/r/SimCityStrategy

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This is the place to come to for discussing the game, its mechanics and asking questions.

/r/SimCityStrategy

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The Most Creative and Unique Sims 4 House Ideas You’ve Ever Seen

The Sims 4 is a simulation video game developed by the Redwood Shores studio of Maxis and published by Electronic Arts. Originally, it was announced on May 6, 2013; however, it was released in America on September 2, 2014.
On November 13, 2020, the most recent version, “Snowy Escape” of Sims 4 was released. It included eighteen “stuff packs,” ten “game packs,” and four “kits.” This version also has free updates, such as the addition of a toddler’s life stage.

3 Comments
2023/06/16
07:09 UTC

1

Simcity/Doomsday

Hello everyone. I have a dilemma: Jackpots doubles the number of points per attack using a Doomsday, or it doubles only the point for the player where you put the jackpot?

0 Comments
2023/06/13
15:08 UTC

0 Comments
2023/04/10
09:10 UTC

1

Epic Project - What if you dont finish epic project simcity in 24hours?! Does it reset and you lose all your items?! Thanks!

0 Comments
2022/12/08
21:50 UTC

3

Deleting residences?

Is there a downside to building and adding residences for the coins and then deleting them after to avoid buying more police/fire/water/power/sewage

1 Comment
2022/11/26
22:02 UTC

4

Building UP???

I know this is a dumb question but it’s been so long since I played.

How do you build residential so they build up?? I alway have high demand but they never build buildings. I used higher density roads and still nothing.

TIA

0 Comments
2022/11/15
05:09 UTC

2

longer production times?

So i started a city a few days ago and realized i had an older city saved via google play so i loaded that one. Even tho it had most commercial buildings on level 2 all productions took longer( for example planks went from 15 mins or so to 30). Ive reinstalled akd started a new city again but production still takes so long that it kills any semblance of good progress. Anybody know what happened?

1 Comment
2022/11/01
11:58 UTC

3

simcity build it latest update

1 Comment
2022/10/31
17:24 UTC

3

Gambling Specialization/Casino Industry

What's going on SimCity Family?! I always have a little something, something to contribute, and in this video, I take you through how I build Trinity Point's lucrative casino industry from the very beginning, to the point where it became profitable. Let's just say, by the end of the original livestream, we were making over $100,000 Simoleons per hour. I drop a few gems in this video, so check it out! I hope you find any bit of it useful!

https://www.youtube.com/watch?v=ZGoeQFYxVio

0 Comments
2022/07/13
20:39 UTC

6

How To Best Build/Construct The Arcology | Great Works | SimCity: Cities Of Tomorrow

I hope you guys aren't tired of me yet, because I have another one for you-this time, it's the Arcology Great Works! Are you having trouble deciding which Great Works to pick? Or do you need help building your Great Works efficiently and effectively? Well, you're in luck. This quick video is my entire journey with the Arcology great works from the bureaucracy stage, to increasing its density. Leaning on my trusted tips and tricks, success was not far behind. I hope you enjoy!

https://youtu.be/_0-5bZMm7BA

0 Comments
2022/06/22
15:24 UTC

2

Anyone Struggling With The Pro Stadium???

Hello my fellow SimCity lovers! Do you want to know how to have a successful event in your Pro Stadium every single time??? If you do, I have a major tip for you!!! Transportation, Transportation, Transportation! From Monster Truck Rally's to Sports Events, I never fail to get their butts in those seats! Check out how exactly I do this!

https://youtu.be/6AE-r4WmeL0

https://www.youtube.com/channel/UCHjhxes-aWxs9BqcIh-tt2A

3 Comments
2022/06/13
17:53 UTC

11

Why do they make it so hard to expand my city

In order to expand my city, I need dozer exhaust, wheels and blades. But there doesn’t seem to be a way to get them except through luck. It is the only thing limiting my ability to grow my city. Am I missing something?

2 Comments
2020/03/24
23:39 UTC

2

Need advice for SC3KU

So I'm scratching my head here and hoping someone with more experience can give an answer. About the time my city hit 904k citizens, all of my RCI tanked. I've still got about ¼ of the map unzoned, but fully watered. My power plants are running at about 10% capacity, pollution and mass transit best in region. No negatives in the ticker stream or indications of any problems.

