In general, I'd say that 10% of any given city was ALWAYS "under construction", and that 10% moved around a LOT.Īlso: I think it helps to always repair damage (disaster or rot) as quickly as possible, and spend the money on police & fire services. It helped cut down on commute-time, which I think my little sims liked :)īut, again, you have to be pretty heavy-handed with the bulldozer (not all at once!), and willing to make constant adjustments as this or that area gets too much THIS and not enough THAT. I also seem to recall that making lots & lots of "mini-cities" - neighborhoods that were nearly self contained, with a nice balance of parks & rec, industry, commercial ("strip malls" :) and residential seemed to work well. That is, if you spent a lot of effort building-up a big commercial area, let's say, then it starts to falter, be willing to bulldoze it down and make something different, if that's "what the game wants." I've not played in ages, but I seem to remember that the trick was to not become too attached to any particular segment. Same power spread, no cost, possible income. The downside is that your power budget will not be at 100%, so 1) new plants will start at whatever the budget is set to overall, and 2) there is a chance of fire on all power lines.
This prevents the plant from aging in any noticeable amount, and you can then buy your power from a cheaper plant. Special note, if you are using Waste To Energy incinerators, turn them down to producing no power and have them only dispose of waste. Eventually, you are paying out the nose for nothing. They gradually cost more to maintain and have lower output. The utilities buildings, water pumps, power plants, and incinerators age over time, more for the more they are used. I think this is the most important info people are missing to building a great city. After you've taken care of the basics that every zone wants, power and water for higher density/$$$, take care of problems in this order and you'll spend less money, attract more Sims, and make more money.
Dirty/Manufacturing industry wants police, then shorter fright trips, then NOTHING else, they're happy. Residential Sims want police more than hospitals. Improve the desirability for each of these occupant types: In your city, you do have indirect control by affecting the desirability
#Nam simcity 4 manual#
On the quick reference guide, as well as buried deep in the Sim City Manual under the desirability chart, is possibly the most important information to the game that no one knows:Īlthough you can’t directly affect the types of occupants that develop
#Nam simcity 4 full#
but they want some things more than others, and if you build them in the wrong order you are WASTING YOUR MONEY, because they don't have their full effect. Spending Money On Things Before Sims Want Them The Launcher has since evolved into much more than a tool to generate command-line parameters for the non tech savvy and now includes a feature set that aims to provide an overall quality of life enhancement for SimCity 4 and even implements fixes to the outdated ‘graphicsrules’ file to help remedy incompatibilities with modern Graphics Cards.There are two ways I commonly break my cities: By passing the parameters via command-line, the user is able to bypass inbuilt range checks within the SC4 GUI, this allowed the launcher to tell the game to open in 1920×1080 windowed mode, for instance.
Developed by Kieron (t3hn3rd) under the handle Logic_Bomb in early 2013, the launcher aimed to make running the game on modern hardware as painless as possible.Īt the start of development and at its heart, the Launcher was based around the generation of simple command-line parameters based on user configuration, these parameters are then passed to SC4 upon launch. SimCity 4 Launcher (SC4Launcher/SC4L) is the most widely used launcher for the popular 2003 Maxis game (SimCity™ 4).