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Help a Newbie Learn to Make Money!

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LOL. I build a Natural Gas Plant far away in it's own town with about 10 people that work there. They have a small store and are not connected to the main city. The power plant is very far and a long power line connects to the city.


OMG! I just discovered that if you press that little green button over there, you get a magical item that you've been wishing for! OOH!

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[quote name='Flyby :D' timestamp='1310411658' post='1172284']

LOL. I build a Natural Gas Plant far away in it's own town with about 10 people that work there. They have a small store and are not connected to the main city. The power plant is very far and a long power line connects to the city.

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Kind of like the nuclear towns in the Soviet Union that I like. Hate the Soviet Union though...


OMG! I just discovered that if you press that little green button over there, you get a magical item that you've been wishing for! OOH!

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This is probably going to sound weird. But I want my city to look as ugly and dirty as possible.

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Exactly how many houses do I need for 6 farms? and what is most realistic form of grid within residential?

Depends. If you use the SPAM, none are really needed. For Maxis farms, I use three or four, plus some in town.

Good grid size is 8 x 4 if you are using 1 x 2 lots.[quote name='whiteywhite'

timestamp='1310413424' post='1172298']

This is probably going to sound weird. But I want my city to look as ugly and dirty as possible.


  Edited by A Nonny Moose  

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I never start slow I usually build a city of a million in less than a day and the city with 3.2 million sims I made only took a day and a half to make.


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I never start slow I usually build a city of a million in less than a day and the city with 3.2 million sims I made only took a day and a half to make.

Can you post a picture? and tell me how it's done?

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I never start slow I usually build a city of a million in less than a day and the city with 3.2 million sims I made only took a day and a half to make.

Can you post a picture? and tell me how it's done?

It's simple: Just keep zoning. Zone as much land as you can, then when you start making money, put in water and upgrade it to high density so the whole thing turns into one big high-rise slum.

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I never start slow I usually build a city of a million in less than a day and the city with 3.2 million sims I made only took a day and a half to make.

Can you post a picture? and tell me how it's done?

It's simple: Just keep zoning. Zone as much land as you can, then when you start making money, put in water and upgrade it to high density so the whole thing turns into one big high-rise slum.

I read yuo loud and clear.

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I have always had issues with money in my cities I seem to take loans early because I always run low on money when my population goes up to the thousands. But I learned some tips on here, I guess I am in a big hurry to see large buildings in my city.

I have seen videos on you tube about players having cities connecting to each other to rise demand--will that also help with rising money?

How do you start out really? small zones of houses and businesses? with little of anything? How does your money go up anyway with that type of planing?

Also on taxes--I learned recently that when you have very little population you lower funds on schools, etc what about taxes that earn you money? How many zones should I put up with houses like 5 or 8?

( I have the original simcity 4, but it says on the box that I got it said it had difficultly levels and it doesn't)

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I have always had issues with money in my cities I seem to take loans early because I always run low on money when my population goes up to the thousands. But I learned some tips on here, I guess I am in a big hurry to see large buildings in my city.

I have seen videos on you tube about players having cities connecting to each other to rise demand--will that also help with rising money?

How do you start out really? small zones of houses and businesses? with little of anything? How does your money go up anyway with that type of planing?

Also on taxes--I learned recently that when you have very little population you lower funds on schools, etc what about taxes that earn you money? How many zones should I put up with houses like 5 or 8?

( I have the original simcity 4, but it says on the box that I got it said it had difficultly levels and it doesn't)

For difficulty levels you need to download the patches for the game, check out Beeb's terrific thread: https://www.simtropolis.com/forum/topic/43754-for-the-eager-yet-overwhelmed-newcomer/

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I have always had issues with money in my cities I seem to take loans early because I always run low on money when my population goes up to the thousands. But I learned some tips on here, I guess I am in a big hurry to see large buildings in my city.

I have seen videos on you tube about players having cities connecting to each other to rise demand--will that also help with rising money?

How do you start out really? small zones of houses and businesses? with little of anything? How does your money go up anyway with that type of planing?

Also on taxes--I learned recently that when you have very little population you lower funds on schools, etc what about taxes that earn you money? How many zones should I put up with houses like 5 or 8?

( I have the original simcity 4, but it says on the box that I got it said it had difficultly levels and it doesn't)

For difficulty levels you need to download the patches for the game, check out Beeb's terrific thread: http://www.simtropol...elmed-newcomer/

More to it than that. You need the Rush Hour expansion pack to get levels. The best solution is to find Deluxe at good price.

