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City building: first steps. SimCity: Three Tips for a Successful Game Strategy and Tactics

When planning a new city, the first step is to find out what resources are available in a particular area. Data layers will help you with this. Then you should decide what type of city you will build. Various natural resources allow you to get additional simoleons, and by looking at the land value map, you can see where people with average and high incomes prefer to live - if, of course, you pay due attention to these areas (we will talk about this later). Consider the direction of the wind if you do not want the polluted air from the factory pipes to spread throughout the city, adversely affecting the health of residents. Build industrial areas in such a way that the wind blows smoke away from the city.

When creating roads, count each simoleon and try to keep the distances short, especially if this is your first city. Remember, newcomers need water, power, and sanitation, and you need to think ahead about where the landfills and treatment systems will be located, as well as the thriving businesses you intend to build. Special buildings (universities, shopping centers, gambling establishments, and so on) also have both positive and negative effects on the surrounding areas. They may require several separate buildings or modules to build, and when planning, try to choose places for them where they will bring maximum benefit and minimize harm from them. When the general plan of the city is ready, proceed to the construction of roads.

No city exists in a vacuum. When creating a new city, it is necessary to connect it with a road to the highway - otherwise, where will the citizens come from? You can use any type of road, but I prefer a medium-density boulevard as the main street in a new city. Buildings can be built on this street, plus it can be improved by adding an additional lane and even a monorail. These roads are not cheap, so for other streets, it is better to choose two-lane or even country roads to cover a large area with minimal cost.

Depending on the type of city chosen, you can either build a road to a source of resources, or build a ring road around the city to ensure the free movement of citizens. After building a few blocks, you can start placing different areas so that residents can start working and paying taxes to the budget. A developing city attracts low-income newcomers who dream of succeeding in a new city, but if you do not provide for their basic needs, they may go in search of a better life elsewhere. If you miscalculated a little when planning, you can take out a loan to cover the costs of basic services. Credit is a great tool if used wisely. But payments on it can become a heavy burden on the budget of a young city, so at first you should carefully consider all expenses and incomes.

As the city grows, I will have to think about building density and traffic flows. Most likely, some two-lane roads can be removed to make room for buildings, and I will improve others to make it possible to build apartment buildings. Keep in mind that sooner or later high-density buildings will appear on the big streets, and you will have to take care of public transport and a whole range of special services, the need for which will increase dramatically. I hope you've got a general idea of ​​how to plan new cities in SimCity. With a little experimentation, you will be able to create great cities without any problems.

You as a user have probably already played hundreds of city-building games. You built the cities of the future, large modern metropolitan areas with developed infrastructure. But now you will have to build a primitive settlement for your ancient inhabitants. The ancient city is what you need to erect on the site that is allocated to you during the game. You will build up this site with primitive dwellings, fences, extract ancient resources in order to gradually turn your gaming site into an ancient settlement. You will need to take into account a huge number of factors in the game when building your residential ancient buildings. In the game Ancient Cities, which can be downloaded by every user who regularly visits our gaming site, you will have to plan the development of the city according to your own taste. There are no restrictions here, but you just need to take into account many specific points.

Plot

You must start building your ancient settlement from residential primitive buildings. To do this, you will need the appropriate resources that you can get in the game locations. You will find yourself in the ancient world, when people were engaged in fishing and gathering. You will go through many game milestones, see ancient cultures and civilizations. But in order to achieve success, you will need to focus as much as possible on the construction and arrangement of your ancient city. Entire eras will flash before your eyes. You must fortify your city with defensive structures as much as possible. At first it will be ordinary fences and fences, then it will be possible to build a protective wall, because other tribes will attack your sites. You will get acquainted with the ancient religions and beliefs of your tribes. Make sure that your site is completely built up, use people as workers, so that they, in turn, get you resources for construction.

Game mechanics

During the game, you must take into account the weather conditions, because natural disasters can damage your buildings, and then the construction will need to be started from the very beginning. When building a city, you will exchange resources with other tribes, you can join forces and build settlements together, earning more in-game money. In the Ancient Cities game, which can be downloaded completely free of charge on our website, you will see a large-scale map showing potential development sites. And also there will be visible the resources you use for construction. Expand your possessions with each new stage of the game.

Let's summarize

To build an ancient city, you as a player will need attention, perseverance and patience, as the gameplay promises to be long. The graphical options are a little primitive, but still your created settlements look very impressive. So build your settlement using your in-game building technology!

Features of Ancient Cities

  • Natural elements. Hurricanes, winds can harm your settlement. So keep an eye on the readings on the map, for a sharp change in weather. Build more defensive shelters in your territory.
  • Wonders of the world. You will be able to see the best wonders of the world in the game. There you can also find useful things and items.
  • The change of night and day. Follow the smooth change of day and night. During the day you need to build, but at night you need to protect your settlement.
  • family clans. You will be able to create a family and build your own ancient monastery together. This also earns bonus points. Also culture, religion, economy is present in this urban planning simulator.

On this page, using the button below, you can download Ancient Cities via torrent for free.


From the release of the previous part SimCity ten years have passed. George Bush was the president. Pluto was a planet. It must have been a very long time since you last built New Gotham City or New New York.

We recently managed to network to play a new SimCity from EA. After a few hours and failures, the basic principles of the correct construction of the metropolis became. Here's what you need to know when you start playing SimCity.

1. It's best to start with dirt roads


SimCity. The city is rapidly growing out of the grid of roads.

