Saturday 30 March 2013

 
 
Greetings, mayors! Today your in for a treat as we have set up a "Ultimate Simcity Guide" telling you what every building does, the benifits and downsides and the effects it does around it. Also we will be looking into what makes people happy and what can benifit from neighbours. Today we will be looking into the city view panel.
 
 
City View
 

 
 
This is the city view that you will come across when you start your city. Let's look into the roads panel. (Zoom if you have to)
 
 
There are 3 tipes of road, High Density, Medium Density and Low density. It's best to start off with low density roads as it's pretty much impossible to get traffic and high rises first thing. Your region connection features an avenue. It's best to use these in the center of your city, but not all over. You can upgrade roads by clicking the button under "Road types". This will upgrade the roads to a higher density, or lower if you prefer. You cannot upgrade roads into avenues. There are certain road types you can choose. Straight road, Curved road, freehand road and circular road.  Hold shift on curved road settings to make an arc. It's pretty easy to lay out a decent road system and you will get the hand of it. NOTE: Eventually with high density roads, you will start to see building development. On bridge avenues, you can select from certain types of bridges.
 
 
ZONING
 
If you want a working city, then you need to zone correctly. Your advisor will help you along the way. There are three types of zoning: Residential, Commerical and Industrial (RCI). The zoning will grow depending on the road density. Residential provides homes, the more dense, the more capacity. Commercial offer jobs to the residents so there isn't unemployment and sell freight made by industrial factories. Low wealth residents will shop at low wealth shops, and medium wealth will shop and medium wealth shops, and so on. So you need to make sure even the 1% get their shops! Industrial makes freight to sell and satisfy the commercial. Industrial and commerical provide workers. Industrial makes you profit, however causes pollution, which can anger residents, especially high wealth, and cause health risks and germs. Your RCI panel tells you what sort of demand you have for a certain type of zone, seperated in wealth types. Make sure you spread out your zones evenely, as it can cause traffic problems and no nearby shops for neighbourhoods.
 TIP: Hold Shift while zoning to zone an entire block.
 
 
Power
 
You can't make a city without power. Everything needs power. There are 5 different power types you can choose from. It's best to start from a wind powerplant, as it only needs wind to generate. You can't really stick with a wind power plant for long, unless you research the advanced windmill at a university. You can buy power from neighbours in region view, we will look into this in our 3rd post. The Coal power plant needs coal to operate and it causes pollution. You can build a trade depot to buy coal from the global market or mine some of your own coal from the ground (If you have any).  Without coal, your powerplant will fail to generate and you will go into blackout! You can upgrade every powerplant at a cost for it to work better. The oil powerplant is the same principle, but uses crude oil. The solar farm is expensive, but offers clean, safe power to your city, however takes up valuable space. The nuclear powerplant offers alot of energy, but needs educated sims that have been to an advanced school or it might let off radiation. Any zoned building in contact with radiation will be abandoned. Each powerplant reduces land value from nearby residential and commericalbuildings so it's good to make parks by it or place it in your industrial center.
 
Water

 
Every building needs water to stay open. Water needs power to stay open. There are two types of water pumpers; the water tower and the water pumping station. Water towers are good for small cities as they pump a decent amount of water, but not enough for a high population. In Simcity, there is a Water table, which will run out once all the pump has pumped the water out of the ground. The water table normally refills once it rains. A department of utilities is needed for the water 
 pumping station. Make sure your water isn't polluted. Check the water table view to make sure your water isn't polluted by polluting buildings, otherwise sims will get sick. You can buy or offer water to neighbouring cities in region view.

 
Sewage
Sewage can be a pain in your city. That's why you need sewage treatment! Placing down a sewage outflow pipe will get rid of some sewage, however reduces land value drastically and makes alot of ground pollution, so put it out of the way of your housing. A sewage treatment plant doesn't take much of a toll off your land value or cause much pollution, however you need a department of utilities to plop it. You can upgrade this and it can handle a whole cities sewage up to 100k population.
 
