 3465 | 3960 | 4455 | 4950 | 1:45 | 2 Animal Feed | |
660 | 1320 | 1980 | 2640 | 3300 | 3960 | 4620 | 5280 | 5940 | 6600 | ||||
Beef | 645 | 1290 | 1935 | 2580 | 3225 | 3870 | 4515 | 5160 | 5805 | 6450 | 2:30 | 27 | 3 Animal Feed |
860 | 1720 | 2580 | 3440 | 4300 | 5160 | 6020 | 6880 | 7740 | 8600 | ||||
Furniture Store | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | Time | Unlock | Materials Required |
Chairs | 225 | 450 | 675 | 900 | 1125 | 1350 | 1575 | 1800 | 2025 | 2250 | 0:20 | 2 Wood, 1 Nail, 1 Hammer | |
300 | 600 | 900 | 1200 | 1500 | 1800 | 2100 | 2400 | 2700 | 3000 | ||||
Tables | 375 | 750 | 1125 | 1500 | 1875 | 2250 | 2625 | 3000 | 3375 | 3750 | 0:30 | 1 Plank, 2 Nails, 1 Hammer | |
500 | 1000 | 1500 | 2000 | 2500 | 3000 | 3500 | 4000 | 4500 | 5000 | ||||
Home Textiles | 457 | 914 | 1371 | 1828 | 2285 | 2742 | 3199 | 3656 | 4113 | 4570 | 1:15 | 2 Textiles, 1 Measuring Tape | |
610 | 1220 | 1830 | 2440 | 3050 | 3660 | 4270 | 4880 | 5490 | 6100 | ||||
Couch | 1357 | 2714 | 4071 | 5428 | 6785 | 8142 | 9499 | 10856 | 12213 | 13570 | 2:30 | 33 | 3 Textiles, 1 Drill, 1 Glue |
1810 | 3620 | 5430 | 7240 | 9050 | 10860 | 12670 | 14480 | 16290 | 18100 | ||||
Gardening Supplies | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | Time | Unlock | Materials Required |
Grass | 200 | 400 | 600 | 800 | 1000 | 1200 | 1400 | 1600 | 1800 | 2000 | 0:30 | 1 Seed, 1 Shovel | |
310 | 620 | 930 | 1240 | 1550 | 1860 | 2170 | 2480 | 2790 | 3100 | ||||
Tree Saplings | 315 | 630 | 945 | 1260 | 1575 | 1890 | 2205 | 2520 | 2835 | 3150 | 1:30 | 2 Seeds, 1 Shovel | |
420 | 840 | 1260 | 1680 | 2100 | 2520 | 2940 | 3360 | 3780 | 4200 | ||||
Garden Furniture | 615 | 1230 | 1845 | 2460 | 3075 | 3690 | 4305 | 4920 | 5535 | 6150 | 2:15 | 2 Planks, 2 Plastic, 2 Textiles | |
820 | 1640 | 2460 | 3280 | 4100 | 4920 | 5740 | 6560 | 7380 | 8200 | ||||
Fire Pit | 1305 | 2610 | 3915 | 5220 | 6525 | 7830 | 9135 | 10440 | 11745 | 13050 | 4:00 | 2 Bricks, 1 Shovel, 2 Cement | |
1740 | 3480 | 5220 | 6960 | 8700 | 10440 | 12180 | 13920 | 15660 | 17400 | ||||
Garden Gnomes | 1200 | 2400 | 3600 | 4800 | 6000 | 7200 | 8400 | 9600 | 10800 | 12000 | 1:30 | 34 | 2 Cement, 1 Glue |
1600 | 3200 | 4800 | 6400 | 8000 | 9600 | 11200 | 12800 | 14400 | 16000 | ||||
Donut Shop | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | Time | Unlock | Materials Required |
Donuts | 712 | 1424 | 2136 | 2848 | 3560 | 4272 | 4984 | 5696 | 6408 | 7120 | 0:45 | 1 Flour Bag, 1 Sugar & Spices | |
950 | 1900 | 2850 | 3800 | 4750 | 5700 | 6650 | 7600 | 8550 | 9500 | ||||
Green Smoothie | 862 | 1724 | 2586 | 3448 | 4310 | 5172 | 6034 | 6896 | 7758 | 8620 | 0:30 | 2 Vegetables, 1 Fruit & Berries | |