The first thing you are likely to do in SimCity, is to try to create a perfect road grid, as was done in the previous parts of the game. After all, a well-planned grid was the key to the successful development of the city. In the case of the new SimCity this does not work.

For the most part, buildings will grow in any area as long as you follow certain rules. First, they need enough space to grow. Sims will quickly outgrow any tiny space you give them. Secondly, they largely depend on the type of roads that are nearby. In fact, traffic management has become an essential element SimCity.

Instead of a light, medium, and heavy zone, the building type is determined by low, medium, or high road density. The dirt road is the best choice, as it can be improved at any time. When wealthy Sims are ready to move in, you can quickly upgrade the infrastructure to support them.

The most successful cities have large, high-density areas as well as a few major arteries to handle the high volume of traffic. As a result, you can admire your city while you take care of it.

2. Regional cooperation is key


SimCity. Develop relationships with neighboring cities.

fans SimCity rightly criticized the decision of Maxis to do only online games. Although there is a strong advantage in the multiplayer game - the joint development of cities.

To begin with, you can instruct a friend to develop a nearby city, and then join forces and create a metropolis. Even if you don't have a cohort of followers building Oakland in your San Francisco, you can start building suburbs yourself and develop them as you see fit. And at some point you have to do it.

One of the reasons for this is that some areas are not large enough for a large city to develop autonomously. Sooner or later you will have to create a new city in the neighboring area and start outsourcing your goods, services and Sims. In fact, the sooner you realize this, the more successful the development of your city will be.

In general, a better strategy is to create a suburb early in the game with as few commercial and industrial structures as possible. In the neighboring area to develop commercial structures and so on. The result is something similar to the era of metropolitan development, only without the concentric structure of the suburbs characteristic of many new cities.

As you play with friends, your task becomes to develop your area and make deals with neighboring areas, where ambulances, firemen, garbage trucks and eventually sims working in neighboring cities will be sent. This can take a lot of time and patience, especially when you see how one part of the city is developing, while the other is stagnating. Asynchronous multiplayer is ideal for this type of game, your teammates may not be in the game, but the cities will live their lives and you will develop your city. It perfectly captures the spirit of the game and the technological advancements that have been made in online gaming over the last ten years.

3. You have to specialize in the end


Many famous cities have their own specialization. For example, tourism or industry. IN SimCity things are exactly the same and specialization is a key factor in the further development of the city.

Let's say you've spread throughout a region, taken care of traffic, and don't poison your drinking water (tip: don't build a sewer near a waterworks), your population is growing at a tremendous rate. But, at some point, population growth stops and you have to come up with some smart way to increase the population.

Any solutions? Specialize in tourism and build a big stadium. After all, does it work in Miami? Or build a casino or a major university.

Whatever you choose, it will quickly attract a flood of talented people to your area and drive up the price of land. So while these upgrades are very expensive (and have noticeable downsides like increased crime) they are necessary. And there is no other way.

On the one hand, this is a neat way to introduce differences between cities. On the other hand, the decision to make it more or less mandatory imposes some restrictions. In the end, specialization imposes restrictions on the mayor, with the result that decisions are determined by the city, and not vice versa.

Of course there is a scale in the game. If you want cities with neon stripes, massive stadiums, then the new SimCity right choice.

I didn't forget, and thank God

Put on an ornament

What did you forget? Forgot a little -

Lay the foundation of...

How so? However, listen:

What's wrong with that?

You can destroy everything at once

And build again!

M. Shcherbakov

SimCity- one of the oldest, order-bearing game series. This city-building strategy emerged in those gray days when economic simulators could be counted on the fingers of one hand, if not on the ears of one head. However, we will not assume that all our readers with bated breath followed the ups and downs of virtual urban planning. Therefore, we will describe the game from the very beginning.

For those who want to quickly find out how SimCity 4 is fundamentally different from the previous parts of the series, we will tell you that:

1. In the game, you can build several cities on adjacent parts of the map. You can specialize them - for example, create an industrial center with residential suburbs. It is quite possible to establish an exchange, a transport network, etc. between cities. Roughly speaking, from the mayor you become the governor.

2. "Premium buildings" have appeared, which become available to especially prosperous mayors. Not to be confused with buildings that require certain parameters of your city to be built...

3. You can launch your characters there from The Sims who will tell you about their difficult Sim life. Long live the bond between the city and the countryside, and the friendship of all Sims in a single project!

4. From now on, almost all buildings have a radius of action. There are still quite a few changes in the model of the action of the city and its elements, which are traced implicitly, little by little.

Fundamentals of urban planning

The principle of most economic strategies is the same: you have some amount of money that you spend on the development of your object (in this case, the city) and on the fight against all sorts of misfortunes; and clients (here - residents) evaluate your efforts and reward them with payments to your treasury. The better life in the world for all these Winnie the Poohs, the fuller the treasury and the brighter the future. In addition, for certain achievements (a certain level of your mayoral rating, population, etc.) you get a "reward" - the ability to build additional, especially wonderful buildings.

The game is played in real time, which, however, can be said at any moment: "Stop, moment!" - and in one fell swoop give all the required orders, and then start the clock again. The speed of these clocks can also be changed as needed.

The main tool with which you influence your city is construction and landscaping. In addition, you are given the right to personally command certain services, such as the fire department (a dubious honor for the mayor ...).