Once you have Rush Hour/Deluxe and have patched it to current from the home site, you can get the Extra Cheats dll, which lets you play with any amount in the treasury you want.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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"We have met the enemy, and he is us" - Walt Kelly

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It isn't really money that is stimulated through neighbouring cities; What it is, is shared demand. You will find if you take things slow and spread out rurally that demand carries quite well to neighbouring tiles. As an experiment try connecting farming towns like a string of pearls through your region; each village on the string will not come out the same size because some of the demand will be satisfied by the neighbour.

The way to look at this to make money is don't rush to zone the whole landscape. Don't shell out for services right away. Check your demand graphs amd you desirability maps frequently to determine what is needed. The big city and making money tutorial are the best tutorials for learning these things.

One big tip...Don't zone more of something just because there is a demand for it force your sims to use what has been provided...zone more when you run out of lots to sell to your sims. This is important because you are still paying fees to have a lot zoned whethere you are getting taxes from it or not.

The difference between building quickly or slowly is healthcare, and starting industry. Healthcare gives longer living sims that have more babies and don't die out too quickly. If your starting industry is Dirty manufacturing you will have a higher demand for residential than if you start with Agriculture.

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It isn't really money that is stimulated through neighbouring cities; What it is, is shared demand. You will find if you take things slow and spread out rurally that demand carries quite well to neighbouring tiles. As an experiment try connecting farming towns like a string of pearls through your region; each village on the string will not come out the same size because some of the demand will be satisfied by the neighbour.

The way to look at this to make money is don't rush to zone the whole landscape. Don't shell out for services right away. Check your demand graphs amd you desirability maps frequently to determine what is needed. The big city and making money tutorial are the best tutorials for learning these things.

One big tip...Don't zone more of something just because there is a demand for it force your sims to use what has been provided...zone more when you run out of lots to sell to your sims. This is important because you are still paying fees to have a lot zoned whethere you are getting taxes from it or not.

The difference between building quickly or slowly is healthcare, and starting industry. Healthcare gives longer living sims that have more babies and don't die out too quickly. If your starting industry is Dirty manufacturing you will have a higher demand for residential than if you start with Agriculture.

I started out three different cities using the tips I learned here by starting out with a village. Hrm so if there is a demand for more homes I should zone for more? ( I have been starting out doing that) My current city I have started out slowly and have the highest population of sims for the first time ever for me up to 16 thousand or so but I am currently having the same issue that I had.

How many zones should I start out with residential and industry when I start out a new city? Is it easier to have power and water from another city to help save money that way you can have one healthcare service with zones of residential and industry? I have been trying to keep my income higher then my expenses. Are there any good making tutorials online?


  Edited by Mystic_wolf99  

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Well, I had the pleasure of starting my region over today. I could have got it back from a backup, but I wanted to start over after the freeze that destroyed my biggest city.

I am being naive about the new start up. I started with about six farms scattered across a rather tough river mouth, and added a few scattered low density housing lots and a very few low density commercial lots gathered in one area by the shore. After this went profitable and was making enough, I added a seaport to the estuary and dropped its funding to $45 per month to ship my farm produce. Worked, and I stayed profitable and growing. I am playing in hard mode. Keeps the advisors in their place (silent).

As soon as I could pay for it, I added a fire station near the port. This caused a flurry of development on the existing lots with more income, so I added a fire station in the other section across the river, so that I had full fire coverage. More development.

I added a water tower near the port, then zoned a 6 x 6 industrial second level area above the port. This then needed my second windmill. When the fur stopped flying, I had better houses (water does that) and a small amount of dirty industry. All my lots were occupied and growth has pretty much stopped, so I zoned a mix of residential 1 x 2 lots in all three flavors. Lots of action and more income later my population reached 500. I closed the dialog for the Mayor's house. I don't build that until I get the city hall.

I cautiously added another small industrial area near the farming area, and it blossomed, so I added some more residential. This got me a House of Worship. I am now waiting for the cemetery to show up. I had enough money, so I added a school. This caused more development on existing lots, and more profits.

That's where I am now after about three hours of play at Turtle/Rhino. Quite profitable in a small way, and the treasury is building.

I hope this gives you an idea of a gradual approach. Here's the result.

Baletta%20Grande.jpg

For people using my Better Harbour map, this is it, but I hand terraformed the estuary.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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Well, I had the pleasure of starting my region over today. I could have got it back from a backup, but I wanted to start over after the freeze that destroyed my biggest city.