1150 | 2300 | 3450 | 4600 | 5750 | 6900 | 8050 | 9200 | 10350 | 11500 | ||||
Bread Roll | 1380 | 2760 | 4140 | 5520 | 6900 | 8280 | 9660 | 11040 | 12420 | 13800 | 1:00 | 2 Flour Bags,1 Cream | |
1840 | 3680 | 5520 | 7360 | 9200 | 11040 | 12880 | 14720 | 16560 | 18400 | ||||
Cherry Cheesecake | 1680 | 3360 | 5040 | 6720 | 8400 | 10080 | 11760 | 13440 | 15120 | 16800 | 1:30 | 27 | 1 Flour Bag, 1 Fruit & Berries, 1 Cheese |
2240 | 4480 | 6720 | 8960 | 11200 | 13440 | 15680 | 17920 | 20160 | 22400 | ||||
Frozen Yogurt. | 1312 | 2624 | 3936 | 5248 | 6560 | 7872 | 9184 | 10496 | 11808 | 13120 | 4:00 | 1 Fruit & Berries, 1 Cream, 1 Sugar & Spices | |
1750 | 3500 | 5250 | 7000 | 8750 | 10500 | 12250 | 14000 | 15750 | 17500 | ||||
Fashion Store | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | Time | Unlock | Materials Required |
Cap | 450 | 900 | 1350 | 1800 | 2250 | 2700 | 3150 | 3600 | 4050 | 4500 | 1:00 | 2 Textiles, 1 Measuring Tape | |
600 | 1200 | 1800 | 2400 | 3000 | 3600 | 4200 | 4800 | 5400 | 6000 | ||||
Shoes | 735 | 1470 | 2205 | 2940 | 3675 | 4410 | 5145 | 5880 | 6615 | 7350 | 1:15 | 2 Textiles, 1 Plastic, 1 Glue | |
980 | 1960 | 2940 | 3920 | 4900 | 5880 | 6860 | 7840 | 8820 | 9800 | ||||
Watch | 435 | 870 | 1305 | 1740 | 2175 | 2610 | 3045 | 3480 | 3915 | 4350 | 1:30 | 2 Plastic, 1 Glass, 1 Chemical | |
580 | 1160 | 1740 | 2320 | 2900 | 3480 | 4060 | 4640 | 5220 | 5800 | ||||
Business Suits | 877 | 1754 | 2631 | 3508 | 4385 | 5262 | 6139 | 7016 | 7893 | 8770 | 3:30 | 32 | 3 Textiles, 1 Measuring Tape, 1 Glue |
1170 | 2340 | 3510 | 4680 | 5850 | 7020 | 8190 | 9360 | 10530 | 11700 | ||||
Fast Food Restaurant | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | Time | Unlock | Materials Required |
Ice Cream Sandwich | 1920 | 3840 | 5760 | 7680 | 9600 | 11520 | 13440 | 15360 | 17280 | 19200 | 0:14 | 1 Bread Roll, 1 Cream | |
2560 | 5120 | 7680 | 10240 | 12800 | 15360 | 17920 | 20480 | 23040 | 25600 | ||||
Pizza | 1920 | 3840 | 5760 | 7680 | 9600 | 11520 | 13440 | 15360 | 17280 | 19200 | 0:24 | 1 Flour Bag, 1 Cheese, 1 Beef | |
2560 | 5120 | 7680 | 10240 | 12800 | 15360 | 17920 | 20480 | 23040 | 25600 | ||||
Burgers | 2715 | 5430 | 8145 | 10860 | 13575 | 16290 | 19005 | 21720 | 24435 | 27150 | 0:35 | 1 Beef, 1 Bread Roll, 1 BBQ Grill | |
3620 | 7240 | 10860 | 14480 | 18100 | 21720 | 25340 | 28960 | 32580 | 36200 | ||||
Cheese Fries | 787 | 1574 | 2361 | 3148 | 3935 | 4722 | 5509 | 6296 | 7083 | 7870 | 0:20 | 33 | 1 Vegetable, 1 Cheese |
1050 | 2100 | 3150 | 4200 | 5250 | 6300 | 7350 | 8400 | 9450 | 10500 | ||||
Lemonade Bottle | 1267 | 2534 | 3801 | 5068 | 6335 | 7602 | 8869 | 10136 | 11403 | 12670 | 1:00 | 37 | 2 Glass, 2 Sugar & Spice, 1 Fruit & Berries |
