The good, bad, and ugly: Special Sims

For everything SimCity Societies that doesn't fit elsewhere
mprovancha
Posts: 33
Joined: Sat Nov 17, 2007 8:56 pm

The good, bad, and ugly: Special Sims

Postby mprovancha » Thu Dec 13, 2007 3:18 pm

Since there is virtually no documentation to speak of concerning special sims (the instruction manual didn't even list all the types that come in the game) I thought I would give a quick guide to special sims and the pros and cons of each of them.

Hippies : The ugly. These guys waste venue spots. They wander aimlessly and unless they are prevented from entering a venue, they will take up a spot. Since they don't work, they don't need the use of venues to make themselves happy and so are a drain on your venue ability and make balancing your worker/job ratio MUCH harder to manage.

Photojournalists : The good.... I guess. Supposedly they bring income to your town when a news story happens, but I have not been able to track this at all.

Environmentalist : The bad, mostly. Most cities will strive for clean power, which these guys will aid by increasing capacity, but can shut down poluting power plants. Since increased capacity is short term and rarely actually needed, they are much more likely to be a hinderance than a help.

Street Artist : The good, mostly. These guys will wander the streets and make portraits for sims. The happiness boost is small, and only for 4 days, but en masse they can brighten up their neighborhood. If, however, they are carrying around a portrait instead of a luxury automobile, this could indeed hurt your town.

Decorator : The good, always. These guys are phenomenal. They increase the happiness of a venue by +5, which is huge. Definately great to have around at all times.

Celebrity & Rock Star : The good, always. Decorators on crack. You can't miss with these guys.

Consultant : The good, usually. These guys will increase the amount of money per worker hour for a workplace. They also lower the number of workers who work there. This means that you have less workers making more money which can be a boon if you are short on housing.

Tycoon: The good, usually. These guys make your workplace generate more money but "at a cost to worker happiness". There is no way, that I know, to value this cost so its difficult to say if its worth the trade off, but it can't be too bad right?

Slum Lord: The good, and bad. These guys make a residence less happy, but increase they capacity. Unhappy sims are bad, but extra sims are good. If you have workers displaced because they are playing hooky or rogue, then having extra sims even that are unhappy can fill job slots.

Work Crew: The good. These guys speed up building repairs. There is no downside that I have seen.

Firefighter: The ugly. These guys are supposed to put out fires, but I have yet to see them get moving fast enough to do it. Not only that, but to have these guys spawned enough and in the right place to respond is unlikely. While not bad, they are not really useful either.

Criminals : The ugly. These guys are almost all bad. Vigilantes are the lesser of the evils in that they fight crime, but also fight your normal sims causing them injury requiring a trip to the hospital. I suppose arsonists can start fires that may bring in money from photojournalists, but as mentioned earlier I haven't tested that.

Cultists: The bad. These guys make your sims only visit worship venues, which wouldn't be a bad thing except when they are done they acutally lose happiness.

Elder : The good. The decorator for the worship venues.

Street Preformer: The good. These guys break dance and make people happy. They are like street artists that don't take up your sims' accessory spots.

Mime : The good. These guys can make people happy, or make people unhappy. Its hard to say how much of a help they are, but from watching a few I think they make more people happy than unhappy.

Police Officer : The good of course. They arrest criminals. You need ALOT of them especially for cyberpunk.

Security Guards : The good. These guys prevent crimes from occuring at either corporate buildings or private homes. They are only out to prevent crimes at the location they guard however, so don't expect them to stop crime. I have seen them standing right next to someone getting mugged.

Faith Healer: The good. These guys make sick or injured sims better without a trip to the appropriate venue.

Farmer: The good. These guys are like decorators for restaurants.

Fighting Monk : The good. Spectators of demonstrations get happiness, and the more monks in one area, the greater the happiness.

Ghosts: The bad, usually. These make sims unhappy, and children happy. The best you can expect is breaking even.

Mad Scientists: Haven't acutally seen one. Supposedly they either increase the capacity of a building or damage it. I guess that could be good or bad.

Master: The good usually. They fight criminals, but also break up monk demonstrations. Depending on what they end up doing you either get less crime, or less happiness from demonstrations.

Men in Black: The bad, sometimes. These guys remove special sims, both positive and negative. Its hard to say if they are good or bad because it depends on who they are removing.

Professor: The good. These guys increase the production of value points for an educational facility. This is a very good thing.

Scientist: The good. These guys increase the revenue of a science building at no cost to happiness or any other negative side effect.

Secret Police: The good, for the most part. These guys "normalize" sims. If they grab a sad sim or a happy sim the result is the same. Usually if you have buildings that produce these, you want them around and en masse.

Sentinel: The bad, usually. These guys make hooky playing sims go to work. You may get paid for their work day, but they will continue to be unhappy and may turn rogue after that one day at the office. Hooky sims usually go to venues to chill out, so making them work instead could be a big negative.

Street Preacher: These guys are similar to mimes in their usefulness. For the most part I think they make people happier.

Temperance Advocate: The bad. These guys shut down liquor serving venues. Of course, if you don't have any, they are not bad at all.

Tourist: The good. These guys basically just make you money wherever they go. The can, however, take up alot of venue space.

Zelaot: The good. These guys take sims to worship venues, making them happy. Of course the happiness bonus is cut in half so if they were already seeking a venue you might lose out.

Zombie: Technically bad. These guys take up worker spots without working and scare people, but they are cool.

Well, that does it. As you can see, not all special sims are good, and some are very circumstantial. They are ALL, however, very entertaining to watch.

