SimCity Societies/Assembly Required: Difference between revisions

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{{Header Nav|game=SimCity Societies}}
{{Header Nav|game=SimCity Societies}}
<blockquote>
{{floatingtoc}}
''build a massive industrial powerhouse of productivity where crime and pollution are irrelevant nuisances and citizens are replaceable tools''<br/>Assembly required scenario menu text.
</blockquote>


== Before Starting ==
''Build a massive industrial powerhouse of Productivity where crime and pollution are irrelevant nuisances and citizens are replaceable tools.''
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
==Assembly Required menu selection text==
* 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.


== breaking ground ==
'''Scenario Settings'''<br/>
<blockquote>
* Playmode: Strategy hardcore.<br/>
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.
* Difficulty: Normal.<br/>
</blockquote>


Scenario Introduction Text
'''Scenario goals.'''<br/>
* Population 12000 or higher.
* Use 350 productivity.
* Daily income over §40000.
* 1 Colossal foundry.


so here we are, most probably due the settings the landscape will have a good amount of water and it'll have some little rough hills,this would make a fine port city after all, sadly the docks aren't enabled but that doesn't matters anyways, also, don't expect to fit the whole city in one huge block, look for good spots for the hoods in the city.
'''Lose conditions.'''<br/>
* Treasury contains less than §1 simoleon.
* 25 or more workers whose mood is worse than sad.


<gallery>
File:Ready for taking.png|look at it boy, it'll soon be no more.
</gallery>


so what we do first? put a power plant of course, and which power plant? well,the only one we can! and because it's SCS you can plant it anywhere you want and it'll be fine and functional. normally i would recommend the farthest corner in the map, however as this is an industrial city it can be placed in the workers quarter, it won't matter and it'll add some "flavor" to the place. but why put it there? because most probably (and how this wlakthrough will do) the whole city will be an eyesore. and thats the secret.
== Before starting ==
{{quote|''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.''|SimCity Societies}}


== Mr. Slumlord or: How I Learned to Stop Worrying and Love the Eyesores ==
Todo: add scenario introduction text for this map.


usually, eyesores are ugly thing that lower surrounding buildings's happiness, however that doesn't happens between eyesores, for example: our coal plant lowers the the happiness of the cute strip mall from +3 to +1 if it's in the influence area, however a little butcher shop, in the same place doesn't get the penalty. the same goes to all building with the shanty icon in the building card. this is mean that eyesore housing can be placed aside eyesore venues aside eyesore workplaces and everything will work fine as normal. this eases a lot the space and traffic problems as neighbourhoods can be compact and at walk distance of everything just as real victorian slums!!! casually also many eyesores have low manteinance costs,very good buildings for the a bustling city indeed.
Assembly Required is a good scenario to try the new challenges that bring the maintenance costs to the game as many of the budget strains will force you to expand methodically and avoid expensive daily overhead costs. Starting up the city may be a little tricky, but often once it starts rolling it becomes a cakewalk as industry kicks up the budget. As with many SimCity Societies scenarios, you can win this scenario with different city plans and building mixes, however they'll look pretty similar as the industrial filter is on.


== Poor but honest: why slums aren't so good  ==
Important things to keep in check in this scenario are:
* Always have more sims than jobs, it will 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 that way.


so the first objective is to skip slum housing, why would skip that? Slum Housing:
== The landscape ==
[[File:SCSD Industrial Coast start.jpg|thumb|right|A rough coast, which adds a small challenge.]]
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.


* it's cheap, which is good
== The benefits of an eyesore city strategy ==
* it's an eyesore that is also good
* and is space-efficient, indeed pretty good.


but it makes CRIME, crime is the true cancer of the cities in SCS, crime means pickpockets and that lowers the happiness, maybe pickpocketing a normal sim isn't a big deal, but a sim, which has a 7-days work week and hasn't blown off some steam and has flu because the roof of the room leaked while he was sleeping AND he doesn't find a clinic in the town, a pickpocket can be the trigger of this sim going <s>commie</s> rogue and shutting down a factory, often sims can handle a few downers without going rogue but putting them all together is asking for it.
As always in SCS, the first thing to do is to build a power plant. In this scenario only Coal Power Plants and Coal Super Power Plants are available. As a rule of thumb, this kind of power plant is 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 here will be eyesores anyways.


