PRIMA PRI MA Officia ciall Game Guid Guidee Greg Kramer Prima Games A Division of Random House, Inc. 3000 Lava Ridge Court, Ste. 100 Roseville, CA 95661 1-800-733-3000 www.primagames.com
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The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States. Prima Games is a division of Random House, Inc. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Electronic Arts Inc. ©2007 Electronic Arts Inc. EA, the EA logo and SimCity are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All Rights Reserved. All other trademarks are the property of their respective owners. Product Manager: Todd Manning Editor: Alaina Yee Design & Layout: Cathi Marsh Manufacturing: Stephanie Sanchez
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About the Author
Acknowledgments
Greg Kramer is a freelance writer residing in Washington DC. Since entering the game industry in 1993, Greg has written over forty strategy guides including The Sims ™ 2 , Championship Manager 3, Command & Conquer Renegade ™ , Icewind Dale 2 , SimCity ™ 4, Sid Meier’s Pirates! , The Movies , Ace Combat 4: Shattered Skies , The Sims ™ Bustin’ Out , Unreal Tournament 2: The Liandri Conflict , Rayman 3: Hoodlum Havoc , The Suffering , and American McGee’s Alice ™ . I.n prior lives, Greg was a foreign service spouse (with tours in Tel Aviv, Aviv, Israel, and Calgary, Canada), a real estate attorney, an unhappy law student at the University of Maryland, an English/College Basketball major at Duke University, and the only Jewish student at a Catholic military high school. We want to hear from you! E-mail comments and feedback to
[email protected].
[email protected].
This guide is the work of several people. Thanks to my team at Prima (Alaina, Mario, Cathi, and Deanna) who take my fevered cave-wall scratchings and turn them into something readable. Thanks too to Dan Alioto, Rachel Bernstein, and Claudia Kuehl at Electronic Arts and Mat Williams and Dani McDowell at Tilted Mill. Most of all, thanks to Jeff Fiske for whom no request was too onerous or minute and who took the time to walk me through the intricacies of this creation.
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Contents Chapter 1: Welcome to the New SimCity™ SimCity™ . . . . . . . . . . . . . 4 Chapter 2: Societal Values . . . . . . . . . . . . . . . . . . . . . . 10 Chapter 3: Sims and and Happiness Happiness . . . . . . . . . . . . . . . . . 20 Chapter 4: Buildings. . . . . . . . . . . . . . . . . . . . . . . . . 29 Chapter 5: Specia Speciall Sims . . . . . . . . . . . . . . . . . . . . . . 142 Chapter 6: City Management Management . . . . . . . . . . . . . . . . . . . 150 Chapter 7: Disaster Disasterss and Other Events Events . . . . . . . . . . . . . 158 Chapter 8: Society Profiles . . . . . . . . . . . . . . . . . . . . 162 Chapter 9: Achiev Achievements ements and Unlockables Unlockables . . . . . . . . . . . 180 Chapter 10: Che Cheats ats . . . . . . . . . . . . . . . . . . . . . . . . . 187 Chapter 11: Icon Glossary. Glossary. . . . . . . . . . . . . . . . . . . . . . 188
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reetings, fellow mayors! If you’re a veteran of SimCity ™ , long time no see. If you’re new around here, welcome. Either way, we all have a fresh and invigorating journey ahead of us. This guide will unpack and expose the inner workings of this new incarnation of SimCity , helping you to see the interlocking relationships and forces that must be t amed and mastered. This chapter introduces you to some of the prominent differences between SimCity ™ Societies and and previous SimCity games and walks you through the strategic considerations of the city creation process. After that, our guide goes something like this: • Chapter 2: Societal Valu Values. es. Cities don’t run just on electricity and money; in SimCity Societies, they run mainly on six resources called “Societal Values.” This chapter explores these mysterious forces and how to use them to your advantage.
y t i C m i S
w• Chapter 3: Sims and Happiness. Sims really only care about thing: Happiness. Learn where it comes from and what it e one does. We’ll also explore the ebb and flow of daily life and how N it impacts your city’s success. e • Chapter 4: Buildings. Buildings are what it’s all about. They h provide the places your Sims work, play, and live. Below the t surface, they shape the very character and look of your city in most subtle ways. Learn all about how buildings work and o the t the details of all 500-plus structures. 5: Special Sims. Special Sims can affect your city e • Chapter like miniature, walking buildings. They aren’t part of your m normal operation, but they are part of your city, so this o chapter explains how they’re produced, controlled, and c exploited and details each and every one. l 6: City Management. The intricacies of budgeting, e • Chapter pollution, crime, and other municipal considerations are explained in this chapter. chapter. W : 7: Disasters and Other Events. This chapter looks 1 • Chapter what events, both good and bad, can befall your city, r atexplaining causes and effects of each, and discussing how e they can betheprevented, and even caused. t • Chapter 8: City Profiles.fixed, chapter explains why, for p example, a city heavy on This buildings looks so a different from one loadedAuthority-driven with Creativity-based structures. h We’ll delve into the ten cityupprofiles (nine you’ll see and one C hidden) and how you can bring each one into being. 4
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Even the streets will change if your city fits into one of the special city profiles.
• Chapter 9: Achievements and Unlocks. Fostering a city in
particular ways will earn you awards and honors that can affect every city you make. Learn all about locked and hidden buildings, medals, monuments, and trophies in this revealing chapter. • Chapter 10: Cheats. Just can’t get out of the financial hole?
Dying to see what that new cyberpunk building can do? These cheats will give you the shortcuts you desire. • Chapter 11: Icon Glossary. We’ve included our own glossary
of the icons you’ll see floating above your Sims and buildings. • Chapter 12: Modding SimCity Societies . The data behind almost every building, Sim, and city profile in SimCity Societies is is available and accessible for those interested in
changing the game with their own creativity. Learn how to change the attributes of a building or even add your own city profile by mixing and matching the elements of others. The minds behind SimCity Societies let let us in on this secret world of DIY game design.
Getting Your Bearings Still, it’s true that SimCity Societies is is a big and, sometimes, disorienting departure from the conventions of this nearly two-decades-old franchise. That’s That’s actually good news for the newbies, since you have as much experience with this game since the late ‘80s. as someone who’s been playing SimCity since For us grizzled old veterans, the task is the same but tougher. tougher. Not only must we learn an entirely new game, we must un learn learn many of the habits, strategies, assumptions, and expectations that have served us so well for so long. In most instances, your franchise baggage won’t have any effect on your success in SimCity Societies , but there will be moments when doing things the old way will noticeably hamper your city’s development. development. Rest assured that whenever these arise, we’ll call your attention to them and illuminate how to see things in a new light.
SimCity Societies cities look similar to traditional SimCity cities, but there are many changes under the hood.
If this has piqued your interest, here’s a sampling of some of the big changes changes in the SimCity model: model: NOTE
Never played SimCity before? You can go ahead and skip this part.
No Zoning In previous SimCity games, games, you could place special functional buildings (for example, police stations), but everything else was up to your Sims. You could tell them where and—in and—in SimCity ™ 4— in what density to build by delineating zones, but what actually sprung up was beyond your direct control. No zones here. Place any building you’ve unlocked.
Roads Your road layout is simple, but it’s still very important to avoid traffic snarls.
The transportation network in SimCity has has always been, in the minds of many seasoned players, the crux of the game. Skillful planning and expansion of the network was the difference between a thriving megalopolis and a bankrupt ghost town. In SimCity Societies , the road network is still very important, but far less complex. There are only two kinds of roads (country and city), and the public transport options are few and simple to build. This is because, unlike in previous games, Sims in SimCity Societies will will take a job pretty much anywhere, but the farther away a job is, the less free time a Sim will have to build up Happiness. Thus, the challenge is to make sure there are enough roads and bus and subway stations to allow Sims ample time to stay happy. In other words, it doesn’t matter how clogged your roads are as long as everyone’s happy. happy. When traffic or travel distance begins to impact happiness, that’s that’s when action is called for.
Service Buildings Fire stations and police st ations, etc. are now Workplaces just like any other, and each one can serve the entire city. Capacities can be limited (as in schools), but this has nothing to do with making sure various buildings’ radii don’t overlap. A city can have a single police station as long as crime is low.
Taxes In SimCity Societies , however, you can—hold your breath now—place buildings individually. Want to put down nothing but ramshackle hovels or high-rent fantasy castles for your Sims to live in? Go right ahead! But, as the pages of this guide will demonstrate, such choices have a profound impact on the kind of society your city becomes. The good news is that this system makes it far easier to initially balance the number of workers and the number of jobs. The challenges in keeping this balance are now left to several other constantly shifting factors that can undermine your precious equilibrium.
There aren’t any—at least there aren’t any tax rates to set. The amount of revenue your city collects is a function of the buildings you choose and how happy their workers are. All Workplaces pay a fixed amount into the treasury, though it’ll vary by the Happiness level of each individual worker. Some upper-class residences also pay a daily rate that you could consider tax revenue. With no month-tomonth expenses, the financial game is more streamlined.
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Since there are no taxes, the ebb and flow of Sims into your city is now based on other factors, primarily the city’s overall level of Happiness and the availability of jobs and housing.
In SimCity Societies SimCity Societies , providing your Sims with power is a matter of balancing the city’s supply with the demands of its buildings. Plants don’t age or decay, but your city will likely outgrow them as time wears on.
Budgeting
City Layout
Budgeting in SimCity Societies requires requires less micromanagement because your city has no periodic expenses. When you buy a road or building, you pay for it and that’s the end. No monthly fees for maintenance and upkeep. As such, managing the city budget is a game of weighing a new building’s potential income against the cost to either support it (with jobs or sources of Societal Values) or to offset any of its undesirable effects.
y t i C m i S
The most profound departure represented by SimCity ™ Societies is is actually a shift from the model of most city games. In previous SimCity ™ games, the location of buildings relative to other buildings was one of the paramount considerations. From the get-go, you can put Workplaces very close to residential neighborhoods.
NOTE
What effects are “undesirable” dep ends on the kind of city you want to build. If you’re trying to build an industrial powerhouse, of fsetting or minimizing pollution is less of a concern than in an idyllic, contemplative city. See the “City Profiles” chapter to learn more.
w e A well-run city, therefore, is one that can always afford to Nbuy new buildings and spend cash on the occasional special e building effect. h t For more on building eff ects, see the o “Buildings” chapter. t e mUtilities Though you do still need to build power sources, that’s the o full extent of your Sims’ need for utility infrastructure. All c l buildings are automatically connected to the power grid (no needed), and all water and trash functions are taken care e ofwires invisibly. W : 1 Look, Ma, no power r lines. No pipes or e trash dumps either. t p a h C NOTE
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While this is important in SimCity Societies , there isn’t any “preferred” layout suggested by the game’s game’s structure. Though initially confusing, this freedom makes good on the game’s promise to let you build the city you want to build, even with all the challenges of Normal playmode. For example, figuring out where to put Industrial zones (or in SimCity Societies thinking, thinking, “Workplaces”) used to require a subtle balancing act between proximity and pollution. With little demand for Commercial zones in a young city, the only way to provide jobs was to zone Industrial. These zones had to be close enough to Homes to keep Sims from balking at the commute, but distant enough to keep their localized pollution effects from affecting Homes. Until Commercial demand developed and “clean” Industrial began sprouting, this balance was the core of the game. Workplaces like this one, with its local effect on Happiness, should be located away from Homes and Venues. Unless, of course, you want to keep Happiness down. Try it and you may see things change all over town.
In SimCity Societies , however, only some Workplaces are “polluting,” meaning you can have jobs and clean air from day one. What’s more, buildings don’t, strictly speaking, emit pollution in a way that affects their neighbors (see the “Pollution” section). Keep this change in mind as you build your first cities, and resist the instinct to place your Workplaces at a distance from your Sims’ Homes unless they specifically feature a property that affects nearby buildings.
Pollution Pollution is a concern primarily for your city’s total levels. Individual buildings, however, don’t directly produce pollution that affects neighboring buildings. What most “polluting” buildings do, however, is lower Happiness ratings in surrounding Homes and Venues. So, when you think about pollution, what you’re really thinking about is each building’s impact on city pollution as a whole. Where you put the building is a function of its effect on Happiness.
TI P
Before you start your f irst city, do the built-in tutorial at least once. You can even continue to play the tutorial city like normal once the tutorial is done. Once you’ve created your profile, the first step in city building is selecting its basic options and landscape. Any medals and trophies you’ve earned are shown in your profile screen. For more information on these achievements, see the “Achievements and Unlocks” chapter.
Options Here is where you lay the groundwork for your new city.
Other Differences • Landscaping: Landscaping, elevation, proximity to water, etc.
have no impact on your Sims or your city. • The Outside World: Your city’s fortunes aren’t connected to
an evolving outside world, though some random events are credited to things happening beyond your borders. Likewise, each of your cities exists in its own universe and can’t affect any other. • Loans: There’s no borrowing allowed, but since you have no
recurring expenditures, expenditures, getting out of a financial bind is usually just a matter matter of halting halting developmen developments ts until until the treasury treasury rebuilds. rebuilds. • Undo: Unlike in previous games, many actions in SimCity Societies can can be reversed with the new Undo button.
Founding Your First City The birth of a city presents you with several choices. The repercussions of these choices aren’t always obvious at this point, so it’s helpful to understand what you’re really selecting.
To begin a city, you must choose: • City Name • Event Frequency • Region
• Playmode
• Difficulty
City Name Invent your own city name or press the Generate a City Name button to randomly select one from the game’s own collection.
Region
NOTE
Many details about the game’s interface and basic gameplay can be found in the manual that came with your game. We try to avoid repeating information given there unless clarity or emphasis demands it.
Changing the region alters several of your city’s basic landscape features.
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The region type you choose has little strategic effect, serving more as a customization feature. Still, the amount of water in your city can pose organizational and financial challenges for your city’s layout, such as the cost of bridges. Selecting a region creates a randomly generated map based on five variables and choice of terrain texture.
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REGION
WATER
VEGETATION
ELEVATION V ARIATION
ALTITUDE RANGE
SMOOTHING
Temperate Alpine Desert Savanna Temperate Coast Temperate Mountains Tropical Tropical Coast Tundra
5% 45% 0% 5% 100% 10% 10% 80% 0%
40% 40% 40% 40% 40% 40% 40% 40% 40%
50% 30% 30% 75% 80% 80% 80% 30% 50%
15% 100% 45% 0% 45% 100% 35% 45% 0%
0% 10% 20% 30% 30% 30% 30% 30% 30%
y t i C m Region selection also affects the city’s weather patterns and i Sambient sounds, light, etc.
w e N e h t o t e m o c l e W : 1 r e t p a h C
You can fiddle with each region’s default settings by checking the Advanced Settings box. This exposes the sliders for each of the region variables; a new map will be generated each time a slider is moved.
TERRAIN T EXTURE
Temperate Alpine Desert Savanna Temperate Temperate Lush Temperate Tundra
Diffi Di fficu cultltyy Changing difficulty alters how quickly Sims lose Happiness and how much money your Workplaces will generate.
The difficulty level you select dramatically affects your city. The level you choose can affect two very important elements: • Happiness from Home: This is the amount of Happiness your Sims gain or lose each day from their Homes. The cruddier a Home is, the greater the residents’ daily loss of Happiness. Lower difficulty reduces this effect, and higher difficulty ex acerbates it. • Workplace Revenue: This is the amount of money
If you don’t like a map, press the Generate a Random Map button to produce a new one based on the same settings.
Workplaces generate. generate. The base amount you’ll see in the “Buildings” chapter will be changed by the city’s difficulty level. Thus, a building that produces §1,000 at Normal would produce §1,250 at Relaxed and §750 at Challenging. This reflected in a Workplace’s Workplace’s building card or the change is not reflected gallery, which will always show the building’s base revenue. Difficulty Level Effects
NOTE
If you really want to make your city’s terrain yo ur ow n, yo youu ca cann up uplo load ad yo your ur ow ownn cu cust stom om height maps instead of those installed with the game. Instructions on this advanced procedure are in the manual that came with yo ur ga game me..
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DIFFICULTY
Relaxed Normal Challenging
HAPPINESS FROM H OME
WORKPLACE REVENUE
+1 +/-0 -2
125% 100% 75%
At Normal difficulty, Homes range in their daily Happiness effect from -1 to +2. Thus, at Relaxed difficulty the worst house will have no effect on Happiness and the best house will increase Happiness by +3 each day. Likewise, at Challenging
difficulty, the worst house would take away -3 each day and the best would have no effect. Homeless Sims, by the way, lose -3 Happiness per day at Normal difficulty, -2 at Relaxed, and -5 on Challenging. The road, therefore, from homelessness to going Rogue will be a short one. Though difficulty level changes the Happiness effects of Homes, this alteration doesn’t show on a building’s entry in the gallery or on its building card. So, a very nice Home will always show +2, but its actual effect may be changed by difficulty level.
NOTE
Difficulty level does not affect affect the amount of money you begin with. All cities at all difficulties begin with § 50,000.
Event Frequency Effects F REQUENCY
CRISIS
GLOBAL E VENT
Low Normal High None
2% 4% 8% 0/2%
2% 2% 2% 0/2%
NOTE
Settings for None reflect the dif ference between carbon-triggered eve nts/global crises and all others, with the second number representing the carbon-based events. For more information, see the “Disasters and Other Events” chapter.
Playmode Changing the playmode makes for a very different experience. It depends on what you want to do, really.
Lastly, you can select a playmode for your new city.
Event Frequency Setting the event frequency affects the occurrence of randomly generated challenges to your city. Setting event frequency to None doesn’t entirely eliminate eliminate random tragedies. All crises and global events based on your city’s level of Carbon will still occur as i f you’d set the level to Low. All other crises and global events will, as you’d expect, be dropped to 0 percent. There’s There’s no escaping the consequences of choking pollution, you hard-hearted industrialist, you!
NOTE
Details of the three playmodes are explained in in-game help and in the manual that came with wi th yo your ur ga game me.. You can select from: • Normal: Money is limited, and locked and hidden buildings must be earned to be available. • Unlimited Simoleons: This is the same as Normal playmode
With event frequency set high, things like this will happen a lot more often.
except that your treasury is bottomless. • Freeplay: All buildings are unlocked, you have unlimited
money, and power and Societal Value requirements are lifted. NOTE
NOTE
Trophies and the sp ecial monument buildings they reveal can only be be earned in Normal playmode. You can, however, use any earned monuments in your Freeplay and Unlimited Simoleons cities.
Disasters are initiated only by you, so this setting has no effect on them.
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A
ll cities in SimCity Societies are are fueled by some combination of six “Societal Values.” These resources are produced by buildings in your cities, and every building requires some amount of one or two of these resources to function. This chapter introduces you to these critical Values and how they affect every city.
Congratulations; you’ve just imagined life as a Sim in SimCity Societies . NOTE
Though electrical power makes a good metaphor for the workings of Societal V alues, it’s important to understand that buildings need both at least one Societal Value and traditional power to function. Every building has, in addition to its particular Societal Value requirements, a set Power requirement, and yo ur ci city ty mu must st ha have ve en enou ough gh Po Powe we r ca capa paci city ty to satisfy every building.
What Are Societal Values? An Analogy Once you’ve had some experience building cities, Societal Values will make perfect sense. Until then, however, they can be a bit elusive; you think you get them and then realize that you’ve had it all wrong. Analogy to the rescue! SimCity Societies buildings run on oldfashioned electricity, yes, but also on something a bit more mysterious.
s e u Imagine for a l moment that the a place where you Vlive is powered by something other than electricity. Your Your abode l would require a certain amount of this something and the city a would be obligated to provide you with your requirements, t along with those of all your fellow citizens. e Now imagine that this something is generated not by a i plant or wind farm, but by other buildings in your city: c power parks, office buildings, or movie theaters. Finally, imagine that o there are several different different sources of energy and that your another. S house runs on one kind while your neighbor’s runs on another. : Your office requires yet another kind, but it also produces the 2 kind your neighbor’s house and other buildings use as “fuel.” r Finally, imagine that your city suddenly didn’t have enough e of this something to keep your house working. You’d be t unhappy. In fact, living in a nonfunctioning shell that couldn’t happy. What would p do anything would make you downright un happy. do? You could make your unhappiness known so the city a you build more buildings that supplied your needed some h would thing. Failing that, you could move out of town to another city C that could meet your needs, leaving your city with a vacant building and unfilled jobs. 10
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In brief: Societal Values Values are building-generated building-generated sources of symbolic fuel that other buildings need to function. Since buildings both consume and produce these Values, every one you place alters their proportions. It is, as you’ll see, this balance that shapes your city’s overall character.