After a decade of this, I dropped all the tax rates to 0. 3 decades later & nothing has changed.

Why did this happen and what can I do?

1 Comment
2020/01/12
00:12 UTC

1

Castle Blanc war team

Looking for 2 or 3 experienced war players to join us to navigate 5th arena. We have a solid team that started fresh from a different level 5 team. 100k pts per war, but will need to replace 2 semi active players to make top 20. Join us! Castle Blanc #FPBHDF

0 Comments
2019/07/10
02:27 UTC

1

Club Active Members Only

Just started a club. I erased my SimCity to go back to zone 1 build again. I know this club will be a top club. First 5 active members will be VP AND the next 5 Seniors. Everyone else will be a member. We will employ major strategies to be a big club, turtling and all. Goal is to be a top ranked club. Just hashtag my name and join. You won't regret it.

2 Comments
2019/04/29
12:13 UTC

1

Omega buildings

What’s the best way to build an OMEGA city? I just got to level 30 and this looks impossible, but I’ve been to other cities and they’re FULL of OMEGA buildings

3 Comments
2019/04/08
03:42 UTC

0

Recruiting now The Sim Element club code TGNLMS. SEEKING ACTIVE PLAYERS. War a couple times a week in Arena 4. Highly communicative and helpful group.

0 Comments
2019/01/28
12:29 UTC

6

In order of importance what are your first 5 plops. City Hall, Power, water, sewer and roads aside. Mine: school, fire, clinic, garbage, parks. You got something different?

1 Comment
2018/11/22
20:37 UTC

1

Streetcars

I'm new to Simcity, yes I know its an "old" game. Can anyone help me with streetcars. How you put them down? I try putting a depot down and I can't

1 Comment
2017/09/05
21:04 UTC

0

SimCity

Yeha

1 Comment
2017/07/12
05:48 UTC

1

Newbie Questions

Ok, so i'm just starting to get into SimCity, and I'm struggling to keep up with building things such as Clinics, Police, etc quick enough to keep up with demand...and i've never been anywhere near starting to specialise...

Any help would be appreciated - how do I grow in a way which makes the Megatowers and Omega viable?

5 Comments
2016/01/19
14:54 UTC

1

Recycling Center Location Requirement?

Is there some sort of location requirement on Recycling Centers? I placed one and got the message that there was no recycling but the garbage data layer clear showed tons of recycling. I then placed it in another location and it worked. Only thing I can think of is it needs to be near industry but usually it's nothing that simple.

0 Comments
2013/03/13
02:12 UTC

5

Regional trade

I have a few cities that are doing well and was going to start a 4th outside of the immediate area of the others. I noticed right away that even though they are in the same region I can't gift money. What restrictions are there in general and is there a way around them via rail or airport?

Thanks!

0 Comments
2015/01/21
19:35 UTC

4

Too much recycling to meet demand

Hey guys, I don't know what to do. One of my cities has literally 170,000 things of recycling. It says I have met only 13,285 of 171,704 bins that need collecting. Wow!

How do I meet this demand without making a city that only does recycling?

3 Comments
2015/01/08
05:17 UTC

4

BuildIt Strategy

A few things I've noticed about BuildIt after playing for a few days:

Yes, the waiting and the microtransactions are annoying, but this thread is not to complain about that.

The first time I played, I expanded way too much, way too fast. I wasn't careful with my money, and soon enough I was broke, and not able to meet my infrastructure needs because I was spread too thin. I realized that I should've spent more time upgrading a few Residential Zones (RZs) instead of building every RZ it allows, and not having capacity in the infrastructure to support that many RZs.

I also realized the first time that I need to make things as dense as possible. Get the industry far far away from the residential. Roads are free, so dont feel bad about dropping a long one to the back of the map.

