-
Announcement
-
Simtropolis Returns! 05/26/2026
See here for details about our site recovery efforts.
-
Search the Community
Showing results for tags 'cash'.
Found 5 results
-
Building Something Awesome (SC2013) Part 12: Need Dat Cash
CapTon posted a City Journal entry in Building Something Awesome
https://www.youtube.com/watch?v=NVgwUF7RDp0 Cash money is hard to come by. Dayum. -
Cash should be the driver for density not happiness.
Toll posted a topic in SimCity (2013) General Discussion
This game has a terrible fundamental, but seemingly easy fix. It is highlighted by 100% residential cities (with no other cities in the region). At the moment a residence will survive and expand without any source of income, or at the very least very little city wide income. 100% resident cities develop by using parks which does add a very small amount of cash via a couple of job slots. It currently stand this is enough to sustain and build up to high density. Obviously this is obsurd. The simple, yet far reaching fix to this is to require that residential buildings have to pay rent/mortgage per day/hour/whatever. Thus if the residential building does not receive enough cash from job buildings it decays. This would make 100% residential cities remain at very low density unless you had a supporting city nearby that had a high number of jobs to commute to and bring cash back. It would also strengthen the I-C-R cycle. Resident buildings require cash, generally by Industrial buildings who need to make cash to give to residential buildings from sales to Commercial buildings, who need to get cash by selling stuff to resident buildings. So a cycle goes. So industrail profit would be freights sales-resident payments-tax. This way, if your industry has no sales, it cant pay residents which forces population to move out of the city, commecial buildings would fail because there is no cash to buy stuff. The entire system would be so much more dynamic and interesting and inter-city relationships would have far more meaning as basically a way to move cash around and gradually build up and densify a region. Mining serves as a cash generator to kick start the region by injecting cash into the cycle, also to allow the simulation described above to function a little bit of cash is injected by each new building built. The cash removed from the system is via importing goods and also dumped into the Mayors city building account via Taxes and cash destruction by services/utilities. So in essence, Free Cash Flow should drive densification modulated by happniess. The happier your Sims the less cash required to increase density, converse being true too. (So you could have a very unhappy town, making A LOT of cash increasing density). Crime should also be a reflection on happiness, the less happy your citizens the more crime there is and vice versa. At the moment it seems happiness is the driver of densifcation with available cash having little to do with anything other then shopping. Please comment. Some of what I post above may actually be occuring however if it does, it needs serious tweaking as evident by 100% resident cities. -
-
Version 10.5
25,789 Downloads
Re Introducing the Money Park and Money Tower gnomes MAJOR UPDATE and still no dependencies, all files required are here in the folder In response to calls for variation and to make the Money Park gnomes easier to find I have created 3 Money park gnomes that give between $5k to $100k a month. The old $20k Money Park that looks like a park is still available. The new gnomes are DESIGNED to be eyesores so you place them out of the way and can still find them later on. (My old Money Park blended in so well into the cities I can't find it hence these eyesores) The Eyesore gnomes are easy to find on zooms 4-6 but not so easy in 1-3 zoom levels, so photo shooting for your CJ won't be ruined by these trainers The Orginal Money Park $20,000 a month of income Huge Demand Cap Busters for R$$/$$$ all CS and CO and IHt The Gnome Towers $5,000-$100,000 a month income No demand cap relief Installation: All files into the mydocs/sc4/plugins except the .dat file into /programfiles/maxis/sc4/plugins Enjoy Make Life easy, it is recommended that you create an IPS subfolder within your Plugins Folders for easy and organised storage and Reference Palpatine001- 43 Comments
- 38 Reviews
-
- 6
-
-
Version 1.0
80,379 Downloads
Need money and tired of typing in weaknesspays over and over. Put this park in you city and get over 4 billion in one month! Normal open grass area just modded with ilive. WARNING!: SimCity may crash when you have $1 trillion or more. I have had no problems with this lot in Rush Hour though I have only used a couple of times; it should work fine.