The Six Societal Societa l Values Values SimCity Societies cities cities run on six Societal Values:
Authority
•
Creativity
•
Knowledge
•
•
•
•
Productivity Prosperity Spirituality
Authority Authority Producers BUILDING
VALUE A MOUNT
BUILDING
VALUE A MOUNT
Ministry of Thought
80
Large Statue
8
District Courthouse
40
State Television
8
Propaganda Ministry
40
Military School
5
Bureaucracy Office
20
Historical Monument
4
Courthouse
20
Medium Statue
4
CyberCorp Offices
20
The People’s People’s Concourse
4
Corporate Data Center
12
Bank
3
Corporate One
12
Public Clock
3
Elder Council
12
Temperance Union
3
Master Manipulator
10
Secret Police Kiosk
2
Tech Monolith
10
Small Statue
2
Town Hall
10
Iron Fence
1
Corporate Hive
8
Police Box
1
Federal Bank
8
Creativity Producers continued
Authority Consumers BUILDING
VALUE A MOUNT
B UILDING
VALUE A MOUNT
B UILDING
VALUE A MOUNT
2
-8
Topiary Topiary Bush— Teddy Bear
Memorial Plaza
-7
Townhouse
2
-20
Conditioning Theater
-6
Florist
1
Secret Police HQ
-20
Dept. of Public Health
-6
Hedge
1
State Cafeteria
-20
Hall of Records
-6
Shack
1
Asylum
-18
Behavioral Science Lab
-5
Tile O’Tulips
1
Behavior Control Facility
-15
Dept. of Public Works
-5
Civil Defense Tower Tower
-15
Detention Center
-5
Elite Cadet Academy
-15
Cube Apartment
-4
State Prison
-15
Neighborhood Watch
-4
Museum of Party History
-14
State Housing Block
-4
Re-education Center
-14
Corrupt Police Station
-3
Drone Factory
-12
Police Station
-3
Drone Nexus
-12
Cryogenic Prison
-2
Panopticon
-12
D-Lux Sleep Tubes Tubes
-2
Chamber of Deputies
-10
Electric Pet Shop
-2
Dungeon
-10
Sheriff’s Office
-2
Inquisition Office
-10
Sleep Tubes Tubes
-2
Jail
-10
Bobby Station
-1
State Amphitheater
-35
Sentinel Seminary
-8
Dosage Facility
-30
State Housing Project
Palace of Justice
-25
County Jail
Treasury Treasury Department
-10
Redistribution Center
-8
Row House
-1
Creativity Creativity Producers BUILDING
VALUE A MOUNT
B UILDING
VALUE A MOUNT
Creativity Consumers B UILDING
VALUE A MOUNT
BUILDING
VALUE A MOUNT
Zoo
-25
Ice Cream Shoppe
-4
Open Air Venue
-22
Malt Shop
-4
Art Museum
-18
Metal Club
-4
Off-Broadway Playhouse
-18
Movie Theater
-4
Opera House
-18
Record Shop
-4
Pirate Coast Club
-16
Recording Studio
-4
Bazaar
-15
Sims Comedy Club
-4
Drive In
-15
Smoke Shop
-4
Musical Theater
-14
Software Studio
-4
Castle Ruin
-12
Spirit Squadroom
-4
Skate Park
-10
Toy Store
-4
Chocolate Factory
-8
Tulip Nursery
-4
Fairytale Palace
-8
Animal Rescue Office
-3
Movie Studio
-8
City Bistro
-3
Water Park
-8
Creepy Barn
-3
Ferris Wheel
-7
Pet Shop
-3
Children’s Children’s Museum
-6
Pied Piper Pest Control
-3
Cineplex
-6
Tree House
-3
Clown School
14
The Legendary Bard
5
Hot Air Balloon Ride
-6
Art Expo Center
-2
Botanical Garden
10
Medium Fountain
4
MiniGolf
-6
Art Gallery
-2
Garage Band
10
Modern Sculpture
4
Plastic Surgeon
-6
Balloon Cart
-2
Liberal Arts College
10
Rose Garden
4
Sim Art Academy
-6
Band House
-2
Master of Ceremonies
10
Village Green
4
TV Network
-6
Carnival Games
-2
Topiary Park
10
Chocolate Bunny
3
Campus Radio Station
-4
Clubhouse
-2
Laser Fountain
8
Garden
3
Candy Store
-4
Cotton Candy Stand
-2
Public Mural
8
Monkey Bars
3
Counseling Center
-4
Dream Home
-2
Suburban Playground
7
Public Sculpture
3
Game Developer
-4
Gingerbread House
-2
Fountain Jet
6
Wishing Well
3
Haunted House
-4
Ivory Tower
-2
Giant Mobile
6
Dorm
2
Helicopter Tour
-4
Pub
-2
Jumping Fountain
6
Merry-Go-Round
2
Highway Volunteers Club
-4
Sugar Cane Field
-2
Karaoke Bar
6
Swingset
2
Hit Movie Studio
-4
Cottage
-1
Drama School
5
Tetherball Court
2
Fountain
5
Topiary Topiary Bush—Bunny Bush—Bunny Rabbit 2
Hedge Maze
5
Topiary Topiary Bush—Hand
2
Large Fountain
5
Topiary Topiary Bush—Pillar
2
C h a p t e r 2 : S o c i e t a l V a l u e s 11
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Knowledge
Productivity
Knowledge Producers
Productivity Producers
B UILDING
VALUE A MOUNT
B UILDING
VALUE A MOUNT
BUILDING
VALUE A MOUNT
BUILDING
VALUE A MOUNT
Genetics Lab
40
Military School
5
Solar Worker Barracks
25
Pub
3
Astrophysics Lab
20
Parochial School
5
Worker Barracks
25
Sad Garden
3
Corporate Data Center
20
Private School
5
Captain of Industry
10
Skate Park
3
Liberal Arts College
20
Vocational School
5
Racetrack
7
Speakeasy
3
Presidential Library
20
Children’s Children ’s Museum
4
Department Store
6
Strip Mall
3
Hall of Records
16
School Room
4
Urban Playground
6
Tenement
3
Observatory
15
Woodland Park
3
Baseball Field
5
Burger Joint
2
Elementary School
10
Bookstore
2
Union Hall
5
Corner Deli
2
Network Knight
10
Campus Bookstore
2
Vocational School
5
Off-Track Betting
2
Public Library
10
Chess Table
2
Dive Bar
4
Pizza Shop
2
Public Radio Station
8
Fireworks Shack
1
Liquor Store
4
Slum Apartments
2
Drama School
5
Open Plaza
4
Steam Sculpture
2
Vigilante Group
4
Underground Casino
2
Army Surplus Store
3
Soccer Field
1
VALUE A MOUNT
Bowling Alley
3
Street Food Cart
1
Knowledge Consumers B UILDING
VALUE A MOUNT
B UILDING
Fire Analysis Center
-22
Water Treatment Plant
-6
Butcher Shop
3
Tool Shed
1
Holotainment Center
-22
Administration Building
-5
Flea Market
3
Trailer Park
1
-20
Market Research Center
-5
Nightclub
3
VIP Club
1
-18
Motion Simulator
-5
-15
Newspaper
-5
-15
Research Clinic
-5
-12
Clinic
-4
-12
Dosage Facility
-4
-12
Hospital
-4
-12
Recycling Center
-4
Productivity Consumer
-10
Farming Co-op
-3
BUILDING
BUILDING
VALUE A MOUNT
-10
Frat House
-3
Colossal Foundry
-60
Skyscraper
-10
-8
Garbage Collection Station -3
Steel Mill
-40
Mechanized Farm
-8
-8
Video Arcade
-3
Foundry
-30
Spring Water Plant
-8
-8
Cryogenic Prison
-2
Sweatshop
-30
Atomic Test Site
-6
-8
Dept. of Public Health
-2
Unionized Steel Factory
-30
Brewery
-6
-8
Dorm
-2
Epic Tower
-25
Meat Packing Plant
-6
-6
Game Developer
-2
Oil Refinery
-20
Sugar Cane Field
-6
-6
Media Marketplace
-2
Textile Textile Factory
-20
Dept. of Public Works
-5
-6
Software Studio
-2
Financial Building
-15
Double Decker Bus Tour
-3
-6
Solar Condo Complex
-2
Machine Shop
-15
Fire Station
-3
-6
Condo Complex
-1
Drone Factory
-12
Service Station
-3
-6
Sleep Tubes
-1
Drone Nexus
-12
50’s Gas Station
-2
Lumber Mill
-12
Windmill
-2
Office Building
-10
Public Safety
-1
s Defense Lab e District Fire Station u Alien Artifact Lab l Think Tank a Aquarium VAtomic Test Site l Crime Forecast AI a Teaching Teaching Hospital t Board of Directors e Multinational HQ i c Corporate R&D Center o Focus Test Lab Major Trauma Trauma Center S Mechanized Farm : 2 Medical Group r Behavior Control Facility Science Lab e Behavioral t City Recycling HQ Tubes p D-Lux Sleep Tubes a Karaoke Bar h Regional Garbage Depot C Sky Rise Apartment
-6
12
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VALUE A MOUNT
Prosperity
Prosperity Consumers continued
Prosperity Producers
Grape Vineyard
-5
Welfare Center
-4
Market Research Center
-5
Army Surplus Store
-3
Antique Shop
-4
Block of Flats
-3
Art Gallery
-4
Solar Block of Flats
-3
Bed & Breakfast
-4
Strip Mall
-3
Burger Joint
-4
Bridal Shop
-2
Café
-4
Department Store
-2
Charity Center
-4
Dream Home
-2
Clothing Store
-4
Frat House
-2
Courthouse
-4
Hacienda
-2
Diner
-4
Record Shop
-2
District Courthouse
-4
Redistribution Center
-2
Doctor’s Office
-4
Scooter Shop
-2
High Rise Apartment
-4
Sky Rise Apartment
-2
Law Offices
-4
Tattoo Parlor
-2
Loan Shark
-4
Townhouse
-2
Loft
-4
Toy Store
-2
Motorcycle Shop
-4
VIP Club
-2
Orchard
-4
Bookstore
-1
Personal Training Training Gym
-4
Brownstone
-1
Rejuvenation Terminal Terminal
-4
Campus Bookstore
-1
Religious Bookstore
-4
Chalet
-1
Ristorante
-4
Electric Pet Shop
-1
Solar High Rise Apartment -4
Flea Market
-1
Tennis Club
-4
General Store
-1
Tudor
-4
Pet Shop
-1
TV Station
-4
Sushi Joint
-1
BUILDING
B UILDING
VALUE A MOUNT
B UILDING
VALUE A MOUNT
Oil Refinery
45
Recording Studio
6
Federal Bank
40
Pawn Shop
5
Skyscraper
32
Plasma Billboard
5
Financial Building
28
Private School
5
Office Building
25
Small Town Square
5
Bank
12
The Legendary Bard
5
Realtor
12
Town Square
5
Fat Cat
10
Electric Billboard
2
Baroque Fountain
6
Barbecue Pit
1
Carnival Games
6
Billboard
1
Prosperity Consumers BUILDING
VALUE A MOUNT
BUILDING
V ALUE A MOUNT
VALUE A MOUNT
BUILDING
VALUE A MOUNT
Sports Stadium
-75
Beauty Salon
-10
Mega Mall
-30
Cineplex
-10
CyberCorp Offices
-25
Corporate Hive
-10
Epic Tower
-25
Home Appliance Store
-10
Tourism Bureau
-25
Stock Exchange
-10
Board of Directors
-20
Think Tank
-10
Corporate One
-20
Car Dealership
-9
International Exchange
-20
Concourse Hotel
-8
Shopping Center
-20
Consulting Firm
-8
Concert Hall
-18
CyberCorp Housing
-8
Mall
-18
Evangelical Center
-8
Home Furnishing Store
-16
Hospital
-8
Evangelical Megaplex
-15
Indie Label
-8
Multinational HQ
-15
Movie Studio
-8
Opera House
-15
Plastic Surgeon
-8
Televangelist Televangelist Studio
-15
PR Firm
-8
Spirituality Producers
Corporate Retreat
-14
Art Expo Center
-6
B UILDING
Major Trauma Center
-14
Corrupt Police Station
-6
Evangelical Megaplex
50
Charity Center
8
Public Pool
-14
Four Star Restaurant
-6
Televangelist Televangelist Studio
35
Monastery
8
Rehab Center
-14
Media Marketplace
-6
Evangelical Center
20
Ornate Pagoda
8
TV Network
-14
Modeling Agency
-6
Inquisition Office
20
Temperance Union
8
Firing Range
-13
Solar Triple Decker
-6
Sesshin Center
20
Parochial School
5
Casino
-12
Tourist Information Informati on
-6
Mission
15
Reliquary
5
Casino Hotel
-12
Tract Mansion
-6
Dojo
10
Sheriff
5
Driving Range
-12
Triple Triple Decker
-6
Guru
10
Stupa
5
Hit Movie Studio
-12
Victorian Home
-6
Meditation Center
10
Welfare Center
5
Luxury Auto Dealer
-12
Corporate Cops
-5
Philanthropic Organization
10
Golden Buddha
4
Focus Test Lab
-5
Philanthropic Organization -12
Spirituality VALUE A MOUNT
BUILDING
VALUE A MOUNT
C h a p t e r 2 : S o c i e t a l V a l u e s 13
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Spirituality Producers continued B UILDING
The Impact of Societal Values
VALUE A MOUNT
Religious Bookstore
4
Graveyard
3
Tibetan Bell
3
Town Common
3
Bamboo Garden
2
Communal Garden
2
Rock Garden
2
Homestead
1
It’s critical to understand what Societal Values Values do and what they do not do. do.
What Values Do Societal Values: Values: Provide a source of “fuel” that allows placed buildings based upon them to operate. •
Spirituality Consumers B UILDING
VALUE A MOUNT
B UILDING
•
•
Mega-Church
-25
Farmer’s Market
-3
Sanctuary
-24
Fire Brigade
-3
Religious Retreat
-18
Honey Farm
-3
Faith Healer
-15
Altar
-2
Bath House
-10
City Recycling HQ
-2
Gathering Hall
-8
General Store
-2
Meeting House
-8
Sim Art Academy
-2
Stone Church
-8
Yurt
-2
Temple
-8
Chicken Coop
-1
-6
Dairy Barn
-1
-6
Farm
-1
-5
Farm House
-1
-5
Farming Co-op
-1
-4
Fish Market
-1
-4
Fishing Hole
-1
-4
Hut
-1
-4
Kerosene Kerosene Distillery
-1
-4
Longhall
-1
-4
Pueblo
-1
-4
Soccer Field
-1
s Cathedral e Corporate Retreat u Quilting Circle l a Seamstress Art Museum VElder Council l Gazebo a Harness Maker t Midwife e Rice Paddy i c Soup Kitchen o Tea House S : 2 r e t p a h C
Emanate from placed buildings that generated them.
VALUE A MOUNT
-4
14
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Qualify you for awards and medals. Make unlocked or hidden buildings available in the building galleries.
•
Building Fuel The citywide supply of each Societal Value enables enables buildings that depend on them to function. Buildings demand a certain amount of one or two Values to function properly. If the supply is either insufficient or cu t off once the building is already operational, the building may (depending on what kind of building it is) cease to function.
NOTE
Buildings must have their required Values before they’ll operate, but not before you place them. You can buy a building and p ut in your city, and if it nee ds more of a Value than you’re currently producing, it just wo n’ n’tt wo work rk un untitill it ha hass th thee su supp pp ly it ne need eds. s.
Building Output All Home, Workplace, Decoration, and Venue buildings are capable of generating an amount of a Value. The Value a building generates will always be different from the kind it requires to function.
Medals
NOTE
Medals are listed on your player profile page. Point at each medal to learn its requirements or, if you’ve already earned it, the number of times you’ve won it.
Medals are awarded for producing defined amounts of Societal Values. Each Value can earn three medals: bronze, silver, and gold. While they don’t affect your game beyond pure bragging rights, medals track how many times you’ve reached particularly notable milestones in each Value.
For the precise quantities needed for medals in each Societal Value, see the “Achievements and Unlocks” chapter.
Trophies Trophies are more profound honors, rewarding you for creating certain combinations of Values, population, Happiness, etc.
NOTE
Trophies are distinguished from all other rewards because they reward the consumption of Societal Values. All other rewards (unlocks and medals) are based in part on the production of of Societal Values.
Trophies are won by achieving certain combinations of Societal Value levels and other city attributes. Winning each trophy unlocks a powerful decorative monument that, once won, can be placed in any city built with the same player profile.
Values and the Trophies that Require Them CAPTAIN OF
JACK OF
MASTER
MASTER OF
INDUSTRY
F AT C AT
GURU
ALL T RADES
MANIPULATOR
CEREMONIES
MAYOR
NETWORK KNIGHT
SHERIFF
THE L EGENDARY B ARD
Authority
—
—
—
X
X
—
—
X
—
—
Creativity
—
—
—
X
—
X
—
—
—
X
Knowledge
—
—
—
X
—
—
—
X
—
—
Production
X
—
—
X
—
—
—
—
—
—
Prosperity
—
X
—
X
—
—
—
X
—
X
Spirituality
—
—
X
X
—
—
—
—
X
—
VALUE
NOTE
The Mayor trophy requires reaching thresholds in an any y Value. Value. For the Sheriff trophy, you’ll need to have a fixed amount of Spirituality and any one other Value. The Jack of All Trades trophy requires certain quantities in al all l Values. Values.
What Values Don’t Do Do Here are a few things you might think Societal Values do, but they don’t. They do not (directly): Affect your Sims’ Happiness. •
Contribute to your city’s transformation into one of the Society Profiles (see the “Society Profiles” chapter).
•
Prevent placement of buildings.
•
NOTE
For the exact Societal Value r equirements to winn ea wi each ch tr trop ophy hy,, se e th thee “A “Ach chie ieve ve me ment ntss an andd Unlocks” chapter.
C h a p t e r 2 : S o c i e t a l V a l u e s 15
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Values Valu es and Sims
Why does a city with lots of Creativity buildings turn into a kid-heaven Fun City? It actually has nothing to do with Creativity.
Societal Values do not affect Sims directly. The amount or lack of them affects only buildings. buildings. These buildings, in turn, do impact your Sims in various powerful ways (such as affecting Happiness).
NOTE
This guy? He doesn’t give two llama patties about Societal Values. His house? That’s a different story.
For example, a park (a Decoration building) somewhere s in the city produces a large quantity of Creativity and a Sim’s e home runs on Creativity. This house provides the Sim with +2 u Happiness per day. l Were the park to be demolished, reducing the city’s a amount of Creativity below its requirements, the Sim’s house Sim’s Happiness, making it Vmay cease its positive effect on the Sim’s l harder for the Sim to st ay happy. a So, the change in the amount of Creativity didn’t directly t make the Sim less happy, but it did deactivate a building from e which the Sim drew Happiness. i c Society Profi les o A Society Profile is a defined kind of city—an “archetype,” for S you English majors out there—that your cities can grow to : resemble. The more similar to a Profile your city is, the more 2 visual features of the Profile your c ity will exhibit (road appear r ance, decorations on buildings, weather patterns, light quality, e building surfaces, etc.). t The particular buildings you put in your city make this p transformation happen, but this has nothing directly to do with a Values. While it’s true that buildings that produce/consume certain Values tend to move your city toward or away from h certain Profiles, this is a coincidence. Not a random one, but C a coincidence nevertheless. 16
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It’s absolutely critical to distinguish three confusingly similar concepts. It’s difficult because all three use similar names: • Society Profiles: These are the archetypes your city willll gr wi grow ow to re rese se mb mble le on once ce it ha hass en enou ough gh po poin ints ts toward that Profile. • Trophies: Trophies that have the same name as a corresponding Profile tend to be awarded to cities that have grown to resemble that Pr ofile. The factors that cause the transformation and the requirements for the trophies are, however, different. • Societies: Societies are filters you can apply to lists of buildings in your galleries. These ar are e based based on the same properties that govern a city’s transformation into one of the Profiles, but using them won’t guarantee the transformation. Confused? When you’re ready, take a look at the “Society Profiles” chapter to learn more . What does trigger this change is something you can’t see (except, of course in the “Buildings” chapter of this guide). Every building contains hidden Society Profile factors that add or subtract from one or more of the 10 Society Profiles. If you gain enough points in one of the Society Profiles, your city begins to change, assuming the look and feel of the Society Profile. NOTE
Ye s, th ther er e ar aree 10 So Soci ciet etyy Pr of ililes es.. Al Alll of them, including the hidden Society Profile, are detailed in the “Society Profiles” chapter. Since the Values have clear connections to each Society Profile, it’s easy to assume that it’s the Values themselves that are causing your city to change. The truth is the reverse. Buildings that contribute to or rely on a Society’s core Value Value or Values Values tend to be assigned more points toward that Society. Thus, because (among many other reasons) a Clown School
produces so much Creativity and Creativity is the core Value for Fun Society, it has been assigned a large Fun City Profile score. Why is this distinction important if the result is usually the same? Because the result often isn’t the same. As you’ll see by playing the game, just having a large pool of the right kind of Value won’t make your city look like a related Society Profile. That’s That’s because buildings usually have multiple Society Profile scores, some positive and some negative. If, for ex ample, our Creativity-rich city also has lots of buildings that feed Authority (most of which also have large negative Fun Society Profile scores), they’ll counteract the Fun Society points of other buildings. Thus, a transformation you expect to occur never happens. It can be said, imperfectly, that each Society Profile also has an opposing Value that tends to counteract the Profile’s points (for example, the Fun vs. Authority tension just discussed). Not all Society Profiles have a perfect opposing Value, Value, but you’d usually be correct (if not entirely successful) following this rule of thumb.