The cost of land is a key parameter that determines our income, it expresses the result of our struggle to meet the needs of citizens. Roughly speaking, the price of land rises from objects that please citizens - parks, stadiums, museums, attractions, from the general well-being of the city - and falls from all sorts of troubles, for example, an increase in crime, environmental pollution, noise, problems with transport, diseases, lack of educational institutions and so on. Moreover, the dependence is not reduced to the elementary "added a stadium - everything got better": the fans may be happy, but the population of the surrounding quarters is not at all delighted with the invasion of tiffozi and loud "ole-ole-ole-ole!" at half past twelve!

In general, the task is not to build the necessary buildings in the right proportion, but to choose the right place for them. In a prosperous city, there must be elite quarters for prosperous citizens, and decent bedroom suburbs, and even penny slums ...

Residents differ in their tastes and characteristics. Their main parameter is income, but there are others, which will be discussed in due time. In accordance with these features, different residents need different conditions.

Everything is as always, but... the city is a somewhat more complex and interesting structure than a resort, a factory or even a zoo with dinosaurs.

There is even an opinion - it is not confirmed, but not refuted by the facts - that some kind of programmatic criteria ... of aesthetics have been introduced into the population. In other words, attention is also drawn to the beauty of the quarter's layout. It is difficult to say whether this is so, and even if so, what do computer people understand by aesthetics; However, it can be said with a high degree of certainty that Citizens don't like it when all buildings are oriented the same way! Buttons 7 And 9 on the numeric keypad, you can rotate the building; use them.

In fact, not one, but several cities participate in the game. Having chosen a territory for development, you can build a city in each of its quadrants. It makes sense to specialize these settlements: to build off an industrial center, a cultural and educational center, to break up an agrarian region ... It is very curious to build neighboring policies together with a friend and work out their interaction; The game allows for that too.

The main problems of the city

We will talk about them in detail in the chapters dedicated to the respective buildings. For now, let's outline them in the most general terms.

Residential, business and industrial areas. Everyone wants to live somewhere, most even agree to work somewhere for it, and some are able to buy something with the money they earn. To this end, we are planning quarters - residential, business (trade + offices) and industrial. Unlike municipal buildings - power plants, prisons, etc. - these houses are not built immediately, only land is allocated for them, and the buildings appear gradually, as the clientele arrives.

Technical problems. From the very beginning of construction (if you are creating a city from scratch) you will need energy supply. Even the beach does not work without electricity. You need to take care, firstly, of energy generation (that is, of a power plant), and secondly, of its transmission. Between neighboring built-up areas, energy is transferred freely, but if it needs to be transferred through an empty zone, then a power transmission line will have to be built. Most power plants generate environmental pollution, thus creating an additional problem. In addition to electricity, buildings need water pipes. The means of getting rid of garbage.

Transport. Residents, regrettably, do not want to jog to work, and therefore they need to be close to roads(live within 3 squares of it). Clusters of roads create pollution and other troubles. A large city also needs railway stations, airports, etc.

Security issues. You just leave these dirty tenants for a minute - and they will immediately begin to get sick, steal, kill and forget the included irons on their dress shirts. And so they need hospitals, fire brigades and cozy, comfortable police stations.

For the soul. Having tightly eaten bread, the city dweller belches full and demands circuses. And also he does not want a pure and righteous share of a laborer - he wants education, culture, and in general something big and clean. You can live without it, enjoy life - never!

Misfortune. They happen occasionally on their own, but can be summoned at your request and then heroically defeated by firefighters and police. Naturally, modest fires and tornadoes usually occur, but you are free to cause a meteorite fall, a volcanic eruption and even a robot attack (hmm, and Godzilla from the old SimCity was prettier ...).

buildings

Let's start listing everything that you can build in your virtual city. Some of these buildings are not built until you reach certain parameters - this will be stated in their description.

All buildings require a certain fixed amount when they are bookmarked, most also need monthly payments. All these figures will be given in the description of the buildings. Please note that in reality the cost of construction is usually a little higher: it takes into account the necessary landscaping (leveling the site, etc.).

Please note that the building does not have to operate at full capacity. You can always, by opening the building window using the button in the form of a question mark on the main panel, reduce his funding to the desired exit. At the start of the game, this is highly recommended with most buildings: idling schools and power plants are quite capable of sending you flying into the chimney. However, this action is also not free: the infringement of funding concerns, in particular, repairs, and after a while a half-turned-off building may begin to fall apart.

Quarters

As mentioned above, residential, commercial, business and industrial quarters are not built up by us, but only marked out. Well, the development depends on how attractive the place turned out to be: is there transport nearby, is the view from the window good ...

All three types of quarters are also divided by building density: low density costs 10 per unit, medium - 20, high - 50. But the meaning of their densities is different. For residential areas, low density is single-family houses, high density is skyscrapers; for commercial areas, low density corresponds, roughly speaking, to stalls, high density to supermarkets and office colossus; but for industrial medium and high - factories of different sizes, and low density - agriculture.

Electricity

The main problem with electricity: power plants pollute the environment. Some are stronger, others are weaker, but, by a nasty coincidence, they cost more. You need to look, of course, not just at the price, but at the price / output power ratio. Please also note that small stations - windmills, although not so bad in this parameter, have one more drawback: they take up a lot of space, and land is your main resource, moreover, it does not grow over time. In addition, "small" buildings are more vulnerable to fires and other disasters.

Larger environmentally friendly power plants with the same level of pollution and the same price per megawatt are certainly more efficient, but you will not have them right away, and by this time you will already need to have a developed power grid. Of course, the "outdated" coal station can be demolished. And often the players do just that: they start with "coal", and at the first opportunity they switch to nuclear fuel and, regardless of costs, demolish old equipment.

The development of commercial zones is noticeably lagging behind.