I am being naive about the new start up. I started with about six farms scattered across a rather tough river mouth, and added a few scattered low density housing lots and a very few low density commercial lots gathered in one area by the shore. After this went profitable and was making enough, I added a seaport to the estuary and dropped its funding to $45 per month to ship my farm produce. Worked, and I stayed profitable and growing. I am playing in hard mode. Keeps the advisors in their place (silent).

As soon as I could pay for it, I added a fire station near the port. This caused a flurry of development on the existing lots with more income, so I added a fire station in the other section across the river, so that I had full fire coverage. More development.

I added a water tower near the port, then zoned a 6 x 6 industrial second level area above the port. This then needed my second windmill. When the fur stopped flying, I had better houses (water does that) and a small amount of dirty industry. All my lots were occupied and growth has pretty much stopped, so I zoned a mix of residential 1 x 2 lots in all three flavors. Lots of action and more income later my population reached 500. I closed the dialog for the Mayor's house. I don't build that until I get the city hall.

I cautiously added another small industrial area near the farming area, and it blossomed, so I added some more residential. This got me a House of Worship. I am now waiting for the cemetery to show up. I had enough money, so I added a school. This caused more development on existing lots, and more profits.

That's where I am now after about three hours of play at Turtle/Rhino. Quite profitable in a small way, and the treasury is building.

I hope this gives you an idea of a gradual approach. Here's the result.

Baletta%20Grande.jpg

For people using my Better Harbour map, this is it, but I hand terraformed the estuary.

Cool, but here is one thing how long should you wait for your money to build up before expanding?(like what amount should it build up to? ) I don't like using farms because they pollute my water supply horribly. Does it help starting out with a seaport?

When I start a new city would it be better to start out with healthcare so the sims can live longer?

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how long should you wait for your money to build up before expanding?(like what amount should it build up to? )

I just try to zone as much as I can early on. You will get a lot from the low wealth residents in the zones and you won't have to spend much because they don't demand lots of services.

I don't like using farms because they pollute my water supply horribly.

Then don't build them near water.

Does it help starting out with a seaport?

The city won't be able to afford it. Start out by making neighbor connections with road and rail. Then as the city's industry starts to develop and the roads can't handle the freight truck traffic, build a seaport. They are expensive though so make sure you bring down the funding!!!

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Well, I had the pleasure of starting my region over today. I could have got it back from a backup, but I wanted to start over after the freeze that destroyed my biggest city.

I am being naive about the new start up. I started with about six farms scattered across a rather tough river mouth, and added a few scattered low density housing lots and a very few low density commercial lots gathered in one area by the shore. After this went profitable and was making enough, I added a seaport to the estuary and dropped its funding to $45 per month to ship my farm produce. Worked, and I stayed profitable and growing. I am playing in hard mode. Keeps the advisors in their place (silent).

As soon as I could pay for it, I added a fire station near the port. This caused a flurry of development on the existing lots with more income, so I added a fire station in the other section across the river, so that I had full fire coverage. More development.

I added a water tower near the port, then zoned a 6 x 6 industrial second level area above the port. This then needed my second windmill. When the fur stopped flying, I had better houses (water does that) and a small amount of dirty industry. All my lots were occupied and growth has pretty much stopped, so I zoned a mix of residential 1 x 2 lots in all three flavors. Lots of action and more income later my population reached 500. I closed the dialog for the Mayor's house. I don't build that until I get the city hall.

I cautiously added another small industrial area near the farming area, and it blossomed, so I added some more residential. This got me a House of Worship. I am now waiting for the cemetery to show up. I had enough money, so I added a school. This caused more development on existing lots, and more profits.

That's where I am now after about three hours of play at Turtle/Rhino. Quite profitable in a small way, and the treasury is building.

I hope this gives you an idea of a gradual approach. Here's the result.

Baletta%20Grande.jpg

For people using my Better Harbour map, this is it, but I hand terraformed the estuary.

Wow. It really looks awesome.

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Cool, but here is one thing how long should you wait for your money to build up before expanding?(like what amount should it build up to? ) I don't like using farms because they pollute my water supply horribly. Does it help starting out with a seaport?

When I start a new city would it be better to start out with healthcare so the sims can live longer?

