Great Buildings and strategies

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Cheiromancer
Posts: 12
Joined: Sat Jun 19, 2010 1:42 am

Great Buildings and strategies

Postby Cheiromancer » Thu Jul 08, 2010 4:34 pm

I've noticed over the last few weeks that some buildings are extraordinarily useful in achieving certain goals. Among them are:

Realtors. Ps +12 for only 900 Simoleons. 1500 earnings a week for 3 employees is not bad, either. Plus it has a very small foot-print.

Mission. Sp +15 for only 40 Simoleons. Much cheaper than prayer wheels, plus it reduces the cost of worship buildings by 10% (down to a minimum of 50).

Televangelist. Sp +35 Ps -15. Great income, plus it boosts all other incomes in a wide radius. Spam them for high profits. To get the Ps, build lots of realtors. Its prerequisite of Sp > 31 is easily met by missions. Plus the missions reduce the cost. The mission-realtor-televangelist combo is practically an exploit.

Faith healers use up excess Sp very cheaply.

Hut: Free, doesn't use electricity, and easily available after building some missions. If one starts on fire, demolish it and rebuild. For cheap buildings it doesn't make sense to use a fire alarm, and nothing is cheaper than a hut. Arrange them back-to-back so as to use space efficiently.

This suggests a very effective contemplative strategy based on Realtors and Televangelists for money-making and huts for housing. Pueblos are good houses, too.

Some of my favorite venues are Public Library (Kn +10), Botanic Garden (Cr +10), Minigolf (Cr -6) and Long Hall (Sp -1). The first two to provide social energy, Minigolf for being a cost effective, child-friendly venue with good capacity and happiness. Long Hall is among the few worship venues that are open all day. It has high pre-reqs, but a televangelist strategy has lots of spare Spirituality.

Note that the Simplify scenario doesn't allow for many of the above buildings, but it does allow for dairy farms and communal farms. Use them and pueblo buildings (with prayer wheels, if necessary to provide energy) to turn a profit in a cost-effective way.

Anyway, those buildings are useful in contemplative (high Sp) strategies. Here are some other tidbits:

Public Radio Station. Kn +8 for 380 Simoleons. Has a Kn > 27 prerequisite, but this is easily satisfied with some combination of public libraries, schools, observatories and chess tables. If you have to consume a lot of Kn, a Fire Analysis Center or six is a very cheap way to do so.

A Public Radio Station or two helps get to Kn > 40, which unlocks the Hydrogen Power Plant. Since high CO2 causes health problems, heat waves and drought, it is better to avoid polluting sources of energy like Coal plants, and wind power is not very cost effective.

If I need to produce a lot of creativity, Public Murals are cost-effective (Cr +8 for $1000). Several copies of Garage Band (Cr +10) makes a Recording Studio (Ps +6, Cr -4) more plausible. Anyway, if this is how you plan to make money while using Cr, aim for TV stations, TV networks, Movie Studios and Hit Movie Studios. I've never had a problem burning Cr, though. So many venues use it up. The local affiliates ability of a Newspaper can make a media outlet's income go indefinitely high. It's a slow process, though.

Keep an eye on what policies are available. Feng Shui is nice if you use lots of decorations. Overseer Program is essential if you have lots of factories whose payouts trigger after a certain number of visits. Advanced Police Training and Martial Law are both useful if you play with crime producing buildings. Note that some of these policies have building prerequisites. These buildings can be demolished after the policy is enacted without repealing the policy.

I'm still searching for good productivity strategies. For instance, with the Assembly Required scenario. Off-Track Betting, Liquor Stores and Underground Casino are good both for boosting Pr and for cheaply providing entertainment.

I'm finding that crime producing buildings are not worth the trouble. Pick-pocketing and other crimes cause a big drop of happiness in the affected sim, and a few rogue sims can cause a lot of economic damage if they target a factory. But building enough police stations to deal with criminals is expensive and defeats the purpose of cheap housing. Housing Projects seem better, overall. I don't really know how Corrupt Police Stations work. Do they make money off of each crime producing building, or only the venues?

I'm also a little suspicious of venues which produce drunkenness. Do my sims get more unhappy if they are hung-over? If so, the +5 happiness they get might well be illusory.

With Assembly Required I like the Brewery. I'm experimenting with the Textile Factory and other 7-day workplaces, but it is hard to keep the sims happy. Asylum helps with angry workers, and the Dungeon collects rogue sims before they do any harm. Still, I'm finding it hard to make a stable city that uses 350 productivity.

