Once a city in the region reaches 58, residents, the construction of the arcology is unlocked, and the region then needs to collect a million simoleons , 2, tons of metal, 1, tons of alloy and 60, crates of televisions. It is available by pre-ordering the expansion.
The building is placed under the Tourism tab of the City Specializations. Upon plopping down the structure in one's city, tourists and prisoners will begin settling into the edifice. After 5, spots are filled, the player is given the option to launch the Arcology into deep space.
Upon launch, the player would be rewarded a large sum of cash from the 'ticket sales' of the landmark. SimCity Explore. Game mechanics Zone City building Transportation City services. Growable buildings Ploppable buildings Civic buildings Reward objects Business deals.
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Preferable to light residential since it allows denser zoning which leads to higher populations. If you use codes to get a lot of money, make all of your residential this type. Later in your city's life, there will be a boom for this stuff. Commercial areas raise local land values. A lot. Never use light commercial, because it does nothing major for your city. Again, only use dense commercial.
Industry is what your city demands in its beginning and hardly anywhere else. Light industrial pollutes less then dense, but brings in less business. Your decision. This one can make large factories and chemical plants. Some things from DragonAtma about light Residential and Industrial: "You should mention that unless there's no room to grow to 2x2, light residential and industrial zoning should never be used.
I know you probably hate school like me , but it will help make your city nice and big. I usually knock down churches meaning nothing against religion and build libraries in their place. Also has no annual cost. It doesn't matter where you place them; just so long as you have them. You could make it a scenic forested and mountainous terrain; you can make it a flat piece of land; or you could just make one big ocean.
I'm not going to describe the tools in the editing window, so to find out what they do, just shift-click on the icon. Your imagination should take care of the second one. Just make it the type of place you would want to live in. And here's how to do it. First, start up SimCity. When the dialog box appears, click on Edit City.
You will then be given a map that the computer thinks is good. Now, look at the buttons at the top of the toolbar. Make sure Coast is dark and River is light. This will give you a coast. Then, slide the Mountain and Water bars to the bottom. You can do what you like with the trees. Then click Make. You will be presented with your new city. Now, using the Level Terrain tool, level out every part of your city except for the ocean. Once you've done that, find one of the two corners the ocean touches.
Count out 8 squares on way and 12 the other way. That will be where land comes up to. Leaving the corner water, make everything else land. Click Done when, well, you're done. Now we start building.
Heh, heh, heh. Experimenting is the best way for you to gain experience and find out successful techniques. I recommend saving on a backup save slot, though, so you don't lose everything you've gained.
If you develop a technique that is better than mine, please E-mail it to me. When you start out, you can name your city. Be creative. There's more to naming a place then giving it a label. Also, you can pick your year. I recommend starting out in And pick your difficulty. Easy starts you out with 20 grand. Make your choice. Doing it this way will save you money on power lines, as the Sims will keep growing from there.
It will also fill up all of the zoned areas. If you want, sometimes you can place water pumps at the corner of each block.
If you fill the entire city with blocks of zoning like this, it will be efficiently laid out. You can also build 2 roads with one square between them, and put rail between the roads. You can make your blocks as long as you want, but the highest width is six. Otherwise, there will be a narrow row of unused zone areas. However, seaports and airports do not have a width limit, as they expand in other ways.
Also, when laying out the roads of your city, I recommend placing an outer layer of roads around your city, one square away from the edge. Place light residential areas along the edge to get more people into your city.
Make connections to your neighbor if it is in a high traffic area. And again, don't use highways. They only seem to add to traffic. But if you decide to anyway, then I recommend making two highways: One running north and south, the other east and west. And highways will only work with onramps and roads. Otherwise, use bus systems. They are more efficiently designed to lower traffic. When building police or fire stations, it sometimes helps to lay them out in a grid across your city.
