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SimCity is a city-building game video game produced by Electronic Arts, first released in 1989 and the first product of Maxis. Initially released for DOS, it was later released on Macintosh, Windows, and Super Nintendo. The current copyright owner and publisher of the series is Electronic Arts (EA).
On January 10, 2008, EA opened up the original version under the GPL protocol and changed its name to Micropolis, specifically for OLPC.
In 2013, EA Maxis released a new SimCity franchise with the same name as 1989 SimCity, and the game will only be available through the Origin platform. When Maxis was asked if the game was called SimCity 5, Maxis said that this game is not an iteration of SimCity 4, but a brand new game, which we call SimCity. SimCity fans at home and abroad call it SimCity (2013) or SC (2013).
In order to distinguish the first and fifth Maxis titles, the entries are named SimCity (1989) and SimCity (2013) respectively by the time the game was released. EA Maxis is currently officially called: Micropolis and Simcity (Hong Kong and Taiwan translation:
SimCity).
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1. Players should choose a map of the city; The first choice is a map with convenient transportation, preferably railways, waters, and highway connections are best double entrances and exits, of course, single entrances and exits can also be used, but the traffic jam in the medium term is extremely serious.
2. Prepare a large number of low-income intermediate and top buildings, and then develop a considerable number of middle-income intermediate and top buildings, and finally build a small number of high-income top buildings to build a luxury city.
3. Each building can only be upgraded six times, and the house that reaches the top level cannot continue to upgrade. At this point, you only need to move the low house and rebuild it in the same area to build a skyscraper.
4. If players want to unlock skyscrapers, there are several necessary conditions, first of all, they must build police stations, fire stations, hospitals, parks, transportation, and education.
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Must-have equipment and materials: SimCity 5 game.
When the system prompts that you need to upgrade a high-rise building, as shown in the figure below.
Tap the dwelling according to the direction of your finger.
Once you've put the materials you need to put in, you just need to be patient.
A sign appears above the house that you need water, indicating that you need a water source.
Click on the building in the bottom right corner, and you can see that the pop-up window has a red mark for a faucet inside.
After clicking on the green tick, the water source is successfully placed in the city, so that the water source can provide water to the house.
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Upstairs is talking about the conditions of the area where high wealth occurs - the price of land.
There are two factors that determine a tall building, and one condition. Industry is a different story.
Factor: The standard factor of the game (guided): The happiness of the residents and the profit value of the commercial area are actually the lower of the two progress bars after opening the building, the higher the higher the chance of expanding the building, and always pay attention to its needs and "things that make me unhappy" to ensure that the bar does not fall.
You can also look at the bottom right corner of the eight charts on the right side of the planning panel, the higher the bar, the greener the color, and the greater the chance of expansion).
Unspecified (I found it myself): the overall demand for residents and business districts (just the first two of the three demand bars, you can open the planning panel to see more details, and the corresponding wealth will be marked with demand), the higher the demand, the easier it is to directly ignore the happiness value and advance to high-rise buildings, I have observed for a long time, it is true, cities often rise overnight because of this. But this is likely to lead to the disruption of the population and economy of its former small towns.
Condition: For advanced high-rise buildings, the street adjacent to it must be of medium to high density. Basically, buildings to be expanded will have orange words indicating "upgrade roads to increase density", so I wish you to see this line soon!
Note: Be sure to ensure that firefighting, public security, medical care, work, shops and parks and the three major public facilities keep up, high-rise buildings, especially the uneducated and low-wealth, extremely consume electricity, water, but also produce a lot of sewage, and are easy to catch fire, if there is no place to play, the old dead or old robbers will move. I don't think anyone wants to see a beautiful building turn black.
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Land prices** will naturally appear in high-rise buildings.
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You build more parks around there, and there are enough schools in the city.
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1. The process of raising high-rise buildings is: first prepare a large number of low-income intermediate and top buildings, and then develop a considerable scale of middle-income intermediate and top buildings, and finally build a small number of high-income top buildings to build a luxury city.
2. High-rise buildings require certain environmental conditions, which are electricity, water, connectivity, population base, pollution control, medical care, education, public security, and entertainment in order of important grades.
3. The connection mentioned here is only the necessary road connection conditions for starting the building, which is very simple. Residential areas must be connected to industrial or commercial areas or adjacent cities where there are workplaces. Roads, avenues, highways, railways are all fine.