Society Values and You So, you’ve got that buildings supply and/or consume Societal Values. Values. The next thing to understand is how to manage these forces in the game. Your game manual explains the basics of these features, but we’ll take a moment to go over the less obvious factors.
Values and the Citywide Values Value V alue Pool You know how real-world cities sometimes have a reservoir to store water? When water demand is high, the water level in these pool drops. When demand is low, the reservoir fills. Values work kind of the same way. For each Value, your city has a “pool.” The size of the pool equals the amount of that Value your buildings are supplying. The greater the supply, the larger the pool.
Society Profiles and Their Core and Opposing Values SOCIETY P ROFILE
CORE S OCIETAL V ALUE
OPPOSING V ALUE
Authoritarian
Authority
Creativity
Capitalist
Prosperity
Spirituality
Contemplative
Spirituality
Prosperity
Cyberpunk Cyberpun k
Prosperity, Prosperi ty, Knowledge, Knowled ge, Authority
Spiritual ity
Fun City
Creativity
Authority
Haunted
Creativity
None
Industrial
Productivity
Creativity
Normal
All
None
Romantic
Prosperity, Prosperity, Creativity
Productivity
Small Town
Spirituality
Prosperity
TIP
The Values/Profiles connections in the table above, while illustrative, ar en’t exactly ironclad. If you really want to know what buildings are best used to transform your city into one of the Society Profiles, don’t rely on Societal Va lu lues es or ev en th thee So Soci ciet etyy fifiltlter er s. Th Thee on only ly wa y to re al ally ly ta take ke co comm mman andd of th this is pr oc oces esss is to consult the tables in the “Buildings” and “Society Profiles” chapters.
NOTE
Many building unlocks and achievements are triggered by the amount of a V alue your city produces. Trophies, on the other hand, reward the amount your city consumes. The lower (white) number under each Value icon is your city’s current total production/supply of each Value.
Conversely, your city also has a total number representing the amount of each Value it currently requires. As long as this amount is lower than than the supply number, everything’s aces. If, however, it’s higher, then you’d better read the “Values Deficits and Shutdowns” section later in this chapter.
The upper number is the amount of each Value above its current requirements. You can figure out your city’s current demand by subtracting the top number from the bottom. So if I have 72 Prosperity supply and a surplus of +13, my demand is 59. Likewise, if my Productivity supply is 14 and I have a deficit of -5, my demand is currently 19.
C h a p t e r 2 : S o c i e t a l V a l u e s 17
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The icons on each building’s image in the gallery show its Value consumption and production. Point to a building to see how these will affect your city’s city’s current numbers.
NOTE
Va lu luee su surp rp lu luse sess do don’ n’ t ca carr rryy ov over er to cr crea eate te some kind of Value slush fund. To return to our metaphor, imagine if real-worl d reservoirs just overflowed when full. They’d keep the amount they were built to hold, but everything extra is wasted, not p umped back into the system. Still, in SimCity Societies, “wasted” quantities of a Value aren’t a bad thing, but they could indicate you’ve wasted money on buildings that you’re not really using to their full Value.
Building Galleries and the Value Pool
You can sort galleries by their Value production or consumption with the green plus and red minus buttons along the top of the gallery window.
If you want to see buildings that impact only one Value, open a gallery and left-click on the Value’s Value’s filter icon. Likewise, you can see buildings in all four galleries (Power buildings don’t supply or consume Values) at once by clicking on the Value filter when the gallery is closed.
When you point to a building in the gallery, its effects on both supply and demand are immediately shown in the number below the Value filter icons. You can see what effect a building will have before you actually plop it down in your city.
s e u l a V l a t effects of a building in the gallery are shown in the supply and e Value i surplus/deficit numbers. Changes to any affected Values are high c lighted with parentheses. We can place this Office Building, but we’re o gonna need some more Productivity before it’ll function. S : Values alues and the Building Gallery 2 V r Each building in the gallery shows its Societal Value require(red icon) or contribution (green icon). In other words, e ment ic on indicates how much of the t the number next to the red icon p corresponding Value will be deducted from the city’s pool you place the building. Likewise, the number next to the a when icon tells how much of the pictured Value will be added h togreen the pool. C 18
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Clicking on the Value filter icon limits the number of buildings in the gallery to those that affect the selected Value. TIP
If, on the other hand, you want to hide all all buildings of a particular Value from the gallery, right-click on on it. All other se lected Values remain on. Right-click again to restore buildings with the hidden Value. You can also do this when you have multiple galler ies open (that is, if you want to se e only Homes and Workplaces, right-click on Decorations and Venues to filter them out).
Values V alues and Placed Buildings Once a building is placed in your city, you can view its Value effects in two ways.
Values Deficits and Values Shutdowns
You can open the building’s building card to view its Value production and/or consumption.
To see the Value production/consumption amounts for several buildings at once, activate the special map display buttons and activate the button for the Value or Values you want to see.
Buildings need Values to operate, but that doesn’t mean you can’t place a building without the required Value Value supply. Nor does it mean a particular building will deactivate if citywide demand exceeds supply. Buildings can be placed even when doing so will create a deficit in its Values, but the building won’t function until you provide the necessary supply. Unsupported Workplaces won’t add jobs to the city or contribute money to the treasury. Homes won’t add residential space or be inhabited by newcomers. Venues won’t accept any visitors. And, no building that has a Value supply will add it to the pool until the city can supply its requirements. Once buildings are operational, changes in the citywide amount of their required Value (say, from a fire or other building-destroying mishap) can cause shutdowns, but the effect is neither immediate nor citywide. Every building has a shutdown priority that dictates what it’ll do if its Value supply is cut off. While you don’t really need to know this stat for every building, there are a few general concepts to keep in mind: Buildings that have lost their Value supply or created a deficit when they were placed will show the Value’s icon (without a number next to it) when the Problems display is activated.
All buildings tied to the selected Value will show its icon above them with green or red numbers to indicate its effect on that Value.
CAUTION
The special map display icons for each of the Values are nearly ide ntical to the “this building lacks this Value” icon shown when the Problems display is activated. The only difference is that the Show P roblems icon won’t , unlike the Value display icon, have a number beside it.
Buildings that produce large quantities of a Value Value won’t deactivate.
•
Buildings that don’t produce any Values will deactivate first.
•
Homes and buildings that provide emergency services (police, fire, etc.) will be among the last to deactivate.
•
Restoring sufficient supply of the needed Value will reactivate buildings in the reverse order of shutdown.
C h a p t e r 2 : S o c i e t a l V a l u e s 19
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S
ims lead rich lives, but if you know what makes them tick and, critically, what makes them happy, y ou’ll control the destiny of your city in ways you can barely imagine. This chapter introduces you to a Sim’s daily routine and how it shapes your role as master of the city. Then we delve into the critical role of Happiness, exploring how it works, where it comes from, where it doesn’t come come from, and what it does.
• Goals: Icons at the bottom of the Sim card display what the Sim is en route to do. Point at these icons to reveal the current destination or condition.
The Sim Card The best way to get a read on Sims is to ask them how they’re doing. You do this by clicking on one to summon his or her Sim card.
s s Sim cards tell you exactly e what’s on your Sim’s mind. n i p The Sim card offers quite a bit of information: p • Name: The Sim’s randomly generated name can be changed. a If you change a Sim’s surname, all members of the same family will change as well. H• Type: Sim type is Normal, Child, or Special. Normal Sims are d the only Sims that can hold jobs, and only their Happiness is n counted in the citywide totals. Children can go to Venues and a add to their family Happiness, but they aren’t really normal Special Sims are different altogether, warranting their s Sims. own chapter later in this guide (see the “Special Sims” chapter). m• Mood: This indicates the Sim’s current mood. i Slot: Each Sim can hold one Accessory. Acces S • Accessory : sories are items bought at shop Venues or obtained from 3 certain Special Sims that improve a Sim’s Happiness for a r fixed amount of time. e • Job: If the Sim has a job, point to the job icon to reveal where t the Sim works. p • State: If the Sim is sick, a h injured, C or immune to sickness, an icon will appear. 20
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This Sim is sick, but he has plans. His goal icons tell you that when he’s done with work, he’s going to find a healthcare Venue to cure his sickness. Then he’ll head out to other Venues to build up his Happiness. Gotta admire his sense of purpose.
TIP
When highlighting a Sim, press , to follow him or her at standard zoom level.
The Sim Day A Sim’s daily grind is pretty simple, but within it lies the core of SimCity Societies . Every day, a Sim’s day consists of:
The roads really fill up during rush hours.
• Work: Sims walk or drive to their Workplace if it’s a workday. They leave home at whatever time necessary for them to be at work by 8 a.m.. • Going to Venues: Sims leave work after completing a six hour shift or 5 p.m., which ever comes first, and do so by foot or car. During whatever time remains between work and midnight, they visit as many Venues as time allows. The longer it takes them to travel from work and the farther
they have to travel to get to Venues, the fewer Venues they can visit and the less Happiness they can collect. Unless the Sims are employed at a Workplace with a seven-day workweek, they have the entire day on Saturday and Sunday to visit Venues. Venues close • Returning Home for the Night: At midnight, all Venues and Sims head home. The longer it t akes to get back to their home, the less time they’ll have at home. The central strategy is to make sure your Sim spends as little time as possible traveling between destinations. Time traveling is time better spent going to Venues.
Happiness
Workers and Other Family Members When you consider a Home, it displays the number of “workers.” This is the number that you’ll want to balance with the number of jobs in your city. In Homes in the “Private” category, category, workers likely won’t be the only residents. Each Private category home has a chance that a child will be born to each worker each day. This probability is further affected by the Happiness of the worker.
Mood Levels Sims can exist in seven moods.
We romantically think of our city’s Sims as our constituency and our charges, people we must care for to make our city thrive. Metaphorically, yes. In a more cold, calculating, and, well, strategy-guide sense, Sims in SimCity Societies are are Happiness factories. We do what we do in our cities to control the level and amount of Happiness to serve other purposes. In this sense, Happiness is just another resource that we must collect and manage. It’s It’s important to understand this because the game isn’t Happiness. It’s about controlling it. it. about maximizing Happiness. In some cities, you’ll want to keep Happiness close to the center (known as content) as possible.
Sometimes you will play to maximize Happiness, but there are other equally rewarding strategies. Several approaches to the game and some tangible rewards revolve around keeping Happiness neutral—in other words, having a content population. Looked at this way, the game is, at its core, about using the city to achieve certain levels of Happiness, though not necessarily high ones. For any approach, it’s critical to know how the different parts of your city enhance or diminish Happiness. Once you have that, you can fine-tune Happiness to your will in even the largest, most complex city.
Moods MOODS
HAPPINESS RANGE
BEHAVIOR
WORKPLACE REVENUE E FFECT
Ecstatic
26 to 30
—
+25%
Elated
16 to 25
—
+25%
Happy
6 to 15
—
+10%
Content
-5 to5
—
—
Sad
-1 to -6
—
-50%
Angry
-25 to -16
Hooky
—
Furious
-30 to -26
Rogue
—
ICON
Ecstatic Ecstatic Sims are just so darn thrilled that they generate the highest possible revenue in their jobs. Because they’re so happy, happy, they actually don’t need to go to Venues. This frees up space for less ebullient Sims.
C h a p t e r 3 : S i m s a n d H a p p i n e s s 21
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Elated Elated Sims are very happy, generating nearly the maximum revenue for their job. They’ll still fill their free time by visiting Venues.
Happy Happy Sims on are the sunny side s ide of the mood scale, but hardly thrilled to be alive. They help their Workplaces generate good revenue for your city and want to s pend considerable time at Venues.
Content
Sources of Happiness Sim Happiness can be increased or decreased by various forces and things in your city. Your Your challenge is to achieve your desired level of Happiness with clever deployment of the right forces. To To do this, you need to understand exactly where Happiness can be found. Sims can gain or lose Happiness from: • Home
• Visiting Venues • Accessories and Enhancements • Special Sims • Building Actions
Content Sims are neither happy nor unhappy. They just are. If your Sims are experiencing conditioning effects from buildings or Special Sims, they’ll tend toward this level of Happiness.
Sad
s Sad Sims are not doing particularly well in life, but they aren’t so miserable that they’ll take it out on s you by skipping work or trashing Venues. Venues. They e will, however, incur a revenue penalty of -50%. n i p Angry p Angry Sims are really unhappy. They’ll Play Hooky, skipping work and denying your city that day’s a contribution to its coffers. H d Many trophies look to your city’s number of Angry Sims n for their benchmarks. For example, the Master of Ceremonies a trophy can only be won if you have fewer than 10 Angry or s Furious Sims. mFurious i Sims don’t get any more unhappy than this, and S Furious Sims know just who to blame: you. Or at : least your Workplaces. Furious Sims will skip work 3 a lot, denying you their meager contribution to the r treasury, and may “go Rogue.” e Many trophies look to your city’s number of Furious Sims t for their benchmarks. For example, the Master of Ceremonies p trophy can only be won if you have fewer than 10 Angry or a Furious Sims. h C 22
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NOTE
No matter how good or wretched the job, Sims don’t gain or lose Happiness from going their Workplaces. Which is not to say that your selection of Workplace buildings doesn’t impact Happiness. Since Happiness is centered around what Sims do during their nonworking hours, jobs with a long workwe ek (seven days) will typically yield more unhappy workers than more conventional jobs. Cities with lots of seven-day Workplaces should be buttressed with as many highHappiness Venues as possible.
Home With nothing to do, all Sims lose Happiness every day. Build a city with one Home and one Workplace and no Venues, and it won’t take long for the few residents to be Furious.
An especially nice Home minimizes a Sim’s daily loss of Happiness.
Venues V enues
NOTE
Sims naturally lose -3 Happiness per day. Changing the difficulty level for a city, however, alters this figure. On Relaxed difficulty, a Sim’s natural loss of Happiness would be -2 per day. On Challenging, though, it spikes to -5. Homeless Sims, on the other hand, are naturally unhappier. Every day a Sim is homeless, he or she loses -6 Happiness (on Normal difficulty). On Relaxed, it’s eased to -5, and on Challenging, it’s upped to -8. This loss can be mitigated by the Home the Sim lives in. Nice houses offset this loss by up to +2, changing the Sim’s daily loss rate to -1 (on Normal difficulty). Particularly bad houses make the daily loss even worse by subtracting one extra point per day (-2 on Normal difficulty). A crummy house like this one, on the other hand, makes things even worse.
Thus, even the best house can’t replace a Sim’s need for other sources of Happiness. Homes That Minimize Happiness Loss HOME
HAPPINESS E FFECT
HOME
HAPPINESS EFFECT
Dream Home
2
Loft
1
Fairytale Palace
2
Monastery
1
Victorian Home
2
Sky Rise Apartment
1
Band House
1
Solar Triple Triple Decker
1
Cottage
1
Tract Mansion
1
Frat House
1
Tree House
1
Gingerbread House
1
Triple Decker
1
Haunted House
1
Tudor
1
Ivory Tower
1
Homes That Worsen Happiness Loss HOME
HAPPINESS E FFECT
HOME
HAPPINESS EFFECT
Cube Apartment
-1
Solar Worker Barracks
-1
D-Lux Sleep Tubes
-1
State Housing Block
-1
Hut
-1
Tenement
-1
Sleep Tubes
-1
Trailer Park
-1
Slum Apartments
-1
Worker Barracks
-1
Sims primarily build Happiness by visiting Venues when they’re not sleeping or at work. During their off hours, Sims search the city for places to go that will best add to their Happiness. In this decision, they weigh: NOTE
For every point of Happiness over a closer Venue, Sims will be willing to travel 10 game tiles. • Distance: Closer is better, but Sims will choose a more distant Venue if it offers more Happiness than a nearby one. • Current Happiness: The happier Sims are, the less choosy they’ll be about their Venues. Venues. • Attractiveness: Some Venues are have an extra attraction that has nothing to do with the Happiness they offer. Thus, Sims may opt for a more attractive Venue with lower Happiness than an equidistant Venue offering higher Happiness. • Accessories/Enhancements Sold: When a Sim considers a store that sells Accessories or Enhancements (that the Sim doesn’t currently possess), the Happiness effects of the goods for sale are added to the effect of the building itself. This can make shops extremely popular popular Venue Venue destinations. it’s full, • Available Space: If Sims can’t get to a Venue because it’s the Venue might as well not exist. It’s critical, therefore, to make sure you have enough Venue slots for the size of the population. Occasionally check your City Info card to see if (or how many) Sims were unable to visit Venues on the previous day. If you can rule out other possible causes for the failed visits (such as location, attractiveness, or Hippies t aking up space), you probably need to add more Venues. See “Venue “Venue Capacity” in the “Buildings” chapter for more details.
• Hours of Operation: Some Venues are open only during the day (9 a.m. to 2 p.m.), so workers will only be able to take advantage of them on the weekends. These Venues Venues are important if your city has lots of kids (more on that in the “Children and Venues” Venues” section) or lots of Sims Playing Hooky, but it’s critical to have enough space for your workers to unwind after a hard day’s labor. • Sim Health: If a Sim is sick or injured, this factors into the choice of Venue. Ailing Sims won’t automatically choose to visit healthcare Venues, Venues, but it will weigh heavily in their decision.
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Venues Venues bestow their Happiness effect when a Sim visits. The Sim will stay in the Venue for a fixed amount of time (as defined by the building itself). The more Venues a Sim can visit during their free time, the Happier they’ll be, so keep lots of Venues Venues around residential areas and on main roads between Homes and Workplaces so Sims don’t have to waste time traveling to more distant destinations.
Children and Venues Children aren’t workers, so their Happiness isn’t actually counted. This isn’t to say, however, it’s not important. Children act as Happiness collectors for their parents, passing on whatever Happiness they earn to their parents’ Happiness ratings.
NOTE
There are also many Venues that provide no Happiness effect. These, however, tend to be government, healthcare, police, and incarceration buildings and not what you’d think of as V enues.
Accessories and Enhancements Sims can purchase or receive objects called Accessories or Enhancements from shopping Venues and some Special Sims. Accessories can be viewed in a Sim’s Sim’s Sim card.
Keep a fair number of child-friendly Venues near Homes so kids can collect Happiness while their folks are at work.
Since children don’t work, they have nothing but free time. During the day, they search for child-friendly Venues, adding Happiness to their parents’ ratings with every visit. When parents and children visit a Venue together, the family gets credit for the child’s visit as well.
s s e n i p p a Best Venues for Happiness HPurely for the per visit Happiness rating, buildings below are d the best Venues. n Best Venues for Happiness Effect a BUILDING HAPPINESS EFFECT BUILDING HAPPINESS EFFECT s Cathedral 10 Holotainment Center 7 10 Meditation Center 7 mCorporate Retreat i Meeting House 10 Memorial Plaza 7 S Mega-Church 10 Off-Broadway Playhouse 7 : Plastic Surgeon 10 Open Air Venue 7 3 Sports Stadium 10 Opera House 7 r Stone Church 10 Philanthropic Organization 7 e Temple 10 Rehab Center 7 t Art Museum 7 Religious Retreat 7 p Bath House 7 Sanctuary 7 a Beauty Salon 7 Sesshin Center 7 h Gathering Hall 7 VIP Club 7 C 24
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Accessories are personal items that Sims carry with them that directly affect the Happiness rating for the Accessory’s duration. NOTE
Yo u ca cann vi ew ea each ch Si Sim’ m’ s Ac Acce cess ssor orie ie s or Enhancements and how much time they have left in their Sim and Building cards, respectively.