Power lines (Power Line). Price - 2, per month - 0.10 for each segment of the transmission line. At first glance, it may seem that it is worth installing a power plant in the far corner of the map - and everything will be in openwork; however, keep in mind that a certain amount of energy is lost on power lines. And do not forget that sooner or later the city may crawl to those distant lands...

Wind power plant (Wind Power Plant). Price - 500, per month - 50, gives out 200 units. (MW) energy. What is most pleasant is that it does not harm the environment.

Gas power plant (Gas Power Plant). Price - 9,000, per month - 400, issues 3,000 units. energy. It pollutes less than a coal or oil station. However, in comparison with them, it is hopelessly expensive.

Coal power plant (Coal Power Plant). Price - 10,000, per month - 250, gives out 6,000 units. energy. The choice of a real man: this old oil lamp for pennies will fill you with energy half the city. Compare: per month, a unit of energy costs almost four times cheaper than that of gas! But crap, infection, beyond measure, just a world champion in this case!

Oil Power Plant. Price - 17,000, per month - 600, issues 7,000 units. energy. Neither fish nor meat is good for crayfish: a kilowatt is more than two times more expensive than coal, and dirt, although less, but not too much.

The following types of power plants are not immediately available.

Solar Power Plant. Price - 30,000, per month - 1,000, issues 5,000 units. energy. Another completely harmless station, but, as you can see, it is not much more efficient than a windmill. In addition, it requires a mayor rating of at least 55 and at least 3,000 residents of wealthy neighborhoods.

Nuclear power plant (Nuclear Power Plant). Price - 40,000, per month - 3,000, issues 16,000 units. energy. In general, the same garbage, but, firstly, it uses space more efficiently, secondly, the requirements are different - at least 85,000 inhabitants and at least 25,000 units of energy consumption, and thirdly - everyone guessed - it can take off . And then it won't seem like much.

Thermonuclear power plant (Hydrogen Power Plant). Price - 100,000, per month - 10,000, issues 50,000 units. energy. It requires at least 4,000 high-tech workers to live in the city, as well as a total energy consumption of at least 30,000 units.

Water

Plumbing, like electricity, is needed by most buildings. Water can be transferred over a distance using underground pipelines (Water Pipe); unlike power lines, they do not take up space and do not create other side effects. Neighboring sections are connected by pipes without additional effort. The price of laying one segment of the water supply system is 11, maintenance per month costs 0.10.

As pumps and towers are placed, a blue "coverage area" is drawn around them. Try to keep the whole area properly serviced, at least - all somewhat respectable areas and all industry.

Water tower (Water Tower). The simplest water supply system: at a cost of 50, it gives 2,400 cubic meters of water per month.

Pump (Water Pump). A slightly more ingenious device: costs 400, gives 20,000 cubic meters of water per month. It is worth building it, because you can’t save enough space for dozens of towers.

stands apart water treatment center (Water Treatment Plant). This expensive thing (15,000 for construction, 350 per month) gives only 2,400 cubic meters per month, but does not depend on water pollution. It is better to supply clean water to wealthy neighborhoods ...

Garbage

People tend to shit, and there is no getting away from this sad fact. Something needs to be done about the trash. You can simply bury it: the landfill will cost you pennies (50 at a time for each site, 10 per month), but you can put an end to this area: Simcity is not Russia for you, next to a pile of waste (even underground) no one wants to live. Let's not forget that with the growth of the city, waste does not decrease, but quite the opposite, and landfills fill up. But there is a more technical way:

Waste incineration station (Waste Power Plant). This wonderful thing not only saves you from garbage, but also gives out 5,000 units of electricity. Alas, all this is far from being in vain: 25,000 for the construction, 1,000 per month. In addition, the process of burning waste does not ozonize the air at all!

Recycling Center. A very useful building that serves 20,000 residents and reduces the generation of garbage in the entrusted territory by 20%. It costs 5,000 at a time and 350 per month. In my opinion, it pays for itself, and even very much.

Safety

To protect against all misfortunes, a decent citizen needs: a fire department, a police station and a hospital. All these establishments exist in "large" and "small" versions; the "big" has a wider range and a larger fleet of vehicles.

Note the triangle icon with an exclamation point in the menu: it allows you to manually control the activities of the police and firefighters, which is highly recommended, at least during disasters.

Large and small police stations (Large, Small Police Station) keep crime in the served area from growing unnecessarily and give residents the illusion of security. The big one costs 800 and 250 per month, the small one costs 250 and 125 per month. At the same time, the large one owns 4 cars, and it has "apartments" for 50 violators, while the small ones have these figures twice as low.

Prison (City Jail) necessary for the normal functioning of the sites in any large city: after all, only every little thing should remain in the site, and serious criminals should be transferred further. Price - 2500, 150 per month. Holds up to 1000 prisoners; if you needed in the city second prison, then something is very wrong in your city ...

Large and small fire stations (Large, Small Fire Station) designed, as you might guess, to fight fire. The price is the same as that of the police stations, but the large one contains only 2 cars, and the small one - one (and not a single prisoner ...). Please note that you manage the activities of the brave firefighters personally, giving them the order to extinguish this or that building.

Clinic (Medical Clinic) takes care of the medical care of 500 patients, demanding 400 for this at a time and the same amount monthly.

Hospital (Large Medical Center)- an improved version of the same, the price is 1100 and 1200 respectively, the capacity is as much as 3,000 patients. In general, that rare case when the price / quality ratio improves dramatically.

For large (>58,000 inhabitants), wealthy cities with a mayor rating of at least 45, another medical building is available.

