How do you play simcity 4




















Control your city's building styles in the Building Style Control center. You'll need to expand this area of your charts after selecting the icon that looks like a power line and a line chart; this setting will allow the game to automatically change the look of your buildings within your Residential, Commercial and Industrial zones every five SimYears or so, or keep it on one single style upon the build year.

You have these choices: Chicago New York Houston Euro-Contemporary not checked by default upon first load. Read about charts and certain data in your city in the Data Views sheet. Once you check an item, a colored overlay on the map will show the hue and color of colors will differ dependent on which view you pick. You can choose one of sixteen views to see how your Sims feel you are doing. There are many you can choose from including: fire hazards, crime, education, water, power and lots of great data among the many others.

This sheet has an icon that looks like a scattered plot chart. Consult with your SimAdvisors with the Advisor Charts button.

You can choose to view your outlook with your city planner, finance advisor, utilities advisor, public safety advisor, health and education advisor, transportation advisor or environmental advisor. These advisors might sometimes tell you nothing more than what's already been said in the scrolling news-bar headlines which can be clicked to grab slightly extended stories.

Look for the icon that looks like a person's face-to-chest profile. Read the graphs about your city. Although these graphs have more extended amounts of data than Data View as you learned above , this graph doesn't help as much to show you how each individual citizen thinks you stack up on potential issues. You can find this icon that looks like a line chart to begin. Adjust your budget levels to raise income for your city or decrease the income and tax percents to obtain more population to your city.

Click the swirly icon near the center of the screen and click the "up" arrow to view. Click the item's options and adjust by moving sliders as you see fit. All cities open with this chart open as a default option, but if they were changed to view the budget info, you may have to change this info back. If you find this info never changing and you are expecting an imminent reward or level change, you may want to see what's holding things up.

Part 7. Save your game if you'd like to. Select the " Another bar will float onto the screen to the right of this " Save your game progress every few hours of creating the city or until you need to take a break.

Open the menu and click the "floppy disc icon" - Click OK to the box that displays saying your city has been saved. Exit the simulation. Although exiting the simulation is triggered to know just how far you want to leave, you don't have too many options. The next two options you'll have in the list is to "Exit to Region" or to "Quit" the program entirely. Include your email address to get a message when this question is answered. The game has several levels of speed that increase the speed that the date changes occur on, as well as a pause feature just above the date and below the Mayor mode icon, you'll find a speed setting that you can set.

Although each set of speeds used to have names such as Llama and Cheetah and several others in older SimCity versions, SimCity 4 decreased these names and kept the speed settings for which the simulation runs from day-to-day. Helpful 0 Not Helpful 0. However, Sim City 4 isn't the newest Sim City game build out there anymore. If you should ever want to completely finish a city and not want to come back and can step-away for good, consider using the "Obliterate city" option, found in your SimCity 4 options while you are in God mode found in the bottom left corner of the screen.

Then from the new options that fly out above the button, select the icon that looks like a plunger with dynamite.

You'll lose all your work for this city, but sometimes a clean start is what you need. Perhaps the need was because you don't know how better to make your Sims happy or that you're city has no extra space left and your Sims still want more this is a rather tricky situation to get yourself out of , these are just two of the reasons why you would need to obliterate your city. This game was released on different operating systems around January 14, Each region has its own total population value of the region, shown on the region window above the region name.

In any of the modes or when any overlay has been placed on your city, you can click and drag your city to see missed areas of the map where your zones end up not being shown especially useful to remember if you have zoomed in and can't find a certain area. At times, you may encounter a "Connection to other cities" message box. Although you can connect your town's roads, rails, water, and power to other cities if you drag the single-tile item off the side of the map, you don't have to Accept.

When your city isn't generating the responses you'll need, other cities can come to bail you out and provide you with the necessary responses to give you what you need in return. SimCity's cities work hand-in-hand from one to another.

To generate this link, you'll need to click the Accept button to accept the deal. Don't build too many structures at the beginning of the game, as this can lead to financial problems with your new city. Always map out future city building with road tiles.

This will make changes cheaper if you want them. Always place schools, bus stops, police stations, and fire departments to regulate the city's security and education. The same thing should be done with landfills or recycling centers. Submit a Tip All tip submissions are carefully reviewed before being published. Only build what your Sims want when they begin to scream. Just be aware that you'd scream if you were bored, but that's not how the Sims in your city feel if they didn't have things to do.

Not only are you wasting your money by placing unneeded zones, but also it keeps your popularity near where it should be. Turn off the music if you want to. Then deselect the checkbox next to Music and click "Accept".

At times, you may see several warning symbols pop up. Sometimes they'll have a car, or a power symbol, water droplet or a briefcase.