Stores that sell goods tend to be very popular.
Enhancements are “installed” in a Sim’s home and affect the home’s Happiness effect on its residents. Home enhancements can be viewed on the Home’s Home’s Building card.
The next table lists all available Accessories and Enhancements, their Happiness effects, and how long the effects last.
Accessories and Enhancements Happiness Effect NAME
TYPE
HAPPINESS EFFECT DURATION (DAYS)
Antique
Enhancement
1
4
BBQ Grill
Enhancement
2
12
Books
Accessory
1
4
Cargo Pants
Accessory
1
6
Cell Phone
Accessory
2
6
Curios
Accessory
1
4
Designer Clothing
Accessory
2
4
Dining Set
Enhancement
2
12
DVDs
Accessory
1
2
Electric Pet
Accessory
0
4
Game Console
Accessory
1
12
Luxury Car
Vehicle
2
28
Motorcycle
Vehicle
2
10
Painting
Enhancement Enhancement
2
6
Pet
Accessory
1
14
Records
Accessory
1
4
Refrigerator
Enhancement
2
6
Rug
Enhancement
2
6
Scooter
Vehicle
1
12
Sedan
Vehicle
1
21
Television Television
Accessory
2
12
Text Books
Accessory
1
4
Tools
Accessory
1
2
Toys
Accessory
2
4
Used Clothing
Accessory
1
6
Wine
Accessory
1
4
Special Sims Some Special Sims can directly affect the Happiness of normal Sims they encounter in the streets. Here are a few examples:
Having their picture painted by a Street Artist Special Sim makes Sims happier.
NOTE
For a full account of Sp ecial Sims, see the “Special Sims” chapter.
• Cheerleaders: Cheerleaders perform in the streets, affecting the Happiness of anyone who watches them perform or even passersby who don’t care to stop. • Fighting Monks: Their martial arts demonstrations can boost the Happiness of passersby. • Ghosts: Scaring adults reduces Happiness, but children get a boost. • Mimes: When Mimes are performing in the s treets, Sims can be made more or less happy. • Pickpockets: Sims victimized by pickpockets lose an Accessory and some Happiness. • Street Artists: These wandering painters affect a Sim’s Happiness by painting their picture. The painting goes with the Sim as an Accessory, further improving Happiness. • Street Performers: Any Sim who stops to watch them gets some Happiness. • Street Preachers: These Special Sims can affect the Happiness of anyone who stops to listen to them, but the amount is randomly variable. NOTE
Secret Police Special Sims search the city for Sims who are extremely happy or unhappy and drag them off to be “normalized.”
Building Actions Many buildings have special actions that can impact Happiness beyond the normal abilities of the building. These must be activated by you and usually carry some sort of cost or prerequisite. The Ice Cream Shoppe can let loose this ice cream truck to spread Happiness to anyone in its radius.
A few examples: • The Ice Cream Shoppe’s Street Sales action dispatches an ice cream truck that improves the Happiness of anyone who sees it.
C h a p t e r 3 : S i m s a n d H a p p i n e s s 25
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• The Behavioral Science Lab’s Mood Device action adds the Conditioning ability to a Home, neutralizing the mood of its residents (increasing or decreasing Happiness, depending on their mood).
Happiness Impact Happiness impacts several parts of the game, including Workplace income, misbehavior, trophies, and medals.
Workplace Income The amount of money a fully staffed st affed Workplace (by content workers) contributes to your treasury each week is shown in the building’s Building card and in the Workplace gallery. This is the Workplace’s base amount of revenue. How much it actually produces in a given week depends, in part, on the Happiness of each of its workers. The Happier each is, the more income will be produced. See the “Moods” table above for full details.
Misbehavior: Hooky and Rogue
unhappy, he or she will act out, under s When a Sim is very unhappy, s mining your city. How they express this depends on how e unhappy they are. n Angry: Playing Hooky i p Angry Sims will skip work because of their bad mood. This is p called “Playing Hooky,” and it’ll cost you money. a Your City Info card H shows the number of Sims currently d Playing Hooky. n a Sims who don’t go to work reduce s the weekly revenue m of their Workplace i each day they S don’t report. The more unhappy your Sims,fortherefore, the less : 3 you’ll get out of your Workplaces. r NOTE e Sims Playing Hooky during work hours may be t dragged to work by force if a Sentinel Special p Sim nabs them. This will restore the Sim’s a contribution to the Workplace for the day. h C 26
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One way to combat Playing Hooky is by giving shirking Sims lots of ways to up their Happiness on their self-declared “mental health day.” With a good supply of Venues with Open All Day hours, Sims Playing Hooky are more likely to spend their workday in Venues, Venues, buttressing their lousy mood. Give them enough places to go that are open during work hours and they’ll be back on the job in no time.
Furious: Going Rogue When Sims are Furious, they’ll do even more damage. Not only will they miss work, but they’ll take an entire Workplace with them. NOTE
If your city has any buildings that spawn Riot Police, they may apprehend Rogue Sims on their way to shutting down a building. Captured Rogue Sims will be carted of f to the nearest incarceration Venue (i.e., jail) w here they’ll be housed for 24 hours, then r eleased with a content mood. Rogue Sims choose a random Workplace building in the city and shut it down for several hours. Offline Workplaces produce neither their daily revenue nor whatever Societal Value Value they may normally supply. NOTE
If you have the P roblems special display activated, Rogue Sims display the Going Rogue icon over their heads. This tells you they are headed for trouble.
Your City Info card shows the number of Rogue Sims.
Trophies Most of the 10 trophy achievements require that your city have few or many Sims above or below certain mood levels.
Trophy Mood Requirements TROPHY
MOOD REQUIREMENT (S)
Guru
Fewer than 10 Angry or Furious Sims
Master of Ceremonies Ceremonies
Fewer than 10 Angry or Furious Sims and at least 60 Ecstatic
Mayor
Fewer than 25 Angry or Furious Sims
Jack of All Trades Trades
Fewer than 25 Angry or Furious Sims
Master Manipulator
Fewer than 20 Angry or Furious Sims and fewer than 20 Elated or Ecstatic Sims
The Legendary Bard
Fewer than 10 Angry or Furious Sims
While some of these achievements are based on having a happy population (very few Sims worse than Sad), others are more complex. A pair of examples: • The Master Manipulator is aimed at cities with nearly their entire population clustered around Content with only a few stragglers in the highest and lowest ranges. To achieve this, load up on buildings with the Conditioning ability (pulling Sims’ moods towards 0 when they’re visiting).
• The Master of Ceremonies, on the other hand, demands a zealously happy populace, with very few Sims worse than Sad and a whole bunch in the best possible mood. Such a city would need to be awash in Venues, particularly those that offer the biggest Happiness boosts. NOTE
See the “Achievements and Unlockables” chapter for the full de tails on trophies and medals.
Medals In addition to trophies, you will be awarded medals for accumulating large numbers of Sims in the highest mood levels. Medals for Moods MEDAL L EVEL
Charging Building Actions Some building actions can’t be used until a certain number of Sims in positive moods visit.
Many buildings have special actions that you can activate for some extra oomph. With these great powers, however, comes some cost. For many buildings, the cost is money, but for some, the number of visits by Happy, Elated, or Ecstatic Sims enables the action. Likewise, visits by Sad, Angry, or Furious Sims lower the charge. The upshot is that these kinds of buildings won’t work very well in cities with big unhappy populations; they tend to function best where they’re needed to make happy Sims happier. NOTE
The most common kind of Happiness-charged building action can be found on buildings in the Factory or Corporate category. These count the number of content workers attending their jobs each day.
Reading Happiness Just knowing how many of your Sims are in what kind of mood mood is useful, but sometimes you need to dig a bit deeper. deeper. You You can learn a lot about your Sims’ moods and what’s causing them by skillfully looking at your city and activating the tools at your disposal.
Mood Meter The Mood meter
REQUIREMENT
10 or more Elated or Ecstatic Sims
20 or more Elated or Ecstatic Sims
40 or more Elated or Ecstatic Sims
Located below the Venue Venue gallery button, the Mood meter is a vertical bar graph that displays how many workers are currently in each mood level. Point at each level to view the exact number of Sims currently in that mood. To To highlight Sims in one particular mood level, left-click on its bar in the Mood meter.
C h a p t e r 3 : S i m s a n d H a p p i n e s s 27
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Left-clicking on a mood on the Mood meter marks it with a little gray sunburst and bounces the Happiness icons of all Sims in that category.
Look closely and you’ll notice that all Happiness icons in the chosen level are bouncing.
City Info Card The City Info card
s s e n i p This display shows many stats that can give you insight into p your city’s Happiness. a • Venue Capacity: Helps you judge if you have enough Venues. H• Venue Failed Visits: If this number is high, take a good look d at where your Venues are and consider placing new ones. n • Sims Playing Hooky: Gives you an idea how frequently your a Angry Sims are skipping work. s • Rogue Sims: The current number of Sims gone Rogue in your city lets you know when things have gotten out of control. m i S : 3 r e t p a h C 28
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Sim and Building Happiness Special Displays Activate the Sim Happiness display to view the Happiness icon of all Sims as they travel between destinations. To view the Happiness rating of every building, activate the Building Happiness special display.
Every building that affects Happiness will show its Happiness rating with a green or red number.
B
uildings are the heart and soul of your city. They’re the pieces of your puzzle and the tiles in your mosaic. This chapter provides everything you need to know about these crucial structures and how each affects your city.
Happiness Effect
Building Attributes There are many features to consider when perusing the galleries for buildings—everything from categories and cost to building actions and operating hours.
Categories Most buildings fit into one or two specific building categories. This allows for some generalization of certain certa in effects. For example, having a Newspaper building reduces the revenue of any Workplace buildings in the Government class.
Each day that a worker spends at a Workplace adds this amount to the building’s contribution to the city treasure. This amount multiplied by the number of workdays and then by the number of employees is the Workplace’s Workplace’s weekly revenue. This amount will vary by the individual worker based on his or her Happiness.
The cost of a building is shown in the upper-right corner of the gallery entry and the Building card. The money you’ll get back by bulldozing the building will be one-half this amount.
The price to purchase the building is the build cost. This onetime fee is charged when you place the building. Some buildings reduce the purchase price of buildings certain categories. Buildings That Make Other Kinds of Buildings Cheaper Dairy Barn Farmer’s Farmer’s Market Graveyard Harness Maker Inquisition Office Mission Religious Bookstore Seamstress
Many Homes and Venues affect the Happiness of any visiting Sim. See the “Sims and Happiness” chapter for more.
Income per Day per Worker
Build Cost
BUILDING
A building’s base Happiness effect is shown in the bottom-right corner of the gallery entry and in the right center of the Building card, marked with a green or red Happiness symbol.
BUILDING C LASS A FFECTED
DISCOUNT
Agriculture Agriculture Creepy Agriculture Government Worship Worship Agriculture
-10% -10% -10% -10% -10% -10% -10% -10%
Though income per day per worker isn’t shown in either the gallery or a building’s card, the building’s total amount of revenue for the week is shown. This is how much the building could produce in a week with all employees at Content or Happy.
Workers, Jobs, Visit Slots Workplaces display their number of jobs in both their gallery entry (lower left) and the Building card (center).
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Homes, Workplaces, and Venues have defined capacities that dictate, respectively: • Workers: The number of breadwinners that’ll be able to move into a Home. These are the actual Sims you’ll see in the street (other than the Special Sims). Balance Ba lance the city’s total number of workers with the number of jobs and you won’t have to worry about homelessness or unemployment.
capacity of a building, you’ll have some unexpected Sims who need jobs. If you fail to notice the change, these unemployed Sims will lounge around in your city on your dime, taking up Venue Venue locations when they could be working for you.
• Jobs: The number of jobs a Workplace offers. Balance this with the number of workers.
Population is shown in the bottom center of the gallery view.
• Venue Slots: The number of Sims that can visit the Venue at one time. If a Venue is full when a Sim arrives, the Sim will have wasted valuable free time with no Happiness to show for it.
Population
This is the number that will go into your city’s total population figure. It’s a fictitious estimation that has nothing directly to do with the number of workers in the house. It’s most important for unlocks and achievements based on population.
Max in City Some buildings can only be built once in a city. These are rare. Homes in the gallery show both the number of workers (lower left) and the population this Home will add (bottom center). Homes’ Building cards show the workers (center) with a child icon if the family has added a child.
NOTE
Hippies take up slots in your city’s Venues. If you have a lot of them, build some extra Ve nu nues es so yo your ur lo loca cals ls ca cann ge gett th thei eirr Ha Happ ppin ines esss boost whenever they need it.
s g n i d l i u B : 4 r Venues show their capacity in the lower-right corner of the gallery entry. e On the Venue’s card, you’ll see (in the center) the current number of t Sims visiting/capacity. Below that you’ll see the number of Sims who’ve p successfully visited today. a Several kinds of buildings and Special Sims can affect the h capacity of Homes, Workplaces, and Venues. These changes C are usually unexpected, so be alert if things suddenly go out of balance. For example, if a Slum Lord Special Sim expands the 30
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Availability About one-third of the buildings in SimCity Societies are are available when you start a new city. The others must be unlocked by reaching certain milestones in Societal Values, the number of Sims in certain mood levels, population, and treasury balance. Some buildings are locked and some are hidden. Locked buildings can be viewed in the gallery just like unlocked buildings but can’t be placed until they’re unlocked. Hidden buildings reveal only their unlock conditions until you actually liberate the building. Fortunately, the building t ables and catalog in this chapter expose all that is hidden. See the “Achievements and Unlockables” chapter for full details.
Carbon Production
Power buildings show their carbon output in terms of Low, Medium, or High in the lower right of both their gallery entry and the Building card.
Most Power buildings produce a quantity of carbon that impacts your city’s pollution level. Other buildings can emit carbon, too, but these emissions are a function of the building’s abilities and not this attribute. That’s why you’ll only see this number for Power types.
Power Power use isn’t shown in the gallery or on the Building card. If you need to know the power use of a building, press the Power display button.
or do anything. Thus, it’s critical to weigh the pros and cons represented by the building’s abilities versus its Societal Value effects. When a building emits an effect on surrounding buildings, the source is revealed with the Radius Effects display. Click on the building to show the area of its effect.
Building Abilities ABILITY
Almost every building consumes some amount a mount of power from your Power buildings. This attribute reveals how much. For Power buildings, the number is positive, representing how much power the building adds to the city.
When looking at buildings in the galleries, note that the Power meter changes to show what the city’s power supply will look like after you place the building. If the meter drops into the red, pick a less power-hungry building or consider adding a Power building.
Building Abilities
Building abilities are displayed as icons in the bottom-right box in a building’s gallery entry (when you point at it) and in the bottom of the Building card.
Building abilities are special features of a building that can affect Sims who visit it, nearby or selected buildings, or some citywide property. These properties work from the moment the building is placed; you don’t need to activate the ability
ABILITY D ESCRIPTION
Accessory Retailer
Sims enjoy shopping for Accessories; they also enjoy purchasing them and taking them home. Appealing Sims will choose this building over a nearby building that makes them equally happy. Citywide Authority Increases the Authority output of buildings Increase that normally promote Authority. Citywide Productivity Increases the Simoleon output of Increase employees at all Workplaces. Citywide Prosperity Increases the Prosperity output of buildings that Increase normally promote Prosperity. Competitive Each instance of this building reduces the Simoleon and Societal Value output of all instances of this building. Competitive Each instance of this building reduces the Societal Value output of all instances of this building. Conditioning Corrects Sim moods toward a balanced center. Corporate Technology Production of Values at Corporate buildings throughout the city is increased, along with their worker output of Simoleons. Cost Cutter: Agriculture Reduces the cost to build Agriculture buildings by 10%. Cost Cutter: Creepy Reduces the cost to build Creepy type buildings by 10%. Cost Cutter: Decorations Reduces the cost to build Decorations by 25%. Cost Cutter: Education Reduces the cost to build Education buildings by 10%. Cost Cutter: Government Reduces the cost to build Government buildings by 10%. Cost Cutter: Worship Reduces the cost to build Worship buildings by 10%. Curing Helps sick Sims get well. Dangerous Sims visiting this building run an elevated risk of being injured. Distributes Daily Doses The Daily Dose affects its its patients for a short while.
C h a p t e r 4 : B u i l d i n g s 31
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Building Abilities continued
ABILITY
A BILITY
ABILITY D ESCRIPTION
Efficient Energetic Enhancement Retailer
Makes the building more productive than usual. Increases production of Values already produced. Sims enjoy shopping for Enhancements for their Homes. Reduces the Happiness effect of nearby Homes and Venues. Decreases the chances that Entertainers appearing in the city will be Rock Stars. Press watchdogs reduce the efficiency and Simoleon production of Government buildings. How long Sims stay here, and how happy they are about it, depends largely on their luck. Cures Sims of sickness and injury. This building is producing more Happiness than usual. Visiting Sims increase their overall health and can reduce their susceptibility to illness. Neutralizes Sim moods. Makes the local area and all nearby buildings much more appealing for Sims to visit. Chokes the city’s air with a massive output of smog. The capacity of this building has been increased. Building produces a great deal more income from workers than usual. Rogue Sims cannot shut this building down. Increases the speed and efficiency of city firefighters. Increases the sight range of city Police Officers. Increases the speed and efficiency of city Work Crews. Building produces more Authority than usual. The capacity of this building has been increased. Makes Sims more likely to visit Education buildings. Increases the capacity of all Education buildings in the city. Increases the size of libraries in Education buildings, allowing more students per building. Building is more likely than most to catch fire. Increases the capacity of all Incarceration facilities in the city. Building produces more Knowledge than usual. Building produces more Power than usual.
Increased Prosperity Building produces more Prosperity than usual. Output Increased Recycle Value Recycle value of this building has been increased above normal. Inefficient This building is less productive than usual. Inspected Safety risks and health hazards have been temporarily removed from this location. Light Conditioning Mildly corrects Sim moods toward a balanced center. Local Productivity Increases the Simoleon output of employees at Increase nearby Workplaces. Local Property Value Slightly increases the property value of nearby Increase buildings, allowing you to recover more of their cost when selling them back. Local Property Value Increases the property value of nearby buildings, Increase allowing you to recycle them for a higher refund. Local Prosperity Increase Increases the Prosperity output of nearby buildings that normally promote Prosperity. Local Worship Makes nearby houses of worship more spiritually Improvement fulfilling locations. Low Smog Output Outp ut A slight haze of smog emanates from this building. Low-Carbon Rewards Provides daily income for maintaining a low carbon footprint with a high power output. Many More Police Greatly increases the likelihood of Police Officers Officers in the city. Medium Smog Output Darkens local skies with smog. Monument Income— Income—High This monument generates a large amount of reward income for the treasury each day. Monument Income— Income—Low This monument generates a small amount of reward income for the treasury each day. Monument Income— Income— This monument generates some reward income Medium for the treasury each day. More Arsonists Increases the chances that criminals appearing in the city will be Arsonists. More Artists Increases the likelihood of Artist-class Special Sims in the city. More Celebrities Increases the chances that artists appearing in the city will be Celebrities. More City Workers Increases the likelihood of city workers in the city. More Decorators Increases the chance that artists appearing in the city will be Decorators. More Entertainers Increases the likelihood of entertainers in the city. More Faith Healers Increases the chance that holy Sims appearing in the city will be Faith Healers. More Firefighters Increases the chance that city workers appearing in the city will be Firefighters.