SlightlyMadman
Posts: 58
Joined: Thu Nov 29, 2007 9:22 pm

Postby SlightlyMadman » Thu Dec 13, 2007 5:09 pm

Thanks for that analysis! I've been curious exactly how specials are spawned, and how long they last as well. From what I can tell, they're spawned when a sim "visits" a building, which I think means either going to work, entering a venue, or coming home? Then it seems that they are created as a brand new sim (leaving the sim that spawned them where they were)? I've been unsure how long they last though, it seems usually just a few hours (maybe for as long as the sim stays in the building).

Has anybody experimented with this yet?

panikattak
Posts: 199
Joined: Mon Jun 18, 2007 3:27 am

Postby panikattak » Thu Dec 13, 2007 5:51 pm

From what I've seen, a special sim is generated after so many visits, wanders around for awhile, then returns to the building that spawned them. I haven't seen any sims 'locked' down to account for the special sim. As far as I can tell, special sims have nothing to do with population and are not counted amoung them, children or otherwise. And it seems special sims last one cycle, tho I have had at least one instance where a special sim was created, the venue that created was bulldozed, and then the special sim lasted for at least five cycles before disappearing since it couldn't return to it's originating building.


Edit:

I just wanted to add, mprovancha, the special sims that stop other sims on the street delay those sims. I'm not sure, but I think that encounter can either cause happiness, not modify happiness, or reduce happiness per sim. The last two do result in a delay from visiting work or venues or returning home and can be a problem. Personally, I haven't liked any of the sims that delay other sims other than faith healers (healing) and masters (criminals) because they cause delay and that delay typically isn't worth the tradeoff. I may mod them as to make them more desirable.
Last edited by panikattak on Thu Dec 13, 2007 10:10 pm, edited 1 time in total.

Jimaaten
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Location: Hanford, California, USA

Postby Jimaaten » Thu Dec 13, 2007 8:13 pm

From what I've seen, slum lords and consultants don't disappear after a while, or at least their effects are permanent.

Will Jennings
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Joined: Fri Apr 07, 2006 9:47 pm
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Postby Will Jennings » Thu Dec 13, 2007 9:16 pm

Great detective work, mprovancha! I haven't checked over your list, but there is a complete list of Special Sims and what they do in the help: click on the "Sims" entry in the index pane on the left, then click on "Special Sims".

Special Sims usually spawn in one of two ways: as the result of a building action (like Mimeageddon, for instance), or as the result of a building ability. If you hover over the icons in the lower right hand corners of many buildings, you'll see a % chance to spawn particular Special Sims. That chance is per visit from a regular Sim (SlightlyMadman's understanding of a visit is accurate). All this is explained in the help.

Special Sim lifespan depends on the type of Special Sim and its behavior -- usually they'll retire after they've "done their job", whether that's burgling a home or arresting someone.

Alex Mullins
Posts: 21
Joined: Thu Jun 07, 2007 8:50 pm

Postby Alex Mullins » Thu Dec 13, 2007 9:46 pm

mprovancha wrote:Photojournalists : The good.... I guess. Supposedly they bring income to your town when a news story happens, but I have not been able to track this at all.


Photojournalists generate 1000 Simoleons when a disaster, crises, or global event occurs in your city.

TheArsenal
Posts: 32
Joined: Thu Oct 25, 2007 9:15 pm

Postby TheArsenal » Thu Dec 13, 2007 10:13 pm

Will Jennings wrote:...Special Sims usually spawn in one of two ways: as the result of a building action (like Mimeageddon, for instance), or as the result of a building ability. If you hover over the icons in the lower right hand corners of many buildings, you'll see a % chance to spawn particular Special Sims. That chance is per visit from a regular Sim (SlightlyMadman's understanding of a visit is accurate). All this is explained in the help.


Interesting. Thanks for the info. So, societal energies do not come into play? I was laboring under the illusion making a city more Authoritarian - as an example - may reduce the Hippie quotient. I haven't had the ... ability ... to look into it more closely yet. Are there building actions that can reduce a certain type of specialist? Something that may, using the same example, rid a city of Dirty Hippies?

mprovancha
Posts: 33
Joined: Sat Nov 17, 2007 8:56 pm

Postby mprovancha » Thu Dec 13, 2007 10:57 pm

TheArsenal wrote:Interesting. Thanks for the info. So, societal energies do not come into play? I was laboring under the illusion making a city more Authoritarian - as an example - may reduce the Hippie quotient. I haven't had the ... ability ... to look into it more closely yet. Are there building actions that can reduce a certain type of specialist? Something that may, using the same example, rid a city of Dirty Hippies?


I believe a man in black might be able to do this. I am not 100% since I haven't tested it, but a hippie is probably considered a subversive sim.

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David Beebe
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Joined: Tue May 04, 2004 4:00 pm

Postby David Beebe » Fri Dec 14, 2007 3:59 pm

TheArsenal wrote:Interesting. Thanks for the info. So, societal energies do not come into play? I was laboring under the illusion making a city more Authoritarian - as an example - may reduce the Hippie quotient. I haven't had the ... ability ... to look into it more closely yet. Are there building actions that can reduce a certain type of specialist? Something that may, using the same example, rid a city of Dirty Hippies?


There are building combinations which increase or decrease the likelyhood of specific special sims.

Increases the chances that Managers appearing in the city will be Tycoons

Akodis
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Joined: Wed Nov 28, 2007 12:54 am

Postby Akodis » Sat Dec 15, 2007 9:37 pm

Ice Cream Trucks!!! - they spread happiness just by driving around.


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