Government
The government panel shows the wealth of the city and approval rating. The more approval rating, the better. Sims grant you rewards for your work if you do good in your city. The Town hall is essential in your city, as it unlocks the main parks and can be upgraded to control bonds and taxes. The town hall can be upgraded into a city hall at 5,000 population. Upgrades can be given to enhance the cities services for a price of 15,000 simoleons each. On every upgrade you can pick from a new department. (Finance, Utilities, Tourism, Safety, Mass Transit and Education) The mayor's mansion only comes at 40,000 population with 75+ approval rating. Each government building sets land value around it up drastically.
 
Waste Disposal
 

Ew, what's that smell? It's your garbage dump! Without a garbage dump, your city will be polluted by garbage. Every building in your city produces at least some garbage. Without waste facillities, garbage will overflow and people will abandon and find another city to live in. Garbage causes ground pollution and is a big pain for mayors. You need a decent amount of space for waste disposal. Ways to deal with waste is to build landfills and then destroy them to get rid of garbage. This causes ground pollution which reduces land value drastically and causes health issues by germs. Another way is to build garbage incinerators. This causes air pollution but at least gets rid of some garbage. (1.5 tonnes p/h). A recycling center is handy for high-tech cities, collecting alloys, metals and plastic. This does not replace a garbage dump but is handy for creating processors with a processor factory or making profit off the global market. The recycling center requires the department of utilities.
 
 
 
Police, Fire and Health
Everyone needs help when needed. When there's a crook who's stealing, when there's a fire in someone's home, or someone has fallen sick. Without a Police station, fire station and clinic/hospital then there's nothing to do when something goes wrong. In order for development and happiness, Fire, Health and Police stations are needed in your city. It's best to start off with a fire station, as fires can break out at any time. Once you have a fire station, then your sure that your city won't burn to the ground. Next you should put a clinic so no one drops dead. Then a police station. Renember you can upgrade your Police, fire and health services before you build advanced ones or another of the same type. Advanced stations help your city twice as much, and give a boost to land value and happiness. Advanced stations are expensive, so place one only when you truly need to. Advanced stations offer high tech gadgets, helicopters and patrol vehicles. Air pollution, radiation, garbage, ground pollution, sewage and polluted water can cause germs and make people fall sick. It's best to prevent the issues instead of building a hospital. A department of safety in the city hall is needed for the advanced services.
  
Education

 Education is vital for development in your city. Without schools, no profitable high tech industry will grow, and high wealth housing won't grow at all. Educated sims use less power and water, fall sick less often, it's rare for them to start a fire and it's rare for them to become criminals. Educated sims are happier and will encorage the growth of high tech industrial. High Schools offer better education, Colleges increase the skill in workers, and a University attracts students from all over the region. Universities are expensive, however each department added in a university do their job in the city. A Department of medicine reduces germ levels, a department of education unlocks HazMat firefighting technology, and If you plop a department of law, the crime drastically drops in the region. A University doesn't only benifit the city, it benifits the region. You can also set up a research project to unlock new ploppables to enhance the region even more. A department of Education in your city hall is needed for a High School and a university.
 
Mass Transit
 
Mass transit is not essential to be added in your city, however improves tourism, a visitor population and prevents traffic jams. A high population city deserves a bus system to help sims get around. Some mass transit can reduce land value, eg: Streetcars, trains and airports, as they make alot of noise. A train connection is good for trading. Trains can be loaded with freight from your industrial buildings and sold on the global market via train or airport. An airport in the region is needed for a International Airport great work. Trains, planes and boats need a department of transportation in the City hall.
 