Eyesore Fewer Rock Stars Free Press Gambling General Healthcare Happy Location Healthy Heavy Conditioning High Neighborhood Improvement High Smog Output Highly Increased Increased Capacity Highly Productive Immune to Rogue Sims Improved Firefighters
s g Improved Police Officers Improved Work Crews n i d Increased Authority l i Increased Capacity u Increased Education B Increased Education : 4 Capacity Educational r Increased Library Size e Increased Fire Risk t Increased Incarceration p Capacity a Increased Knowledge h Increased Power Output C 32
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ABILITY D ESCRIPTION
ABILITY
ABILITY DESCRIPTION
ABILITY
More Hooligans
Increases the chance that criminals appearing in the city will be Hooligans. Increases the chances that monks appearing in the city will be Masters. Increases the chances that entertainers appearing in the city will be Mimes. Increases the likelihood of Police Officers in the city. Increases the chances that security professionals appearing in the city will be Private Security Guards. Increases the chances that entertainers appearing in the city will be Rock Stars. Increases the chances that holy Sims appearing in the city will be Temperance Advocates. Increases the likelihood of Tourists in the city. Tourists provide revenue for every Venue they successfully visit. Increases the chances that managers appearing in the city will be Tycoons. Increases the chances that criminals appearing in the city will be Vigilantes. Sims simply adore this building and will find any excuse to visit. Makes the local area and all nearby buildings less appealing for Sims to visit. Makes the local area and all nearby buildings somewhat more appealing for Sims to visit. Provides income for your city from criminal activity. Produces more income from workers than usual. Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. Building is less likely than most to catch fire. Increases the power output of Renewable Resource Power buildings. Pays sales tax to the treasury for every customer who visits. Each instance of this building costs more to build than the previous one. Antiques provide a household with a small Happiness boost for a few days. Books provide a small Happiness boost for a few days. Cargo Pants provide a small Happiness boost for a short while. Cars provide a small Happiness boost for a very long time.
Sells Cell Phones
More Masters More Mimes More Police Officers More Private Security
More Rock Stars More Temperance Advocates More Tourists
More Tycoons More Vigilantes Most Appealing Neighborhood Blight Neighborhood Improvement Organized Crime Productive Property Tax Reduced Fire Risk Renewable Resource Power Increase Sales Tax Saturating Sells Antiques Sells Books Sells Cargo Pants Sells Cars
ABILITY D ESCRIPTION
Cell Phones provide a large Happiness boost for a medium amount of time. Sells Curios Curios provide a small Happiness boost for a few days. Sells Deluxe Deluxe Refrigerators provide a household with a Refrigerators large Happiness boost for a short while. Sells Designer Clothing Designer Clothing provides a large Happiness boost for a few days. Sells DVDs DVDs provide a small Happiness boost for a few days. Sells Electric Pets Electric Pets affect their owner’s mood for a few days. Sells Family Cars Family Cars provide a very large Happiness boost for a long time. Sells Game Consoles Game Consoles provide a small Happiness boost for a long time. Sells Luxury Cars Luxury Cars provide a large Happiness boost for a very long time. Sells Mahogany Mahogany Dining Sets provide a household with Dining Sets a large Happiness boost for a long time. Sells Motorcycles Motorcycles provide a large Happiness boost for a long time. Sells Persian Rugs Persian Rugs provide a household with a large Happiness boost for a short while. Sells Pets Pets provide a small Happiness boost for a long time. Sells Platinum Platinum BBQ Grills Platinum BBQ Grills provide provide a household with a large Happiness boost for a long time. Sells Rare Paintings Rare Paintings provide a household with a large Happiness boost for a short while. Sells Records Records provide a small Happiness boost for a few days. Sells Scooters Scooters provide a small Happiness boost for a long time. Sells Televisions Televisions provide a large Happiness boost for a long time. Sells Text Books Text Books provide a small Happiness boost for a few days. Sells Tools Tools provide a small Happiness boost for a few days. Sells Toys Toys provide a large Happiness boost for a few days. Sells TV Dinners TV Dinners provide a small Happiness boost for a short while. Sells Used Clothing Used Clothing provides a small Happiness boost for a short while. Sells Wine Wine provides a small Happiness boost for a few days.
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Building Abilities continued A BILITY
ABILITY D ESCRIPTION
Serves Cocktails Has a chance of getting Sims drunk. Serves Liquor Sims visiting this building leave drunk. Strategized Strategized Marchitecture Marchitecture Produces income for the city for every Sim who visits. Unappealing All other things being equal, Sims will not choose to visit this building. Unhappy Location This building is producing less Happiness than usual. Unhealthy Sims here have a high chance of becoming ill. Unproductive This building is producing less income from workers than usual. Variable Fun Some Sims have a great time here, some don’t have fun at all. Very Appealing Sims will travel farther than usual to visit this building, even if it provides less Happiness than another building. Very Happy Location This building is producing much more Happiness than usual. Very Unhappy Location This building is producing much less Happiness than usual.
One ability, Attractiveness, shows in the lower-right corner of the building’s building’s portrait in the Building card. This green radial icon indicates how much more attractive the building is than normal buildings. The number of green pips around the icon show the degree to which Sims will be drawn to this place regardless of how much Happiness it actually offers.
Building Actions
Building actions are represented by blue icons on the left side of the gallery item and at the bottom of the Building card. Pointing to the name shows the action’s effect, and pointing at the action reveals how often it can be used.
Unlike abilities, building actions must be manually activated before they’ll have any effect. Buildings and Their Actions B UILDING
BUILDING A CTION
Administration Building
Activist Rally
s g Alien Artifact Lab n Animal Rescue Office i d Astrophysics Lab l i u Asylum B Atomic Test Site : 4 Baseball Field r Behavior Control Facility e t Behavioral Science Lab p a BioMass Power Plant h Board of Directors C Brewery
DESCRIPTION
Building immediately produces several activists. Activist Special Sims include Hippies, Environmentalists, and Photojournalists. Artifact Analysis Targeted Targeted building’s production of Knowledge permanently increases by 10%. Activist Rally Building immediately produces several activists. Activist Special Sims include Hippies, Environmentalists, and Photojournalists. Research Grant Building immediately dispatches a researcher Special Sim. Researchers include Scientists, Professors, and Mad Scientists. Issue the Call Building commands six nearby Hooky-Playing Sims to check themselves in for therapy. Tech Breakthrough Targeted Targeted Government building’s income from workers is permanently increased. This bonus can only apply once per target. Nickel Root Beer Night For the next 24 hours, visitors gain extra Happiness from their visit. Mood Device Target Target a Workplace with no conditioning abilities to receive a Mood Device, granting that Workplace the Light Conditioning ability permanently. Mood Device Target Target a Home with no conditioning abilities to receive a Mood Device, granting that Home the Light Conditioning ability permanently. Overload Building produces more power but has increased chances of catching fire. Click the action button again to return to normal functioning. Sponsored Event Targeted Targeted Venue becomes incredibly popular for the day. Production Drive Adds 5,000 Simoleons to the treasury.
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Buildings and Their Actions continued BUILDING
BUILDING A CTION
Bureaucracy Office
Efficiency Drive
Burger Joint Butcher Shop Café Campus Radio Station Candy Store Cathedral Chamber of Deputies Children’s Museum Chocolate Factory Cineplex City Bistro Civil Defense Tower Clown School Colossal Foundry Concert Hall Corporate Cops Corporate Data Center Corporate One Corrupt Police Station Cotton Candy Stand Counseling Center County Jail Courthouse Creepy Barn Crime Forecast AI Cryogenic Prison CyberCorp Offices Defense Lab Dept. of Public Health Dept. of Public Works Detention Center Diner District Courthouse District Fire Station Dive Bar Dosage Facility
DESCRIPTION
Temporarily increases the Simoleon output of a targeted Corporate Workplace, at a cost to worker Happiness. Toy Sale Shop sells the Toys Accessory for the day, making it more attractive than usual. Special Pricing Shop holds a sale. Special Pricing Shop holds a sale. Activist Rally Building immediately produces several activists. Activist Special Sims include Hippies, Environmentalists, and Photojournalists. Street Sales Store deploys an ice cream truck to sell wares throughout the city. Sanctification Building immediately sends an Elder to bless a chosen Spirituality Venue, increasing its effectiveness. Safety Inspection Building immediately sends out a Safety Inspector to find and inspect a risky Workplace. Gift Shoppe Special Sells the Toys Accessory for the day, making it more attractive than usual. Platinum Ticket Contest Adds 1,000 Simoleons to the treasury. World Premiere A movie premiere is held, drawing a Celebrity to your city. Hot Spot Temporarily increases the popularity and capacity of this building, as well as its Happiness effect. Quash Subversives Building immediately dispatches four Secret Police officers to patrol starting at a targeted building. Mimeageddon Unleashes a wave of Mimes upon your city. Whip Cracking Increases Simoleon production of all Workplaces, at a cost to employee Happiness. Multiple Colossal Foundries do not multiply this effect. Click again to deactivate. Hot Spot Temporarily increases the popularity and capacity of this building, as well as its Happiness effect. Riot Suppression Shop holds a sale. N/A Building immediately deploys a cadre of Riot Police to round up Rogue Sims and criminals, bringing them to nearby Incarceration facilities. Extra Push Has a chance of adding 2,000 Simoleons to the city treasury. S.W.A.T. S.W.A.T. Building immediately deploys a cadre of Riot Police to round up Rogue Sims and bring them to nearby Incarceration facilities. Toy Sale Sells the Toys Accessory for the day, making it more attractive than usual. Toy Therapy Center sells the Toys Accessory for the day, making it more attractive than usual. Roundup Building immediately deploys a cadre of Riot Police to fill this facility’s cells with Rogue Sims. Legal Wrangling Targeted Targeted Workplace’s Simoleon production per worker is temporarily increased. Summon Spirits Building immediately summons a few Ghosts or Zombies. Quash Free Thought Building deploys a Man in Black to start seeking artists near a targeted building. Crackdown Building immediately deploys a cadre of Riot Police to find any Sims nearby, regardless of their condition, and fill this facility’s cells. Sponsored Event Targeted Targeted Venue becomes incredibly popular for the day. Military Contracting Authority and/or Prosperity production of the targeted Workplace is permanently increased, if the Workplace already produces one or both of those Values. Safety Inspection Building immediately sends out a Safety Inspector to find and inspect a risky Workplace. Municipal Repairs Building immediately sends a Work Crew to repair a targeted building. Prisoner Acquisition Building immediately deploys a cadre of Riot Police to fill this facility’s cells with Rogue Sims. Blue Plate Special For the day, visitors gain extra Happiness from their visit. Root Out Corruption Targeted Targeted Workplace’s Simoleon production per worker is temporarily increased. Fire Fighting Building immediately deploys a Fire Truck to a targeted building. Hot Spot Temporarily increases the popularity and capacity of this building, as well as its Happiness effect. Mandated Attendance Nearby citizens are commanded to immediately stop what they’re doing and fill this facility to its capacity.
C h a p t e r 4 : B u i l d i n g s 35
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Buildings and Their Actions continued B UILDING
BUILDING A CTION
Dream Home Drive In Drone Factory Drone Nexus Dungeon Elite Cadet Academy
Sweet Dreams Nickel Root Beer Night Industrial Production Industrial Production Prisoner Acquisition Riot Suppression Rogue Citizen Control Revival Sermon
Evangelical Megaplex Federal Bank Fire Analysis Center Fire Brigade Fire Station Fish Market Foundry Four Star Restaurant Game Developer Genetics Lab Graveyard Harness Maker Helicopter Tour Highway Volunteers Club Ice Cream Shoppe Indie Label
s g Inquisition Office n International Exchange i d l i Jail u Karaoke Bar Liberal Arts College B : Loan Shark 4 Lumber Mill r Machine Shop e Market Research Center t p Meat Packing Plant a Medical Group h Meeting House C Mega-Church Metal Club
DESCRIPTION
Deploys an ice cream truck to sell wares throughout the city. For the next 24 hours, visitors gain extra Happiness from their visit. Adds 10,000 Simoleons to the treasury. Adds 10,000 Simoleons to the treasury. Immediately deploys a cadre of Riot Police to fill this facility’s cells with Rogue Sims. Immediately deploys a cadre of Riot Police to round up Rogue Sims and criminals, bringing them to nearby Incarceration facilities. The city can be short up to 100 Spirituality for the day with no ill effects; 10 Zealots and 10 Cultists are produced. Tax Break The city can be short up to 100 Prosperity for the day with no ill effects. Reduces all tax income by half for the day. Fireproofing Targeted Targeted building permanently becomes Low Fire Risk, if it wasn’t already. Fire Alarm! Immediately deploys a firefighter to a targeted building. Fire Alarm! Immediately deploys a Fire Truck to a targeted building. Catch of the Day Special delicacies on sale for the day! Visitors gain extra Happiness. Whip Cracking Increase Simoleon production of all Workplaces, at a cost to employee Happiness. Multiple Foundries do not multiply this effect. Click again to deactivate. Hot Spot Temporarily increases the popularity and capacity of this building, as well as its Happiness effect. Project Dedication Adds 2,500 Simoleons to the treasury. Research Grant Immediately dispatches a Researcher-class Special Sim. Researchers include Scientists, Professors, and Mad Scientists. Summon Spirits Building immediately summons a few Ghosts or Zombies. Volunteer Drive Volunteer labor enables the next Agriculture building constructed to be built at no cost to the city. Specialty Pricing Venue holds a sale. Volunteer Drive Volunteer labor enables the next Decoration constructed to be built at no cost to the city. Street Sales Deploys an ice cream truck to sell wares throughout the city. Music Festival The city can be short up to 100 Creativity for the day with no ill effects. A crowd of Hippies swarm into town. Inquisition Deploys Zealots to encourage Sims to worship. Currency Speculation Roll the dice on the international market, with a chance of returning 5,000 Simoleons on your investment the following day. Roundup Building immediately deploy a cadre of Riot Police to fill this facility’s cells with Rogue Sims. Release Party Bar sells the Records Accessory for the day, making it more attractive than usual. Activist Rally Building immediately produces several activists. Activist Special Sims include Hippies, Environmentalists, and Photojournalists. Debt Collection Knee-breakers get medieval on a targeted Sim and collect 250 Simoleons for the treasury. Production Drive Adds 5,000 Simoleons to the treasury. Production Drive Adds 5,000 Simoleons to the treasury. Strategized Targeted Targeted retail Venue permanently gains Marchitecture ability, causing it to produce income to the Marchitecture treasury for each visitor, if it wasn’t already producing income for each visitor. Production Drive Adds 5,000 Simoleons to the treasury. Safety Inspection Building immediately send out a Safety Inspector to find and inspect a risky Workplace. Recruitment Building deploys Zealots to encourage Sims to worship. Sanctification Building immediately sends an Elder to bless a chosen Spirituality Venue, increasing its effectiveness. Heavy Metal Jamboree Temporarily increases the popularity and capacity of this building, as well as its Happiness effect.
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BUILDING
BUILDING A CTION
MiniGolf Ministry of Thought Movie Theater Musical Theater Natural Gas Power Plant
Toy Special Information Campaign Premiere Touring Show Overload
Newspaper Nightclub Office Building Oil Power Plant Open Air Venue Opera House Panopticon Personal Training Training Gym Pirate Coast Club Police Station Power Collection Hub PR Firm Pub Public Library Public Radio Station Public Safety Quilting Circle Realtor Religious Retreat Ristorante Seamstress Secret Police HQ Sentinel Seminary Sesshin Center Shack Sheriff’s Office Sims Comedy Club Software Studio Speakeasy Spirit Squadroom Sports Stadium Spring Water Plant State Amphitheater State Prison Steel Mill
DESCRIPTION
Sells the Toys Accessory for the day, making it more attractive than usual. The city can be short up to 100 Authority for the day with no ill effects. A movie premiere is held, drawing a Celebrity to your city. A wildly popular touring show stops in town. Building produces more power but has increased chances of catching fire. Click the action button again to return to normal functioning. Local Affiliates Permanently increases the Simoleon output of a targeted Media Workplace. Hire Bouncer Hire a Bouncer to work the door, increasing the Happiness of the Sims who get in. Synergy Has a chance of adding 2,000 Simoleons to the treasury. Overload Building produces more power but has increased chances of catching fire. Click the action button again to return to normal functioning. Nickel Root Beer Night For the next 24 hours, visitors gain extra Happiness from their visit. Hot Spot Temporarily increases the popularity and capacity of this building, as well as its Happiness effect. Prisoner Acquisition Building immediately deploys a cadre of Riot Police to fill this facility’s cells with Rogue Sims. Hot Spot Temporarily increases the popularity and capacity of this building, as well as its Happiness effect. Hire Bouncer Hire a Bouncer to work the door, increasing the Happiness of the Sims who get in. S.W.A.T. S.W.A.T. Building immediately deploys a cadre of Riot Police to round up Rogue Sims and criminals, bringing them to nearby Incarceration facilities. Power Purchase The city can be short up to 100 Power for the day with no ill effects. Sponsored Event Targeted Targeted Venue becomes incredibly popular for the day. Hire Bouncer Hire a Bouncer to work the door, increasing the Happiness of the Sims who get in. Book Drive Permanently increases the capacity of a targeted Education building. Activist Rally Building immediately produces several Activists. Activist Special Sims include Hippies, Environmentalists, and Photojournalists. Municipal Repairs Building immediately sends a Work Crew to repair a targeted building. Volunteer Drive Volunteer labor enables the next Home constructed to be built at no cost to the city. Seller’s Market Temporarily increases the refund value of a targeted home. Volunteer Drive Volunteer labor reduces the cost of the next Worship building you construct. Hot Spot Temporarily increase the popularity and capacity of this building, as well as its Happiness effect. Volunteer Drive Volunteer labor reduces the cost of the next Agriculture building you construct. Dissident Suppression Immediately deploys two officers from each Secret Police Kiosk in the city. Enforcement Immediately deploys six Sentinels. Pilgrimage Summons a Master to wander your city. Summon Spirits Immediately summons a few Ghosts or Zombies. Keep the Peace Immediately deploys a cadre of Riot Police to arrest Rogue Sims and criminals, bringing them in to the nearest Incarceration facility. Headliner Revue Building hosts a national headliner. Project Dedication Adds 2,500 Simoleons to the treasury. Hire Bouncer Hire a Bouncer to work the door, increasing the Happiness of the Sims who get in. Cheerocracy Building immediately deploys a Cheer Squad. Nickel Root Beer Night For the next 24 hours, visitors gain extra Happiness from their visit. Production Drive Adds 5,000 Simoleons to the treasury. Mandated Attendance Nearby citizens are commanded to immediately stop what they’re they’re doing and fill this facility to its capacity. Crackdown Building immediately deploys a cadre of Riot Police to find any Sims nearby, regardless of their condition, and fill this facility’s cells. Production Drive Adds 5,000 Simoleons to the treasury.
C h a p t e r 4 : B u i l d i n g s 37
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Buildings and Their Actions continued
s g n i d l i u B : 4 r e t p a h C
B UILDING
BUILDING A CTION
DESCRIPTION
Stock Exchange Stone Church Sushi Joint Sweatshop Teaching Hospital
Futures Investing Recruitment Dinner Special Production Drive Research Grant
Temple Textile Factory Think Tank Trash Incinerator
Recruitment Production Drive Brainstorm Overload
Treasury Department
Foreclosure
TV Network
Ad Campaign
TV Station
Ad Campaign
Union Hall Unionized Steel Factory Video Arcade Vigilante Group VIP Club Wishing Well
Health Plan Production Drive Hot Spot Fire! Fire! Fire! Hire Bouncer Make a Wish
Invest in the market, with a chance of returning 5,000 Simoleons on your investment the following day. Building deploys Zealots to encourage Sims to worship. Special pricing today only! Visitors gain extra Happiness from their visit. Adds 5,000 Simoleons to the treasury. Building immediately dispatches a Researcher-class Special Sim. Researchers include Scientists, Professors, and Mad Scientists. Building deploys Zealots to encourage Sims to worship. Adds 5,000 Simoleons to the treasury. The city can be short up to 100 Knowledge for the day with no ill effects. Building produces more power but has increased chances of catching fire. Click the action button again to return to normal functioning. Targeted Targeted home’s residents are evicted, and each must pay 200 Simoleons to the city. This will make them unhappy and deactivate the home for 24 hours. Targeted Targeted Retail building advertises on TV, making it more attractive. Click again to deactivate this action, readying it for use on a different target. Targeted Targeted Retail building advertises on TV, making it more attractive. Click again to deactivate this action, readying it for use on a different target. Temporarily gives healthy visitors to this building a chance of becoming immune to illness. Adds 5,000 Simoleons to the treasury. Temporarily increases the popularity and capacity of this building, as well as its Happiness effect. Building immediately dispatches an Arsonist to a targeted home. Hire a Bouncer to work the door, increasing the Happiness of the Sims who get in. Toss your coin into the well while thinking of a wish.
When the Building Actions display is activated, buildings with charged building actions feature this blue halo.
When a building affects a specific building with its building action, the target building will show this icon when the Building Category Effects special display is active.
NOTE
Some building actions spawn Special Sims. For details, see the “Special Sims” chapter.