1690 | 3380 | 5070 | 6760 | 8450 | 10140 | 11830 | 13520 | 15210 | 16900 | ||||
Home Appliances | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | Time | Unlock | Materials Required |
BBQ Grill | 397 | 794 | 1191 | 1588 | 1985 | 2382 | 2779 | 3176 | 3573 | 3970 | 2:45 | 3 Metal, 1 Cooking Utensil | |
530 | 1060 | 1590 | 2120 | 2650 | 3180 | 3710 | 4240 | 4770 | 5300 | ||||
Refridgerator | 795 | 1590 | 2385 | 3180 | 3975 | 4770 | 5565 | 6360 | 7155 | 7950 | 3:30 | 35 | 2 Plastic, 2 Chemical, 2 Electrical Comp. |
1060 | 2120 | 3180 | 4240 | 5300 | 6360 | 7420 | 8480 | 9540 | 10600 | ||||
Lighting System | 667 | 1334 | 2001 | 2668 | 3335 | 4002 | 4669 | 5336 | 6003 | 6670 | 1:45 | 36 | 1 Chemical, 1 Electrical Comp, 1 Glass |
890 | 1780 | 2670 | 3560 | 4450 | 5340 | 6230 | 7120 | 8010 | 8900 | ||||
TV | 960 | 1920 | 2880 | 3840 | 4800 | 5760 | 6720 | 7680 | 8640 | 9600 | 2:30 | 38 | 2 Plastic, 2 Glass, 2 Electrical Comp. |
1280 | 2560 | 3840 | 5120 | 6400 | 7680 | 8960 | 10240 | 11520 | 12800 |
City Storage | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x |
Storage Bars | 487 | 974 | 1461 | 1948 | 2435 | 2922 | 3409 | 3896 | 4383 | 4870 |
650 | 1300 | 1950 | 2600 | 3250 | 3900 | 4550 | 5200 | 5850 | 6500 | |
Storage Camera | 487 | 974 | 1461 | 1948 | 2435 | 2922 | 3409 | 3896 | 4383 | 4870 |
650 | 1300 | 1950 | 2600 | 3250 | 3900 | 4550 | 5200 | 5850 | 6500 | |
Storage Lock | 487 | 974 | 1461 | 1948 | 2435 | 2922 | 3409 | 3896 | 4383 | 4870 |
650 | 1300 | 1950 | 2600 | 3250 | 3900 | 4550 | 5200 | 5850 | 6500 | |
City Expansion | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x |
Dozer Blade | 600 | 1200 | 1800 | 2400 | 3000 | 3600 | 4200 | 4800 | 5400 | 6000 |
800 | 1600 | 2400 | 3200 | 4000 | 4800 | 5600 | 6400 | 7200 | 8000 | |
Dozer Exhaust | 600 | 1200 | 1800 | 2400 | 3000 | 3600 | 4200 | 4800 | 5400 | 6000 |
800 | 1600 | 2400 | 3200 | 4000 | 4800 | 5600 | 6400 | 7200 | 8000 | |
Dozer Wheel | 600 | 1200 | 1800 | 2400 | 3000 | 3600 | 4200 | 4800 | 5400 | 6000 |
800 | 1600 | 2400 | 3200 | 4000 | 4800 | 5600 | 6400 | 7200 | 8000 | |
Dr. Vu | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x |
Vu's Battery | 375 | 750 | 1125 | 1500 | 1875 | 2250 | 2625 | 3000 | 3375 | 3750 |
500 | 1000 | 1500 | 2000 | 2500 | 3000 | 3500 | 4000 | 4500 | 5000 | |
Vu's Gloves | 375 | 750 | 1125 | 1500 | 1875 | 2250 | 2625 | 3000 | 3375 | 3750 |
500 | 1000 | 1500 | 2000 | 2500 | 3000 | 3500 | 4000 | 4500 | 5000 | |
Vu's Remote | 375 | 750 | 1125 | 1500 | 1875 | 2250 | 2625 | 3000 | 3375 | 3750 |
500 | 1000 | 1500 | 2000 | 2500 | 3000 | 3500 | 4000 | 4500 | 5000 |
.