 
Parks
 
Parks are essential in your city for keeping your sims happy and increasing land value. If you want a skyscraper city, these are essential. Keep checking your land value map to see where abouts your city is likely to develop. If you have buildings that reduce land value, placing parks by them can really help increasing the land value. Parks also do their bit in preventing some of your air pollution levels. Tree rows and planting trees can do a big part, even if you haven't noticed. There are 5 park types; Basic, sports, nature, plaza and formal parks. Basic, sports and nature parks do not increase land value to high wealth. Basic parks are good for low wealth, Sports and nature parks are good for medium wealth, and plazas and formal parks are good for high wealth. Parks also increase visitor levels. It saves you power, water and money by adding a module to parks instead of building another one.



 
Disasters
 
Unlocking disasters:
 
Dug too Greedily and too deep - Mine 100 tons of coal or raw ore in your city, which unlocks the earthquake disaster.
 
What comes up must come down - Have 200 tourists coming into your city via airport to unlock the meteor disaster.
 
Laboratory outbreak - Add a diagnostic lab to a hospital and still have 15 people dieng per day to unlock the Zombie disaster.
 
What's Cookin'? - Burn 100 tons of garbage in an incinerator in a garbage dump to unlock the big lizard disaster.
 
Blowin' in the Wind - Have 24 Wind Turbines at Wind Power Plants in your city to gain access to the Tornado disaster.
 
We Are Not Alone - Ship any resource to a Space Center Great Work to gain access to the UFO Encounter disaster.
 
 
Disasters can happen randomly in a non-sandbox region. You can unlock disasters for you to activate on your city.
 
Tornadoes are quite short, and can destroy medium density and below buildings, and can destroy any type of ploppable building, except from tall landmarks and HQ's.
 
The big lizard can destroy anything in it's path and breathes fire, making buildings around it burn down. It is attracted to garbage dumps and eats the garbage there.
 
A meteor strike can destroy anything in it's hit zone and can let off radiation and rarely drops ore deposits. Normally the first meteor strike in a region lets off radiation.
 
UFO's can take residents from their house and can destroy anything they attack.
 
Zombies cannot destroy buildings, however they can eat the brains of residents and make buildings go abandoned. Zombies can be stopped by the police.
 
An Earthquake destroys anything in it's hit zone and rarely causes fires.
 


Friday 29 March 2013

Our Next city - Freedom City

On a new region, we decided on us to make an Education city, unlocking advancements for the city with a university. A space center sounds good!

 
 

 
The city lights up after sunset.

 
The moon shines over a tower building

 
The University on the other side of the river, surrounded by a nature reserve

 
A view of midtown

 
 

 
A Birds-eye view of the road layout






 
A park district

 
The mountains behind

Sunday 10 March 2013

Our Region - Hudson City

Hudson City is our main city in SimCity, that's a mouthfull! It turned out to be successful. Let's hope the server issues don't ruin it any time.
I'd like to share some images that we randomly taken of our city so far.


 

Tuesday 5 March 2013

SimCity 2013 Has been released, for US that is.

This it it! Simcity has been released for buy in the United States. Europe will be getting theirs on the 8th of march, and 7th for Australia!
We will be giving you some gameplay reviews and pictures of our cities through springtime after March 8th.

On the other hand another game has been released too! Sims 3 University life! March 5 is a gaming month indeed!

For all those who are getting the game: Have fun gaming!

Sunday 13 January 2013

EA Finishes 2012 with Seasons

EA finishes 2012 with a new Sims 3 expansion pack - Seasons! The long awaited expansion is now here! Sunbathe in long summer sun, take a dip in the pool, shower in spring storms, snowboard in winter snow, rake up leaves in the autumn cold, and trick or treat with friends, the fun is endless!

"Swim in the ocean, build an igloo, learn to snowboard, or even take a ride in a UFO!"
"Rejoice in the spirit of each season with spring egg hunts, autumn pie-eating contests, and more!"
"Sims can get a tan, be struck by lightning, or catch a cold as the weather changes!"

Here are some pictures of the effects and the new stuff in this Expansion:









Lucky Palms Gold Review

Hello People, Martains and Sims! I would like to give you a warm welcome by kicking off the first post of the site with reviewing one awesome Sims 3 Town.