Special Sim Spawns
Buildings that can spawn Special Sims have the Special Sim class icon in lower right of their portrait in the gallery view and in the lower right of their Building card.
Buildings can spontaneously spawn Special Sims. These Sims will, of their own accord, exit the building that spawned them and wander the city to do whatever it is they do. Though you do know the class of Special Sim a building spawns, you never know exactly which you’ll get from most
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buildings. The table below lists the buildings that spawn Special Sims, the class of Sim they create, and the Sims that make up the class. NOTE
In each Special Sim class, some Sims are more likely to emerge than others. For the exact probabilities for which Special Sims are more likely than others to be spawned by a building, see the “Special Sims” chapter. Buildings That Produce Special Sims BUILDING
SPECIAL S IM CLASS
Alien Artifact Lab Altar Animal Rescue Office
Researcher Elder Activist
SPECIAL S IMS
Scientist, Professor, Mad Scientist Elder, Cultist Photojournalist, Hippie, Environmentalist Art Expo Center Artist Street Artist, Decorator, Celebrity Art Museum Artist Street Artist, Decorator, Celebrity Band House Entertainer Street Performer, Mime, Rock Star Bath House Monk Fighting Monk, Master Bed & Breakfast Tourist Tourist, Pickpocket Behavioral Science Lab Researcher Scientist, Professor, Mad Scientist Behavior Control Facility Researcher Scientist, Professor, Mad Scientist Bobby Station Police Officer Police Officer Botanical Garden Activist Photojournalist, Hippie, Environmentalist Campus Radio Station Activist Photojournalist, Hippie, Environmentalist Carnival Games Criminal Pickpocket, Burglar, Hooligan, Arsonist, Vigilante Casino Hotel Tourist Tourist, Pickpocket Castle Ruin Spooky Ghost, Zombie Cathedral Holy Sim Street Preacher, Faith Healer, Zealot, Temperance Advocate Chamber of Deputies Secret Secret Police, Sentinel, Enforcer Man in Black Children’s Museum Entertainer Street Performer, Mime, Rock Star Clown School Entertainer Street Performer, Mime, Rock Star Colossal Foundry Manager Slum Lord, Tycoon Communal Garden Farmer Farmer Concourse Hotel Tourist Tourist, Pickpocket Consulting Firm Business Sim Consultant, Tycoon Corporate Cops Security Corporate Security Guard, Private Professional Security Guard Corporate Hive Secret Secret Police, Sentinel, Enforcer Man in Black
B UILDING
Corporate One
SPECIAL S IM CLASS
SPECIAL S IMS
Secret Enforcer Researcher Business Sim Security Professional Security Professional Spooky Secret Enforcer Secret Enforcer Researcher City Worker Security Professional City Worker Criminal
Secret Police, Sentinel, Man in Black Corporate R&D Center Scientist, Professor, Mad Scientist Corporate Retreat Consultant, Tycoon Corrupt Police Station Corporate Security Guard, Private Security Guard Courthouse Corporate Security Guard, Private Security Guard Creepy Barn Ghost, Zombie Crime Forecast AI Secret Police, Sentinel, Man in Black CyberCorp Offices Secret Police, Sentinel, Man in Black Defense Lab Scientist, Professor, Mad Scientist Dept. of Public Works Work Crew, Firefighter District Courthouse Corporate Security Guard, Private Security Guard District Fire Station Work Crew, Firefighter Dive Bar Pickpocket, Burglar, Hooligan, Arsonist, Vigilante D-Lux Sleep Tubes Criminal Pickpocket, Burglar, Hooligan, Arsonist, Vigilante Dojo Monk Fighting Monk, Master Dorm Artist Street Artist, Decorator, Celebrity Elder Council Elder Elder, Cultist Elite Cadet Academy Police Officer Police Officer Epic Tower Manager Slum Lord, Tycoon Evangelical Center Holy Sim Street Preacher, Faith Healer, Zealot, Temperance Advocate Evangelical Megaplex Holy Sim Street Preacher, Faith Healer, Zealot, Temperance Advocate Farm Farmer Farmer Farmer’s Farmer’s Market Farmer Farmer Farming Co-op Farmer Farmer Financial Building Manager Slum Lord, Tycoon Fire Analysis Center Researcher Scientist, Professor, Mad Scientist Fire Station City Worker Work Crew, Firefighter Firing Range Security Corporate Security Guard, Private Professional Security Guard Focus Test Lab Researcher Scientist, Professor, Mad Scientist Foundry Manager Slum Lord, Tycoon Garage Band Entertainer Street Performer, Mime, Rock Star Gathering Hall Elder Elder, Cultist Haunted House Spooky Ghost, Zombie Highway Volunteers Club Activist Photojournalist, Hippie, Environmentalist
C h a p t e r 4 : B u i l d i n g s 39
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Buildings That Produce Special Sims continued B UILDING
SPECIAL S IM CLASS
Hit Movie Studio Indie Label Law Offices Liberal Arts College
Artist Artist Business Sim Activist
Longhall
Holy Sim
Market Research Center Researcher Meditation Center Monk Meeting House Holy Sim Mega-Church
Holy Sim
Military School Ministry of Thought Monastery Movie Studio Newspaper
Police Officer Men in Black Monk Artist Activist
Nightclub
Criminal
Off-Broadway Playhouse Office Building Oil Refinery Open Air Venue Orchard Palace of Justice
Artist Manager Manager Entertainer Farmer Secret Enforcer Elder Criminal
s g n Parochial School i Pawn Shop d l i Pied Piper Pest Control u B Police Station : PR Firm 4 Public Safety r Racetrack e t Recording Studio p Research Clinic a Rice Paddy h Sanctuary Center C Sesshin Shack Sheriff’s Office
Activist Police Officer Business Sim City Worker Criminal Entertainer Researcher Farmer Monk Monk Spooky Police Officer
SPECIAL S IMS
Street Artist, Decorator, Celebrity Street Artist, Decorator, Celebrity Consultant, Tycoon Photojournalist, Hippie, Environmentalist Street Preacher, Faith Healer, Zealot, Temperance Advocate Scientist, Professor, Mad Scientist Fighting Monk, Master Street Preacher, Faith Healer, Zealot, Temperance Advocate Street Preacher, Faith Healer, Zealot, Temperance Advocate Police Officer Man in Black Fighting Monk, Master Street Artist, Decorator, Celebrity Photojournalist, Hippie, Environmentalist Pickpocket, Burglar, Hooligan, Arsonist, Vigilante Street Artist, Decorator, Celebrity Slum Lord, Tycoon Slum Lord, Tycoon Street Performer, Mime, Rock Star Farmer Secret Police, Sentinel, Man in Black Elder, Cultist Pickpocket, Burglar, Hooligan, Arsonist, Vigilante Photojournalist, Hippie, Environmentalist Police Officer Consultant, Tycoon Work Crew, Firefighter Pickpocket, Burglar, Hooligan, Arsonist, Vigilante Street Performer, Mime, Rock Star Scientist, Professor, Mad Scientist Farmer Fighting Monk, Master Fighting Monk, Master Ghost, Zombie Police Officer
40
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BUILDING
SPECIAL S IM CLASS
Sim Art Academy Sims Comedy Club Skyscraper Sleep Tubes
Artist Entertainer Manager Criminal
Slum Apartments
Criminal
Smoke Shop
Activist
Speakeasy
Criminal
State Housing Block
Criminal
Stone Church
Holy Sim
Sugar Cane Field Tattoo Parlor
Farmer Criminal
Teaching Hospital Temperance Union
Researcher Holy Sim
Temple
Holy Sim
Think Tank Tourism Bureau Tourist Information Vocational School
Researcher Tourist Tourist City Worker
SPECIAL S IMS
Street Artist, Decorator, Celebrity Street Performer, Mime, Rock Star Slum Lord, Tycoon Pickpocket, Burglar, Hooligan, Arsonist, Vigilante Pickpocket, Burglar, Hooligan, Arsonist, Vigilante Photojournalist, Hippie, Environmentalist Pickpocket, Burglar, Hooligan, Arsonist, Vigilante Pickpocket, Burglar, Hooligan, Arsonist, Vigilante Street Preacher, Faith Healer, Zealot, Temperance Advocate Farmer Pickpocket, Burglar, Hooligan, Arsonist, Vigilante Scientist, Professor, Mad Scientist Street Preacher, Faith Healer, Zealot, Temperance Advocate Street Preacher, Faith Healer, Zealot, Temperance Advocate Scientist, Professor, Mad Scientist Tourist, Pickpocket Tourist, Pickpocket Work Crew, Firefighter
Society Soci ety Profile Points How do you turn your city into this industrialized hellhole? Nothing in the gallery or Building card will tell you.
Behind the scenes, invisible to you without this handy guide, there are forces that will shape the look and feel of your city based on the kinds of buildings you place. Use the right combination and your city will transform before your eyes. Weather will shift, the sky will change color, the streets will be festooned with decorations or paved with a distinctive surface. These and many more changes will occur, if you you use the right buildings. How do you know which buildings will bring you to the kind of society you desire? Read on.
Every building has a set of values (we’ll call them Society Profile points) that add to or deduct from a city’s score for each Profile. The tables below list the scores for every building so you make take these hidden values into account when choosing your buildings. The fully skinny on Society Profiles can be found in the “Society Profiles” chapter. chapter.
Visit Duration Since so much game strategy revolves around how your Sims spend their time, how long Sims visit each kind of Venue is critically important. At the most basic level, Venues charge Sims a block of their time in exchange for Happiness. So, how much time they demand is pretty important. NOTE
The Casino has a set visit duration, but the actual time the Sims stay is really v ariable, depending, fictionally, on how well they’re making out with wi th th thei eirr ga gamb mbliling ng.. In Inca carc rcer er at atio ionn Ve nu nues es re requ quirir e a 24-hour stay, making them the other big exception to the two or six hour rule. Venues (except Incarceration Incarcerati on Venues and those with abilities that affect visit duration—i.e., the Casino) charge two (Daytime Venues) Venues) or six (All Day Venues) Venues) hours for their dose of Happiness. Based purely on this measure (and there is more to consider when assessing a Venue’s Venue’s value), the Sports Stadium is a powerhouse while the Aquarium is pretty low yield. NOTE
Vi si sitt du dura ratition on is isn’ n’tt sh show ownn in th thee ga game me.. Se Seee the tables below for details. Happiness per Hour at Venues BUILDING
HAPPINESS PER H OUR
Altar Antique Shop Aquarium Army Surplus Store Art Expo Center Art Gallery Art Museum Balloon Cart Baseball Field Bath House Bazaar Beauty Salon
1.5 1.5 0.5 1.5 1.5 1.5 1.2 1.5 1.5 1.2 0.8 3.5
BUILDING
HAPPINESS PER H OUR
Bookstore Botanical Garden Bowling Alley Bridal Shop Burger Joint Butcher Shop Café Campus Bookstore Candy Store Car Dealership Carnival Games Casino
1.5 2.5 2.5 2.5 1.5 1.5 1.5 1.5 2.5 1.5 1.5 2.5
B UILDING
HAPPINESS PER H OUR
Castle Ruin Cathedral Children’s Museum Cineplex City Bistro Clothing Store Clubhouse Concert Hall Corner Deli Corporate Retreat Cotton Candy Stand Counseling Center Department Store Diner Dive Bar Doctor’s Office Dojo Double Decker Bus Tour Drama School Drive In Driving Range Electric Pet Shop Elementary School Faith Healer Farmer’s Farmer’s Market Ferris Wheel Firing Range Fish Market Fishing Hole Flea Market Florist Four Star Restaurant Gathering Hall Gazebo General Store Helicopter Tour Holotainment Center Home Appliance Store Home Furnishing Store Hospital Hot Air Balloon Ride Ice Cream Shoppe Karaoke Bar Liberal Arts College Liquor Store
2.5 1.7 0.5 2.5 1.5 1.5 1.5 2.5 1.5 1.7 1.5 1.5 1.5 1.5 2.5 1.5 0.8 1.5 0.5 2.5 2.5 1.5 0.5 0.8 1.5 2.5 2.5 1.5 0.8 1.5 1.5 2.5 1.2 2.5 1.5 1.5 3.5 1.5 1.5 1.5 2.5 2.5 1.5 0.5 2.5
BUILDING
HAPPINESS PER HOUR
Longhall 1.5 Luxury Auto Dealer 1.5 Major Trauma Trauma Center 2.5 Mall 2.5 Malt Shop 2.5 Media Marketplace 1.5 Medical Group 1.5 Meditation Center 1.2 Meeting House 1.7 Mega-Church 1.7 Mega Mall 1.5 Memorial Plaza 3.5 Metal Club 2.5 Military School 0.5 MiniGolf 1.5 Motion Simulator 2.5 Motorcycle Shop 1.5 Movie Theater 2.5 Musical Theater 2.5 Nightclub 2.5 Off-Broadway Playhouse 3.5 Off-Track Betting 2.5 Open Air Venue 3.5 Opera House 3.5 Parochial School 0.5 Personal Training Training Gym 1.5 Pet Shop 1.5 Philanthropic Organization 1.2 Pirate Coast Club 2.5 Pizza Shop 2.5 Plastic Surgeon 5.0 Presidential Library 2.5 Private School 0.5 Pub 2.5 Public Library 1.5 Public Pool 2.5 Racetrack 2.5 Record Shop 1.5 Rehab Center 1.2 Rejuvenation Terminal 2.5 Religious Bookstore 1.5 Religious Retreat 1.2 Ristorante 2.5 Sanctuary 1.2 School Room 0.5
C h a p t e r 4 : B u i l d i n g s 41
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™
Happiness per Hour at Venu Venues es contiinued B UILDING
HAPPINESS PER H OUR
Scooter Shop Sesshin Center Shopping Center Sim Art Academy Sims Comedy Club Skate Park Smoke Shop Soccer Field Soup Kitchen Speakeasy Sports Stadium Stone Church Strip Mall Sushi Joint
1.5 1.2 1.5 2.5 2.5 2.5 2.5 2.5 0.5 2.5 5.0 1.7 1.5 1.5
BUILDING
HAPPINESS PER HOUR
Tattoo Parlor Tea House Teaching Hospital Temple Tennis Club Toy Store Underground Casino Union Hall Video Arcade VIP Club Vocational School Water Park Welfare Center Zoo
1.5 1.5 1.5 1.7 2.5 1.5 2.5 1.5 1.5 3.5 0.5 0.5 0.8 2.5
Other Venues Venues also have visit durations, and these tend to be quite long because the buildings are prisons or other facilities Sims don’t go to by choice. As a general rule, there are three possible visit durations: • 1 hour • 2 hours • 1 day * Venues such as gambling can randomly enforce a longer Venue visit.
Open Hours Since Sims are at work from 8 a.m. to 5 p.m. at least three days s a week, you must consider the hours your Venues are open if want Sims to be able to visit them. For Venues, there are g you two kinds of hours they can keep: n i • Daytime: 9 a.m.–2 p.m.
d • All Day: 9 a.m.–12 a.m. l i u B : 4 r e t p a h C 42
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Working Sims can only visit Venues Venues during their after work time, so it’s obviously important to load up u p on all-day Venues for workday fun. If you place only daytime Venues, your Sims will have nothing to do in the evening. If you don’t place any daytime Venues, children will have nowhere to go during the day and will be unable to add Happiness to their family’s stock. Workplaces all have the same hours: 8 a.m. to 5 p.m.
Workweek
A Workplace’s Workplace’s workweek is shown as a calendar icon in the bottom center of gallery entries and the upper left on Building cards.
Workplaces all operate on a fixed work week, but that week can take five forms: • Early Week (3 days): Sunday–Tuesday Sunday–Tuesday • Late Week (3 days): Thursday–Saturday • Three Days: Tuesday–Thursday • Weekdays (5 days): Monday–Friday • Seven Days: Sunday–Saturday
The shorter the workweek, the more time Sims will have to build Happiness, so a lot of three-day jobs will make a city with lots of very Happy Sims. But, income from these Workplaces is relatively small, so you’ll need to make up for the lack of work with some other forms of income (Tourists, etc.). Conversely, the longer the workweek, the harder it’ll be for Sims to find the
time to build Happiness. Cities heavy on seven-day jobs need to have lots of high-powered Venues and lots of non-Venue sources of Happiness or, if a neutral city is your goal, buildings that can mediate Sims’ inability to spend much time at Venues Venues (such as Homes with conditioning abilities).
Cars Available The kind of cars Sims use depends on what building they live in.
Homes can spawn several kinds of cars for their residents to drive. The selection, however, is tied to the house itself, so you won’t see a Tract Mansion–dwelling Sim tooling around in a junker.
Retail Venues Many Venues are shops that sell household or personal goods that Sims can buy. These items go by two names: • Accessories: If the Sim can carry the item on his or her person (for example, a CD, DVD, or book), it’s an Accessory. • Enhancement: If the item can be installed in a Sim’s Sim’s house (such as a Dining Set, BBQ Grill, or a new car), it’s an Enhancement.
As discussed in the “Sims and Happiness” chapter, shops are very attractive Venues because Sims in the market for an Accessory or Enhancement will weigh the Happiness Ha ppiness offered by both the the store itself and the the item or items offered for sale. NOTE
When a Sim is mugged or a house is burglarized, the criminal will take wh at atev ev er Ac Acce cess ssor oryy or En Enha hanc ncem emen entt is currently installed.
Retail Shops and Their Merchandise SHOPPING V ENUE
SELLS
Antique Shop Army Surplus Store Art Expo Center Art Gallery Bookstore Campus Bookstore Car Dealership Clothing Store Department Store Dosage Facility Electric Pet Shop Flea Market General Store Home Appliance Store Home Furnishing Store Luxury Auto Dealer Mall Media Marketplace Mega Mall Motorcycle Shop Pet Shop Record Shop Redistribution Center Religious Bookstore Scooter Shop Shopping Center Strip Mall Toy Store
Antique Cargo Pants, Tools Rare Painting Rare Painting Books Text Books, Books Sedan Designer Clothing BBQ Grill Daily Doses Electric Pet Cargo Pants, Used Clothing, Toys Books, Tools Refrigerator Dining Set Luxury Car Cell Phone, DVDs, Toys DVDs, Records, Game Console Cell Phone, Designer Clothing, Television Motorcycle Pet Records Used Clothing, Books, Tools Curios, Books Scooter Rug, Cell Phone, Books Toys, Cell Phone, Wine Toys, Game Consoles
NOTE
Most retail Venues sell items that build Happiness; the Electric Pet Shop and the Dosage Facility, however, offer something a bit different. The items sold at these shops have a mild conditioning effect, pulling a Sim’s mood towards neutral. They are particularly useful shops to have in Authoritarian cities where both high and low moods are to be avoided.