These are some classic signs that things are amiss and need to be remedied immediately. Although for the car you'll need to find out what direction your house faces and build the road connecting directly to its front side; if it's power, look into replacing your power plant soon or build an additional power plant or connect the zone with a power line. If the Sim needs a job, make sure that you can provide more industrial zones immediately. If it's a water droplet, this means the water supply isn't adequate and more water items must be built for these Sims.

All these affect your feedback bar and should be remedied as soon as you see the issue occurring. With SimCity 4 trying to make it more "real life" in that building only happens during the day such as for roads and construction for residential , you may choose to turn off night mode from the Options menu in the MySim menu down near the bottom.

Open God mode and click the Control Day night option - select the type of hours you'll want: eternal day just noted as "day only" in program or eternal night just noted as night only in program or through the mix of day and night as it has been set to by default and clicking back into Mayor Mode to save your settings.

For some SimCity 4 owners, you have an additional "game" that you can play as well. The game is called Rush Hour and can be accessed once your city has streets that can have your mind traveling the streets of your city like a local citizen using only certain keys on your keyboard. Clean up the disaster, and see how well your city reacts in your performance feedback changes. Just make sure to save your city before the disaster or else you can't fix problems and it will be irreversible after the disaster.

Mayor mode has the ways to clean up after the disaster. If you have the necessary equipment, you can have your fire department clear up the flames or the police come to investigate and fight crime or fix the chaos that happens after the disaster occurs. Sometimes, if you zone industrial heavily, your industrial plant will spark and create a fire. Don't worry.

Make sure that you can provide fire trucks in time or the plant will be ruined completely and you won't be able to rebuild. Utilize the zoom options for your city if you need information on a certain building or zone. Select the zoom tool just below the tiny map of the city in the bottom left corner of the screen then hover over an item to find out its zoning data or information pertaining to the item. If you look through some of the lists of items to place in your Civic and Transportation tool lists and come upon monochrome graphics upon the remainder of tools that are colored in the list, the monochrome items are those you can't buy at the point you are looking at.

Sometimes this may be because it has a minimum population range that you haven't met yet, or it could be because of a rating that you don't have or something else, some of these are disabled - so, no, it isn't your eyes that turned to seeing primarily black and white you are looking at it right - there are some you aren't able to purchase at first.

There was once a way to play SimCity 4 in multi-player mode. However, after the SimCity. Any cities that had been started prior to this redirect will have been deleted from the SimCity. You'll have to start your own private cities now - sorry. Convert the first city to a high-tech industry city. Your third and perhaps fourth cities should border on the dirty city as well.

From the start these cities can be targeted for high tech, or they can be developed to take advantage of spillover development from your successful first city with a growing high tech industry. By now your first city should be large and definitely high tech; start cities bordering on it, they will need their own dirty towns as well.

As you begin to develop a megalopolis there are other issues that will crop up, such as intercity transport links and the failure of your dirty towns as development wants to spill over into them and demand for dirty industries decreases. But that's another post. You'll notice that the profitability of development is indicated by color. Colorful buildings are producing a good amount of tax revenue.

Grayer buildings are not producing optimal tax revenue. Black buildings are doing nothing. In particular, if you find you have a water crisis and as a result several buildings are black because they are not provided with water, they can remain that way long after you have reprovided the water. This could mean that you simply have the wrong kind of zoning for the stage your city is at; demolish and rezone, or simply demolish and see what happens.

Sometimes all it takes to get some kind of tax revenue is to take out the old building. If it's industrial, it could be that your industrial area is ready for high-tech but it isn't going to develop unless you get rid of that unsightly abandoned factory. Demolish those black industrial buildings and watch the development flourish.

One tactic I like to use in medium and large tile cities is to develop a certain area for whatever density usually low or med. I try to put all of this development within the radius of a hospital, police and fire. On the edges of this development, put all that vacant land to work with industrial development! Finally, if you find yourself in a bad budget situation The damage to development seems to be only temporary. This tactic allows me to specifically tailor my civics to the exact needs of the city, and to utilise some cities' strengths to benefit the other cities.

Before I go any further I should probably point out that I do have rush hour installed. I like to develop my cities using squares of blocks, if that makes sense. I usually make 6x6 blocks, surrounded by road, and make a 5x5 square of these, to make 25 blocks total.

I put several of these squares in my cities and I use some form of higher capacity transport in between. I usually use avenues for this, and zone medium density commercial next to these avenues as they will be traffic thoroughfares.