also trying to fight crime by force is expensive, those policeman won't pay their upkeep with the money which they get doing paperwork or who knows what they do in the station. and the riot police from jails are even more expensive guys, they don't even do paperwork money!! so be smart and cut in costs by keeping honest law-abiding working masses (at least by now that it's an small boomtown)
Usually, eyesores are ugly buildings that lower other, surrounding buildings' happiness. However, this effect does not cumulatively lower the happiness of other nearby eyesores. For example: the Coal Power Plant lowers the happiness of the strip mall from +3 to +1 if it's in the influence area of the plant. However, a little butcher shop in the same location does not get the penalty. The same goes to all buildings with the shanty (eyesore) icon in the building card. This is mean that eyesore housing can be placed next to other eyesore venues, aside from eyesore workplaces, and none of them will harm the status of the others. This eases a lot the space and traffic problems, as neighbourhoods can be compact and in walking distance of everything. Many eyesores have low maintenance costs, so they are very good buildings to help get the city started.


after discarding the slums we have the next housing options for our workers:
== Poor but honest: why slum apartments are not good ==
So the first objective recommendation is to skip slum apartments, Slum Apts. These are dirt cheap to build and maintain and they are space efficient, but they attract crime. Crime is the true cancer of the cities in SCS and a difficult element to manage.


* Trailer parks: a bit ugly but healthy tin cans of people (i guess they come with tap water or something), good overhead cost but a bit too big for too few people, and suffer eyesore penalty.
Crime means that pickpockets (thieves) will appear, which lowers the happiness of the worker sims in the area. Worker sims, like real people, can become overly stressed and cause problems for your commerce by shutting down businesses. Often sims can handle a few downers without going rogue, but putting them all together is asking for it. Also, trying to fight crime by force is expensive: those policeman won't pay their own upkeep. Also, riot police from jails are even more expensive. It is much more efficient to cut police costs by keeping honest law-abiding worker sims rather than a police state (at least at this point; later on you will need their assistance to balance out a city).
* Row Houses: cute and soundly built, average-sized houses that need authority to work (council housing i guess?), they are too good for your workers, highest overhead cost of early options and suffer eyesore penalty too.


the next ones aren't readily avalible but are easy to get:
After discarding the slums, we have the next housing options available for our workers:
* '''Trailer Park''': a bit ugly but "healthy" tin cans of people, good overhead cost but a bit too too much space for too few people, and suffer eyesore penalty.
* '''Row House''': cute and soundly built, these average-sized houses need authority to work, they have the highest overhead cost of early options and also suffer eyesore penalty.


* Housing Project: high-density housing, healthy (comes with indoor plumbing!) and a bit ugly, but suffer eyesore penalty, a shame, also make easier to spawn hooligans (i'm pretty sure this ones are council blocks).
The next ones aren't readily available but are easy to get:
* Victorian Home: Comfortable upscale victorian homes for victorian barons, good for making an "uptown" but uptowns are absolutely useless in this city and no one sells house improvements in the city, just for flavor, if you ask me the true fat cats are smart enough to live out of this forsaken city.
* '''Housing Project''': high-density housing, sims find them a bit ugly and suffer eyesore penalty, and they also make hooligans (sim criminals who shut down venues) more likely to appear.
* Tenements: medium-density slums, ugly, unhealthy and an eyesore, but pack a good bunch of workers for a good price (12 sims for the same daily cost as row houses and trailer parks!) and more important, they don't attract crime (they are close-knitted people, after all the folks who live here are at only a cardboard of distance from the others tenants)
* '''Victorian Home''': comfortable upscale homes for the middle class, good for making an "uptown", though uptowns are rather useless in this city as no one sells house improvements for private homes. They seem to be just for flavor reasons. Most of fat cats often are smart enough to live outside of cities like this one.
* '''Tenement''': medium-density slums, ugly, unhealthy and an eyesore, but pack a good bunch of workers for a good price (12 sims for the same daily cost as row houses and trailer parks). More importantly, they don't attract crime like slum apartments.


the last ones the workers barracks, have a HUGE build and maintenance costs, and are far away from start options, also they pack a lot of workers but few people (a lot of single people, maybe like in mining towns) anyways, in strategic mode are a very bad housing option, too expensive in many ways.
The last ones, the workers barracks, they have '''huge''' build and maintenance costs, and are far away from starting options. They also pack a lot of workers into one space. In strategic mode these are a very bad housing option and too expensive in many ways.