Tokyo Town | 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x |
Lucky Cat | 1650 | 3300 | 4950 | 6600 | 8250 | 9900 | 11550 | 13200 | 14850 | 16500 |
2200 | 4400 | 6600 | 8800 | 11000 | 13200 | 15400 | 17600 | 19800 | 22000 | |
Lantern | 1650 | 3300 | 4950 | 6600 | 8250 | 9900 | 11550 | 13200 | 14850 | 16500 |
2200 | 4400 | 6600 | 8800 | 11000 | 13200 | 15400 | 17600 | 19800 | 22000 | |
Bonsai Tree | 1650 | 3300 | 4950 | 6600 | 8250 | 9900 | 11550 | 13200 | 14850 | 16500 |
2200 | 4400 | 6600 | 8800 | 11000 | 13200 | 15400 | 17600 | 19800 | 22000 |
↧
↧
Ten Tips for the Beginner SimCity Mayor
There are certain SimCity strategies that will make your life easier if you follow. Some are due to the way the game is designed, and others are work-arounds to bugs in the game.
1. Health Tip: Build residential areas upwind of polluters (industrial zones, trash dumps, coal/oil power plants, refineries, factories, mines, smelting plants, etc.).
2. Water Tip: Ensure a future supply of water. When you're able to afford it, build water pumps and sewer treatment plants adjacent to each other. Make sure you replace the default water pump with the filtration pumps to remove the ground pollution from the water though. You can see an example of this on the Traffic and RCI Tips page.
3. Education Tip: The key to keeping your sims healthy, happy, and preventing crime is Education, Education, Education. Once you have community colleges and Universities unlocked, demo the grade schools and high schools (and their bus stops). There is a bug that causes bused students to disappear, so you want to stay away from those types of schools. Plus, you don't need them. You can get by with just community colleges. If you want a higher tech level, go with a University. For more information on ways to increase tech level, read the Electronic Farming Guide.
4. Fire Tip: Once you can afford it, build one large fire station with only fire helicopters. Demo all the fire truck garages. For more on this, read the Fire Station Tips page.
5. Trade Ports and Trade Depots: The game has some bugs which cause trade trucks to occasionally disappear. This bug occurs less frequently when you have only one type of storage yard in each trade port/depot. You can also have one type of export, one type of import. Just don't have two or more types of imports or exports. When all else fails, demo the truck garages and rebuild them. That will start you off with the correct amount of trucks again. Read more about this in the Electronic Farming Guide.
6. Money: Stick to the standard 12%/11%/10% taxes on Low/Med/High wealth zones. Read more about this on the Ideal Tax Rate page.
7. Tourism: When building a casino/tourism city don't build the municipal airport. Use airships or cruise ship terminals instead. Read more on the Mass Transit Guide, Casino and Tourism Guide and High Wealth Casino Guide.
8. Maximize your space and don't run out of money: Build slowly. Start with all dirt roads. Utilize the Road Spacing Guide to maximize your buildable area and plan your layout ahead of time.
9. Learn to use mods. Many of the mods improve the gameplay dramatically and are must haves for online or offline play. In particular: Skye's Regional Freeway mod, Multiplopper, Oil well service roads (read more about that one on the Trade Secrets page), and the Cam Mod are all must-haves. All of these are available for online game play. There's also many available for off-line games. These tend to be more for the advanced player as some of them are buggy or a bit strange to work with. To learn more about mods, read the Mod Installation Guide.
10. Youtube is a fantastic resource. There are many great videos out there to help you learn how to play SimCity. In particular everyone should watch Skyestorme's videos. If you're a beginner, make sure to watch his 60 second tips. I have a list of many of these earlier videos on the Skyestorme Video Library page. I eventually stopped updating that page though, so make sure to check out his website at Skyestorme.com for all of his latest stuff.
1. Health Tip: Build residential areas upwind of polluters (industrial zones, trash dumps, coal/oil power plants, refineries, factories, mines, smelting plants, etc.).
2. Water Tip: Ensure a future supply of water. When you're able to afford it, build water pumps and sewer treatment plants adjacent to each other. Make sure you replace the default water pump with the filtration pumps to remove the ground pollution from the water though. You can see an example of this on the Traffic and RCI Tips page.
3. Education Tip: The key to keeping your sims healthy, happy, and preventing crime is Education, Education, Education. Once you have community colleges and Universities unlocked, demo the grade schools and high schools (and their bus stops). There is a bug that causes bused students to disappear, so you want to stay away from those types of schools. Plus, you don't need them. You can get by with just community colleges. If you want a higher tech level, go with a University. For more information on ways to increase tech level, read the Electronic Farming Guide.