Early in the game, things like Water, Power and Sewage are the most important infrastructure. Coal power can support 12 RZs. The water tower can support 9 RZs, but after that you'll have to spend another 6k to build a second. Once you get to level 9, you'll need sewage, which is 4000 for 7 RZs or 12000 for 28 RZs. Make sure you have enough saved up to buy those once you get to that level. You'll have to do the same once you surpass your water and power capacity too.

Start with 1 coal, and 1 water tower before level 9. You can build up to 9 RZs with this. Upgrade these as much as possible, centered around a basic fire station so it provides coverage for all of them. Parks are a little more subjective, because adding more helps increase your population and thus your tax base. To start though, only go with 1 and save your simoleans for more important things.

This chart will help show the order of what you can build, and how many RZs they all can support until the next step.

ItemMax RZCost
(beginning)910500
Water Tower96000
Sewage1812000
Coal Plant184500
Water Tower246000
2 Comments
2014/12/30
22:52 UTC

3

How do you satisfy RCI demand with limited space?

I've been building more roads and zone them accordingly. My question is: will upgrading the roads (which I've read increases density) satisfy RCI demand just as well? Is it a good strategy to build avenues and zone them? Would that negatively impact traffic? Thanks.

0 Comments
2014/07/24
16:11 UTC

1

Are service roads gone after patch?

Anybody else notice service roads are no longer available after the patch?

0 Comments
2013/03/25
04:18 UTC

1

Unlimited Water Supply, FROM POOP!

A quick demonstration on how to achieve unlimited self sustaining water supply - FROM POOP

Basically you build a Water pumping station with ONLY water filtration pumps next to your sewage.

http://youtu.be/1eiI2tSqITw

0 Comments
2013/03/26
05:17 UTC

1

Every city I make has a garbage problem...

No matter where I put the dump, no matter if it has recycling center or not...

Every, time...

And that garbage problem escalate and turn the whole thing into an inhospitable place full of germs.

How can I prevent this? I even had this problem with low to medium traffic..

0 Comments
2013/03/29
14:25 UTC

5

Looking for (Halby) tips--freight, rent, transit

I’m writing this guide to consolidate info on SimCity, much of which came from the Youtube user “Halby Starcraft”. This guide is intended for people who already know the basics. Also, if you’re here to solve traffic problems you should read both the traffic sections and the basics of balancing jobs and goods.

Because of patches please put an approximate date or patch number by anything you tested. Things I’m not 100% on I marked with a [?].

Basics:
Sims live in residences which have “money” and “happiness”. In a day the workers try to go to a job, make money, come home, go to a shop (and exchange money for happiness), and then go to a home and increase the building’s happiness. Sims do not live in a specific house, nor do they go to specific shops nor specific schools. They also don’t return to the house that created them, but the first house available.
What actually happens is that primarily at 6 a.m. and 6 p.m., “worker request agents” similar to “power agents (yellow bubbles)” or “water agents (blue bubbles)” that you can see in the power/water menus go out from places with jobs to residences. However, you cannot see “worker request agents” and they travel very fast [?] because your city will wake up at about the same time.
When the worker request agents reach residences with workers, the workers activate and try to go to that job. Worker request agents also come from other cities in the region, and if those bubbles reach your residences sooner than the bubbles from inside your city, your workers will leave the city even if there are unfilled jobs in town. [?] Once the request has been received, the worker has to choose how to get to work. If it’s close they’ll walk, which reduces traffic and is what you want as much as possible. After working a job the Sims get money, and then try to go home to the first available house. This causes some issues because if all your jobs are on one side of the city and all the open houses on another, all the Sims try to visit the closest house first. That house fills up quickly, and if the city isn’t designed with this in mind, your entire city will get clogged as every worker tries to visit the same house before realizing it’s full and then trying to go to the next closest one. [? When do Sims re-evaluate which house to go to? Is it only after reaching their first destination?]

Residences also contain shoppers. The shoppers leave in 3[?] shifts. When the shoppers leave the residences you can see the money go down in the residence view. Shoppers are also summoned by non-viewable “shopper request agents” sent from commercial zones. [? Or is it just closest one] As above these agents can also come from out of town. Shoppers then go to stores of their wealth level, and if the store has merchandise available, will purchase it and then leave to find the nearest wealth-appropriate house that has space. I should also note that just because a Sim you click on says they’re “Going to find donuts.” or something, they won’t specifically go to a donut store but any store with merchandise their wealth level.

