Anatomy of an Awesome City - A SimCity 4 Guide Anthony Fiti Las Vegas Future City Competition
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Anatomy of an Awesome City A SimCity 4 Guide Anthony Fiti Las Vegas Future City® Competition
The Beginning is a Very Delicate Time Download the required predefined regions from the national website (medium suggested) Copy the region file into the SimCity 4\Regions directory (p.77) Select the city tile in the middle of the other cities
Defining Your City Begin terraforming your city Select “God Mode” Use the options to adjust terrain up or down Make sure there is water access for a seaport Generally flat with few mountains When finished, reconcile edges with adjacent cities
Defining Your City Begin terraforming your city Select “God Mode” Use the options to adjust terrain up or down Make sure there is water access for a seaport Generally flat with few mountains When finished, reconcile edges with adjacent cities
Defining Your City Begin terraforming your city Select “God Mode” Use the options to adjust terrain up or down Make sure there is water access for a seaport Generally flat with few mountains When finished, reconcile edges with adjacent cities
Defining Your City Begin terraforming your city Select “God Mode” Use the options to adjust terrain up or down Make sure there is water access for a seaport Generally flat with few mountains When finished, reconcile edges with adjacent cities
Starting to Build First, Pause the game Build one power plant Plus a transmission line (you don’t want to live next to the dirty coal plant do you?) Residential, Commercial and Industrial zones Only use Low Density zones at first – build out then up For each Residential zoned square, add 1/2 Industrial and 1/3 Commercial Use RCI graph after initial city development Single Elementary School in/near Residential area Roads to connect them all! Unpause the game and go from there
Expand Slowly Listen to your Sims! Only add other facilities after being requested by the Sims More Schools Water distribution (pumps/pipes, required for Medium and High density zoned areas) Police and Fire Dept Follow the RCI graph to Victory!
RCI (Residential Commercial Industrial) Residential Commercial Service Office Space Industrial Agriculture Dirty Manufacturing High Tech
Budgeting Absolutely must run at a surplus Reduce expenses Right-size, downsize or eliminate unnecessary spending Increase taxes Will have a negative impact
Tips and Tricks Micro-managing resources Facilities don’t often need 100% of their output capacity, so turn funding down to save money – but be careful, as you expand, you have to turn the funding back up to 100% manually Be sure to watch the efficiency or quality scale at the top!
Tips and Tricks Edging The practice of putting high pollution items at the edge of the map so only a fraction of their pollution is in your city Power plants, land fills, airports, etc Also consider “power islands” and “garbage islands” with one road connection and any other necessary connections Cramming The practice of waiting until just before you turn your city in to add certain items to get a higher score
Tips and Tricks Only add “Rewards” at the end Rewards cost money, and you can add them all at the end without negatively impacting your score (as long as your budget stays positive) Use desirability meter to help figure out where to improve your city
Tips and Tricks Listen to advisors When the background behind the advisor is red, they want your attention because of an important issue Query Problems Use the query tool to find out about stuff
The Judging Criteria Judging criteria has been revised this year! SimCity is 84 points instead of 80 Self Assessment has changed as well! 8 questions instead of 10 (16 points instead of 20) Land Values Green! Police and Fire Station coverage No populated areas left uncovered
The Judging Criteria Manufacturing Factories I-M on the RCI and Desirability charts High-Tech Factories I-HT on the RCI and Desirability charts Require very high educational rates and in high value neighborhoods Agricultural areas I-Ag on the RCI and Desirability charts Specific Agricultural zone under “Industrial”
The Judging Criteria Garbage and Recycling Three forms of garbage disposal If you don’t have 5 recycling centers, you will lose out on 3 easy points Life Expectancy Affected by medical facilities Education Level Affected by number of schools and colleges
The Judging Criteria Energy and Water All areas must have water and power Including low density areas – save them for last Water Pollution is easy to control with water treatment facilities (build in areas with water pollution) Air Pollution a bit more difficult to control Clean energy Mass transit options
The Judging Criteria Transportation Five different forms of transportation Bus, Subway, Monorail, Passenger train, Ferry Sims must use the transportation type for it to count Bus, train or subway should cover 50% of city Commute times Freight Truck & Train Sims must be using either system for it to count Seaport and Airport Need to have water to have a Seaport!
The Judging Criteria Recreation Fifteen or more parks, basketball/tennis courts, soccer fields, etc Build as-needed or at the end Rewards Again, add rewards at end to reduce budgetary impact “Good City” between 55-64 pts “Great City” between 65-74 pts “Awesome City” between 75-84 pts
Need More Help? Follow the built-in tutorials That’s where I got a lot of the information on these slides Address certain problems: Getting Started, Making Money, Building Up Go slow, be patient and read every bit of information presented in the tutorials Build out, then up Just like Vegas, minus the catastrophic economic collapse Don’t assume anything Talk to other teachers One last tip…
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