4. Fire Tip: Once you can afford it, build one large fire station with only fire helicopters. Demo all the fire truck garages. For more on this, read the Fire Station Tips page.
5. Trade Ports and Trade Depots: The game has some bugs which cause trade trucks to occasionally disappear. This bug occurs less frequently when you have only one type of storage yard in each trade port/depot. You can also have one type of export, one type of import. Just don't have two or more types of imports or exports. When all else fails, demo the truck garages and rebuild them. That will start you off with the correct amount of trucks again. Read more about this in the Electronic Farming Guide.
6. Money: Stick to the standard 12%/11%/10% taxes on Low/Med/High wealth zones. Read more about this on the Ideal Tax Rate page.
7. Tourism: When building a casino/tourism city don't build the municipal airport. Use airships or cruise ship terminals instead. Read more on the Mass Transit Guide, Casino and Tourism Guide and High Wealth Casino Guide.
8. Maximize your space and don't run out of money: Build slowly. Start with all dirt roads. Utilize the Road Spacing Guide to maximize your buildable area and plan your layout ahead of time.
9. Learn to use mods. Many of the mods improve the gameplay dramatically and are must haves for online or offline play. In particular: Skye's Regional Freeway mod, Multiplopper, Oil well service roads (read more about that one on the Trade Secrets page), and the Cam Mod are all must-haves. All of these are available for online game play. There's also many available for off-line games. These tend to be more for the advanced player as some of them are buggy or a bit strange to work with. To learn more about mods, read the Mod Installation Guide.
10. Youtube is a fantastic resource. There are many great videos out there to help you learn how to play SimCity. In particular everyone should watch Skyestorme's videos. If you're a beginner, make sure to watch his 60 second tips. I have a list of many of these earlier videos on the Skyestorme Video Library page. I eventually stopped updating that page though, so make sure to check out his website at Skyestorme.com for all of his latest stuff.
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SimCity Bugs Every New Mayor Should Be Aware Of
Let’s face it, SimCity is a buggy game. If you’re just now learning how to play, be thankful that many things have already been fixed since the game came out. For dealing with the bugs that remain, the key is to know which ones can be worked around and which ones you can’t do anything about.
- Ignore the advisors. They whine at every little thing and often at problems that don’t exist.
- Ignore the trash numbers. They often get bugged. As long as the trash is being picked up by the morning, you’re fine.
- Ignore the waiting times on mass transit. Those numbers get bugged and will often report gigantic numbers.
- Trade depots often get bugged and lose their trucks. Demo and rebuild the truck garages to get them back.
- The Space Center has trouble completing construction on certain maps, but there is a workaround that allows you to get it to complete.
- The Arcology Great Work will eventually bug out and have uncontrollable traffic. This sometimes takes 15-20 years to happen, but is pretty much inevitable if playing for a very long time.
- In trade cities, you will occasionally get trade trucks stuck behind a traffic spawn point. Use Skye’s Regional Freeway mod to build additional entrances to your city and/or route trade trucks around the traffic spawn points. This mod is available for use in both online and offline game modes.
- Megatowers are notoriously difficult to keep happy. Some think that they are bugged. I don’t’ know what the official word is, but the only time I can get them to be happy long term is in a city where they are the only source of housing: High Wealth Casino Cities and Electronic Farms.
- Occasionally, a giant sinkhole will appear under a house. Demo the building to fix.
- Streetcar avenue tunnels will sometimes be impossible to demolish. There is a mod that allows you to fix that if it happens.
- There is an education bug that causes your city to permanently lose students to other cities. It’s only the students that ride busses that disappear to other cities and don’t return, so stick with the education buildings where busses aren’t required: Community Colleges and Universities.
- The process of claiming abandoned cities is bugged. You often can’t claim due to the original owner of the city having different DLC, but I’ve known people who were unable to reclaim *their own* abandoned cities. Your best bet is to not play in public regions. Play in solo regions or in regions where you have friends or Guild members joining you. That way you won’t have to deal with people abandoning cities.
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SimCity BuildIt Specialization Data

Special thanks goes out to karincanada62@gmail.com who put this table together!