That way all areas are covered. This is expensive, so I don't do this, but the decision is yours. And a few types of buildings hospitals, schools, colleges, stadiums, libraries, zoos, museums, prisons, power plants, water treatments, and marinas do not need to be placed in a specific area. The simulation only checks to see if you have them. So place all of those types of buildings together in one area to save room. When it comes to seaports and airports, sims don't want to build over powerlines.
When building a seaport, make sure that the land under the water has a good downhill slope about 3 or 4 squares , or else a pier will not be built. It also helps to place your runway a little ways above ground or away from tall buildings, since the planes will fly into nearby buildings and make a fire. If you place your airport on a hill, then you can place tunnels under it to still have an efficient roadway. Be warned that even if there aren't any surrounding buildings, planes will still crash.
When laying out the zoning in your city, it helps to place industry on the edge. Some of the pollution will blow off the edge, helping to lower one annoyance. Also, place residential areas near industrial areas. Apparently, the Sims don't like to drive far to work. Often refer to the icon guide. There I make some recommendations on how to build something, or which choice is the best. Remember to use the information charts, mainly the graphs and map.
The graphs can tell you what needs to be improved upon mainly crime, pollution, and traffic , and the map can tell you where to improve it. The map can show flaws in your city, or tell you which areas are thriving. Use the industry window to find out how your city's industry is laid out, and which kinds should be in it. The more bodies of water next to the pump, the more water the pump generates. If you are making a scenic city, remember that you shouldn't make arcologies, and try to cut back on industry.
Place it off to the sides. It looks good to line a coastline with trees then place commercial buildings behind them. If the commerce has a high land value, you will get buildings like office towers and parking lots, which are both 3x3. A good scenic city will have hills, trees, water, and high land value.
Basically, just make it a place you would want to live in. Expand your city slowly. The dimensions of your land are squares by squares x That is a total of 16, squares. That may sound like a lot, but it fills up fast when your city is growing rapidly. Those 16, squares are all you'll ever get, and the only way to regain them is to destroy something else.
The newspapers are your friends. Use them to find out what's current in your city. I usually use the Courier, as it rates you, and tells about one of your city's major problems. This can give you a description beyond what I give you but it still won't be as good as mine. Keep taxes around percent. If you go higher, people will leave your city in anger, resulting in a decline in income. If you lower it too much, the people that come into your city will not be enough to repay the amount of money you lose.
I you use codes, it doesn't matter how low your taxes go, but I keep mine around percent so that if there is a slump in my city's growth I can lower my taxes and bring in some more people to it. If you don't want to waste time and money on fighting disasters, then go into the disasters menu and make sure "No Disasters" has a check by it. This will eliminate random disasters such as a microwave.
I usually use no disasters as it saves me a lot of trouble and worry. There is a reason behind this: One night, I wanted my city to expand while I ate dinner by leaving the computer on. I had No Disasters turned off. When I came back, my whole city was in flames, and I could not recover it. That may have been one of my best cities ever. Also remember that there are three types of military protection available: Police, firefighters, and the military.
But if you want to challenge yourself, turn off No Disasters. Just make sure you pay attention to the game. Never take out a bond. Well, unless a power plant blows up, or something close to that. But try to repay it as fast as you can.
Bonds are major money killers that will drive you closer and closer to bankruptcy. Once you've saved up enough money, go into the bond window and click Repay Bond. This will finish off most of it, before the interest kills you for good.
But even still, try and save up enough money beforehand in case something like that happens. Now I know some of you are religious, so please take no offense from the following statement: Churches just get in the way. They do nothing to your city but take up 4 valuable squares of space.
Instead, every once in a while, go through your city and destroy all of your churches and replace them with libraries or rezone them with residential. Signs can be very helpful. Use them to mark out your future plans for an area. That way you can manage your city well.
You can also use them to name streets if you want to make your city seem more scenic. Don't be afraid to cut back on funding. If you desperately need money, then you have nothing to spend days crying about. It'll help more then hurt unless you cut back on it too much. Just don't cut back on the wrong thing. See my description of the budget window to find out what you should cut back on, and how much your limits are.
