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In this article I will be covering Dr. Vu’s Disaster Challenges. These challenges add a cool mix to your game, allowing you to destroy your city in cool ways and then repairing them for golden keys to spend on cooler buildings. I’m sure you’ve noticed that old, broken down tower on the left side of your screen and that you have to wait until you have a population of 90,000 to fix it. This tower belongs to Dr. Vu and where you’ll be carrying out, “Disaster Challenges.” These challenges are probably the fastest way to earn golden keys to purchase specialization buildings.

simcity-buildit-disasters

Once you fix the building, which costs, I believe, 40,000 simoleons, and takes about 12 hours to build, you are ready to start your first disaster challenge. At the start you’ll only be able to do the meteor shower, but you’ll unlock other scenarios quickly. Your disaster currency is in the form of the remote, batteries and gloves. When you select a challenge, it will tell you how many of the objects you will need in order to start it. It will also tell you other information like your reward, Vu points (I’ll explain in a bit), damage (how many residential plots it will destroy), and the repair cost (the amount of items it will take to repair the buildings. As you can see in the picture below, the cost for the challenge is two remotes and the other information is listed on the right.

Now I will explain Vu Points. Every time you start a challenge you are rewarded a certain amount of Vu Points. These Vu Points are used to upgrade your tower. To get a level 2 tower you must have two Vu Points and 20 thousand simoleons. Upgrading the tower will unlock other challenges like earthquakes, tornadoes etc. as you can see in the above picture. The upgrade time is instantaneous, so don’t worry about having to wait for it. Leveling up your tower also can upgrade a specific disaster challenge which will change its details and give better rewards for completing it.

Check out the meteor strike disaster challenge in action below:

meteor-strike-disaster-challenge

Once the cinematic of the disaster is over, you must repair the residential plots. The materials are no different than what you would expect when upgrading your normal plots, so it is not very difficult to repair the plots and receive your reward. I mentioned before in my first Tips and Tricks article about how you can use these golden keys and how they’re beneficial to you. They let you unlock specialization buildings which mostly increase your population by a certain percentage in a designated area.

dr-vu-rebuild-scbuildit

I hope this article helped you understand disaster challenges a bit more, or made you excited to unlock them if you haven’t reached a population of 90,000 yet. They are a lot of fun and add something to break the potential “boringness” of the game. Not that the game is boring, just doing the same thing all the time. Good luck with your challenges!

Welcome to tips and tricks part 2! Today I will be covering the new update, along with some more Global Trade HQ tips!

New Update

The new update brings along the ability to upgrade your commercial buildings in order to produce items at a faster rate. You are able to upgrade each building to level 3, however you will need to meet a certain level requirement to do that. For level 1, items take 10% less time to produce. Upgrading to level 2 makes it take 15% less time. I am going to assume that level 3 makes it 20%. You need to pay simoleons in order to upgrade, around 10-20 thousand for the first level.

I am unsure if these upgrades are really worth it. A 10% difference isn’t a lot, and I think the only people who will be able to take advantage of those differences are hardcore players who are constantly creating items. If you check your city only like three times a day, then this time doesn’t mean anything to you since it would be finished anyways whether it was upgraded or not. I did upgrade my building supplies store only because it is the building I use the most and I wanted to try the new feature out. I don’t plan to upgrade my other buildings unless I do start using them a lot or I have a large excess in simoleons in the bank that I can spend freely. The good thing is, the building upgrades will pay for themselves. So if you like the idea of speeding up your production, try to do it as soon as possible in order to use the benefits are soon as possible.

Overall, I don’t think this update really changed much. There were also some behind-the-scenes changes that will probably make the game run better, but I hadn’t experienced any lag or crashes so I’m not sure what that fixes. I was really happy when I saw there was an update, hoping for something cool and new. I am a little bit disappointed but I know cool things will come in the future, and the game already is really fun, so it’s not like anything needs to be added.

Global Trade HQ

First things first, last article I mentioned how you can receive free gifts from Daniel’s (the CPU player you are friends with) City when you touch the present bubbles. What I didn’t realize is that you can also receive these from random players on the Global Trade HQ! So next time you try to buy something from the market, check around their city real quick to see if there are any presents to be opened. I’ve received some very good items worth over 600 simoleons (Donuts and expansion items).

My next tip is helping you find the items that are easiest to construct and make a good amount of simoleons off of. These are the items that require the least amount of effort and time while maximizing your profit.

Your first main targets are any of the items that only require one ingredient. Right off the bat those are the nails. You can turn metal which is worth only 10 simoleons (20 if you count the two) into a nail with 80. It’s very easy to create the metal due to its very small production time. This moves along to the wooden planks and then, one of my main sellers for a while, vegetables. They only require two seeds and sell for 160 each!

Once you level up some more, the items you want to sell become a little more complex. In the low twenties I sold mostly glue, concrete and donuts/flour. Concrete and donuts will be your main sellers until level 23 when you unlock cream which is very easy to create. I picked selling concrete over glue because even though you unlock glue later, they both sell for the same amount. Also, glue requires two chemicals along with a plastic while concrete only requires one and two minerals. Concrete also takes 10 minutes less, not counting any extra time in producing the materials.

Donuts will also be a main seller for you. They’re quite easy to make and sell for a large amount of simoleons, 950. You only need textiles, seeds and Sugar and Spices in order to make it. The textiles and seeds are used in making the flour bag which will then be used to create the donut. As I mentioned before, your main seller becomes pretty simple when you reach level 23 and you unlock cream. At level 22 you unlock animal feed which doesn’t have much of a use at first. Cream needs only 1 animal feed to be produced, making it a simple animal feed to cream to market process. I upgraded my farmer’s market build slots up to seven just for this process.

I hope this helped some of you out there in building your city and earning those simoleons. Expect an article about city layouts soon, and if you want to see anything covered feel free to leave a comment and I’ll try to get something done as soon as possible. Thank you for reading!

Welcome to the first article of Tips and Tricks! While similar to the Tips for Newbies, this is going to focus more on advanced tips and strategies for anything that isn’t exactly common sense or beginner worthy.

City Layout

Your city layout is one of the most important parts of your game. A good layout both looks good and saves you money by maximizing the effect of service coverage area. Think about how you want to plan your city before absent-mindedly adding buildings as you go as that will not be efficient. Right now I’m overhauling my city because my layout was terrible and not maximizing the space I had. When you have 37 residential buildings along with all the factories and other buildings to move around, it is quite the pain in the butt. Unfortunately it is not as easy as Clash of Clans where you can open up village editor and get to work. It is like radically changing your village but you can’t use village editor.

