SimCity Societies/Assembly Required: Difference between revisions

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<blockquote>''The Industrial Revolution is upon us, and with it a new decade of building power and industry on the sweat of working Sims. Unfortunately, this power comes at a price. As if having to worry about labor unions, strikes, and labor costs wasn't enough,  crime is on the rise and day seems like night with the smog choking the air. Bearing these burdens, lead this city -- and SimNation -- into a glorious new age of history.''</blockquote> Scenario Introduction Text in this map<br/>Assembly Required is a good scenario to try the new challenges that bring the maintenance costs to the game as many the budget strains will force you to expand methodically and avoid expensive overhead daily costs . starting up the city maybe a little tricky but often once it starts rolling it becomes a cakewalk as industry kicks up the budget. as many SCS scenarios one can win this scenario with different city plans and building mixes however they'll look pretty similar as the industrial filter is on. important thing to keep in check in this scenario are* always have more sims than jobs, it let the unemployed "cool off" in the venues for the day* production drive is your best friend, auto-enable it wherever you can* the city WILL be ugly and it is meant to be in that way.
<blockquote>''The Industrial Revolution is upon us, and with it a new decade of building power and industry on the sweat of working Sims. Unfortunately, this power comes at a price. As if having to worry about labor unions, strikes, and labor costs wasn't enough,  crime is on the rise and day seems like night with the smog choking the air. Bearing these burdens, lead this city -- and SimNation -- into a glorious new age of history.''</blockquote> Scenario Introduction Text in this map<br/>Assembly Required is a good scenario to try the new challenges that bring the maintenance costs to the game as many the budget strains will force you to expand methodically and avoid expensive overhead daily costs . starting up the city maybe a little tricky but often once it starts rolling it becomes a cakewalk as industry kicks up the budget. as many SCS scenarios one can win this scenario with different city plans and building mixes however they'll look pretty similar as the industrial filter is on. important thing to keep in check in this scenario are* always have more sims than jobs, it let the unemployed "cool off" in the venues for the day* production drive is your best friend, auto-enable it wherever you can* the city WILL be ugly and it is meant to be in that way.


== The Landscape ==
== The Landscape ==the terrain setting of the city will have a good amount of water and some rough little hills. Don't try to build the whole city in one huge block, probably the city will have to split itself in several neighborhoods to fit between the hills and the water.<gallery>File:SCSD Industrial Coast start.jpg| a rough coast, an small additional challenge.</gallery>
the terrain setting of the city will have a good amount of water and some rough little hills. Don't try to build the whole city in one huge block, probably the city will have to split itself in several neighborhoods to fit between the hills and the water.<gallery>File:SCSD Industrial Coast start.jpg| a rough coast, an small additional challenge.</gallery>As always in SCS, the first action to do is build a power plant, in this scenario there is only Coal power plants and Coal Super power plants. as a rule of thumb this kind of power plants are better placed in the farthest corner of the map, however in this scenario it won't matter at all if you put it near the worker houses. as most buildings will be eyesores anyways.


== The benefits of an eyesore city strategy ==
== The benefits of an eyesore city strategy ==
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