Lucky Palms

My first impression of Lucky Palms was that it was a beautiful, golf resort themed town, with a hint of Vegas and a hint of Sims 2 Strangetown. The main theme of the town seemed to fit with the title. I noticed the sections of lush green, and it took me a while to figure the town out and find an outcast village over the highway, which seemed to have a story to it; There was once two lakes, and they dried up, which made the house value go down. Now, the village is a poorer part of town, with dried out pools and crumbling walls. However, this town is certainly not cheap. 2,450 Simpoints for the regular, and 4,350 for the Gold! A tad bit overpriced...
 


 

 

 

 

Rabbitholes & Venues

The town's community lots have a similar style to originals, however the scenery around them is very pleasing. From shaped fountains with bridges, to twisted umbrellas and unique furniture. The most appealing and unique venue to the town is the bistro. Enjoy eating outdoors and watching the sunset behind the dunes, and sit on a modern balcony overlooking the town. The building itself is quite impressive. (Below - The Bistro)



















 The second noticeable venue is the Lucky Simoleon Casino. (Only comes with gold) It is a stylish, good looking venue with a few exclusive items. You can bring your Sims to try their luck on gambling machines or take a dip in a luxury pool just behind. Either you come home with buckets of cash, or finding the repoman!
 
 

 

 

 

 

The Wishing Well


The main exclusive item which comes with the town is the Wishing Well. Sims can try their luck in getting Love, a Child, Power, Wealth or Happiness. Below is what happens if your Sim's wish comes true.
 
 
Love - Frog Appears - Young/Elderly Man or Woman
Power - Changing into random clothes, Power moodlet
Child - Getting an evil child or a normal one
Wealth - Money
Happiness - Happy moodlet
 


 

 

 

 

 

 

Lots

Most lots in Lucky palms are very modern and stylish, with a unique theme to them. The modern houses are very bright and vibrant. There are a selection of house themes throughout town, like the Showtime-themed houses near the city hall. My favourite selection of houses are the 'Pier houses' which are on the sea and offer great views, it feels like your on a boat! There is lots of space in town, probably the most spacious town yet! This offers a great opportunity to build houses of your dreams, or put in custom venues.
 

 

 

 

 

Sims

The people in the town are the most unique thing about Lucky Palms. Before I looked at the stories of some households in edit town, I heard rumours about how well wrote they were. When I looked at some household stories, I was amazed by the even more effort put into the town by EA. "Father and Son reunited in the desert" kind of theme, and the return of the Dreamer family! The dreamers were a part of the Sims 2, which I remembered quite well. However, now Darren Dreamer is a festival food merchant fairy on my town...

Ups and Downs

From what I have said so far, I have not mentioned many downsides to the town. Without certain Expansion packs, the town is perfect, but does not come with ambitions buildings in the town, so you have to place them in yourself. The ready made fire stations, salons etc do not go with the town itself, which is disappointing. There are some problems with the town if you have seasons. In winter, when the snow is deep, the sides of the roads have gaps, which really irritates me. Also, the pier does not gather snow, and when Sims walk on it in heavy snowfall, you cannot see their feet. The town looks quite bad when snow is on top of roofs - maybe that's just me being picky... The rest of the seasons are fine from what I have seen so far. Also again, the price is way too high for a town like this.
 
The ups are what I have mentioned about the lush grass and the beautiful desert theme in the background. Basically, the look of the town is beautiful and it is well made, and has an impressive bistro remake. The casino fits in, the palms line up across the roads, and looks like Las Vegas, which EA seemed to set as the theme. It looks realistic, and brings back memories from the Sims 2 with the Dreamers and the Strangetown look. The town does not look too vacation-like either, unlike Sunlit tides. In my opinion, this is the best town in the store at the moment. If you buy this, your getting a good town.
 

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