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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

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


 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



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)

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.

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.


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


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



Building Supply Store



Hardware Store

Building Supply

Farmer’s Market

Farmers Market

Furniture Store


Gardening Supplies


Donut Shop


Fashion Store


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.


Hello Mayors! Ever see those high rise skyscrapers in your city? What about those sleek metal high-rise buildings? Can’t quite figure out why they appeared along your skyline? Or perhaps you are just starting the game and want to know how?!

Update: We have added an update to the simcity buildit cheats page with a link to the first working hack tool. Click here to visit the page.

Look no further! Its our SimCity BuildIt: How To Build Skyscrapers Guide! 

Step 1: Create Residential Zones

Icon Building Name Price Grid Size
Resident Zone Residential Zone Free 2×2 (4)
  • You can have a maximum of three (3) plots ready for construction laid out
  • Upgradeable by completing building plans that require certain resources and materials
    • You can request to have new plans drawn (wait time: 30 minutes, cost: free)

Step 2: Know The Upgrade Schedule

There are 5 upgrade levels before a residential zone is at ‘max’ level. At max (Tier 6), a building is in it’s final form and cannot be upgraded further.

Upgrade Schedule
Upgrade Tier Zone Name Population Increase (Standard Zone) Population Increase (Tokyo Town Zone)
0 Base Residential Zone 52 ??
1 Small Family Home 104 ??
2 Large Family Home 154 ??
3 Small Apartment 313 ??
4 Large Apartment 752 ??
5 Small Tower 1836 ??
6 Skyscraper Max Max
At T6, you will have hi-rise buildings, BUT the look depends on its land value and its wealth forecast. See below.


Step 3: Raise Your Land Value

When you go to upgrade your residential zones, you will notice a blue icon with 3 bars. This is the land value screen. Land value is a measure of how attractive a particular area of land is to Sims. Deeper blue means higher land value, while lighter blue means lower. This also affects which type of building a residential building will upgrade into.

Icon - Land Value
Land Value Spectrum
Things that raise land value:
  • Providing utility services (power, water, sewage, waste management)
  • Providing coverage services (police, fire, and health)
  • Providing specialization services (parks, education, gambling, etc.)
  • Government buildings (town hall, city hall, mayors mansion)

Things that lower land value:
  • Lack of utility services
  • Lack of coverage services
  • Lack of specialization services
  • Pollution from factories and utilities
  • City storage (government building)


Color Requirements
Lightest Blue No utility services
No coverage service
Light Blue Has utility service & coverage service
Blue Has coverage service
Has 1 specialization
Dark Blue Has coverage service
Has at least 2 specializations

The lightest blue areas have no coverage service while the light blue has coverage service. The blue area has 1 specialization (provided by my community college) and the dark blue area has at least 2 specializations (provided by my luxury casino, parks, and community colleges). My factories lower the land value of the surrounding areas as well as preventing buildings from raising up land values.

Post Content - Land Value
Land Value Screen
Important Note
When you upgrade a residential area, it will take the building style of the area the residence is currently placed in as well as provide lower wealth and taxes.
EX. a home upgraded in a low land value area will have the appearance of a low wealth residence


Step 4: Check Your Buildings Wealth Forecast

The previous section, land value, determines the wealth forecast of homes (yellow hard hat icon) and the type of home your residential zones will upgrade to. Higher land values lead to more luxurious homes. There are three types of homes that homes can upgrade to:

Icon - Wealth Forecast
Wealth Forecast Measurement


Wealth Forecast Requirements
Home Type Requirements
Standard Homes No requirements (Buildings with or without utility & coverage services fall under this category)
Premium Homes Has utility & coverage service
Has 1 specialization
Luxurious Homes Has utility & coverage service
Has at least 2 specializations

If you have standard and premium homes that you want to upgrade to luxurious ones, you must raise the land value and provide the requirements listed above to areas where these residences are placed in.

Screenshot - Wealth Forecast
Wealth Forecast Screen
A Note On Taxes/Population
There (sadly) is no difference in taxes or population between any of the three types of zones (thank you to CJDoom_81 for commenting below about his tests and correcting my mistake). The only difference is purely cosmetic (building appearance).


This is SUPER important. Read the following:

  1. First, check your upgrade population reward (+1836 population means it is the Tier 5 upgrade and about to upgrade to the max level)
  2. Then check Wealth Forecast screen (make sure you are in luxury & high land value areas) before max upgrading buildings to ensure you achieve the highest tier residence
  • Once a building is about to upgrade to the maximum level (+1836 Population) it will take the form of its current home type (Standard, Premium, Luxury)
  • If your building is at the maximum tier BUT not a luxurious home, You must BULLDOZE  the building and start from scratch if you want to raise the home type
Some Final Notes
You CAN move residential zones into areas that have luxurious wealth forecasts and high land values to upgrade to the maximum tier and then move them out afterwards.
There seems to be a 'fluctuation' in the way the upgrade schedule works – throughout the process you may find your homes showing up as a lower level than buildings around them (Premium instead of luxury). We think this is done intentionally to add variety in the skyline (or some other reason).
– As long as the FINAL upgrade tier is in high land and luxury wealth, you will have a luxury high rise.

Step 5: Upgrade and Enjoy Luxury High-Rises!

That’s it! If you made sure you:

  • Provided high land value
  • Provided a luxurious wealth forecast

AND you

  • Upgraded the final (T6) level of your residential zones in a high land value and luxurious area

You SHOULD have a shiny new skyscraper!


Luxury Skyscrapers

Skyscrapers List
Luxury Skyscrapers (I’m missing a couple)

These are most of the maximum tier luxury skyscrapers (from the standard residential zone). I’m missing one, so I’ll try and update once I have a better in game screenshot.

Skyscrapers List - Night
Luxury skyscrapers at night
Number Name
1 Ivory Towers
2 The Empire
3 Elysian Heights
4 Wilson Tower
5 The Onyxlux
6 Platinum Tower
7 The One Percent
8 The Highfalutin

There are currently 8 luxury skyscrapers (based on the standard zone). They are ranked in no particular order.

Edit: The Aerie was renamed Platinum tower.

Residential Zone Models

Standard Home
Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Wealth - Standard - 1 Wealth - Standard - 2 Wealth - Standard - 3 Wealth - Standard - 4 Wealth - Standard - 5
Premium Home
Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Wealth - Premium - 1 Wealth - Premium - 2 Wealth - Premium - 3 Wealth - Premium - 4 Wealth - Premium - 5Wealth - Premium - 6
Luxury Home
Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Wealth - Luxury - 1 Wealth - Luxury - 2 (2)Wealth - Luxury - 2 Wealth - Luxury - 3Wealth - Luxury - 3 (3) Wealth - Luxury - 4 (4)Wealth - Luxury - 4 Wealth - Luxury - 5Wealth - Luxury - 5 (1)

The models that appear seems to be randomly assigned. If you want a different look you must bulldoze and start over.

This is by no means a complete list. This is merely a reference to some of the models I have found when upgrading my city

From my experience, some models are interchangeable between premium and luxury as well as standard and premium (that is, you can have the same model in both home types). The highest tier skyscrapers will NOT appear in standard homes, only in the premium and luxury end, with the more luxurious and modern appearing in luxury only.


Thanks for reading! Please drop a comment and leave pictures of your luxurious towering skylines in the comments below!


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