Note that there is no connection between the house and the workplace, and it is not possible for both parties to get out of the building, which is a prerequisite.
4. In "Mayor Mode", press Shift+Ctrl+Alt at the same time, and then click "Celestial Mode" to summon a full-featured "Celestial Mode". In this mode, select "Plant Tree", plant the tree directly to the place where you want to get up, and the building will come out immediately. This is the so-called "God Tree" planting method.
This method also works for factories in industrial parks. Anyway, everything is common to buildings.
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SimCity 5: City of the Future.
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I think it should be about 2g, and maybe it will be bigger.
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The tips are as follows:
The maximum use of the level building reinforcement, first of all, all the exterior walls of the first floor, (when it is not enough, you can use wallpaper to paste, so that the enemy will not judge and abandon your home.) The floor on the second floor must be strengthened, and you can't give it a chance to burn it.
2. The use of the roof, how to cover the roof. 1. Flooring, the floor is put on first, and then the roof can be covered. And before building the roof, be sure to put the wall behind the roof. Correct order of floor - back wall - roof - back wall (jump to roof) - roof.
Note. Building materials processing table,It's a game.,But there are a lot of types of furniture inside.,The functions are not the same.,Here is an introduction to a cold piece of furniture for friends.,That is, the toilet.。 When you choose to sit on the toilet, the toilet will be set up and have a 3-hour cooling time, after cooling, or produce an artificial fertilizer "poop fertilizer".
This fertilizer works better than the fertilizer that can be bought normally, and when you continue with a certain material, this fertilizer may solve your urgent need.
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SimCity 5 is a city simulation game, in this game, players can play according to their preferences, many players suggest the development of tourist cities, and tourist cities are also very beautiful, so favored by many players, the following is an analysis of common problems in tourist cities.
Players have a lot of problems.
1.The commercial area cannot coexist with the residential area, otherwise it will disrupt the reasonable transportation planning in advance, because I don't know when the commercial area will become a hotel, and when I find it, it has already been occupied by small yellow cars.
2.Tourism promotes the development of commercial areas, and the rate of commercial density upgrading is much greater than that of residential areas, and it will not take a while for the commercial areas near the tourist areas to be continuously upgraded because the business is very good, resulting in a serious shortage of labor.
3.High-income tourists always come by car, and the entrance to the city has been blocked for a hundred years, although the exit has been smooth, and the traffic in the city is basically smooth, but the congestion at the entrance will lead to the slow construction of basic housing in the city (engineering vehicles and RVs cannot enter).
4.Returning to the population problem, this is a very contradictory problem, because tourism, amusement parks, and scenic spots also require more labor, so they have to build fewer commercial areas, but too few commercial areas may not meet the sales willingness of local residents. So it's a contradiction in itself.
5.I have always built the high-speed rail near the tourist area, and basically tourists have no problem walking to the attractions. However, after the establishment of double-decker buses in the city, the tourist buses in the city began to operate, and it is absolutely wrong for the bus station to be built on the main road into the city, because the buses will make a U-turn at the bus terminal, and the bus will turn slowly, which will seriously affect the traffic on the road.
In fact, I have been considering not building buses, and the workers in the city basically rely on urban electric rails to achieve it.
6.Facts have proved that the efficiency of the T-junction is much higher than the intersection, the tourist city is relatively simple in road traffic planning, the main road pulls out an auxiliary road to reserve the tourist area, and the main road leads to the development of residential areas, and then sees the demolition.
Solution. Article 1: Most of the commercial areas of tourist cities will be converted into hotels, and they will be built the same, pay attention to diversion.
Article 2: Commercial areas are very labor-intensive, so the ratio of commercial areas to residential areas should be 1:7
Article 3: High-income tourists only take planes, and drive without planes.
Fourth: too few commercial areas can make residents consciously go to nearby cities for shopping, as long as the transportation is planned.
Article 5: It is impossible to build buses, because low consumers cannot afford to sit on high-speed trains and oil tankers, so they can only rely on buses, and if they do not build buses, low consumers will drive themselves. You choose for yourself, whether to let them take the bus or drive themselves, one for thirty.
Article 6: Traffic jams are because the traffic volume is not planned, and it is very troublesome.
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