The best use of space in the early parts of the game are a series of parallel lines. You want enough space between the lines to fit two residential plots, you’ll see how this works in the layout I’ve provided. Here is a good example of a city layout that’s easy to create and is a good use of space (http://bit.ly/1Ms9Xjs). Notice how in the residential lines the roads only encase the buildings, they don’t run through them. You could possibly even remove that vertical middle line if you felt like it. I have two main problems with this lay out, however. It really limits your use of specialization buildings, especially the beach buildings. Specialization buildings aren’t really that important in the early game, but they can provide quite the population boost later. I would ignore most of them at first as they require space to place and this current layout doesn’t really fit it.

One type of specialization that doesn’t really take up your space are the beach specializations. You can’t place regular buildings on the beach so you don’t have to worry about fitting them in. This was one of my problems with this layout, it places the factories and energy buildings closest to the beach, at least that’s what it looks like. You need residential buildings to be near the beach for the population boost, not random buildings. I would suggest moving the two residential plots right next to each other down by the beach. This utilizes the beach and it has no change on the overall structure of the layout. This was the main reason for me overhauling my city, in order to take advantage of the beach buildings.

Golden Keys

So how do you buy beach and other specialization buildings? Some of these buildings are purchasable like anything else, simoleons. However, some require currency called, “golden keys.” You can start earning these as soon as you unlock the Cargo Dock. A ship will come in and request a certain amount of goods for you to load it with. Once you load it, a new one will come in 6 hours for a new shipment. You’re given about 18 hours to fulfill the current shipment. Another benefit of this is that the cargo ship pays you for your items, usually more than you would be able to sell them for on the market.

sc-buildit-golden-keys

These keys are easier to collect once you reach a population 90,000 citizens and unlock Dr. Vu’s disaster challenges. These are a bunch of different challenges that will somehow destroy some residential plots in your city. You will then have to rebuild these plots within a certain amount of time then you will earn your golden key.

Like I said before, these keys are used in purchasing specialization buildings which mainly give a percentage boost to your population. They might be difficult to fit in, especially if you’re using the above layout which does not have very many openings. I would hold off on using specialization buildings in the earlier parts of the game, but once you have a good amount of cash and space to grow, look for a more advanced layout that includes these buildings. Once you get to that point you should be building green energy in order to maximize your space. I will write a later article detailing city layouts at different stages of the game and how to maximize your space.

Daniel’s City

I wish I had found this earlier, but remember your good friend Daniel from the beginning of the game? He still has a large impact later in the game. Since he is kind of a “player,” he has a Global Trade HQ of his own, and he sells products for their entry price. The price that the Global Trade HQ asks you what you want to sell it for. For example, a city storage expansion item’s entry price is 487 simoleons. I believe he refreshes his stock every day, and he has about 6-7 items for sale. They range from basic materials like minerals to finished products like tables. Another cool feature is that at least one of these items is an expansion item. Either a beach expansion, city expansion or a city storage expansion item. This makes it easy to find those trickier items, while also making you a nice profit of the other items. Another cool feature of Daniel’s city is that sometimes you are given free items by clicking the speech bubbles that look like presents above residential buildings. When I just visited him while writing this article, I was given chemicals and a beach expansion item as my gifts. Be sure to visit him daily in order to take advantage of all these free simoleons and being given some harder to find items.

Thank you for reading this week, next article I will be going more in-depth on different city layouts as you progress through the game. I will also release another tips and tricks article, hopefully featuring a more in-depth look at Dr. Vu’s disaster challenges along with some other goodies!

Welcome to New Player Help Guide Part Two! I’m going to give you some tips about earning those precious Simoleons! Simoleons are the lifeblood of your city. There are three main ways of earning currency: taxes, upgrading residential plots and trading through in-game offers or through the Global Trading HQ.

Taxes

Taxes are relatively easy to figure out. Give your citizens services and you’ll earn more money passively as you play the game. You’re going to be commonly around 86%-94% in happiness, always try your best to stay above 90%. The cutoff from the 80’s to the 90’s is a full 6%. This might not seem like much but with my numbers right now it is a 3077 simoleon difference (10255 at 20%). This number is only going to increase as you play the game, as costs for buildings seems to be generally the same through the first 20 levels as you’ll be buying mostly tier 1 buildings. A week of being below 90% could cost you 21 thousand, two tier 1 services your city could use.

beginner-help

I have two Simcity Buildit help tips for keeping happiness high. One, do not grow your city too quickly if you don’t have the proper resources to cover your new buildings with services. I know you want to place those residential plots you have, but it might be beneficial to hold off until you have a little bit in your savings. The second is to be wary of leveling up. Some levels unlock new services you must provide to your population.

  • Fire at level 5
  • Police at level 8
  • Sewage at level 8
  • Waste management at level 14
  • Health at level 16

Make sure to have a good amount of simoleons ready before you hit these levels in order to hit the ground running. Otherwise you might be looking at a few days of 80% happiness while you work to build the services.

Residential Plots

I’m sure you have noticed by now that upgrading residential plots gives a fair bit of money. If you have residential plots fully covered by services, work to get them upgraded for both taxes and the ~1000 simoleons it gives you. There’s not much to say about this other than to always be upgrading your plots. Later in the game it becomes a viable strategy to destroy plot and then rebuild them to earn the simoleons back, but you don’t have to worry about that quite yet.

Trading

Trading is going to be the main source of income for you, it also can be the most fun or boring. There are two forms of trading, the Global Trade HQ and offers from the computer for your goods. Not sure if you should be accepting the offers from the computer? Consult this trading help chart and compare it to the maximum Global Trade HQ price to see which is higher. This is a good amount of the items you’ll first see in your gameplay (AKA how far I’ve gotten). By the time you reach the point you need to consult an item that isn’t on the list I’m sure you’ll have learned the tricks to the trade.