By the time your city is big enough to afford a water supply, it'll also be industrializing and should be wealthy enough to build the pumps away from the farms and build a treatment plant. Road connections are better in small cities than seaports because the port costs $20000 to build and $650 a month to operate. Healthcare is absolutely pointless in new cities; the most important thing to add early on is education because education attracts better businesses and commerce. It doesn't matter if the life expectancy in your new city is low, because Sims are automatically replaced by immigrants when they die, and it doesn't have any effect on their ability to live and work in the city while they're alive.

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Cool, but here is one thing how long should you wait for your money to build up before expanding?(like what amount should it build up to? ) I don't like using farms because they pollute my water supply horribly. Does it help starting out with a seaport?

When I start a new city would it be better to start out with healthcare so the sims can live longer?

By the time your city is big enough to afford a water supply, it'll also be industrializing and should be wealthy enough to build the pumps away from the farms and build a treatment plant. Road connections are better in small cities than seaports because the port costs $20000 to build and $650 a month to operate. Healthcare is absolutely pointless in new cities; the most important thing to add early on is education because education attracts better businesses and commerce. It doesn't matter if the life expectancy in your new city is low, because Sims are automatically replaced by immigrants when they die, and it doesn't have any effect on their ability to live and work in the city while they're alive.

Hrm so, farms, industrial, business, a school, homes at first and then build up money then continue to build? Alright I'll try that--have been for a bit but I seem to over do it a little building because I see demands for mostly homes(and I see that I am doing good with the income higher then the expanses). I am still very new to this game--even with simcity 2000 I had the same issue. I just need to stop myself from building a lot and wasting money but rather let it build up. (I know cheats but I use the money cheat for the sims 2 and 3.) Maybe I should think of getting the deluxe version of this game with the easy mode.

Thank you all for everybody that helped me I really do want to be good at this game and have a large city with skyscrapers for the first time and be proud of the fact that I never once used a loan nor over build.

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I tried something yesterday where I built a very lage area with resedential and a big commercial district and the city grew, but I didn't have enough money and I lost alot.

Read Solydne's tutorial. It helped me a ton and my city if flourishing beautifully. It should work.


OMG! I just discovered that if you press that little green button over there, you get a magical item that you've been wishing for! OOH!

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Cool, but here is one thing how long should you wait for your money to build up before expanding?(like what amount should it build up to? ) I don't like using farms because they pollute my water supply horribly. Does it help starting out with a seaport?

When I start a new city would it be better to start out with healthcare so the sims can live longer?

Well, it depends on your goal. Mine currently is to do a total restart and to take it slowly. I am retired and can fool around with this as much as I like.

As far as water table pollution goes, industry does the same. If it bothers you, put in a water purification plant as soon as you can afford it.

As for waiting for money, while I don't need to (moolah), currently, I am just adding what I can afford and staying in the black. There is absolutely no rush. Little communities like mine may take a couple of hundred years just sleepily moseying along before they branch out into something more.

The seaport is the export sink for my freight from the industry and farms. It saves making a neighbor connection when I am in the middle of a large tile like this one. I think it is cheaper than laying down a long street/road.

Healthcare is definitely later. I don't much care if the farms cause everyone to have Lime's disease. I can cure it with a wave of my godhead.

I think my next step with this tile will be to plant another town on another part of the tile, and then just let them coalesce naturally when they bump into each other. Right now my CBD is the low occupancy commercial street just above the seaport, between the port and the industrial pod. I may up the zoning on that and let the chips fall where they may.

One of the things that many players do not catch on to right away is that this can be a very much leisure time game, with all the time in the world to achieve a goal. People who rush to make a huge metropolis full of buildings and people are living the wrong life style, and may very well harm themselves from all the haste and angst. It's just not worth it. This is an endless game, a never-ending story. Take your time and be happy.

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Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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I have a city of 22,000 called Monoca that has earned 58,000 Simoleans in it's career from starting in Easy. Next to it is "Industrial Monoca" that is only about a tenth of the size of Monoca, and when Monoca started, all the Sims worked in Industrial Monoca.

IM still provides the power for Monoca though. I just build jobs in IM, then went back to Monoca and build big resedential districts, then back to IM, more jobs, more homes, more jobs, more homes.

Add a school when you have about 5,000 people or when starting a new large district. I didn't go crazy with water until my city was about 12,000 people then I sent water everywhere with 3 water towers and pipes that go all over the city.

Healthcare... um once you're about 19,000 demolish all your little clinics and build one main large hospital. I build clinics once my city is around 4,000 people but its really small then.