Merchandise has a few quirks. By watching the commercial map you can see that merchandise respawns at different times for different businesses and in different amounts (e.g. 2 low-density low-wealth commerce buildings can still respawn different amounts of merchandise at different times). Some buildings, like the roadhouse, open late at night and close during the day. Others (such as gas stations) are 24 hours and some are daytime only (office buildings). This is also important because libraries and parks, which can also be used, are closed at night.

As for where merchandise comes from HalbyStarcraft and I disagree; I say it just regenerates out of nowhere, Halby says it comes from industry and the region. Unfortunately I didn’t do my testing in the sole city in the region. I can tell you that at least for low-density low-wealth, I experimented with none/tons of industry in the city and it did not affect merchandise at all. I’m also positive that the freight trucks that deliver to commercial zones have no effect on the merchandise generated.

Merchandise is not the same as “Goods” in the population details window but the two are related. Every commercial zone will increase the amount of “Goods” in the population details as soon as it’s built. [? Might be working]. However “Goods” are not actual things your Sims can buy and use; that’s “merchandise”. However, if your goods provided and your number of shoppers are equal, AND all the shoppers can get to the (working) shops, it seems you’ll have about the right amount of merchandise for all your Sims. That’s important because it keeps commuting shoppers off the roads.

Libraries and Parks can also be used for happiness, but exactly how this affects tax revenue and money/happiness I’m still researching. [?]

Traffic Types of intersections, which create stoplights and which don’t [?]

Mass Transit How Sims choose their route, when they board, when they leave. [?]

Random Questions: --Does the global trade HQ do anything when active besides give jobs? --How can you prevent resource destruction when 40 coal trucks each try to bring 5 coal to a smelting plant that needs only 5? When will this be fixed? --Can you influence the price goods trade at? --Why do resources say there's a 2 month supply left for years? --Why do crime prevention vans not show up? --Do fire marshals and police outreach only visit high wealth? According to http://imgur.com/a/gUFqn only high wealth care. --Are detectives currently functioning?

Some helpful links: http://forum.ea.com/eaforum/posts/list/9360154.page http://forum.ea.com/eaforum/posts/list/9368496.page an explanation of R:C:I balance, although I think he's mistaken about a shopper using 1 ton of freight. Here's a bunch you can find just from www.reddit.com/r/SimCityStrategy/ right in the sidebar: http://imgur.com/a/gUFqn shows what makes people happy and unhappy http://www.reddit.com/r/SimCityStrategy/comments/1a0zat/35_using_roads_and_avenues_in_harmony/ http://i.imgur.com/J27VbB8h.png keyboard shortcuts http://www.youtube.com/watch?v=cR7wJDAWD9s using the road grid http://community.simtropolis.com/topic/55867-fixing-your-city-reading-the-charts/ this post lists the number of shoppers generated per residential zone, I'll try and verify it soon http://www.gamefaqs.com/pc/663025-simcity/faqs/66674 decent all-around guide http://community.simtropolis.com/forum/82-simcity-2013/ some information in the forums here. Was hoping for more, but there's still a few good things there. http://www.sccalc.com/ has a lot of the numbers for theorycrafting http://forum.ea.com/eaforum/posts/list/9398832.page official maxis post on traffic http://www.youtube.com/watch?v=GLAGTXxMzHg another Halby video. 5 minutes he mentions late game 5:3 ratio of R:C, at about 37 minutes he talks about criminal levels, a concept I haven't seen anywhere else...where is he getting this info? Also, I didn't find the second video helpful, he spends a lot of time just redesigning his city. Video #3 he mentions at the 25 minute mark that processor plants build more processors if they have access to a community college but he wasn't even sure if that was true. At the 30 minute mark he explains parts of the inner workings of the engine though with how 100 workers would get to work. BdoubleO100 another user on Youtube who has 20+ videos, I haven't been able to watch them yet.

7 Comments
2013/04/10
01:48 UTC

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