Research Laboratory (Disease Research Lab) increases the life expectancy of citizens. At the same time, as you might guess, they experience deep satisfaction, not to mention the fact that they pay taxes longer ...

Transport

Solving the problem of power supply or police protection is much easier than dealing with transport problems. They tend to stay sick for any city.

First of all, the road must pass no further than 3 cells from any housing, otherwise no one will go to settle "in such a distance". On the other hand, the road creates pollution and noise, and no one is happy with their excessive concentration.

Further, not all residents are so eager to ride in private cars. The popularity of the quarter will become much greater if the bus starts going there. However, each bus stop costs 150 and 5 per month, which is not so little. Passenger traffic of 1000 passengers per month passes through it.

The roads themselves are of several types. Ordinary (roads) - with good coverage, allowing you to take overclocking - cost 10 at a time and 0.10 monthly for each cell; streets (streets) cost half as much, but you won’t develop decent speed on them. Therefore, the typical structure is as follows: the central road, on the sides of it - quarters and streets leading to this road. In general, as in life ...

The road, among other things, creates a lot of noise, and it is by no means recommended to drive them too densely.

There is also a particularly "advanced" road - a freeway (highway). It is a matter of honor and prestige to have such a highway connecting with the nearest cities, but do not try to use it for intracity trips. Not only does it make noise and stink wildly, it also costs as much as 600 (!!) coins per cell. And how much are interchanges of highways - "clover leaves" - I don’t even want to say, so as not to upset.

But transport is not limited to cars. The railway has a much greater capacity - at least in terms of cargo. Its laying is even somewhat cheaper than a conventional road (8), but it is very noisy. It makes sense to build railways around the city in the amount of 2-3 pieces, to connect distant areas of the city, and, of course, connect them with neighboring settlements. People love to ride the train...

The center is coming to life...

Please note that in order to use the railway, it is also necessary that there are stations on it. Passenger Train Station can be built for a hundred, requires 10 coins per month, and serves 2,000 passengers.

On the same line, you can - and should - build Freight Train Station, through which the goods will be transferred. They should be placed mainly in industrial areas.

As you can see, the railroad is even slightly cheaper than the bus supply; why shouldn't it replace roads everywhere? Yes, because personal railcars, unlike cars, are still rare, and not everyone is comfortable traveling by train.

In a large, developed city, it would be right to build not a railway, but subway (Subway). This is an ideal transport in all respects: it does not make noise, does not pollute, and due to its high regularity it keeps a large passenger flow. However, tunneling costs a pretty penny: 150 per cell, and this prestigious decision should be left to megacities. Another minor drawback is the lack of cargo transportation.

The apotheosis of freight transport - sea ​​port (International Sea Port). It is relatively cheap: 10,000 to build, 300 per month - and 4,000 tons of cargo are sent and arrived there every month. For a developed industry, this is a very valuable thing.

Well, passengers in a big city need, of course, an airport. This type of transport is presented in the game. There are as many as three types of air terminals - from a "simple" runway (20,000 at once, 700 per month, 10,200 passengers) to a municipal airfield (35,000, 1,225, 28,800 passengers) and even an international airport (50,000, 1,750, 70,000). But this "pampering", of course, is affordable only for rich settlements. The airport is one of the necessary links to ensure the tourism business. But, I hope, there is no need to explain that due to the level of noise and pollution, the airport cannot be placed close to human habitation.

Culture and education

Residents of our city differ not only in income, but also in the level of education. This really affects, for example, the set of available buildings, production efficiency... Even the crime rate is somewhat reduced for well-educated residents (maybe they just learn not to get caught?). And, of course, trust in you is growing: all the "cultural" buildings, in addition to attracting tourists, delight the indigenous inhabitants of the city.

Educational buildings, as a rule, are inexpensive, but they cost a tidy sum every month: you see, in the West it is customary to pay teachers well ...

First of all, the child must be taught the basics. For this there is elementary school.Its price is 300, and it eats as much as 400 a month. It has 500 students. When building it, pay attention to the range of the school bus, and don't forget to lead a decent road to it...

High School- the next educational instance. Its bookmark costs 1050, per month - 750, and 750 students study in it. If every child, without exception, needs a primary school, then, in principle, not everyone needs a secondary school, but the majority.

College provides education for middle-skilled workers. It costs the city 3,000 and 1,000 a month and teaches 7,000 students. Without it, education will stall at a level that precludes the development of serious industry.

University- a luxury that not every city can afford. Not only does it need 12,000 coins and 1,500 per month, but it also occupies a colossal area; it can be founded in at least a city of 15,000 with a 95% school education and a mayor rating of at least 42. But in fact, only after its foundation do you begin to develop high technologies, so every city governor should strive to open a university.

special establishment, private school (Private School), will not cost you a penny, because they teach there not at the expense of the municipality. In addition to education, it plays another, very important role: the "center of crystallization" of the wealthy population. Those who can afford a private education tend to settle closer to such a school, and it makes a very significant contribution to the structuring of the city. In fact, this is a premium building, although related to the educational sphere.

Functions Libraries (Local Branch Library) not quite common for a computer game, but they correspond to reality. It is needed so that educated adults do not reduce their qualifications. It costs 1,000 and 250 per month and contains 30,000 books. If you are already engaged in the development of the educational level in your city, do not forget about libraries, otherwise a fair amount of money will be wasted.

Museum (City Museum) increases the level of culture and attractiveness of the city for tourists, and also generates some income through exhibitions. It costs 1500 and 450 per month.