Type | Name | Area | Pop Boost % | Simolean Price | Sim Cash Price | Key Price | Level | Pop Req | Other Req |
PARK | Small Fountain Park | 8x8 | 5 | 4,000 ₡ | 3 | ||||
Modern Art Park | 6x8 | 10 | 5,000 ₡ | 3 | |||||
Plumbob Park | 6x8 | 20 | $84 | 3 | |||||
Reflecting Pool Park | 6x8 | 20 | 6,000 ₡ | 2,000 | |||||
Llarry the Llama | 8x8 | 25 | $280 | 2,000 | |||||
Peaceful Park | 6x10 | 25 | 8,000 ₡ | 5,000 | |||||
Urban Plaza | 6x8 | 20 | 12,000 ₡ | 9,000 | |||||
Ball of Twine | 6x8 | 30 | $300 | 9,000 | |||||
Sculpture Garden | 6x8 | 30 | 16,000 ₡ | 15,000 | |||||
Row of Trees | 12x4 | 30 | 20,000 ₡ | 18,000 | |||||
Soccer Field | 8x8 | 25 | 24,000 ₡ | 29,000 | |||||
Jogging Path | 8x8 | 30 | 28,000 ₡ | 39,000 | |||||
Water Park | 8x8 | 25 | $400 | 49,000 | |||||
Giant Gnome | 8x8 | 30 | $500 | 59,000 | |||||
Basketball Court | 6x10 | 30 | $600 | 95,000 | |||||
Dolly Dino | 8x10 | 30 | $700 | 105,000 | |||||
Skate Park | 6x12 | 40 | $800 | 130,000 | |||||
EDUCATION | Dept of Ed | 8x8 | 25 | 40,000 ₡ | 10 | ||||
Grade School | 8x10 | 25 | 3 | Dept of Ed | |||||
Public Library | 8x12 | 25 | 5 | Dept of Ed | |||||
High School | 12x14 | 30 | 7 | Public Library | |||||
Comm. College | 16x16 | 40 | 10 | High School | |||||
University | 22x22 | 50 | 25 | Comm. College | |||||
TRANSPORTATION | Dept of Transpo | 8x8 | 30 | 40,000 ₡ | 10 | ||||
Bus Terminal | 12x16 | 20 | 4 | Dept of Transpo | |||||
Airship Hangar | 16x16 | 30 | 10 | Dept of Transpo | |||||
Balloon Park | 16x16 | 40 | 14 | Dept of Transpo | |||||
Heliport | 18x18 | 50 | 20 | Dept of Transpo | |||||
ENTERTAINMENT | Entertainment HQ | 8x8 | 20 | 60,000 ₡ | 20 | ||||
Hotel | 10x10 | 25 | 8 | Ent HQ | |||||
Amphitheatre | 10x10 | 25 | 9 | Ent HQ | |||||
Expo Centre | 16x18 | 40 | 10 | Ent HQ | |||||
Stadium | 20x20 | 50 | 18 | Ent HQ | |||||
Sydney Opera House | 20x20 | 60 | 25 | 110,000 | Ent HQ | ||||
Ferris Wheel | 20x20 | 60 | 28 | 170,000 | Ent HQ | ||||
GAMBLING | Gambling HQ | 8x8 | 20 | 70,000 ₡ | 25 | ||||
Gambling House | 8x10 | 20 | 5 | Gambling HQ | |||||
Sleek Casino | 10x12 | 25 | 5 | Gambling HQ | |||||
Sleek Casino Tower | 10x12 | 25 | 6 | Gambling HQ | |||||
Sci-fi Casino | 12x12 | 30 | 8 | Gambling HQ | |||||
Sci-fi Tower | 12x12 | 30 | 9 | Gambling HQ | |||||
Luxurious Casino | 16x16 | 50 | 10 | Gambling HQ | |||||
Luxurious Casino Tower | 16x16 | 60 | 12 | Gambling HQ | |||||
LANDMARKS | Dept. of Culture | 8x8 | 20 | 80,000 ₡ | 30 | ||||
Tower of Pisa | 12x16 | 20 | 12 | Dept of Culture | |||||
Big Ben | 14x16 | 30 | 14 | Dept of Culture | |||||
Arc de Triomphe | 14x16 | 40 | 16 | Dept of Culture | |||||
Brandenburg Gate | 14x16 | 40 | 18 | Dept of Culture | |||||
Empire State Building | 16x16 | 40 | 20 | Dept of Culture | |||||
Statue of Liberty | 14x16 | 60 | 30 | 200,000 | Dept of Culture | ||||
Washington Monument | 18x18 | 60 | 40 | 250,000 | Dept of Culture |
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