Item Sell Price Item Sell Price Item Sell Price Item Sell Price
Metal 10 Sugar/Spice 110 Msr Tape 110 Grass 310
Wood 20 Nails 80 Shovel 150 Tree Sapplings
Plastic 25 Planks 120 Cooking Utensils 250 Storage Items 650
Seeds 30 Bricks 190 Vegetables 160 Expansion Items 800
Minerals 40 Cement 440 Flour Bag Beach Expansion 1500
Chemicals 60 Glue 440 Chairs 300
Textiles 90 Hammer 90 Tables 500

If the computer offers you more than these numbers, feel free to take it if you like. If you need the item, don’t feel like you have to trade it just because it’s a better price. If you are going to need the item in for a recipe, you might not want to trade it in.

trading-simcity-buildit-help

As for trading with other players, it is quite simple. The main way you’ll be trading is through selling off your items. When I want to relax and not worry about upgrading residential plots, I make the highest selling items I can. Right now I set my factories to craft Sugar and Spice, netting me ~1600 every 4 hours. It’s not a lot, but in a day you could easily make 6400 off of just your factories, not counting anything from your commercial buildings (Tools, building supplies, produce, furniture). You don’t need to be a super active player to make money. Just collecting your taxes and selling off simple to make products will earn you a good amount of simoleons each day. When you have everything under control in your city, take a break and allow that bank account to fill up for the next “rainy” day.

If you want to be more aggressive and active with your trading, just follow the simple rule of buying low and selling high. If you see something under the above prices, you can purchase it and immediately sell it back for a profit. This is going to be easiest probably when you’re a low level. Purchase the special items that increase your cities’ size and storage space for anything lower than their normal amount. I’ve seen them listed for their starting amount, possible of netting a 120-200 simoleon profit. It’s not a lot but if you get 5 a day along with other building items, that will earn you possibly above a thousand a day. I personally do not do this because I don’t have the patience or time to, but it can only help you!

I hope this second part helps clear up some questions about earning money in Sim City Build It. Nothing is better than seeing your number of simoleons up in the high thousands and knowing how much you could buy with it. Good luck!

Hey Everyone!

New Beach Update for SC Buildit – TOKYO TOWN: This is version 4.1.6b of my Sim City Build It layout guide for a maximum population. As is clearly observable, this guide is subject to constant changes and updates along with the updates of the game and small tweaks here and there that evolve over time. DO NOT take this population figure as the HIGHEST number possible. If you have a suggestion to improve (with NO HACKS) please let me know!

This version of the guide uses only Tokyo Town residential zones. You can find a similar guide for full regular residential zones here http://scbuildit.com/simcity-buildit-beach-layout-guide-new/ . Feel free to mix and match between the guides as most people will have a mix of regular and Tokyo Town residential zones.

 

Today we have our SimCity BuildIt 4+ Million Population Layout Guide, with an overhead view and grid with buildings, services, and calculations and explanations as to why this guide looks the way it does.

 

Earlier version of the guide can be found either on this website (see change log further down) or on the SCBuildIt subreddit. https://www.reddit.com/r/SCBuildIt/. A number of Mayors were part in the creation and tweaks of the layouts over time and they do deserve praise as well.

 

You will find me there at https://www.reddit.com/u/zegerman

 

Utility Services

This layout uses a combination of space saving Tier 1 and more efficient and pollution free Tier 3 utility service buildings (more in-depth info here).

 

Important note: Tokyo Town zones provide 20% population, but also require 100% utilities. Be aware of this when building your Tokyo Town zones. This guide provides full coverage for 100% Tokyo Town zones.

 

Utility Buildings
Power Fusion Power Plant (Tier 3)Wind Power Plant (Tier 1)
Water Water Pumping Station (Tier 3)Water Tower (Tier 1)
Sewage Deluxe Sewage Treatment Plant (Tier 3)
Waste Recycling Center (Tier 3)

 

Coverage Services

This guide uses a combination of Tier 1 and Tier 3 coverage services to provide fire, police and health to Sims (in-depth info here).

Service Buildings
Fire Deluxe Fire Station (Tier 3)Small Fire Station (Tier 1
Police Police Precinct (Tier 3)Small Police Station (Tier 1)
Health Hospital (Tier 3)

Specializations (NEW INFO wit more recent updates)

 

Earlier Versions: Parks, Education and transportation could EACH provide coverage area to reach 100% population boosts to all residential areas. This means maximizing each of the three specialization and overlapping their coverage areas provides 300% total boost. Gambling, Entertainment, Landmarks COMBINED allowed a coverage area to reach 100% population boost. Unlike the specializations above, you could reach a MAX of 100% using any combination of the three. Gambling was used because it is the cheapest specialization to provide 100% coverage (20 keys). (in-depth info here).

 

Recent Updates: The developers recently fixed this issue so now the game allows each specialization to provide a 100% population boost. This opened very different layout possibilities and made it possible to reach far higher population numbers.

 

 

Specialization (Each: 100% | Combined 700%) Buildings
Parks Peaceful ParksSakura Parks
Education University
Transportation Helipad
Gambling Luxury Casino (Not Luxury CasinoTowers)
Entertainment Ferris Wheel
Landmarks Washington Monument
Beach Luxury MarinaRelaxed Beach

 

This means that you can have a total of 700% boost to any residential zone allowing population numbers above 3.6mil of the regular layout and even above 4.1mil for a full Tokyo Town city.

 

NOTE: (many have asked about why we use Luxurious Casino versus Luxurious Casino Tower): The maximum amount of boost you can receive from a specialization is 100%. Overlapping two of the Luxurious Casino Tower (which give 60% boost each) would result in a 120% boost (20% wasted). So stick with the Luxurious Casino and you can save the golden keys. The layout requires enough keys as it is and saving some is always good. If you want to have more diversity in your buildings, you can mix them as well. The boost numbers will not change.

 

Places of Worship

Many have asked why there are no Places of Worship on the max layouts. The explanation for this is simple. They do not provide enough population boost to make them worthwhile. A church takes up 2×2 and provides 25% boost for a 12×12 space. The space it take up produces a residential zones loss of 1836 + approx. 600%, so roughly 13,000. The place of worship would have to cover approx. 28 residential zones, which is not possible for the coverage ratio.

 

Parks

One of the bigger changes in this layout from the last is the massive reduction of parks. Here again, we are looking at the same general issue as we are seeing with places of worship. For the past layouts I have been using mostly peaceful parks. They have a coverage ration of 7×10 in the game. As you can see in the screenshot below one peaceful park can only cover 19 residential zones max.

 

Screen Shot 2015-08-04 at 1.31.01 AM

 

2 Peaceful Parks together can cover the below area, providing 19x2x459 = 17,442 population boost. But you need perfect coverage for that, which this layout does not allow. Please see below for a table that shows how many res units have to be covered by the both parks together. For this each park needs to be accounted for separately. For the layout I picked the spots for parks that actually outperform their loss. I have marked park coverage on the layout further down with RZ and RZ-1 – 4 corresponding to how many 25% park boosts the residential zone gets.

 

Boost Total Red Pop Req. Res Coverage
500% 11016 24
600% 12852 28

 

Education

Under current circumstances it is very difficult to get 100% education boost into the layout. For the people that like tweaking my layouts even further I have provided a more transparent calculation base for the education specialization. All residential zones that receive 50% boost are highlighted in a double white line around the zone. All other residential zones have 100% boost.

 

Beach

With the beach layout additional population boosts are now possible. Upon looking at the different options it proved that Luxury Marina’s provided the best coverage and overall population boost. I have highlighted the rows on the side of the layout to which height the Luxury Marina boosts are effective.

 

Update: To everyone that thinks that Sailormens Piers are more effective. I have checked this with the current layout and I concluded that Luxury Marinas provide about 1-2k more population and are way cheaper in terms of keys (about 370 keys less). If you want a more in depth proof of this, please let me know and I will gladly go through the calculations with you.

 

Factories 

Many people have asked why there are no factories on the max pop layouts. The answer to this is that factories are no longer necessary in the late endgame. At this stage every single build able spot is accounted for and only the last few buildings need to be upgraded to skyscrapers. At tho point this can be achieved through the Global Trade Head Quarter or through feeder cities. You can also leave parks or other boost structures out until all buildings are constructed if that suits your playing style better.

 

Cost – Simoleons

This is an expensive layout in terms of simoleon cost. Especially the expenses for the road upgrades are extremely costly. Upgrading to Streetcar level is not always necessary. Also, simoleons simply accumulate over time with taxes. Don’t worry too much if you need to wait a few days for certain road upgrades or new utilities buildings, the keys are much harder to farm.

 

Structure # Cost Total Cost
Peaceful Park 22 8000 176,000
Sakura Park 18 60000 1,080,000
Police Precint 4 72100 288,400
Police Staton 6 10100 60,600
Fire Dept 4 42100 168,400
Fire Station 6 6100 36,600
Hospital 6 64200 385,200
Factory 0 50000
Pump Station 10 45000 450,000
Water Tower 0 6000
Fusion Power Plant 6 90000 540,000
Wind 12 6000 72,000
Wind 1 15000 15,000
Sewage 10 35000 350,000
Trash 8 60000 480,000
Roads – 4 lane 521 300 156,300
Roads – 6 lane 1200 625,200
Roads – Main Street 1500 781,500
Roads – Broad Street 2000 1,042,000
Roads – Streetcar 2500 1,302,500
8,009,700

 

Cost – Keys

 

Structure # Cost Total Keys
University 8 25 200
Ferris Wheel 8 28 224
Helipad 18 20 360
Lux Casino 18 10 180
Was Monument 18 40 720
Luxury Marina 8 50 400
Relaxed Beach 2 12 24
Keys 2108

 

 

Days spend attempting to complete this layout Priceless

 

Keys – Most bang for my buck

For this current layout guide I went a step further and checked what is the most efficient use of our hard earned keys. Where do I get the most bang for my buck so to say. Please see below table based on the current layout in this guide.

 

Structure # Cost Total Keys Boost/Key
University 8 25 200 2,907.96
Ferris Wheel 8 28 224 2,383.96
Helipad 18 20 360 1,664.49
Lux Cas 18 10 180 3,328.98
Was Mon 18 40 720 832.24
Luxury Marina 8 50 400 522.95
Relaxed Beach 1 12 12

 

As you can see the Luxury Casinos clearly top the chart followed by University and Ferris Wheels. Landmarks and the beach section might look nice, but are by far the worst way to spend keys with the aim for max population. Since the relaxed beaches have such little effect on the total beach calculation I have simply added them together. I will leave it to each of you Mayors to pick and choose the best individual way to spend the keys.

 

City Layout

Birds eye view is below (click for an enlarged view). Please look at the abbreviation table for questions regarding any shorthand notations.

Labels

Abbreviation Meaning
PP Peaceful Park
SP Sakura Park
TT Tokyo Town Residential Zone
TT-1 Tokyo Town Zone covered with one 25% park
TT-2 Tokyo Town Zone covered with two 25% parks
TT-3 Tokyo Town Zone covered with three 25% parks
TT-4 Tokyo Town Zone covered with four 25% parks
Helipad Specialization building (Transportation)
Admin Town Hall, City Hall and Mayor’s Mansion
Was Mon Washington Monument (Department. of Culture)
Helipad Specialization building (Transportation)
Lux Cas Luxury Casino (Gambling)
Wi Wind Power Plant
W Water Tower
FD Fire Station (Tier 1)
PD Police Station (Tier 1)

 

Changelog

Version (Link to Picture) Changes
4.1.6b Redid residential zone layout, removed beachfront res zones. Added more parks.
4.1.4 Recalculated specialization boosts
4.1.3 (Current Version) Beach Update.
3.x version Updates to layout, specializations now allow 100% boost each
2.2.6 Rearranged LandmarksReduced the amount of factories present
2.2.5 Added additional buildings to fill empty space in previous version
2.2.4
Road layout has changed to include more residential zonesRearranged utility buildingsAdded new specialization buildings (landmarks)

Corrected mayors mansion placement

Added highway entrance marking (black arrow)

2.1.4 Initial Release. No changes.

 

 

 

Hey Everyone!

New Beach Update for SC Buildit: This is version 4.0.3 of my Sim City Build It layout guide for a maximum population. As is clearly observable, this guide is subject to constant changes and updates along with the updates of the game and small tweaks here and there that evolve over time. DO NOT take this population figure as the HIGHEST number possible. If you have a suggestion to improve (with NO HACKS) please let us know!

This version of the guide uses only regular residential zones. A separate posting for a full Tokyo Town update will be created as well. LINK. Feel free to mix and match between the guides as most people will have a mix of regular and Tokyo Town residential zones.

Today we have our SimCity BuildIt 3.4+ Million Population Layout Guide, with an overhead view and grid with buildings, services, and calculations and explanations as to why this guide looks the way it does.

Earlier version of the guide can be found either on this website (see change log further down) or on the SCBuildIt subreddit. https://www.reddit.com/r/SCBuildIt/. A number of Mayors were part in the creation and tweaks of the layouts over time and they do deserve praise as well.

You will find me there at https://www.reddit.com/u/zegerman

Utility Services

This layout uses a combination of space saving Tier 1 and more efficient and pollution free Tier 3 utility service buildings (more in-depth info here).

Utility Buildings
Power Fusion Power Plant (Tier 3)Wind Power Plant (Tier 1)
Water Water Pumping Station (Tier 3)Water Tower (Tier 1)
Sewage Deluxe Sewage Treatment Plant (Tier 3)
Waste Recycling Center (Tier 3)

Coverage Services

This guide uses a combination of Tier 1 and Tier 3 coverage services to provide fire, police and health to Sims (in-depth info here).

Service Buildings
Fire Deluxe Fire Station (Tier 3)Small Fire Station (Tier 1
Police Police Precinct (Tier 3)Small Police Station (Tier 1)
Health Hospital (Tier 3)

Specializations (NEW INFO wit more recent updates)

Earlier Versions: Parks, Education and transportation could EACH provide coverage area to reach 100% population boosts to all residential areas. This means maximizing each of the three specialization and overlapping their coverage areas provides 300% total boost. Gambling, Entertainment, Landmarks COMBINED allowed a coverage area to reach 100% population boost. Unlike the specializations above, you could reach a MAX of 100% using any combination of the three. Gambling was used because it is the cheapest specialization to provide 100% coverage (20 keys). (in-depth info here).

Recent Updates: The developers recently fixed this issue so now the game allows each specialization to provide a 100% population boost. This opened very different layout possibilities and made it possible to reach far higher population numbers.

Specialization (Each: 100% | Combined 700%) Buildings
Parks Peaceful ParksSakura Parks
Education University
Transportation Helipad
Gambling Luxury Casino (Not Luxury CasinoTowers)
Entertainment Ferris Wheel
Landmarks Washington Monument
Beach Luxury MarinaRelaxed Beach

This means that you can have a total of 700% boost to any residential zone allowing population numbers above 3.6mil of the regular layout and even above 4.1mil for a full Tokyo Town city.

NOTE: (many have asked about why we use Luxurious Casino versus Luxurious Casino Tower): The maximum amount of boost you can receive from a specialization is 100%. Overlapping two of the Luxurious Casino Tower (which give 60% boost each) would result in a 120% boost (20% wasted). So stick with the Luxurious Casino and you can save the golden keys. The layout requires enough keys as it is and saving some is always good. If you want to have more diversity in your buildings, you can mix them as well. The boost numbers will not change.

Places of Worship

Many have asked why there are no Places of Worship on the max layouts. The explanation for this is simple. They do not provide enough population boost to make them worthwhile. A church takes up 2×2 and provides 25% boost for a 12×12 space. The space it take up produces a residential zones loss of 1836 + approx. 600%, so roughly 13,000. The place of worship would have to cover approx. 28 residential zones, which is not possible for the coverage ratio.

Parks

One of the bigger changes in this layout from the last is the massive reduction of parks. Here again, we are looking at the same general issue as we are seeing with places of worship. For the past layouts I have been using mostly peaceful parks. They have a coverage ration of 7×10 in the game. As you can see in the screenshot below one peaceful park can only cover 19 residential zones max.

2 Peaceful Parks together can cover the below area, providing 19x2x459 = 17,442 population boost. But you need perfect coverage for that, which this layout does not allow. Please see below for a table that shows how many res units have to be covered by the both parks together. For this each park needs to be accounted for separately. For the layout I picked the spots for parks that actually outperform their loss. I have marked park coverage on the layout further down with RZ and RZ-1 – 4 corresponding to how many 25% park boosts the residential zone gets.

Boost Total Red Pop Req. Res Coverage

500%

11016

24

600%

12852

28

Education

Under current circumstances it is very difficult to get 100% education boost into the layout. For the people that like tweaking my layouts even further I have provided a more transparent calculation base for the education specialization. All residential zones that receive 50% boost are highlighted in a double white line around the zone. All other residential zones have 100% boost.

Beach

With the beach layout additional population boosts are now possible. Upon looking at the different options it proved that Luxury Marina’s provided the best coverage and overall population boost. I have highlighted the rows on the side of the layout to which height the Luxury Marina boosts are effective.

Update: To everyone that thinks that Sailormens Piers are more effective. I have checked this with the current layout and I concluded that Luxury Marinas provide about 1-2k more population and are way cheaper in terms of keys (about 370 keys less). If you want a more in depth proof of this, please let me know and I will gladly go through the calculations with you.

Cost – Simoleons

This is an expensive layout in terms of simoleon cost. Especially the expenses for the road upgrades are extremely costly. Upgrading to Streetcar level is not always necessary. Also, simoleons simply accumulate over time with taxes. Don’t worry too much if you need to wait a few days for certain road upgrades or new utilities buildings, the keys are much harder to farm.

Structure # Cost Total Cost
Peaceful Park

22

8000

176,000

Sakura Park

10

60000

600,000

Police Precint

4

72100

288,400

Police Staton

6

10100

60,600

Fire Dept

4

42100

168,400

Fire Station

6

6100

36,600

Hospital

6

64200

385,200

Factory

0

50000

Pump Station

5

45000

225,000

Water Tower

2

6000

12,000

Fusion Power Plant

2

90000

180,000

Wind

24

8000

192,000

Sewage

6

35000

210,000

Trash

5

60000

300,000

Roads – 4 lane

539

300

161,700

Roads – 6 lane

1200

646,800

Roads – Main Street

1500

808,500

Roads – Broad Street

2000

1,078,000

Roads – Streetcar

2500

1,347,500

Total

6,844,300

Cost – Keys

Structure # Cost Total Keys
University

8

25

200

Ferris Wheel

8

28

224

Helipad

18

20

360

Lux Casino

18

10

180

Was Monument

18

40

720

Luxury Marina

8

50

400

Relaxed Beach

2

12

24

Keys

2108

Days spend attempting to complete this layout Priceless

Keys – Most bang for my buck

For this current layout guide I went a step further and checked what is the most efficient use of our hard earned keys. Where do I get the most bang for my buck so to say. Please see below table based on the current layout in this guide.

Structure # Cost Total Keys Boost/Key
University

8

25

200

2,515.32

Ferris Wheel

8

28

224

1,881.08

Helipad

18

20

360

1,448.40

Lux Cas

18

10

180

2,896.80

Was Mon

18

40

720

724.20

Luxury Marina

8

50

400

466.79

Relaxed Beach

2

12

24

As you can see the Luxury Casinos clearly top the chart followed by University and Ferris Wheels. Landmarks and the beach section might look nice, but are by far the worst way to spend keys with the aim for max population. Since the relaxed beaches have such little effect on the total beach calculation I have simply added them together. I will leave it to each of you Mayors to pick and choose the best individual way to spend the keys.

City Layout

Birds eye view is below (click for an enlarged view). Please look at the abbreviation table for questions regarding any shorthand notations.

sc-buildit-beach-layout-guide

 

 

 

 

 

UPDATE: I made a lot of changes to this version, so I will probably make a new post about this update. But since I am short on time at the moment, here is the current new layout with mixed TT and Regular zones, as most people will probably have something in this direction later on in the game.

Screen Shot 2015-08-04 at 1.35.27 AM

Labels

Abbreviation Meaning
PP Peaceful Park
SP Sakura Park
RZ Regular Residential Zone
RZ-1 Residential Zones covered with one 25% park
RZ-2 Residential Zones covered with two 25% parks
RZ-3 Residential Zones covered with three 25% parks
RZ-4 Residential Zones covered with four 25% parks
Helipad Specialization building (Transportation)
Admin Town Hall, City Hall and Mayor’s Mansion
Was Mon Washington Monument (Department. of Culture)
Helipad Specialization building (Transportation)
Lux Cas Luxury Casino (Gambling)
Wi Wind Power Plant
W Water Tower
FD Fire Station (Tier 1)
PD Police Station (Tier 1)

Changelog

Version (Link to Picture) Changes
4.0.3 Recalculated specialization boosts
4.0.2 Beach Update.
3.x version Updates to layout, specializations now allow 100% boost each
2.2.6 (Current Version) Rearranged LandmarksReduced the amount of factories present
2.2.5  Added additional buildings to fill empty space in previous version
2.2.4 Road layout has changed to include more residential zonesRearranged utility buildings

Added new specialization buildings (landmarks)

Corrected mayors mansion placement

Added highway entrance marking (black arrow)

2.1.4 Initial Release. No changes.

 

Hey Everyone!

8 April 2015 – Updated to 2.3.2

After the launch of Tokyo Town a couple weeks back, we now have a SimCity BuildIt layout guide to go with the new Tokyo Town Zones – and boy, this one is huge. The new population based on the simulation is just a hair under 3 million at:

2,940,454 Sims

BIG BIG BIG thanks to Zegerman for continuing to experiment and update their guide.

This is a constantly evolving number as we experiment with the layout. DO NOT take this population figure as the HIGHEST number possible. If you have a suggestion to improve (with NO HACKS) please let us know!

We figured since many may be working on the previous version of the 2.5 million guide, we thought it best to leave the old post intact and instead create a new post based on the new Tokyo Town buildings. You can view the old guide here.

Utility Services

Now because of the increased service requirements TT zones need to function, we had to increase the amount of utility buildings so that does reduce the amount of residential zones (but not # of residents!)

This layout uses the highest tier available for utility services (more in-depth info here).

Utility Buildings Quantity
Power Fusion 7
Water Water Pumping Station 10
Sewage Deluxe Sewage Treatment Plant 10
Waste Recycling Center 8

Coverage Services

This guide uses the highest (T3) coverage services to provide fire, police and health to Sims (in-depth info here).

Service Buildings Quantity
Fire Deluxe Fire Station 4
Police Police Precinct 4
Health Hospital 6

Specializations

Parks, Education and transportation can EACH provide coverage area to reach 100% population boosts to all residential areas. This means maximizing each of the three specialization and overlapping their coverage areas provides 300% total boost (in-depth info here).

Specialization (Each: 100% | Combined 300%) Buildings Quantity
Parks Sculpture Garden 95
Education University 8
Transportation Helipad 21

Gambling, Entertainment, Landmarks COMBINED can provide a coverage area to reach 100% population. Unlike the specializations above, you can reach a MAX of 100% using any combination of the three. Gambling is used because it is the cheapest specialization to provide 100% coverage (20 keys). Landmarks are used because they provide a larger coverage area (its a balancing act between the two). Entertainment buildings have a massive building size so they take up space that could provide more residential zones.

Specialization (Each: Variable | Combined: 100%) Buildings Quantity
Gambling Luxury Casino 20
Entertainment None Used
Landmarks Washington Monument 1

This means you can have a maximum of 400% population boost based on specializations.

NOTE: (many have asked about why we use Luxurious Casino versus Luxurious Casino Tower): The maximum amount of boost you can receive from a specialization is 100%. Overlapping two of the Luxurious Casino Tower (which give 60% boost each) would result in a 120% boost (20% wasted). So stick with the Luxurious Casino and you can save the golden keys.

Cost

Currency Requirements
Simoleons §4,578,000 (estimated)
Keys 860
Tokyo Items Required ??
Days wasted attempting to complete this layout Priceless

City Layout

Birds eye view is below (click for an enlarged view). Please look at the abbreviation table for questions regarding any shorthand notations.

Labels
Abbreviation Meaning
TT Tokyo Town Zone
Pa Parks
DOT Department of Transportation
DOE Department of Education
DOC Department of Culture
Admin Town Hall, City Hall and Mayor's Mansion
Gambling (Top Left) Gambling HQ
Was Mon Washington Monument (Department. of Culture)
Helipad Specialization building (Transportation)
Lux Cas Luxury Casino (Not Luxury Casino Tower)

Post Content - 2 Million Layout v2-3-2

 

Changelog
Version (Link to Picture) Changes
2.3.2 (Current Version) Fixed incorrect entrance, rearranged layout for more Sims
2.3.1 (Current Version) Big update to Tokyo Town
2.2.6 Rearranged Landmarks
Reduced the amount of factories present
2.2.5  Added additional buildings to fill empty space in previous version
2.2.4 Road layout has changed to include more residential zones
Rearranged utility buildings
Added new specialization buildings (landmarks)
Corrected mayors mansion placement
Added highway entrance marking (black arrow)
2.1.4 Initial Release. No changes.
WANT TO SEE HOW TO BUILD THOSE MODERN LUXURIOUS SKYSCRAPERS?
LOOK AT OUR GUIDE!

Tax v Population

Hey everyone! Here is a quick post on SimCity BuildIt – Taxes & Population.

>As a refresher, taxes accumulate daily based on how many Sims are living in your city. You collect these taxes by clicking on the gold coin that floats above your City Hall building.

Here is the tax screen (don’t worry, it will display ‘taxes’ in your primary language :D). It is very important to keep your Sims happy (above 90%) to gain the 20% tax rate, otherwise you will receive LESS tax revenue.

taxes increase happiness

Note
If you need more information on how to keep your Sims happy, please check out our guide here.

Tax versus Population

EDIT: Updated to v.2 with your data points! Thanks for contributing!

This comes from sgitkene over at /r/scbuildit who decided to collect some data on taxes and population. The graph below I created using their raw data available here.