As culture grows in the city, new building options appear:

Museum of Art (Major Art Museum) available with at least four museums, 12,000 wealthy and middle class residents, and a mayor rating of at least 45. It costs 13,000, but costs only 90 per month and serves as a source of income.

Large Library (Main Library) increases the efficiency of all city libraries; it needs at least 5 regular libraries, a rating of 37 and a population of at least 34 thousand people.

Recreation areas

Every true miser's soul hurts to spend the useful area of ​​the city, not to mention hard-earned money for parks, gardens, squares and other furnishings that do not bring a penny of income. However, they greatly add value to the surrounding area, and they must be planned from the outset.

It makes no sense to list all these buildings: there are too many of them, and among them there are enough homogeneous ones (like different types of park landscape).

Recreation areas can be divided into several categories.

The first will include gardens, parks, gazebos and other similar establishments: they improve the quality nearest blocks, reduce pollution and cost pennies. Keep in mind that they not only do not need electricity (although they still require plumbing!), But they also do not "conduct current" through themselves, i.e. the strip of parks does not transfer power supply to the other side. Standing out among these buildings playground, which is worth having in the amount of 1 per district. Also stands out beach, a very useful thing, however, it is quite difficult to correctly install it on the border of land and water.

The second includes football fields, basketball courts, tennis courts and other outdoor activities. They make the youth extremely happy and, by the way, reduce crime (hehe); however, it is better that such a thing is not directly under the windows. The ball, getting into the window, causes bouts of irritability even in quiet pensioners. The most common way to work with them is to install them in the middle of a large park or slightly out of the way. Some people prefer to make entire "sports districts", but this, in my opinion, does not pay off.

Stadiums should not be confused with sports grounds. They host competitions of a serious level, attracting a lot of spectators. This has a very positive effect on both tourism and the mood of the population ... categorically excluding those who are not lucky enough to live nearby. Fans are damn unpleasant neighbors for the "civilian population", and in terms of noise, the stadium blocks all other human inventions. It is better to place it somewhere among the parks on the outskirts, of course - connecting with the city by a decent road.

The more educated your city, the greater the effect on the population of places for cultural recreation, such as theaters. In addition, such buildings contribute to the development of tourism.

Finally, objects intended exclusively for tourists stand apart. Perhaps they should be attributed rather to the next chapter - sights, but there we will talk about unique, nominal buildings.

Many recreational buildings are classified as award and are given far from immediately - see the corresponding chapter.

Attractions

What is a city without attractions? Yes, a small village. And there is no point in poking us in the nose with your local history museum, four parks and the oldest university in the Nizhnekhryukinsky district. Tourists want to see something unique, for which it was worth overcoming distances. And tourists are money and honor.

Of course, these joys of life will be needed far not immediately: they cost a pretty penny (the cheapest costs 30,000, and the characteristic price is 50-70 thousand) and do not bring direct "fat". Tourist values ​​pay off in a fairly developed city. However, your branded decoration should be placed in a decent place, and under this, it is probably worth planning the area right away.

There are a lot of options: from the Sphinx to the inscription "Hollywood", from Hagia Sophia (aka the Church of St. Sophia) to the Alcatraz prison, from the Tower and Big Ben to Independence Hall in Philadelphia. Choose your taste...

Award Buildings

These institutions can be built, as a rule, in the singular - by special permission, which comes only to successful mayors in recognition of their merits.

The line between ordinary and award buildings is not clear: some of the buildings listed above - for example, a private school, an art museum, or a "tourist attraction" - can also be considered "award".

Will you, gentlemen, accept as a reward the right to build in your city... storage of toxic waste (Toxic Waste Dump)? Something tells me that hardly. Meanwhile, for the mayor, this is a reward: for keeping this dirty trick, he receives a round sum (400 monthly!). Still to convince the population that this is what tigers love above all else ...

Similar story with missile range (Missile Base), army base (Army Base) And federal prison (Federal Prison). For the unpleasant obligation to keep these joys at home, income is paid monthly: 450 for missiles, 350 for warriors, 250 for prison. True, the prison helps a little to support its own prisoners, but otherwise they are nothing but trouble. And at the training ground, something can also go wrong ... If you take all this stuff, then build it somewhere far, far away.

Similar in effect casino (Casino), which transfers a lot to the budget, but attracts all sorts of undesirable persons and thereby violates law and order, and also frightens residents.

Many other buildings in this category, on the contrary, pacify the population. These include entertainment facilities - zoo, TV station, radio station, film studio (Movies Studio) and others, as well as religious institutions that set the inhabitants in a thoughtful and calm way: the temple (Worship Center) And cemetery.

Big Exhibition (State Fair), in addition to the above effect, it also stimulates new technical achievements, i.e. encourages the development of industrial zones within the entire city. One of the most useful buildings...

Another broad category - establishments prestigious(remember we had a private school in the education section?). They cost nothing to maintain, but encourage wealthy people to purchase housing nearby. This, for example, Mayor's House and diverse series mayor statues in all forms and angles (what did these strange rich people find in it?!).

Country Club- from the same series, but - not free, people are more victorious in avoiding the fun entertainment of the local regulars. However, it is better for a wealthy quarter to stay on the outskirts.

Resort (Resort Hotel) puts the final point in turning your city into a tourist center. Be sure to put it as close as possible to the sights and the sea, and, of course, away from the factories.

Court (Courthouse) there is not in every city, the prison for some reason is much more common. When the news of the building of the court is carried, the police stations begin to act with increased zeal, and the criminal elements immediately turn on the ovens and begin to dry the crackers.