C h a p t e r 4 : B u i l d i n g s 43
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™
Building Icon Directory (by Building Type) Workplace Buildings
Home Buildings
s g n i d l i u B : 4 r e t p a h C
Band House
Dorm
Homestead
Slum Apartments
Townhouse
50’s 50’s Gas Station
Block of Flats
Dream Home
Hut
Solar Block of Flats
Tract Mansion
Administration Building
Brownstone
Fairytale Palace
Ivory Tower
Solar Condo Complex
Trailer Park
Alien Artifact Lab
Chalet
Farm House
Loft
Solar High Rise Apartment
Tree House
Animal Rescue Office
Condo Complex
Frat House
Monastery
Solar Triple Decker
Triple Decker
Astrophysics Lab
Cottage
Gingerbread House
Pueblo
Solar Worker Barracks
Tudor
Atomic Test Site
Cube Apartment
Hacienda
Row House
State Housing Block
Victorian Home
Bank
CyberCorp Housing
Haunted House
Sky Rise Apartment
State Housing Project
Worker Barracks
Bed & Breakfast
D-Lux Sleep Tubes
High Rise Apartment
Sleep Tubes
Tenement
Yurt
Behavioral Science Lab
44
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Behavior Control Facility
Chocolate Factory
Corporate Hive
Dept. of Public Works
Farm
Game Developer
Board of Directors
City Recycling HQ
Corporate One
District Courthouse
Farming Co-op
Garage Band
Bobby Station
Civil Defense Tower
Corporate R&D Center
District Fire Station
Federal Bank
Garbage Collection Station
Brewery
Clown School
Corrupt Police Station
Drone Factory
Financial Building
Genetics Lab
Bureaucracy Office
Colossal Foundry
Courthouse
Drone Nexus
Fire Analysis Center
Grape Vineyard
Campus Radio Station
Communal Garden
Creepy Barn
Elder Council
Fire Brigade
Hall of Records
Casino Hotel
Concourse Hotel
Crime Forecast AI
Elite Cadet Academy
Fire Station
Harness Maker
Chamber of Deputies
Consulting Firm
CyberCorp Offices
Epic Tower
Fireworks Shack
Highway Volunteers Club
Charity Center
Corporate Cops
Dairy Barn
Evangelical Center
Focus Test Lab
Hit Movie Studio
Chicken Coop
Corporate Data Center
Defense Lab
Evangelical Megaplex
Foundry
Honey Farm
C h a p t e r 4 : B u i l d i n g s 45
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™
Building Icon Directory (by Building Type) continued Workplace Buildings continued
s g n i d l i u B : 4 r e t p a h C
Indie Label
Meat Packing Plant
Observatory
Propaganda Ministry
Seamstress
Spring Water Plant
Inquisition Office
Mechanized Farm
Office Building
Public Radio Station
Secret Police HQ
Steel Mill
International Exchange
Ministry of Thought
Oil Refinery
Public Safety
Secret Police Kiosk
Stock Exchange
Kerosene Distillery
Mission
Orchard
Quilting Circle
Sentinel Seminary
Sugar Cane Field
Law Offices
Modeling Agency
Palace of Justice
Realtor
Service Station
Sweatshop
Loan Shark
Movie Studio
Pawn Shop
Recording Studio
Sheriff’s Sheriff’s Office
Televangelist Televangelist Studio
Lumber Mill
Multinational HQ
Pied Piper Pest Control
Recycling Center
Skyscraper
Temperance Temperance Union
Machine Shop
Neighborhood Watch
Police Station
Regional Garbage Depot
Software Studio
Textile Factory
Market Research Center
Newspaper
PR Firm
Rice Paddy
Spirit Squadroom
Think Tank
46
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Tourism Bureau
Tourist Information
Windmill
Decoration Buildings
Fat Cat
Historical Monument
Medium Fountain
Prayer Wheel
Fountain
Iron Fence
Medium Statue
Public Clock
Town Hall
Bamboo Garden
Fountain Jet
Jack of Al l Trades
Merry-Go-Round
Public Mural
Treasury Treasury Department
Barbecue Pit
Garden
Jumping Fountain
Modern Sculpture
Public Sculpture
Tulip Nursery
Baroque Fountain
Giant Mobile
Large Fountain
Monkey Bars
Reliquary
TV Network
Billboard
Golden Buddha
Large Statue
Network Knight
Rock Garden
TV Station
Captain of Industry
Graveyard
Laser Fountain
Open Plaza
Rose Garden
Unionized Steel Factory
Chess Table
Guru
Master Manipulator
Ornate Pagoda
Sad Garden
Vigilante Group
Chocolate Bunny
Hedge
Master of Ceremonies
Plasma Billboard
Sheriff
Water Treatment Plant
Electric Billboard
Hedge Maze
Mayor
Police Box
Small Statue
C h a p t e r 4 : B u i l d i n g s 47
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™
Building Icon Directory (by Building Type) continued Decoration Buildings continued
s g n i d l i u B : 4 r e t p a h C
Venue Buildings
Small Town Square
The Legendary Bard
Topiary Park
Altar
Baseball Field
Butcher Shop
State Television
The People’s Concourse
Town Common
Antique Shop
Bath House
Café
Steam Sculpture
Tibetan Bell
Town Square
Aquarium
Bazaar
Campus Bookstore
Street Food Cart
Tile O’Tulips
Urban Playground
Army Surplus Store
Beauty Salon
Candy Store
Stupa
Tool Shed
Village Green
Art Expo Center
Bookstore
Car Dealership
Suburban Playground
Topiary Topiary Bush— Bunny Rabbit
Wishing Well
Art Gallery
Botanical Garden
Carnival Games
Woodland Park
Art Museum
Bowling Alley
Casino
Asylum
Bridal Shop
Castle Ruin
Balloon Cart
Burger Joint
Cathedral
Swingset Topiary Bush—Hand
Tech Monolith Topiary Bush—Pillar
Tetherball Tetherball Court Topiary Bush—Teddy Bear
48
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Children’s Children’s Museum
Cotton Candy Stand
Dojo
Farmer’s Market
General Store
Liberal Arts College
Cineplex
Counseling Center
Dosage Facility
Ferris Wheel
Helicopter Tour
Liquor Store
City Bistro
County Jail
Double Decker B us Tour
Firing Range
Holotainment Center
Longhall
Clinic
Cryogenic Prison
Drama School
Fish Market
Home Appliance Store
Luxury Auto Dealer
Clothing Store
Department Store
Drive In
Fishing Hole
Home Furnishing Store
Major Trauma Center
Clubhouse
Dept. of Public Health
Driving Range
Flea Market
Hospital
Mall
Concert Hall
Detention Center
Dungeon
Florist
Hot Air Balloon Ride
Malt Shop
Conditioning Theater
Diner
Electric Pet Shop
Four Star Restaurant
Ice Cream Shoppe
Media Marketplace
Corner Deli
Dive Bar
Elementary School
Gathering Hall
Jail
Medical Group
Corporate Retreat
Doctor’s Doctor’s Office
Faith Healer
Gazebo
Karaoke Bar
Meditation Center
C h a p t e r 4 : B u i l d i n g s 49
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™
Building Icon Directory (by Building Type) continued Venue Buildings continued
s g n i d l i u B : 4 r e t p a h C
Meeting House
Motorcycle Shop
Panopticon
Private School
Rejuvenation Terminal Terminal
Shack
Mega Mall
Movie Theater
Parochial School
Pub
Religious Bookstore
Shopping Center
Mega-Church
Museum of Party History
Personal Training Gym
Public Library
Religious Retreat
Sim Art Academy
Memorial Plaza
Musical Theater
Pet Shop
Public Pool
Research Clinic
Sims Comedy Club
Metal Club
Nightclub
Philanthropic Organization
Racetrack
Ristorante
Skate Park
Midwife
Off-Broadway Playhouse
Pirate Coast Club
Record Shop
Sanctuary
Smoke Shop
Military School
Off-Track Betting
Pizza Shop
Redistribution Center
School Room
Soccer Field
MiniGolf
Open Air Venue
Plastic Surgeon
Re-education Center
Scooter Shop
Soup Kitchen
Motion Simulator
Opera House
Presidential Library
Rehab Center
Sesshin Center
Speakeasy
50
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Power Buildings
Transit Buildings
Sports Stadium
Teaching Teaching Hospital
Vocational School
BioMass Power Plant
Power Substation
Bus Stop
State Amphitheater
Temple
Water Park
Carbon Exchange
Solar Farm
Subway
State Cafeteria
Tennis Club
Welfare Center
Coal Plant
Super Coal Plant
State Prison
Toy Store
Zoo
Coal-Hydrogen Plant
Trash Incinerator
Stone Church
Underground Casino
Major Wind Farm
Wind Farm
Strip Mall
Union Hall
Natural Gas Power Plant
Sushi Joint
Video Arcade
Nuclear Power Plant
Tattoo Parlor
VIP Club
Oil Power Plant
Tea House
Power Collection Hub
C h a p t e r 4 : B u i l d i n g s 51
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™
Building Directory (by Building Type) Home Buildings BUILDING
CATEGORIES
BUILD HAPPINESS UNLOCK SOCIETAL COST EFFECT WORKERS POPULATION AVAILABILITY
BUILDING PREREQUISITE
BUILDING VALUE(S)
SPECIAL S IM POWER
CAPITALIST ABILITIES
Band House
—
§700
1
4
35
Locked
Creativity > 52, Population > 120
Creativity -2
-5
Increased Fire Risk
Block of Flats
—
§900
0
6
120
Unlocked
—
Prosperity -3
-10
—
Brownstone
Private
§750
0
2
40
Unlocked
—
Prosperity -1
-8
—
Chalet
Private
§1,125
0
2
12
Hidden
Prosperity > 105, Population > 1,250
Prosperity -1
-5
Property Tax
—
§750
0
6
120
Unlocked
—
Knowledge -1
-15
—
Private
§750
1
2
12
Unlocked
—
Creativity -1
-5
—
Government
§3,750
-1
12
456
Locked
Authority > 40, Knowledge > 10
Authority -4
-40
Light Conditioning/ Very Appealing
CyberCorp Housing
Corporate
§6,500
0
20
960
Hidden
Prosperity > 225, Knowledge > 100
Prosperity -8
-20
—
D-Lux Sleep Tubes
—
§6,000
-1
25
1,200
Hidden
Authority > 60, Knowledge > 90
Authority -2, Knowledge -6
-25
—
Dorm
—
§750
0
5
120
Locked
Knowledge > 17
Knowledge -2, Creativity 2
-8
—
Dream Home
Private
§3,000
2
3
18
Locked
Creativity > 68, Prosperity > 30
Creativity -2, Prosperity -2
-20
Property Tax
Fairytale Palace
Private
§14,000
2
5
55
Hidden
Creativity > 300, Population > 300
Creativity -8
-15
Property Tax
Farm House
Private
§500
0
2
24
Unlocked
—
Spirituality -1
-5
—
Frat House
—
§750
1
5
30
Locked
Prosperity > 25, Population > 100, Knowledge > 15
Prosperity -2, Knowledge -3
-10
Unhealthy/Increased Unhealthy/Increased Fire Risk
Gingerbread House
Private
§750
1
2
12
Hidden
Creativity > 130, Ecstatic > 25
Creativity -2
0
—
Hacienda
Private
§1,800
0
2
15
Unlocked
—
Prosperity -2
-5
Property Tax
Haunted House
Creepy
§1,500
1
2
12
Hidden
Creativity > 35, Population > 250
Creativity -4
0
Property Tax
—
§3,000
0
12
240
Locked
Prosperity > 140, Population > 2,250
Prosperity Prosperity -4
-15
—
Homestead
Private
§750
0
2
12
Hidden
Spirituality > 40
Spirituality 1
0
—
Hut
Private
§0
-1
2
16
Locked
Spirituality > 37
Spirituality -1
0
Unhealthy/Increased Unhealthy/Increased Fire Risk
Private
§300
1
1
4
Locked
Creativity Creativit y > 75
Creativity Creativit y -2
0
Property Tax
Private
§2,250
1
4
80
Hidden
Prosperity > 61, Population > 1,600
Prosperity -4
-10
Property Tax
—
§7,500
1
15
90
Unlocked
—
Spirituality 8
0
—
Private
§300
0
2
12
Unlocked
—
Spirituality -1
-1
Unhealthy
—
§750
0
4
80
Unlocked
—
Authority -1
-15
—
—
§10,000
1
20
608
Hidden
Knowledge > 150, Prosperity > 125
Knowledge -6, Prosperity -2
-20
Reduced Fire Risk/ Healthful
—
§3,000
-1
16
768
Unlocked
—
Authority -2, Knowledge -1
-20
Unhealthy
—
§150
-1
5
190
Unlocked
—
Productivity 2
-5
Unhealthy/Increased Unhealthy/Increased Fire Risk
—
§1,350
0
6
120
Locked
Knowledge > 20
Prosperity -3
0
—
—
§1,350
0
6
120
Locked
Knowledge > 40
Knowledge -2
0
—
—
§3,600
0
12
240
Locked
Knowledge > 40, Prosperity > 140, Population > 3,500
Prosperity -4
0
—
—
§1,950
1
6
120
Locked
Knowledge > 40
Prosperity -6
0
—
—
§13,750
-1
20
120
Hidden
Productivity > 140, Knowledge > 40
Productivity 25
0
—
Government
§3,000
-1
15
760
Unlocked
—
Authority -4
-20
Light Conditioning/ Very Appealing
Government §15,000
0
30
1,140
Hidden
Population > 6,000, Sad < 20, Happy > 20
Authority -8
-30 Standard Conditioning/ Most Appealing
Condo Complex Cottage Cube Apartment
High Rise Apartment
s Tower g Ivory Loft n i Monastery d Pueblo l i Row House u Sky Rise Apartment B Sleep Tubes : 4 Slum Apartments r Solar Block of Flats e Solar Condo Complex t Solar High Rise Apartment p a Solar Triple Decker h Solar Worker Barracks C State Housing Block State Housing Project 52
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CONTEMPLATIVE CYBERPUNK ACTION CLASS S PAWNED
FUN CITY PROFILE
HAUNTED T OWN PROFILE
INDUSTRIAL PROFILE
NORMAL PROFILE
AUTHORITARIAN PROFILE
ROMANTIC PROFILE
SMALL TOWN PROFILE
CARS PROFILE
PROFILE
PROFILE
AVAILABLE
—
Entertainer
0
-5
0
8
0
-5
0
-5
0
0
Average
—
—
6
-5
0
0
0
-3
1
-2
8
-5
Urban Average
—
—
6
-5
0
0
0
6
1
0
10
-5
Urban Rich
—
—
6
0
-10
6
4
-10
0
0
4
0
Suburban Rich
—
—
6
-5
6
0
0
-2
1
0
6
-5
Urban Average
—
—
0
6
0
8
2
-10
0
0
6
0
Rural Average
—
—
-5
-10
8
-10
0
0
0
10
0
-10
Urban Poor
—
—
-5
-10
10
-10
-5
0
0
0
-5
-10
Future
—
Criminal
-5
-10
8
-10
-5
0
0
0
-5
-10
Future
—
Artist
0
-3
0
0
0
0
1
0
4
4
Suburban Poor
Sweet Dreams
—
10
-3
-5
6
0
-5
0
-10
0
0
Suburban Rich
—
—
-5
0
-10
10
0
-10
0
-10
-3
-10
Rural Rich
—
—
-10
3
-10
0
4
-10
0
-5
0
10
Rural Average Average
—
—
0
-5
-5
4
0
0
1
-5
-3
2
Suburban Poor
—
—
-5
0
-10
10
5
-10
0
-10
0
-10
Rural Rich
—
—
4
0
-10
0
5
-10
0
-5
-10
10
Rural Rich
—
Spooky
0
0
-5
6
25
0
0
-5
0
6
Suburban Average
—
—
6
-10
4
-5
-5
6
1
0
0
-10
Urban Rich
—
—
-5
6
-10
0
1
-10
0
-5
-5
10
Rural Average Average
—
—
-10
8
-10
0
0
-10
0
-10
-10
-5
Rural Average Average
—
—
-5
0
-5
8
0
-10
0
-5
0
-10 Suburban Average
—
—
0
-5
-5
0
0
-5
0
-5
8
-5
Urban Rich
—
Monk
-5
10
-5
0
0
-10
0
-5
0
-5
Rural Average Average
—
—
0
8
-5
6
0
-5
0
-5
0
0
Rural Average Average
—
—
4
-5
0
-5
4
6
1
6
0
3
Urban Average
—
—
-5
-10
8
-5
-5
-10
0
0
-3
-10
Future
—
Criminal
-10
-10
8
-10
-5
0
0
0
-10
-10
Future
—
Criminal
2
-10
0
-10
4
10
0
0
-5
-5
Urban Poor
—
—
6
-5
0
-5
0
-5
1
-2
8
-5
Urban Average
—
—
6
-5
8
0
0
0
1
0
6
-5
Urban Average
—
—
6
-10
6
-5
-5
0
1
0
0
-10
Future
—
—
8
-5
4
0
0
0
1
0
0
0
Urban Average
—
—
-5
-10
4
-10
0
0
0
6
-5
0
Rural Average Average
—
Criminal Criminal
-10
-10
0
-10
0
0
0
10
-10
-10
Urban Poor
—
—
-10
-10
0
-10
0
0
0
10
-10
-10
Urban Average
C h a p t e r 4 : B u i l d i n g s 53
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Home Buildings continued BUILDING
CATEGORIES
BUILD HAPPINESS UNLOCK SOCIETAL COST EFFECT WORKERS POPULATION AVAILABILITY
BUILDING PREREQUISITE
BUILDING VALUE(S)
SPECIAL S IM POWER
CAPITALIST ABILITIES
Tenement Tenement
—
§750
-1
10
440
Locked
Productivity > 20
Productivity 3
-5
Unhealthy/Increased Unhealthy/Increased Fire Risk
Townhouse
Private
§2,625
0
4
95
Locked
Creativity > 20, Prosperity > 22
Creativity 2, Prosperity -2
-10
Property Tax
Tract Tract Mansion
Private
§1,500
1
2
12
Locked
Prosperity > 55, Population > 500, Treasury > §5,000
Prosperity -6
-12
Property Tax
Trailer Trailer Park
—
§750
-1
6
120
Unlocked
—
Productivity 1
-5
—
Tree Tree House
Private
§75
1
2
12
Locked
Creativity > 56, Population > 120
Creativity -3
0
—
—
§1,500
1
6
120
Unlocked
—
Prosperity -6
-10
—
Tudor
Private
§2,000
1
3
22
Locked
Prosperity > 25, Population > 450, Creativity > 25
Prosperity -4
-8
Property Tax
Victorian Home
Private
§2,250
2
2
12
Hidden
Prosperity > 300, Population > 2,970
Prosperity -6
-15
Property Tax
Worker Barracks
—
§12,500
-1
20
120
Hidden
Productivity > 140, Productivity 25 Population > 2,025, Treasury > §10,000
-25
—
Yurt
—
§300
0
3
35
Hidden
0
Unhealthy/Increased Unhealthy/Increased Fire Risk
CATEGORIES
BUILD COST
INCOME PER D AY PER W ORKER
JOBS
UNLOCK MAX IN CITY
AVAILABILITY
BUILDING PREREQUISITE
50’s Gas Station
—
§500
§100
4
—
Unlocked
—
Productivity -2
-5
—
Administration Building
—
§2,500
§100
12
—
Hidden
Knowledge > 43
Knowledge -5
-5
Increased Education Capacity
Research
§6,000
§100
30
—
Hidden Analysis
Knowledge > 107
Knowledge -15
-60
—
—
§250
§75
3
—
Locked
Creativity > 38, Sad < 8, Happy > 5
Creativity Creativit y -3
-5
—
Astrophysics Lab
Research
§4,200
§100
8
—
Hidden
Knowledge > 35
Knowledge 20
-25
—
Atomic Test Site
—
§3,200
§100
16
—
Hidden
Productivity > 130, Knowledge > 40
Productivity -6, Knowledge -12
-30
—
—
§2,400
§100
8
—
Unlocked
—
Prosperity 12, Authority 3
-10
—
Tourist Tourist
§1,500
§100
7
—
Unlocked
—
Prosperity -4
-5
—
Research
§1,500
§100
7
—
Unlocked
—
Authority -5, Knowledge -6
-30
—
Research
§5,000
§100
10
—
Hidden
Authority > 63, Knowledge > 20 Knowledge -6
Authority -15,
-30
Increased Incarceration Incarceration Capacity
Corporate
§15,00 0
§150
25
—
Hidden
Prosperity Prosperit y > 260, Treasury > §40,000, Population > 10,000
Knowledge -10, Prosperity -20
-30
Citywide Productivity Increase
—
§150
Triple Decker
Spirituality > 58
Spirituality -2
Workplace Buildings BUILDING
Alien Artifact Lab Animal Rescue Office
s Bank g Bed & Breakfast n Behavioral Science Lab i d Behavior Control l i Facility u Board of Directors B Bobby Station : Brewery 4 Bureaucracy Office r e Campus Radio Station t Casino Hotel p Chamber of Deputies a Charity Center h C Chicken Coop Chocolate Factory
SPECIAL SIM CAPITALIST SOCIETAL VALUE(S) POWER
CONTEMPLATIVE BUILDING ABILITIES
§100
1
—
Locked
Authority > 10, Creativity > 15
Authority -1
-5
—
Manufacture §1,000
§100
10
—
Unlocked
—
Productivity -6
-15
Unhealthy
Government
§750
§100
15
—
Unlocked
—
Authority 20
-10
Competitive/Local Competitive/Local Productivity Increase
Media
§375
§100
3
—
Hidden
Creativity > 75, Population > 855
Creativity -4
-15
—
Tourist Tourist
§5,800
§100
24
—
Locked
Prosperity > 80, Population > 2,800
Prosperity -12
-30
—
Government
§6,800
§100
27
—
Locked
Authority > 130, Population > 3,500, Happy > 20
Authority -10
-20
—
—
§300
§75
3
—
Unlocked
—
Prosperity -4, Spirituality 8
-5
—
—
§125
§75
1
—
Locked
Spirituality > 31
Spirituality -1
0
—
§125
10
—
Hidden
Population > 180, Happy > 30, Sad < 5
Creativity -8
-15
—
Manufacture §2,250
54
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONTEMPLATIVE CYBERPUNK ACTION CLASS S PAWNED
FUN CITY PROFILE
HAUNTED T OWN PROFILE
INDUSTRIAL PROFILE
NORMAL PROFILE
AUTHORITARIAN PROFILE
ROMANTIC PROFILE
SMALL TOWN PROFILE
CARS PROFILE
PROFILE
PROFILE
AVAILABLE
—
—
4
-10
8
-10
0
10
1
4
0
-5
Urban Poor
—
—
0
-5
-5
0
0
0
0
-5
8
-3
Urban Rich
—
—
10
-10
-5
-3
1
0
1
-10
-5
4
Suburban Rich
—
—
0
-10
-10
0
2
4
1
1
-6
10
Rural Poor
—
—
-5
6
-10
10
0
-10
0
-10
-5
-10
Suburban Poor
—
—
8
-5
2
0
0
0
1
0
0
0
Urban Average
—
—
8
0
-5
4
4
0
1
-5
8
6
Suburban Rich
—
—
10
0
-5
0
6
4
0
-10
6
0
Suburban Rich
—
—
-5
-10
-5
-10
0
8
0
6
-5
0
Rural Poor
—
—
-10
10
-10
0
0
-10
0
-10
-5
-5
Rural Average Average
CYBERPUNK ACTION
FUN CITY HAUNTED TOWN INDUSTRIAL CLASS SPAWNED PROFILE PROFILE
NORMAL AUTHORITARIAN ROMANTIC PROFILE PROFILE PROFILE
SMALL T OWN VISIT PROFILE PROFILE
PROFILE
PROFILE
PROFILE
DURATION
OPEN
WORKWEEK
—
—
0
-10
0
0
0
5
0
0
5
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Activist Rally
—
0
-5
-10
0
5
0
1
0
20
10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Artifact
Researcher
-10
-25
25
0
0
-10
0
-15
-15
-5
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Activist Rally
Activist
-5
-5
-10
20
0
-20
0
-20
0
-5
6 Hours
8 a.m.–5 p.m. Sun.–Tue. Sun.–Tue.