Post Cover - Tax Population Graph V2

Previous version v.1

Statistics

 Taxes  Population
Mean 243412.6018 Mean 12363.81448
Standard Error 11464.54959 Standard Error 245.9158662
Median 174548.5 Median 12683.5
Mode 29590 Mode 6577
Standard Deviation 241028.3524 Standard Deviation 5170.085015
Sample Variance 58094666646 Sample Variance 26729779.06
Kurtosis 7.637771525 Kurtosis -0.568637556
Skewness 2.156434107 Skewness -0.227596121
Range 1816530 Range 25119
Minimum 0 Minimum 400
Maximum 1816530 Maximum 25519
Sum 107588370 Sum 5464806
Count 442 Count 442

 

Conclusion?

Taxes and population is not a linear equation. It is logarithmic based on your population. sgitkene has created these intervals that provide the equation of best fit

Interval Ranges
Interval Population Range Equation
1 0 – 5,000 1199+0.336*pop
2 5,000 – 50,000 2133+0.1493*pop
3 50,000 – 100,000 7148+0.04864*pop
4 100,000 – 500,000 10200+0.018*pop
5 500,000+ 16800+0.0048*pop

Visually, you can immediately see a sharp rise in taxes between intervals 1,2 and 3. In interval 4 between 100,000 to 500,000, tax gains level out even more. The last interval between 500,000 – 1,800,000 (for now) sees another slowdown in tax gains. We will see if the Tokyo Town update effects any of the tax rates.

The highest recorded tax – 25,519 with a population of 1,816,530

Interestingly enough, there looks to be several trends forming below our main line of best fit.These could be evidence of some players seeing a drop in taxes.

Want to help the community out?

Now that Tokyo Town is out, I’ve separated the old data entered previously with any new tax information we receive. If any under the hood tax changes were applied, they will not get mixed in with the old data.

If you would like to contribute to this guide, please enter your city’s population and tax amount in this Google Form.

EDIT: Thanks to all those who have submitted their population and tax data! We have more than doubled our data set! Keep on reporting!

EDIT 2: Version 2 has released. Thanks to those with honest answers. Big frowns to those who submit bogus data.. you disappoint us :(

Before submitting responses
Be sure your city has AT LEAST 90% happiness
Enter correct information

Thanks! (Link to form if embed doesn’t work)

I remember playing Sim City about 10 years ago. I had a fun time, but I had no idea what I was doing. I enjoyed creating earthquakes, alien invasions and starting fires that would all ravage my people.  I recently rejoined this genre of game recently when Cities: Skylines came out. I got burned out pretty quickly so I didn’t play it all that long. Sim City Build It seems like a nice mix of city builder but with the ability to play it in short increments on the go and less complexity than what is needed

When you first start up, it’s going to look familiar. You are given instructions, place this, do this, go here, etc. The game seems very simple and easy to get into. Resources are the name of the game. You use your factories to produce metal and wood which are then used directly in upgrading your housing or in creating other materials which are then used.

I’m going to give a few quick newbie tips that might send you on the right path.

1) Separate your districts

I’m sure you noticed that the factories have what is called a, “dirty radius.” You want this dirtiness as far away from your sims as possible. Just place all your working factories and whatnot into one place while all your residential is in another. This also makes it easier for placing fire stations and other utilities down the line. Make sure to leave one unit spaces for the fire and police stations as if you don’t you’ll have no room to place them other than having to move around residential areas or destroying roads. You’re not going to be able to do this very efficiently, this will just save you headache in the future.

2) Don’t be afraid of coal

I know it’s not clean energy so you’re not really enthused about using it, but it is by far the best early game spending of money. It gives you a huge amount of electricity, for a very low cost. You don’t have to worry about real life problems. All environmental impact happens right in that square and as long as it doesn’t touch a house, you’re all good to go. Carry this into using oil and nuclear later in the game. Wind power is by far the worst route to go, don’t make the mistake of using it like I did.

3) Take advantage of the Global Trade HQ and offers in-game

I’ll release an article later detailing more about this later. For now, just make the most expensive things you can sell. The vegetables are pretty pricey along with the chairs. Also, if a coin popup shows and it gives you more than the HQ max price, go ahead and take it. It’s always going to make you more money to put the materials into a finished product, but it’s good to get rid of your excess materials this way. I always make a large amount of the most expensive material. When I don’t need any metal or plastic, I make seeds or minerals to sell to the Trade HQ.

4) Don’t waste any money

I made the mistake of placing too many parks right away. You’re going to need the money for necessary buildings like fire, electricity and water. You want to keep your happiness as high as possible. Parks only increase population be a certain percentage, wait until later to start spending money on them. It really sucks when you place 3 parks and then you do not have enough money to afford a fire station causing sims to leave.

5) Have fun with SC Buidit!

Go at your own pace. Don’t think you need to be constantly checking on your city to collect materials and get things going. Improvement will come, what’s most important is that you enjoy the game. Don’t burn yourself out too quickly. If you liked games such as Clash of Clans, Boom Beach and others, you are going to love this one as well.

How To Maximize Your Money Trading

Hello fellow Mayors!

This is our second post on our Advanced Tactics series. Today we have the SimCity BuildIt: How To Maximize Your Money Trading.

Sources
Thank you to bmaske for putting together a comprehensive trading list as well as running an cost analysis on the resources and products.
Thanks to timc995 for creating the theoretical trade maximums and the optimal crafting and production schedule.

Resource & Material Values

This section showcases the various prices, production times, and values per consumable. See below.

I was able to do some analysis and develop a “theoretically optimal” crafting solution. This was done for fun and to see what the theoretic limits are.

This analysis essentially required developing a “footprint” for everything that can be produced, in terms of how much time it requires in the factories and stores. From that data, I was able to run through a linear programming solver and determine what mix of goods generated the most revenue each day (if sold at maximum prices in the trade depot)

Note: For more on the linear program – its an Excel plugin called Solver – a highly credible and detailed solution generator.

Constraints

These are the maximum threshold values that prevent any further gains in production and value.

The optimal mix depends on the level of the player, since not all items would be available. I assumed everything is unlocked for the initial illustration.

I assumed that 9 factories with 5 slots each are available (for a total available factory time per day of 9*5*1,440 minutes). Again, this will vary depending on where you are in the game and what kind of factories you have.

Factory Constraint Equation
9 Factories * 5 slots each * 1,440 Minutes =  64,800 Minutes Per Day

For the stores, each has a maximum capacity of 1440 minutes per day.

For items produced (and sold), there is a maximum of 10 sales every 5 minutes (since the trade depot only allows free advertising of a single slot each 5 minutes), or a maximum daily # of items sold of 2880.