Research Center- as soon as he appears, and the high-tech industry begins to grow rapidly. Some time after that, it is worth starting a campaign to gradually replace obsolete neighborhoods with more efficient ones. convention center has a similar effect.

Stock Exchange And bureaucratic center similarly stimulate commercial areas.

And finally town hall improves the attitude towards the mayor in all respects, improves the collection of taxes and the work of city services. In general, the world immediately becomes better, and the grass becomes greener. One of the most powerful buildings ever...

Strategy and tactics

SimCity is played like this: they build the first objects, find out what the inhabitants lack, build it, look again at what the inhabitants need, add buildings, the city grows ...

Yes, this is the best way... for Tetris. Well, in SimCity it is a little out of place. Being in a constant struggle with difficulties, you can win, but in the end your settlement will not be a city, but ... how to say it ... a settlement. The inhabitants will settle there for fear that if they do not, you will come up with something worse. In general, you can survive, but a real city planner does not do that.

Strategy is planning. Even before the first bulldozer plunges its bucket into the virgin soil of the region allocated to you, you must know in advance not only what is to be built right now, but also where the business, tourist, industrial center will be located, where there will be expensive neighborhoods, where - cheap ... You can’t build a city “in one go”, and you still have to demolish something, but at least they won’t say about your city, like Famusov about Moscow in the 19th century:

The fire helped her a lot to decorate!

Where does homeland begin?

The opening is one of the most difficult phases of the game, and the main thing in it is not to rush. The 100 thousand allocated to you at the start is far from Eldorado, and if you build all the basic infrastructure that we talked about in the previous chapter from the very beginning - the police, bus lines, etc. - then you will burn out, and, most importantly, insulting, not immediately, but a little later - when you are convinced that the cost of maintaining all this luxury far exceeds the amount that the first settlers are willing to pay into the city treasury.

The theater begins with a hanger, the city - with a power plant and water supply. The power plant is usually coal-fired in the beginning, although there is a school of thought that favors gas. But, in my opinion, at first, costs are more important than clean air. Subsequently, when you firmly stand on your feet, you will, of course, demolish the "skunk" and put something more decent in its place. Water will be provided by the most ordinary, proletarian water tower.

As you can guess, this section of the city will not be the cleanest and most pleasant; therefore, it is not necessary to locate your first buildings on a picturesque seashore. Choose an area that is not quite remote, but still a decent distance from the best lands.

At first, you constantly monitor the level of energy generated by the station and, as necessary, reduce its funding. You do the same with other buildings that work "with surplus" (especially with the school. What a pity that our rulers also understood this!). This should not go on for long, otherwise you will face the problem of the destruction of buildings, but at first it is necessary: ​​taxes are "none", and monthly expenses can quickly gobble up your starting amount.

After the availability of electricity and water, plan the first residential, commercial and industrial zones. The ratio of these three types of districts in number: 4:1:3 (at this stage; will later level off to approximately 3:2:3). All of them, of course, at first must have a minimum density (for industry, this means "medium", low - these are farms). They will be populated almost immediately ... and complaints about transport will immediately begin.

At first, transport is organized as follows: one central artery is a decent road (road), segments adjacent to it are streets (street). Of course, no railways, etc. (except when there is already a prosperous city nearby: then you can must quickly connect them by railroad And freeway).

Only after life in the neighborhoods began to take shape, do you add infrastructure: first, the police and the hospital, then the school, and lastly, the firefighters. The turn will come to colleges, parks, etc.; May this goodness begin to pay off. However, you can build a small and simple park in the middle of a residential area. And in any case, in advance plan places for it all.

As soon as the first taxes went to the treasury, raise the tax rate a little, by about one percent. After a while, return to the original state.

A popular way of city planning in the early stages is the so-called "bar" planning: elongated building rectangles are joined by narrow ends, leaving cavities inside. The city is not yet so large that the range of, say, one fire station is not enough for everyone ...

"And I'm a mechanical robot..."

By the way, this infrastructure - the police, firefighters - serves as an excellent buffer between the industrial zone and residential areas. They do not pollute the surroundings by themselves, and the policeman will not refuse to go to work just because the office has a window view of an industrial waste dump ... In addition, it is very useful to "plant" these buildings on the central highway of your "embryo city" . But in any case, don't expect your original residential neighborhoods to ever turn in big profits: accept the fact that there will be cheap houses here. It is better to develop an industrial center + cheap houses and offices around the starting point, and move the more expensive part aside, away from the smoke.

With further development - wait for taxes to replenish the treasury.

In general, do not immediately try to satisfy all the requirements that this absurd public - the townspeople - puts before you. They never have enough of everything. Just make sure that your satisfaction with the main parameters of the city (see the information panel, which is displayed at the bottom of the screen in mayor mode) does not go off scale.

Patience!

One of the fashionable concepts of the city is a "binuclear" city, that is, from two parts connected by long highways. One, of course, is industrial, the other is residential. This method is not bad, but one must not overdo it with the length of the connecting section: keep in mind that transport costs affect the effectiveness of industrial taxes in the most serious way. And, if possible, supply the "front" city with a separate, foppish power plant - usually this is a solar station.

Of course, with this method, all the buildings associated with dirt and noise go to the industrial city - the port, for example. Don't forget to provide the area with a powerful fire protection.

An alternative method is the connecting buffer of administrative buildings. The fact is that most of them don't care if it's smoky or not, and even the university, oddly enough, has nothing against the proximity to the plant.