Don't be a reckless spender. If you build rapidly, it will take years to regain the money you lose, and that will hurt you in the long run. Instead, take it slow. You can always expand later. Be patient. It takes hundreds, sometimes thousands of years in the game of course to make a massive city. Just try and keep your budget balance positive. That's the most important thing to remember if you don't use cheats for money.
Don't spend more then you gain unless you are building a power plant or an arcology. Build parks often. It will raise land value and increase business.
Although trees look better, parks will do more or your land value because the park square will actually count, increasing the local area value. It also helps to build roads through forested areas to increase land value. Try not to cheat until you get the feel of the simulation. Not only will you get smarter, you will be able to build better thriving cities. Building Arcologies is a gamble. Whereas it can greatly increase your population by millions, it can also make your crime level skyrocket.
Arcologies are an expensive investment that take years to fill up. Make sure you can afford to spare over grand, and make sure at least one police station is nearby.
A Divider I'm afraid that now I must split you into 2 groups. If you are building a scenic city a well running city , then skip the next section. If you are building a high population city, then read on. How to make a Highly-Populated City A high population city doesn't need to bother with little tiny details, like trees and hills, or water even.
A big city needs money and people. If you are trying to make a big city, it often helps to use codes to gain money see the codes section down further. That way, you don't have to worry about income, and you can build a massive city fast. I am going to assume that you have used codes to get money, so that way I don't have to hassle with telling you how to get your budget balance positive. The main key to a large population city is arcologies. Although they increase crime, they still increase your population.
Opt for the launch arco over the others, as it holds the most people. I'm afraid I can't baby you into building a perfect city. You will have to know when to expand, and what to place where. I can give you the basics in laying out a city. For those of you who doubt my greatness, then know this: As I tell you what to do, I am building a city that I hope will pass up Paul City for my highest population. Use the map I told you to edit.
This is your best layout I know of. Use codes to get a lot of money. I recommend using the code that gives you all awards, inventions, and grand, and you can get and unlimited amount of grand more. I am going to assume you've used this one, also. First place seaport over the area that extends over the water. Then pause the game. Place roads right next to the seaport, and around the city, but make sure there is an empty square next to the edge.
See the that empty land on the sides? Make it all light residential. As time goes along, you will need to destroy some buildings to connect your city with the neighboring cities, but we'll wait on that. Now you have two choices: You can build the arcologies now, or later.
If you build them later, then you're on your own. To build the arcologies, you will need a lot of money at least 30,, dollars , and the Launch Arco needs to have been invented. Here's how I did it: First, I place an entire row of launch arcos on one side of the map.
Then, I make another row, this time of police stations. I keep alternating the two until something happens: When you bring up a dialog box on the arcologies, there is no picture. Then, destroy all of the arcologies without a picture, and the police stations next to them. Then, fill up the rest of the row with schools and colleges. Take the next row and place six to eight fusion power plants, and then build some more schools, colleges, hospitals, stadiums, libraries, a couple of prisons, water treatment plants, water towers, and museums.
Also make an effective water model See the water pipe Icon description. This will set up your city. Then take the remaining land and do two things: Set it up into blocks, but first make an airport. Your airport should be about 4x8 to 6x8, in other words, not too big.
And make sure that power lines aren't running through it, but still touching the airport zoned land. Once you have divided your city into blocks, then take the outermost blocks and make them industrial. Then take the centermost blocks and make the commercial. Take the blocks in between the industry and commercial and make them residential. Just make sure you don't fill up the whole map.
As time goes on, add bus depots, police stations, fire stations, and, if you really need them, schools, libraries, hospitals, etc. Also zone your city by using the demand bars, not your instincts, when you feel it is time to expand your city's zoned areas.
And if you just let your city grow, it will get up to around 9 million which is pretty much as big as New York City or Los Angeles , so long as everything is OK.
