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== founding industries: a new Cottonopolis ==
== founding industries: a new Cottonopolis ==


there are many options of industries to start, sawmills, breweries, gas stations (old-fashioned ones) after some experience the best option are textile mills. first than nothing, they have a 7-day workweek, so overhead/profit balance is evenly distributed over all the weekdays so there are not weekend deficits as in 5-days workweeks, also the textile mill has the production drive action, which gives lump sums of cash almost every week, pretty cool buildings. however for the worker welfare they're not too good, the 7-day week means no weekends at all and power looms have the nasty habit to snap fingers and legs of worker sims. but as said an english king, we have reserves!as for the entertainment of the masses there is nothing like booze and gambling, however it's better to keep it nice and legal, as the first option which comes to mind are dive bars, ahh nothing like local beer and a football match on the tv, however this working man venues have the same problem as slum apts., they attract crime, and crime, people is "usually" bad for business, at least for us it's quite bad. so search more established ways to wet the thirsty workers throats, a liquor store will do it well but need some small requirements like a established population and some productivity already running. horse track betting will provide some higher leisure to the masses and will shelter some drunks in the cold nights of your city.<gallery>File:founding neighbourhood.jpg|in the corner was a butcher shop now there is the booze shop.</gallery>== to give or not to give: if healthcare and salvation are needed ==it's perfectly possible to run this scenario without healthcare facilities however it adds a bit of extra difficulty as injured and sick sims are more cranky than healthy sims. in the industrial cities soon or later some people started to care about the bleak lives of the working people and began to set up charities, free clinics and other things to lighten their lives, a good charity combo are parochial schools+clinics+churches, in this childless city (unless you make victorian homes)the parochial school are a relatively cheap source of knowledge and spirtuallity,two schools give enough to run two clinics and a church, believe it or not,that meager facilities liven up many as 60 or more sims easily (of course counting the standard booze and gamble venues as existent) in fact the thanks to this "missions" the mood of the sims can stay very high. even with the rampant sickness and bleak housing. as the parochial schools often won't find any visitors (they'll be too busy drinking and gambling) in this layout tend to look more like "charity offices" rather than religious schools, it's wise to put them between the slums and the mission perimeter to save up space.<gallery>File:worker haven.jpg| some charity in a misery town</gallery>{{Footer Nav|game=SimCity Societies|prevpage=|nextpage=}}
There are many options of industries to start, sawmills, breweries, gas stations (old-fashioned ones), however after some testing one of the best options are textile mills. First than nothing, they have a 7-day workweek, so overhead/profit balance is evenly distributed over all the weekdays so there are not weekend deficits as in 5-days workweeks. Also the textile mill has the production drive action, which gives lump sums of cash almost every week. However the textile mills aren't so good for the worker's welfare, the 7-day week means no weekends at all, and power looms have the nasty habit to snap fingers and legs of worker sims. As for the entertainment of the toiling masses there is nothing like booze and gambling, however remember to keep it nice and legal. The first option which comes to mind for this cities are the dive bars, well might be nothing like local beer in the counter and a football match on the tv but this proletarian venues have the same problem as slum apts, they attract crime, and crime is bad for business. So, search more established ways to wet the thirsty workers throats, often liquor stores will do it very well (+5 plus drunk status) but need some small requirements like an established population and some productivity value already running. Horse track betting will provide some good leisure (+5) to the masses and also will shelter some drunks in the cold nights of your city as they don't close in the nights.<br/>
 
<gallery>
File:founding neighbourhood.jpg|in the corner was a butcher shop now there is the booze shop.
</gallery>
 
== to give or not to give: if healthcare and salvation are needed ==
 
It's perfectly possible to run this scenario without any healthcare facilities, however, it adds a bit of extra difficulty as injured and sick sims are more cranky than healthy sims. In the real industrial cities soon or later some altruistic-minded people started to care about the bleak lives of the working people and began to set up charities, free clinics and other things to lighten their lives. A good charity combo in this scenario are parochial schools+clinics+churches, in this childless city (unless you make victorian homes) the parochial school is a relatively cheap source of knowledge and spirtuallity,two schools easily  give enough values to run two clinics and one stone church. Surprisingly, one of that meager combo facilities can in fact, liven up a population of around 60 sims easily (of course counting the standard booze and gamble venues as provided too) in fact the thanks to this "Charity Outposts" the mood of the sims can stay very high,even with the rampant sickness and bleak housing. As the parochial schools often won't find any visitors at all (as the sims are too busy drinking and gambling) in this combo they tend to look and work more like values-giving decorations rather than educational venues, so it's wise to put them between the slums and the mission perimeter to save up space and keep untouched from the eyesore penalty the +10 happiness which gives the churches.<br/>
 
<gallery>
File:worker haven.jpg| A charity quarter in a misery town, look how the sad gardens and parochial schools form a "perimeter" to avoid the eyesore penalty in the churches and clinics.
</gallery>
 
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