== founding industries: a new Cottonopolis ==
== Founding industries: a new Cottonopolis ==
[[File:SimCity Society Founding neighbourhood.jpg|thumb|left|In the corner was a butcher shop, but now there is a liquor store.]]
There are many options of industries to start with: sawmills, breweries, and gas stations (old-fashioned ones). However, one of the best options is textile mills. 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.


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!
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. These might be nothing like having local beer on tap and a football game on T.V., but, unfortunately, these proletarian venues have the same problem as slum apartments as they attract crime and crime is bad for the industrialist's business.


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.
So, search for more established ways to wet the thirsty workers' throats. Often liquor stores will do very well (+5 drunk status) but need some small requirements like an established population and some productivity value already running. Off-track betting offices will provide some good leisure (+5 happiness) to the masses and also will shelter some drunks in the cold nights of your city as they don't close in the nights.


{{-}}
== To give or not to give: if healthcare and salvation are needed ==
[[File:SimCity Society Worker haven.jpg|thumb|right|A charity quarter in a miserable town. Look at how the sad gardens and parochial schools form a "perimeter" to avoid the eyesore penalty to the churches and clinics.]]
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 real industrial cities sooner or later some altruistic-minded people start to care about the bleak lives of the working people and begin to set up charities, free clinics and other things to help others.


<gallery>
A good charity combo in this scenario are parochial schools, clinics, and churches. In this childless city (unless you make victorian homes), the parochial school is a relatively cheap source of knowledge and spirituality. Two schools easily give enough values to run two clinics and one stone church. Surprisingly, one of those meager combo facilities can in fact liven up a population of around 60 sims easily (of course, that is counting on the presence of the standard booze and gambling venues in the area too). In fact, thanks to these "Charity Outposts" the mood of the sims can stay very high, even with the rampant sickness and bleak housing.
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 ==
As the parochial schools often won't find any visitors at all (because the sims are too busy drinking and gambling) in this combo, they tend to look and work more like value-giving decorations rather than educational venues, so it's wise to put them between the slums and the churches and clinics perimeter to save up space and keep them untouched from the eyesore penalty. Churches have a +10 happiness effect, which gives them their usefulness. This bonus will remain intact if protected from eyesores. If the church's effect is diminished, essentially it is worthless, so don't let that happen!


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.
{{-}}
==The big business arrival: mid to late game strategies. ==
The early game is characterized by a tight budget because most industrial workplaces have expensive build costs (not as expensive as the skyscrapers' offices, but expensive for a limited budget). However it's safe to assume that you've reached the mid-game when the budget starts to feel less stretched. This often happens around the 6th or 8th textile mill. Then you can start to focus on bigger and more profitable industries. Warehouses, sweatshops, or steel mills are good choices. Every new factory not only costs the build cost but also the housing and venues needed, so always keep a cushion of money before building each new factory.


Not only do the industry's big players come to the town as it grows, but also the entertainment big players arrive. One of the best all around venues of the mid-to-late game are the underground casinos: they have a hefty initial cost and are quite big compared to the previous venues, but entertain a lot of workers giving them all the gambling and bootleg liquor they want at a 24/7 service and with an excellent daily cost for the city. Due their similar size to tenements, they mix pretty well and it's recommended that you use them everywhere you can to provide some recreation for your workers.


<gallery>
When your first steel mills start to bring benefits, it's a good moment to pursue upgrading to the colossal foundry. From there you can focus on winning this mission. The budget at this time should be healthy and growing with the big industrial profits, letting you easily to expand the city to the required size.
File:worker haven.jpg| some charity in a misery town
</gallery>


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