So what is everything? All you really need to do is enact Pollution Controls. Lowering traffic will lower pollution a little bit too. This will make your city look good as well as help it thrive. If you do all this, you should be able to have an amazing city that you can brag to your friends with. Once your city reaches 9 million, you can enact every expensive ordinance, keep all funding full, and still have a positive income from taxes. How to make a Well-Running City Quite the opposite of a city with a high population, a well-running city is the type of city I would be a lot more willing to live in.
A well-running city has low pollution, crime, traffic, unemployment rates, and everything else that's bad. Instead, it has high land values, high EQ, and a high life expectancy. A well-running city usually has no arcologies, since those just get in the way. These cities boast their efficiency, not their people.
Also in this section, I will give you a walkthrough that works if you do not use codes to get money, so listen up!
Since the map is your own creation, I can only do so much. But I recommend doing the borders the same way as in a big city.
Just leave mountains and lakes the way they are unless you have something else that's better in mind. I still recommend dividing your city's land into blocks, but for these types of cities it is usually better to expand when it is needed, adding one block at a time. Also, it is sometimes good to have a block of major buildings police stations, schools, colleges, hospitals, bus depots, etc.
Lower traffic later when you have a solid massive cash flow. But when doing the borders, do it a bit at a time. You only get so much money. First, I recommend building an oil power plant.
Oil and nuclear power plants are your best bet, as they are efficient and don't pollute too much nuclear hardly at all, but only use it if you have No Disasters on. Of course, if you have plenty of money to spare, you will want to build a fusion or microwave power plant instead.
In cities that don't use money codes, it saves a lot of money if you don't bother with watering your city, as it won't kill off your Sims. If you decide to water your city, I recommend doing it later on when you have more money to spare. DragonAtma had something to say about watering in your city: "I think that piping in water to your RCI zones is necessary to get the highest population buildings" I agree with this because I think that watering boosts land value, which in turn brings in better buildings.
Put your power plant in a block with some industrial. Build a few more blocks of industrial and one of residential. Don't make the blocks extend across your whole city, making them 8x5 or so is good enough.
If you build too much, you will end up losing lots of money. Remember that it is okay to cut back on funding, just make sure it isn't too much or on the wrong thing. Don't enact heavy ordinances until you have a steady positive cash flow. As you build, be saving up money for power plants.
Remember, they only have a 50 year life span. Read the newspapers often to find out what your city's problems are. This keeps demand up for industry, commerce, and residential areas. A well-running city should be clean. Helps keep pollution low, and makes your city effective. Traffic is easy to lower if you have an efficient road system. I wouldn't want to be mugged daily and neither should you. Use Police Stations at high crime areas to lower this. This makes your city a desirable place to live.
You should be making thousands yearly, if not better. Build zoos, lower taxes, and raise land values for this one. Land Value Land Value is the cost that people pay to own an area of land. The higher this is, the bigger and better businesses and other buildings you'll attract. This is crucial, so I'll say how to do it for each zoning type. Use them instead to place fusion power plants, prisons, water treatments, and just about anything else people might hate, there.
Placing parks nearby helps. If you have all of these, it is easy to have a massive flourishing area of commercial buildings, which also looks cool. Make sure crime and pollution are low, and build zoos and parks. Make sure there are few abandoned buildings, and lower traffic. It helps to build your industry alongside the homes. Select all the options under Promotional in the City Ordinances window.
But after I built it no business is asking for workers and they are all making lots of profit. It takes tons of metal, tons of alloy and 60, crates of TV's to finish stage 2. From what I hear, the arcology is the best. I built the international airport and it blows.
It keeps creating crime waves every 30 minutes that no amount of police can handle. I built it thinking it would work for all the cities in the region, but that isn't true, and since none of the cities connected to it are tourist cities, it really does nothing. Can't turn it off or bulldoze it either so it is screwing my cities.
Brushes with death are like snowflakes: Each one is unique, and if you have enough of them you can build a snowman. That's exactly the problem, I was still having those issues despite having population density maxed out in the Arcology. I'm guessing it was jut some lag on the server side How to send resources to great works - international airport?
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Eclypse 8 years ago 4 It needs power and water?
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