Commercial zones are growing the slowest. Until your residential and industrial quarters began confidently master the maximum density, do not even think about the high density of commerce. Its development should lag behind everything else, this is natural.

You don’t have to seriously deal with garbage right away, but by this time you normally still don’t have money for perfect funds. In other words, a landfill is indispensable. Here it is, let it be in the very, most disgusting corner of the map, nothing - let the scavengers ride.

When there is plenty of money, this is a sure sign that something will soon catch fire or sink. So don't spend everything on luxury, take care of a decent number of firefighters...

Finally, a recommendation: read carefully those wonderful messages that come from the game. They are really fun, even the ones that go during the loading of the zone (if you think that the game Indeed does everything it says...).

Do you want to get the proud nickname of the Prince of Darkness?

It's simple.

Let some of the houses sit without electricity - and grateful residents will grant you this title!

If you've never played SimCity, then the first time you start a new game, you'll make the classic mistake of rushing to build all the buildings in a row. In less than an hour, your budget will surely go into the red, and all the free space on the map will end. Take your time: first of all, you should understand how you are going to replenish the city treasury. To do this, you need to choose a specialization in advance, on which not only the financial well-being of the city depends, but also its appearance, and build the rest of the infrastructure to ensure it.

Before founding a city, familiarize yourself with the mineral deposits in this area by turning on the data filters in the lower right corner - if there is nothing on the map, some of the options immediately disappear. Specializations can and should be combined, but a maximum of two or three at the same time - and do not try to combine opposites, for example, mines and tourism. Remember that you can manage several cities: people will work in one, and go to rest and shop in another.

Mining of coal and ore

Coal and ore bring in very good money, but their extraction greatly degrades the ecological situation, so it makes sense to use this specialization as a side specialization in an auxiliary city. Ore is needed to develop industry (for example, if you create alloys, it will be much cheaper with your own resource), and coal can be used in thermal power plants or sold to other players.

Oil production

Having a deposit of black gold on your site, your people will never live in poverty. In its pure form, however, oil does not bring much, so you need to build refineries and produce fuel and plastic - they are very decently worth on the global market. Well, since a large number of citizens are employed in this industry, it is more correct to build residential buildings near the industrial zone so that people do not stand in traffic jams for a long time getting to work.

Electronics

The production of electronics requires alloys and plastics, and then you can supply your city and the world market with televisions, computers and household appliances. If you produce resources yourself, the losses will be minimized, if not, you will have to import them. Raw materials, however, are not cheap, so it is best to build a recycling center and kill not even two, but three birds with one stone.

Firstly, you can conclude agreements with neighboring cities - they will give you their garbage and pay money for it. Secondly, you will ensure the environmental cleanliness of your city - people will be satisfied with the complete absence of landfills. Finally, you will receive free alloys and plastics needed for the production of electronics. The recycling center itself is an expensive pleasure and in most cases completely unprofitable, but when using this scheme, it turns into a profitable business.

Trade

The essence of trading is simple - buy low, sell high. For this task, you need to build a trading warehouse where your resources will be stored. The depot also helps to establish commerce with logistics and enter the global market. It's best to have a trade specialization along with mining resources - coal, ore and/or oil - and also if you manufacture electronics. In addition, it is imperative to pay attention to the transport infrastructure and have a lot of freight trains, ships and cars - they will just transport goods around the world.

culture

The essence of this specialization is to attract tourists. If you build a lot of cultural buildings, like exhibition centers or stadiums, tourists will flock to the city like flies to honey. It is also necessary to have three attractions in the city, like the Leaning Tower of Pisa or the Statue of Liberty - they will be open to tourists 24 hours a day and are the perfect bait. Well, you also need to follow public transport and hotels - tourists need to ride something and sleep somewhere.

Gambling business

This specialization is also very attractive for tourists and can be combined with culture. Again, here we need hotels, various entertainment facilities, well-developed public transport (it is desirable to have passenger liners, railway stations and an airport), and more casinos. And such a city looks very impressive at night, when noisy casinos light up with neon lights. The only negative is that criminal organizations breathe unevenly in the gambling industry, so you need to have a lot of policemen in order to prevent unrest.

  • Do not build factories and other buildings that pollute the air anywhere. The wind can carry smog around the city, which will negatively affect the mood of citizens. Therefore, it is worth planning the construction in relation to the direction of the wind. In addition, pollution in your city can also spread to neighboring parts of the region.
  • It is useful to have under your control several cities with different specializations at once. Since the passage of time only flows for the city that you are currently occupying, you do not have to worry that something will happen in another settlement in your absence.
  • Provide paid services to neighboring cities as soon as possible. You can pick up their garbage or help keep order by sending your police cars.
  • Your residents can work in neighboring cities. This requires public transport - ships, trains, buses. If people have their own cars, they will drive to work.
  • Bandits do not sleep. They come from neighboring cities, arrange riots and theft - do not forget about the police stations.
  • Education should be dealt with as soon as possible. Without educated residents, a nuclear power plant can explode (think of the staff from some Homer Simpsons), difficulties with crime begin, uneducated residents do not even participate in the garbage disposal program.
  • If it is not possible to dispose of garbage, then place the landfill as far as possible from a residential area. People don't like living near a landfill, even if there is no garbage in it at all. In the future, when there is too much garbage, you can build waste incinerators.
  • Generating electricity costs a lot of money, so keep a close eye on the costs. The best option is a solar power plant, it does not pollute the air and requires an average budget. Wind power plants are very expensive, coal-fired ones pollute the air, and nuclear ones are not cheap to build and require highly qualified personnel.