For mass transit I generally use a subway station in the middle of these blocks, with a bus stop or two next to it and another bus stops spread out around the block. To encourage more traffic flow on your avenues as opposed to local streets, you could place streets, as these are slower so less people want to travel on them, however I tend to use plenty of one way roads which just inconvenience drivers trying to take a short cut. Start making your first city, the on with medium-high wealth residential, high wealth commercial services, all commercial offices and some hi tech industry by zoning some medium density residential area.

You will first need to allow development of some low wealth residential to help get the city on its feet, as well as some dirty and manufacturing industry.

When zoning the residential using the squares method above, I usually leave the centre block clear to place things like libraries and clinics, but don't start placing any civics until the city is on its feet and you want to start bringing in more wealthy citizens. When zoning the industry, don't worry too much about traffic or any fancy zoning method, as it will all be demolished shortly.

Place a coal fired power plant in the industrial area for now. Make sure there is ample power and water coverage around the city, then start bringing in the medium-high wealth residents. Do this by placing police stations, some basic education and a hospital. At this point you should start zoning medium density commercial to provide your more wealthy sims with jobs, keeping the commercial areas near the centre of the map to reduce the average commute time.

Up the taxes on the lower wealth citizens, and lower them slightly for the higher wealth. The reason I try to keep this city primarily medium-high wealth is because I know I will get a higher tax income from them, so I can give a full education and healthcare system to them. Increase taxes for dirty and manufacturing industry as well as for low-medium wealth commercial services. When your budget is in a strong position give full education and healthcare.

Also make sure appropriate mass transit networks are in place. Make a second city for hi-tech industry. The reason I don't generally build too much of it in my wealthier city is because while residential and commercial towers can grow upwards, all types of industry can really only grow outwards, so the land demands in the other city would be too great. Purchase water from your first city. Zone high density industrial in the square pattern above, again making sure there is adequate mass transit, linked up to the mass transit system of your first city.

You can either place a coal fired power plant in a corner somewhere or buy power from the first city - either way these arrangements are only temporary. Taxes are very important in this city - ensure nothing grows except for high tech industry and perhaps slow low-medium wealth commercial services if you wish. This city won't get a huge amount of demand upfront, so save and exit to region and go back to your first city.

If your budget is in a strong position in this city, you might consider removing the dirty industry and switching to renewable energy, if you have unlocked solar. If you have unlocked nuclear this is even better but these arrangements will only be temporary so don't fret too much about it. If there is more residential demand zone some more medium density residential, if there is more commercial demand rezone some of the commercial area near the centre of your city into high density to allow development of skyscrapers.

Now start your third city. This will be for low wealth residential and for dirty and manufacturing industry. This city will be fairly self contained, but it will be critical to the survival of the other cities eventually. Buy water from your first city. Zone some area for high density residential and high density industrial using the same square pattern, placing high density commercial on the avenues.

Taxes are important in this city. Use a coal fired power plant to provide this city with power you will need many more eventually but start with one. Place connecting power lines towards your other two cities and sell them power. Also zone landfill and take their rubbish for them. When the budget is looking ok, place a police station and some cheap forms of education college, library and museum. At this point go back to your original city and remove the industry and coal fired power plant s , or if you have already done so remove the renewable power plants you built to replace it.

By now all your cities should have a strong-ish economy. Remember, if you can place a water pump and sell all that water to a neighbour, you will be making a profit. The same goes for power plants.

Another way you can fix a budget is by rerouting essential services. Say, for example, the budget of your hi-tech industrial city is in a bad way. Instead of selling power directly from your industrial city to your wealthy city, buy plenty of excess power in the hi-tech city and ell the surplus on to the wealthy city. The hi-tech city will profit of this transition. I hope this helps! This should help you get a region started, but after you have some sort of base just keep playing around, see what else works It's taken a considerable amount of time, the largest city has 1.

The trick I find is to constantly evolve your towns and cities, ensure there are plenty of good reasons for residents to want to live there, ie low crime, hospitals, education, parks, transport, plenty of water and power. Build regions within your town, so you'll have a residential area, a commercial area and industry.

Create the most massive region of cities ever, with a farming town, bedroom community, high-tech commercial center, and industrial backbone. Take complete control of your city's transportation system, and solve U-Drive-It missions — from fighting crime to tackling disasters. Watch your population skyrocket as you get your Sims on the go and create the ultimate living, breathing megalopolis — the most expansive SimCity 4 compilation ever. Deploy emergency vehicles and join in the action as they battle blazes, mobs, and more.

Turn up the police siren and catch carjackers, or control the helicopter spotlight to track down bank robbers. Take charge, solve missions, and earn new reward buildings and vehicles. Sit back and watch chaos rule, or take action to avert future disasters.

Plus, you can now set the game's difficulty level. You can check out in your preferred language, but please note all correspondence we send you will be in the Origin store's default language for your region. Sales tax may apply for your region.



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