A neat combo is, after a few Au producing buildings are laid (Town Hall, Bank, Savings and Loan, Courthouse, etc), is to use Low Rise Office Buildings to turn the Au into Ps (Ps+15, Au -7). Then use Corporate Hive (Au +8, Ps -10) or CyberCorp Offices (Au +20, Ps -25) to turn the Ps back into Au. And turn a profit, besides. Stick a TV station and/or State Television in where they can cover a lot of buildings are watch the simoleons roll in. A few buildings that produce consultants and/or tycoons are helpful, too. They increase building efficiency. An advantage of this strategy is that it uses and produces a lot of Au and Ps, which can help win certain medals.

What are your tips? I'm especially interested in any that have to do with crime and/or productivity.

wraithkrown
Posts: 4
Joined: Wed Apr 07, 2010 8:19 pm

Postby wraithkrown » Tue Jul 13, 2010 9:26 am

If you are going the spiritual route monasteries are better than huts in my opinion.

They hold denser population and provide police in the way of monks and masters.

Those combined with Televangalists and Realitors are awesome, and the way I tend to create a large bankroll to begin a city.

Cheiromancer
Posts: 12
Joined: Sat Jun 19, 2010 1:42 am

Postby Cheiromancer » Tue Jul 13, 2010 11:52 am

Missions (and religious bookstores), besides reducing the cost of televangelists, also reduce the cost (and upkeep) of monasteries. Which make them even more cost-effective.

Stone churches (and their look alikes- temples and meeting halls), are good to have around if your sims sometimes play hooky. They give very high happiness, but are only open in the mornings. Which means sims that play hooky can attend. I think it can help prevent them from going rogue. Although going rogue is not necessarily a bad thing. It's just an extra day's holiday for the workplace in question, and lets the sims go to venues when they aren't crowded.

I'm fiddling around with 7-day workweek places, trying to find the right mix (and number) of venues. I find it hard to get the industrial medal in any kind of elegant or stable way- I usually build a small city, save up a lot of simoleons, then slap down a lot of workplaces to collect the trophy. It's ugly. I'm trying housing projects with spring water plants. Lots of decorations to provide spiritual energy. The eye-sore and criminal qualities of slum apartments make them hard to work with.

Karstedt
Posts: 67
Joined: Sun Dec 30, 2007 12:03 am

Postby Karstedt » Thu Jul 29, 2010 11:54 pm

For industrial, use jails and conditioning. Since many industry housing buildings are already eyesores, you can plop a jail down right next to some high density housing and auto-fire the riot squad at 5am. That will round up the rogues before they can cause trouble.

Heavy conditioning is also important, since industry cities tend to require a LOT of workers it can be very very hard to get all those sims to venues each day. Conditioning at home and at work with the riot squads running daily will keep things from getting out of hand.

Quantum Reality
Posts: 202
Joined: Sun Apr 13, 2008 8:06 pm

Postby Quantum Reality » Mon Sep 06, 2010 8:33 pm

"Karstedt" wrote:For industrial, use jails and conditioning. Since many industry housing buildings are already eyesores, you can plop a jail down right next to some high density housing and auto-fire the riot squad at 5am. That will round up the rogues before they can cause trouble.

Heavy conditioning is also important, since industry cities tend to require a LOT of workers it can be very very hard to get all those sims to venues each day. Conditioning at home and at work with the riot squads running daily will keep things from getting out of hand.


Nice! I've had a persistent crime/workplace shutdown problem with my Industrial city. If I reorganize it to put the jail and a couple police stations nearby, I could probably pack in worker barracks like crazy. As it is right now a great deal of the housing is Row Houses, which are good, but suck up a lot of Authority.

For Authoritarian cities the Cubes are pretty much the only option. The State Housing just isn't worth it, IMV, and you get the benefit of mild conditioning the buildings have. :)

SlipperyJim
Posts: 57
Joined: Tue Sep 15, 2009 3:19 pm
Location: Northern VA, USA

Postby SlipperyJim » Mon Sep 27, 2010 7:47 pm

"Cheiromancer" wrote:I'm finding that crime producing buildings are not worth the trouble. Pick-pocketing and other crimes cause a big drop of happiness in the affected sim, and a few rogue sims can cause a lot of economic damage if they target a factory. But building enough police stations to deal with criminals is expensive and defeats the purpose of cheap housing. Housing Projects seem better, overall. I don't really know how Corrupt Police Stations work. Do they make money off of each crime producing building, or only the venues?

If you're playing with Midrealm's excellent Syndicate Mod, Corrupt Police Stations can be economic powerhouses. Build a Laundromat ASAP, and your corrupt cops will be raking in some nice simoleons. Place the Corrupt Police Stations next to your Courthouse, Town Hall, Treasury Building, or other income-enhancers for added effectiveness.

(Besides, I really like the notion of a Treasury Department that is reinforced by corrupt cops....)

When I'm building Industrial cities (I'm building one right now!), I use the Syndicate buildings a lot. Syndicate buildings are supercharged by my Laundromat and Bookie, and my Syndicate enforcers help to keep the streets clear of (non-Family) criminals. Win-win!


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