I had a problem and for about 9 sim years I was VERY VERY slow in making commercial buildings, so about now in Year 11 I built a big commercial district. I'd say about 75% of my population works in commercial now, so I never have to expand Industrial Monoca.

My city takes up about 75% of the city square so I am very close to starting a nice little new town along the west of Monoca that will be run on windmills and will be only resedential. The town will all work in commercial jobs in Monoca.


OMG! I just discovered that if you press that little green button over there, you get a magical item that you've been wishing for! OOH!

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Good strategy Flyboy.

Regarding the healthcare, you should download custom content. There are plenty of hospitals available. Not only do they add variety, but a lot of them have a very high capacity so you don't have to build 5 hospitals.

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Hmm... thanks. I'll go check it out.


OMG! I just discovered that if you press that little green button over there, you get a magical item that you've been wishing for! OOH!

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Cool, but here is one thing how long should you wait for your money to build up before expanding?(like what amount should it build up to? ) I don't like using farms because they pollute my water supply horribly. Does it help starting out with a seaport?

When I start a new city would it be better to start out with healthcare so the sims can live longer?

Well, it depends on your goal. Mine currently is to do a total restart and to take it slowly. I am retired and can fool around with this as much as I like.

As far as water table pollution goes, industry does the same. If it bothers you, put in a water purification plant as soon as you can afford it.

As for waiting for money, while I don't need to (moolah), currently, I am just adding what I can afford and staying in the black. There is absolutely no rush. Little communities like mine may take a couple of hundred years just sleepily moseying along before they branch out into something more.

The seaport is the export sink for my freight from the industry and farms. It saves making a neighbor connection when I am in the middle of a large tile like this one. I think it is cheaper than laying down a long street/road.

Healthcare is definitely later. I don't much care if the farms cause everyone to have Lime's disease. I can cure it with a wave of my godhead.

I think my next step with this tile will be to plant another town on another part of the tile, and then just let them coalesce naturally when they bump into each other. Right now my CBD is the low occupancy commercial street just above the seaport, between the port and the industrial pod. I may up the zoning on that and let the chips fall where they may.

One of the things that many players do not catch on to right away is that this can be a very much leisure time game, with all the time in the world to achieve a goal. People who rush to make a huge metropolis full of buildings and people are living the wrong life style, and may very well harm themselves from all the haste and angst. It's just not worth it. This is an endless game, a never-ending story. Take your time and be happy.

Mr anonymoose you are truley a professional !!!!

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If you don't want to cheat, there are some tips that you may find helpful:

- Do not set tax rates too low, hoping that this will cause additional growth. While it is true that setting them high will have a negative effect in demand, setting them lower that the neutral rate for your city size, will only cause a few more buildings to grow; and due to the lack of workforce or residenta they may face dilapidation and abandonment too. To determine the neutral tax rate (initially, and for up to a quite large city at 9%) download and install the Census Repository from SC4D and/or my Chamber of Commerce and Industry.

- Always have some low-density areas. The larger the buildings the lower the taxes paid per sim! Some few villas will be paying incredible taxes.

- Try to satisfy all commercial demand ("exhaust" it), before zoning for more industrial. Industry pollutes, requires more power, and you will finally need water treatment plants too. On the other hand, commercial can employ your sims close to their residences, and pays a lot ofa taxes, even the "poor" CS$ type , but especially the CS$$ and CS$$$ types.

- You can economize a lot from education and health. Play with the sliders (extra funding simply goes to waste). Also prefer using the "Large" types of schools and hospitals as soon as they become available. While the initial cost to plop them is higher, the coverage radius is a lot larger, and you can set bus and ambulance funding lower, or even to zero - the coverage radius is still large enough. Colleges, Libraries and Museums are actually very affordable, because funding can be reduced a lot. For small cities they will just be costing you pennies. And the effect they will have in education level is a prerequisite for attracting high-wealth businesses and people (more taxes).

- Check your utilities. Underfunding makes sense only if you are unable to sell the excess production.

- Landfills are incredibly expensive. While they are cheap to build, the maintenacne cost is very high. I have calculated it to about $3.3 per ton, second only to Recycling Centres ($20/ton), which are essentially money wasters.

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The only cheat I use is the $0 funding for the incerator that gets rid of all your trash for free. That's all I do.


OMG! I just discovered that if you press that little green button over there, you get a magical item that you've been wishing for! OOH!

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Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections