SimCity Buildit Beach Layout Guide – Max Population Strategy

SimCity Buildit Beach Layout Guide – Max Population Strategy

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.

 

  • Robert

    Maybe I am reading the new map incorrectly, but I think I’ve found two issues so far that might need a bit of tweaking.

    1. Far left column – Bottom up, you have a trash, then three admin buildings, then a pump station. But there isn’t enough space to get the pump station in.

    2. Bottom row – The 7th and 11th residential zones from the left don’t seem to be getting any police coverage. Even with the small police stations on the bottom row added.

    That being said, muchas gracias for all the time and effort you’ve put into this.

  • Foreone

    hey entrance is at grid 36 instead of 37 in other versions 🙂

  • Paul Cady

    This does not work…it’s all academic….an excel spreadsheet exercise.
    You can’t buy a university without a collage and you can’t buy a collage without a library..
    There are no factory’s, Why have any “shops if there are no Factory’s.
    Your missing the DOT, DOC and DOE…..

  • Roger Moquin

    It seems like the road entrance from the highway is not placed correctly on this version? It should be on the 14th row (starting counting from the bottom). The highway arrives in the pump station on this layout.

  • Rodrigo

    The residencial zone on collums 25-26, lines 49-50 is not covered by police service.

  • Michael

    Is it just me or is the layout exceeding one row from the entrance to the bottom?

  • marcel

    I cant set the pumpsation left.

  • Roger Moquin

    Hi, it seems that the entry from the highway is wrongly positioned on this latest layout. It should be on the 14th row starting from the bottom if I’m correct.

  • marcel

    I Cant set the pumpsation over the admin buildings

  • Grymm

    This isn’t accurate. The admin area in the bottom right isn’t large enough to fit a pump station and a recycling center there as drawn. Also, Above that, where some of the tier one utility buildings are, the way the road curves at a 90 degree angle, one of the RZ doesn’t get road access.

    Also, where do you put the Dept of Education, High School, Community college etc?

  • joanna

    the entrance is a bit off… the pumping station wont fit the road.. supposed the entrance is 1 line lower

  • Roger

    The entrance of the highway is at the wrong place, it should be on row #14 starting from the bottom.

  • yool

    this doesnt work the entry is off by one

  • Bob

    Thanks for the update and all the hard work.

    One Q: Is your entrance road in the right place? Looks like it’s up (north) one row too high based on starting this layout in the game.

    Thanks!

    • Todd

      I noticed the same thing. It looks like the entrance road is one row too high, which throws things off in the bottom left corner.

  • osmang

    Agree with Bob. Cuz there is a missing square if you want to place all 3 admin buildings,trash and pump station. Could you please update it asap? ty!

  • Todd

    I’m working on moving things around in my city based on your guide, and the Intersection at 23 down, 4 across is not valid. I can’t place a residential zone there due to the zone below it not being in contact with a road. Apparently touching a corner is not acceptable to the game.

    Thanks again

  • admin

    Hi Everyone,

    We are making a few updates to the guide today which should resolve all the issues. Thanks for the feedback!

  • Pebli Hardi

    Please fix at ENTRANCE, no more place to WATER PUMP
    ENTRANCE not at rows 37, not like v2.2.6.
    Look image below. (sorry my english is bad)

    • Zegerman

      Fixed for both TT and Regular for next version.

  • Randy Forbes

    Glad I wasn’t the only one who noticed that. Good catch. Looking forward to seeing the fix. I suppose v2.2.6 will have to do for now.

  • EverestCity

    You don’t have full casino coverage on the south (beach) side, the last row only has 50%

  • EverestCity

    You don’t have full entertainment coverage on the East and West sides several rows are only 60%.

    Good job though, its much improved, I like the park coverage on the residences, I didn’t check it, but its a great way to keep track of your coverage. Cheers

    • Zegerman

      Thank Everest. I fixed all the boost formulas for the current versions. As soon as I have rights to edit posts on the website the new versions will be uploaded here.

      • EverestCity

        No problem, its a really great plan, I like it 🙂

  • Kim Wendel Frydensbjerg Christ

    I really don’t get your beach layout calculations. As far as I can see in the game, Marina provides 30% to the majority, and 60% to 2 rows next to each. But your calculation seems to suggest a 100% boost.

    But I was going through the same consideration, of the Sailor Man’s Pier and to me it does seem to top as i allows for almost 90% boost across the city, although in a slightly smaller height, compared to an average of 45% over a bit larger area.

    So what definition did you base your calculations on?

  • EverestCity

    Parks are hard to calculate, yours looks good, I am not sure but you may get a small bump with a couple of PP at Column 27+28 Row 46+47. I could be wrong and other than that it looks perfect. Cheers 🙂

  • LC

    Is it possible to delete your whole map and start from scratch? I’m having hard time expanding my city.

    • Zegerman

      Nope, you can delte your profile and start completely from scratch though. Otherwise you need to delte things individually.

  • Simone Harrison

    I haven’t upgraded to this stage yet so maybe the answer is based on the size of the building, but why Ferris Wheel as opposed to Sydney Opera House? They appear to provide the same boost but the opera house uses less keys.

    • Zegerman

      Ferris wheels provide a better coverage for their footprint. Opera houses are significantly bigger.

  • Gary Rennilson

    I’m confused… where are you placing the factories?

    • Zegerman

      All factories get demolished towards the end of this layout. Once you are getting towards the few buildings you won’t need them anymore.

  • Gabby Ariel

    Why am I not seeing any factories?

  • Gianluigi Tarantino

    This layout is wrong! Where is the entrance and the factories?

  • Oscar Fontana

    Fusion Power Plants doesnt fix in the spaces

    • Zegerman

      Fusion is 3×3

  • Chris Dixon

    There is no fire coverage for the two residences that are adjacent to the beach in almost the centre of the first row, cells 25-28.

  • Nguyễn Hải Anh

    why are there roads between pump stations?

  • Kruser

    When I look at these layouts the one question I keep wondering is why do you have Police and Fire together instead of Police and Hospitals together? Fire Depts are cheaper than Hospitals so wouldn’t I want to only have 4 major hospitals and buy 6 fire Depts instead of the other way around?

  • Kai Liu

    Great guide~ Only one question, where are the departments? (Education, Entertainment)?

  • Kenny Ng

    I am confused, why are there roads between pump stations and sewages? Sorry for the noob question.

  • Pearl

    It’s graduate level engineering work, but if you’re up for some technical reading, writing an optimization function could output this information for you, and I believe the solution would be very robust. Anyway, great job.

  • Dave

    Last post 3m ago, any updates on the updates?

  • Steve Huish

    I’ve been trying to follow the layout for simcity beach layout. things don’t seem to fit, help someone please (problem working up) left side, entrance gets in the way