Daily Trade Constraint
1440 Minutes / 5 minutes * 10 Sales = 2880 max # of items sold per day

Production

The hardware store is used to generate measuring tapes, shovels, and cooking utensils. The numbers needed in a 24 hour period would be 28.3 measuring tapes, 16 shovels, and 8.7 cooking utensils. That works out to 53% measuring tapes, 30% shovels, and 16% cooking utensils. Scheduling as follows gets pretty close to that:
– 4 measuring tapes
– 2 shovels
– 1 cooking utensil
(this ends up being 57%/28%/14%, which is close enough). You can intersperse the items… M/S/M/C/M/S/M and then repeat, for exapmple.

For factories, the daily raw material needs work out to:
664 metal
33 wood
82 plastic
128 seeds
10 chemicals
153 textiles
32 sugar and spices
10 glass

Multiplying by the minutes required for each item gives the queue minutes that must be dedicated at the factories for each…
664 metal; 664 minutes
33 wood; 100 minutes
82 plastic; 734 minutes
128 seeds; 2560 minutes
10 chemicals; 1187 minutes
153 textiles; 27491 minutes;
32 sugar and spices; 7680 minutes
10 glass; 2967 minutes

and dividing those by the time required for a factory to produce one item indicates the minimum number of queue slots that is required for each:

664 metal; 664 minutes; 0.46
33 wood; 100 minutes; 0.07
82 plastic; 734 minutes; 0.51
128 seeds; 2560 minutes; 1.78
10 chemicals; 1187 minutes; 0.82
153 textiles; 27491 minutes; 19.1
32 sugar and spices; 7680 minutes; 5.33
10 glass; 2967 minutes; 2.06

It is much easier to keep a factory queue more fully used when it doesn’t require checking in frequently. For that reason, it makes sense to over-allocate to the ‘fast’ items. The 45 slots can be split up as such:

10 queues – used for metal+wood+plastic
6 queues seeds
2 queue chemicals
20 queues textiles
5 queues sugar and spices
2 queues glass

Solution 1 (Theoretical Max)

Probability of completion: Near – Impossible to attain – This is the ABSOLUTE THEORETICAL MAX you can earn

Item Quantity Revenue
Donus 32 30,400
Flour Bag 16 9,120
Nails 216 17,280
Chairs 72 21,600
Watch 16 9,280
Tree Sapling 14.39999989 6,048
Lighting System 13.71428618 12,206
Wood 861.0286681 17,221
Plastic 1638.856989 40,971
Total: 2,880 164,126

This lists all of the items that you’d be selling…that means that there are lot of intermediate items produced along the way that are inputs to these items.

This keeps all of the stores 100% busy, except the Fast Food store (which is 100% idle).

The theoretic maximum revenue per day from selling produced goods is 164,126 Simoleons.

Solution 2 (Highly Optimistic) 

Probability of completion: Highly Optimistic – Additional constraints limit this solution but it is more closer to reality than solution 1.

From here, it’s possible to tweak a bit. I can’t see actually following the above, since the item management and sales process would be impossible to manage. I added some more constraints. For example, I avoided selling any ‘raw’ factory goods that could be produced in under 2 hours. I was hoping to reduce the number of items that would be sold. This results in:

Item Quantity Revenue
Donut 32 30,400
Flour Bag 16 9,120
Nails 221.5384625 17,723
Chairs 66.46153758 19,938
Home Textiles 1.476923348 901
Watch 16 9,280
Tree Sapling 16 6,720
Lighting System 13.71428618 12,206
Glass 55.85640865 6,703
Total: 439 112,991

Revenue drops considerably, but remains at a respectable 113k per day. This would require all of the factories and stores (except fast food) run at 100%.

I did a check and was able to show that if I only allowed producing the same number of items in a day (439), but allowed some of those to be raw materials, then the maximum revenue only rose to 114k. This shows me that excluding sales of raw materials doesn’t affect results materially.

Solution 3 (Realistic)

Probability of completion: Realistic – Additional real-world constraints applied for the most realistic solution we could create

I’m at level 33 in the game right now. That means that a few items are not available to me (TV, lighting system, refrigerator, and garden gnomes). Excluding those, it looks like the best I can achieve at level
33 is:

Item Quantity Revenue
Donut 32 30,400
Flour Bag 16 9,120
Nails 288 23,040
Cap 9.163636364 5,498
Home Textiles 19.2 11,712
Watch 9.890909091 5,737
Tree Sapling 16 6,720
BBQ Grill 8.727272727 4,625
Total: 398.9818182 96,852

Now this is starting to look familiar!… This indicates that I should run the donut+nail strategy simultaneously, and also produce and sell a few other items. Factories end up operating at 67%, and 8 of the 9 stores at 100%.

Conclusion (the TLDR)

So, putting the above into words, the strategy becomes:

1) Run the donut+nail strategy. This keeps the supply and donut stores busy.
a) Produce and sell donuts as fast as the donut store allows
b) Produce and sell nails as fast as the supply store allows
2) Produce and sell Home Textiles in the furniture store to it’s capacity
3) Produce and sell tree Saplings in the garden store to it’s capacity
4) Produce and sell BBQs in the home appliance store to it’s capacity
5) Produce flour bags as fast as possible (constrained by the farmer’s market). Sell any that aren’t needed by the donut strategy.
6) Produce and sell approximately equal amounts of CAPs and Watches in the fashion store (to capacity)
7) Use the hardware store to generate measuring tapes (needed for caps and home textiles), shovels (needed for tree saplings), and cooking utensils (for BBQs)
8) Use the factories to keep everything else from becoming resource starved.

Factory Resources
How To Read The Charts
Consumables Base Value Max Value Production Time Max Value/Min Factory Prod. Material Prod. Material # Final Product Total Prod. Time Total Max
Represents the products and materials you can create Starter sellable value Max sellable Time to produce Max sellable value produced per minute Minutes to create product Minutes to create material # Minutes to create final product Total Minutes to produce Max sellable value/minute
Heat Indicator
Green More value/Low Production Time
Red Less Value/Higher Production Time

 

Resources

Building Supply Store

Store

 

Hardware Store

Building Supply

Farmer’s Market

Farmers Market

Furniture Store

Furniture

Gardening Supplies

Garden

Donut Shop

Donut

Fashion Store

Fashion

Fast Food Restaurant

Fast Food

Home Appliances

Home Appliance

 

 

 

Thanks for reading! Hope this helps you plan your production and trading!

 

This guide can potentially have major revisions. Drop a comment on suggestions and improvements to the guide.

 

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