Research Grant
—
0
-20
20
-10
0
-10
0
0
-5
-5
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Tech Breakthrough
—
0
0
0
0
0
0
0
20
-10
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
15
-15
8
0
0
8
1
10
5
5
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Tourist Tourist
15
0
-10
10
5
-15
1
0
25
15
6 Hours
8 a.m.–5 p.m. Full Week
Mood Device
Researcher
-15
-30
25
-20
0
-10
0
0
-15
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Mood Device
Researcher
-15
-30
20
0
0
-10
0
35
-20
-30
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Sponsored Event
—
0
-25
20
0
0
0
0
-10
0
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Police Officer
0
0
0
5
0
0
0
0
15
0
6 Hours
8 a.m.–5 p.m. Full Week
Production Drive
—
0
-5
0
0
5
30
1
0
15
30
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Efficiency Drive
—
0
-20
0
0
0
0
1
20
0
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Activist Rally
Activist
0
-10
0
0
0
-10
1
-10
0
10
6 Hours
8 a.m.–5 p.m. Wed.–Fri. Wed.–Fri.
—
Tourist
30
-25
0
0
0
0
0
-20
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Safety Inspection Enforcer
Secret
-15
-35
-10
-35
0
0
0
25
-10
-40
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
15
0
0
15
0
0
1
0
15
10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
-10
15
-10
0
5
-10
0
0
0
20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Platinum Ticket Contest
—
-5
-15
0
25
0
0
0
-20
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
C h a p t e r 4 : B u i l d i n g s 55
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Workplace Buildings continued CATEGORIES
BUILD COST
INCOME PER D AY PER W ORKER
JOBS
UNLOCK MAX IN CITY
AVAILABILITY
BUILDING PREREQUISITE
—
§3,500
§100
20
1
Hidden
Knowledge > 50
Knowledge -6, Spirituality -2
-30
High Neighborhood Improvement/Local Improvement/Local Property Value Increase
Government
§6,000
§100
7
—
Locked
Authority > 55, Population > 2,000
Authority -15
-10
—
Education
§1,250
§100
5
—
Locked
Creativity > 61
Creativity 14
-10
—
Colossal Foundry
Manufacture §42,000
§100
80
—
Hidden
Communal Garden
Agriculture
§600
§75
6
—
Unlocked
—
Spirituality 2
0
Healthful
Concourse Hotel
Tourist Tourist
§3,000
§100
14
—
Hidden
Prosperity > 145, Population > 1,950
Prosperity -8
-30
—
Consulting Firm
Corporate
§2,100
§125
10
—
Locked
Prosperity > 130, Population > 1,800
Prosperity -8
-5
—
Corporate Cops
Corporate
§2,000
§100
8
—
Hidden
Prosperity > 150, Population > 3,800
Prosperity -5
-10
Immune to Rogue Sims
Corporate Data Center
Corporate
§6,000
§100
15
—
Locked
Knowledge > 75
Knowledge 20, Authority 12
-30
—
Corporate Hive
Corporate
§5,000
§100
20
—
Locked
Prosperity > 75, Population > 2,350
Prosperity -10, Authority 8
-40
—
Corporate One
Corporate
§12,500
§100
20
—
Hidden
Prosperity > 125, Prosperity -20, Population > 3,350, Treasury Treasury > §5,000 Authority 12
-40
Citywide Productivity Increase
Corporate R&D Center
Research
§3,500
§125
12
—
Locked
Knowledge > 75
Knowledge -8
-20
—
Corrupt Police Station
Syndicate
§5,000
§100
8
—
Hidden
Productivity > 100, Population > 2,300, Treasury Treasury > §5,000
Authority -3, Prosperity -6
-10
Organized Crime/ Immune to Rogue Sims
Courthouse
Government
§3,200
§100
10
—
Locked
Authority > 25, Prosperity > 15
Authority 20, Prosperity -4
-5
Competitive/Local Competitive/Local Productivity Increase
Creepy Barn
Agriculture, Creepy
§300
§100
3
—
Unlocked
—
Creativity Creativi ty -3
0
—
Crime Forecast AI
—
§1,600
§100
7
—
Hidden Thought
Knowledge > 110
Knowledge -12
-50
—
CyberCorp Offices
Corporate
§15,000
§125
40
—
Hidden
Prosperity > 225, Knowledge > 125
Authority 20, Prosperity -25
-30
—
Agriculture
§800
§75
5
—
Unlocked
—
Spirituality -1
0
Cost Cutter: Agriculture
Research
§8,000
§125
20
—
Locked
Knowledge > 20, Authority > 20
Knowledge -20
-30
—
Government
§3,000
§100
15
—
Unlocked
—
Authority -5, Productivity -5
-10
—
Government
§8,500
§100
15
1
Hidden
Authority > 110, Population > 3,000, Treasury Treasury > §7,500
Authority 40, Prosperity -4
-20
Local Productivity Increase
Government
§6,000
§100
10
1
Hidden
Productivity > 145, Knowledge -18 Population > 5,200, Treasury Treasury > §10,000
-10
Manufacture §10,000
§100
30
—
Hidden
Authority > 150, Sad < 15, Happy > 15
Authority -12, -50 Productivity -12
—
Manufacture §15,000
§100
50
—
Hidden
Authority > 225, Sad < 15, Happy > 15
Authority -12, -50 Productivity -12
—
Government
§750
§100
5
—
Unlocked
—
Authority 12, Spirituality -4
0
Competitive/Local Competitive/Local Productivity Increase
Government
§7,500
§100
18
1
Hidden
Population > 3,500, Authority > 200
Authority -15
-10
Immune to Rogue Sims/Many More Police Officers
Corporate
§9,500
§125
30
—
Hidden
Prosperity Prosperit y > 400, Knowledge > 40, Population > 9,250
BUILDING
City Recycling HQ
Civil Defense Tower Tower Clown School
s Dairy Barn g Defense Lab n Dept. of Public Works i d District Courthouse l i u District Fire Station B : 4 Drone Factory r Drone Nexus e t Elder Council p Elite Cadet Academy a h Epic Tower C 56
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
SPECIAL SIM CAPITALIST SOCIETAL VALUE(S) POWER
CONTEMPLATIVE BUILDING ABILITIES
Productivity > 300, Productivity -60 -150 High Smog Output/ Population Populati on > 7,000, Treasury > §40,000 Eyesore/Unhealthy Eyesore/Unh ealthy
Immune to Rogue Sims/ Improved Firefighters/ Reduced Fire Risk
Prosperity -25, -50 Productivity -25
—
CYBERPUNK ACTION
—
FUN CITY HAUNTED TOWN INDUSTRIAL CLASS SPAWNED PROFILE PROFILE
Manager
15
0
Quash Subversives
—
-10
-25
Mimeageddon
Entertainer Entertainer
-10
-15
Whip Cracking
Manager
-15
-45
—
Farmer
0
—
Tourist Tourist
—
NORMAL AUTHORITARIAN ROMANTIC PROFILE PROFILE PROFILE
0
0
0
0
-15
35
0
20
20
Business Sim
Riot Suppression Professional
PROFILE
PROFILE
PROFILE
DURATION
OPEN
WORKWEEK
0
10
-10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
0
1
0
0
0
20
0
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
5
-40
0
-30
-10
-25
6 Hours
8 a.m.–5 p.m. Wed.–Fri. Wed.–Fri.
-30
0
45
0
0
-20
-10
6 Hours
8 a.m.–5 p.m. Full Week
0
15
0
-10
0
0
20
20
6 Hours
8 a.m.–5 p.m. Sun.–Tue.
-25
0
-5
5
0
1
-15
25
-25
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
25
-10
15
-10
0
0
1
0
0
-10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Security
25
-10
20
-15
0
15
0
-10
0
-10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
-10
-25
20
-20
0
-15
0
0
-15
-15
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Extra Push
Secret Enforcer
30
-25
20
-20
0
0
1
-15
-10
-30
6 Hours
8 a.m.–5 p.m. Full Week
—
Secret Enforcer
0
-35
20
-20
0
0
1
-15
-10
-40
6 Hours
8 a.m.–5 p.m. Full Week
Product Launch
Researcher
-5
-15
30
0
5
-10
0
-15
0
-10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
“S.W.A.T. “S.W.A.T.”” Professional
Security
10
-15
0
-10
5
25
0
0
0
5
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Legal Wrangling Professional
Security
3
-5
0
-10
0
5
1
10
10
5
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Summon Spirits
Spooky
0
0
-20
10
45
0
0
0
0
10
6 Hours
8 a.m.–5 p.m. Tue.–Thu. Tue.–Thu.
Quash Free
Secret Enforcer
-20
-35
30
-25
0
-20
0
0
-20
-40
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Sponsored Event Secret Enforcer
-15
-40
40
-25
-10
-10
0
-20
-20
-30
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
-10
20
-20
0
5
-35
0
0
0
25
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Military Contracting Researcher
-10
-25
25
-10
0
0
0
25
-10
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Municipal Repairs
City Worker
-10
-10
0
0
0
20
0
20
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Root Out Corruption Professional
Security
10
-10
0
0
0
0
0
20
0
-20
6 Hours
8 a.m.–5 p.m. Full Week
Fire Fighting
City Worker
10
-10
15
0
0
15
1
0
0
0
6 Hours
8 a.m.–5 p.m. Full Week
Industrial Production
—
-10
-30
0
-30
0
0
0
35
-15
-20
6 Hours
8 a.m.–5 p.m. Full Week
Industrial Production
—
-10
-35
0
-30
0
0
0
35
-15
-25
6 Hours
8 a.m.–5 p.m. Full Week
—
Elder
-10
30
-20
-15
0
-20
0
-10
-5
0
6 Hours
8 a.m.–5 p.m. Tue.–Thu. Tue.–Thu.
Rogue Citizen Control
Police Officer
-15
-15
0
-10
0
0
0
35
-10
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Manager
30
-35
25
-15
0
0
1
-15
-25
-40
6 Hours
8 a.m.–5 p.m. Full Week
—
—
0
SMALL T OWN VISIT PROFILE PROFILE
C h a p t e r 4 : B u i l d i n g s 57
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Workplace Buildings continued INCOME PER D AY PER W ORKER
JOBS
UNLOCK MAX IN CITY
AVAILABILITY
BUILDING PREREQUISITE
BUILDING
CATEGORIES
BUILD COST
Evangelical Center
Worship
§5,000
§100
5
—
Hidden
Spirituality > 17, Prosperity > 25
Spirituality 20, Prosperity -8
-20
—
Evangelical Megaplex
Worship
§17,500
§100
30
—
Hidden
Spirituality > 35, Prosperity > 95
Spirituality 50, Prosperity -15
-40
—
Farm
Agriculture
§450
§75
5
—
Unlocked
—
Spirituality -1
0
—
Farming Co-op
Agriculture
§750
§100
10
—
Hidden
Spirituality > 15, Knowledge > 10
Spirituality -1, Knowledge -3
-6
—
Federal Bank
Government
§8,500
§125
12
1
Hidden
Prosperity > 200, Population > 4,000
Prosperity 40, Authority 8
-10
—
Financial Building
—
§5,750
§100
30
—
Locked
Prosperity > 75, Productivity > 20
Prosperity 28, -30 Productivity -15
—
Fire Analysis Center
—
§2,500
§100
5
—
Locked
Authority > 50, Knowledge > 41
Knowledge -22
-5
—
Fire Brigade
—
§300
§0
3
—
Hidden
Spirituality > 10, Population < 850
Spirituality -3
-10
Immune to Rogue Sims/ Reduced Fire Risk
Fire Station
Government
§1,500
§100
8
—
Unlocked
—
Productivity -3
-10
Immune to Rogue Sims/ Reduced Fire Risk
Fireworks Shack
—
§125
§75
1
—
Locked
Knowledge > 30
Knowledge 1
0
More Arsonists
Focus Test Lab
—
§1,500
§100
9
—
Locked
Knowledge > 50, Prosperity > 21
Knowledge -8, Prosperity -5
-15
—
§100
40
—
Locked
Foundry Game Developer
Manufacture §17,500
SPECIAL SIM CAPITALIST SOCIETAL VALUE(S) POWER
CONTEMPLATIVE BUILDING ABILITIES
Productivity > 90, Productivity -30 -100 High Smog Output/ Population > 3,000, Treasury Treasury > §5,000 Eyesore/Unhealthy Eyesore/Unhealthy
Media
§2,250
§100
15
—
Locked
Knowledge > 30, Creativity > 75
Creativity -4, Knowledge -2
-20
—
Garage Band
—
§750
§75
4
—
Locked
Creativity > 35, Population > 150
Creativity 10
-10
—
Garbage Collection Station
—
§500
§100
12
—
Locked
Knowledge > 27
Knowledge -3
-5
Eyesore
Genetics Lab
—
§11,500
§100
22
—
Hidden
Knowledge > 105
Knowledge 40
-25
Healthful
Grape Vineyard
Agriculture
§500
§100
5
—
Locked
Prosperity > 45, Population > 80
Prosperity -5
0
—
Hall of Records
Government
§4,100
§100
30
—
Locked
Authority > 80, Population > 2,750
Knowledge 16, Authority -6
-15
—
Manufacture
§300
§75
4
—
Locked
Spirituality > 38
Spirituality -4
0
Cost Cutter: Agriculture
—
§300
§0
3
—
Locked
Creativity > 42
Creativity -4
-3
High Neighborhood Improvement/Local Improvement/ Local Property Value Increase
Media
§5,250
§125
18
—
Hidden
Prosperity > 200, Creativity > 40
Prosperity -12, Creativity -4
-30
—
Agriculture
§600
§75
3
—
Locked
Spirituality > 39
Spirituality -3
0
—
Media
§1,000
§100
5
—
Locked
Prosperity > 138, Population > 855
Prosperity -8
-20
More Artists/ Fewer Rock Stars
Government
§4,750
§100
8
—
Hidden
Authority > 17, Spirituality > 15, Population > 500
Spirituality 20, Authority -10
-6
Cost Cutter: Government
—
§10,500
§125
25
1
Hidden
Prosperity > 240, Population > 4,200
Prosperity -20
-25
More Tycoons Tycoons
Manufacture
§750
§75
6
—
Locked
Spirituality > 65
Spirituality -1
-2
More More Arsonists
Corporate
§750
§100
4
—
Hidden
Prosperity > 12, Population > 650
Prosperity -4
-5
—
Syndicate
§750
§100
4
—
Hidden
Prosperity > 140, Population > 1,300
Prosperity -4
-10
—
Manufacture
§750
§100
10
—
Unlocked
—
Productivity -12
-15
Dangerous
Manufacture §1,000
§100
12
—
Hidden
Productivity > 105, Population > 1,100, Treasury > §5,000
Productivity -15
-30
Dangerous
s g Harness Maker n Highway i d Volunteers Club l i Hit Movie Studio u Farm B Honey : Indie Label 4 Inquisition Office r e International t Exchange Kerosene Distillery p Kerosene Law Offices a Loan Shark h Lumber Mill C Machine Shop 58
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK ACTION
FUN CITY HAUNTED TOWN INDUSTRIAL CLASS SPAWNED PROFILE PROFILE
NORMAL AUTHORITARIAN ROMANTIC PROFILE PROFILE PROFILE
SMALL T OWN VISIT PROFILE PROFILE
PROFILE
PROFILE
PROFILE
DURATION
OPEN
WORKWEEK
—
Holy Sim
15
0
0
0
0
-10
0
0
-10
20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Revival Sermon
Holy Sim
25
0
0
0
0
-15
0
0
-10
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Farmer
-15
15
-20
0
5
-35
0
0
0
35
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Farmer
10
10
-10
0
0
-25
0
0
0
25
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Tax Break
—
25
-20
0
-10
0
0
0
10
15
-30
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Manager
30
-30
20
-10
0
0
1
-15
0
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Fireproofing
Researcher
-10
-20
25
0
0
-20
0
0
-10
-15
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Fire Alarm!
—
0
15
-10
10
1
0
0
0
0
15
6 Hours
8 a.m.–5 p.m. Tue.–Thu. Tue.–Thu.
Fire Alarm!
City Worker
3
0
3
0
1
1
1
3
3
3
6 Hours
8 a.m.–5 p.m. Full Week
—
—
-5
-5
0
15
0
0
0
-10
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Researcher
20
-10
15
0
0
-10
0
-15
-10
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Whip Cracking
Manager
-10
-20
0
-15
0
35
1
0
0
0
6 Hours
8 a.m.–5 p.m. Full Week
Project Dedication
—
10
-10
20
20
0
-10
1
-15
0
-5
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Entertainer
10
0
0
15
0
0
0
0
0
15
6 Hours
8 a.m.–5 p.m. Wed.–Fri. Wed.–Fri.
—
—
10
0
0
0
0
15
1
0
0
10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Research Grant
—
-10
-30
25
-20
0
-15
0
0
-10
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
0
0
-15
0
0
0
0
0
30
20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
-10
-20
0
-15
0
0
0
20
0
-35
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Volunteer Drive
—
-10
20
-15
-5
0
0
0
-15
0
0
6 Hours
8 a.m.–5 p.m. Tue.–Thu. Tue.–Thu.
Volunteer Drive
Activist
0
5
-15
10
0
0
0
0
5
10
6 Hours
8 a.m.–5 p.m. Sun.–Tue. Sun.–Tue.
—
Artist
30
-25
0
0
0
0
0
-20
0
-10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
-10
25
0
10
0
-15
0
0
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Music Festival
Artist
25
0
0
0
0
0
0
-15
0
-10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Inquisition
—
-10
1
-15
-25
5
-15
0
25
15
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Currency Speculation
—
15
-30
0
-15
0
0
0
0
20
-35
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
-10
5
0
-10
10
15
0
0
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Business Sim
25 25
-15
15
0
0
5
1
-5
0
10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Debt Collection
—
15
-20
0
-20
0
25
0
0
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Production Drive
—
0
-10
-10
-15
5
15
0
0
0
35
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Production Drive
—
10
-25
15
-15
5
35
1
10
0
25
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
C h a p t e r 4 : B u i l d i n g s 59
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Workplace Buildings continued INCOME PER D AY PER W ORKER
JOBS
UNLOCK MAX IN CITY
AVAILABILITY
BUILDING PREREQUISITE
BUILDING
CATEGORIES
BUILD COST
Market Research Center
Research
§1,200
§100
5
—
Locked
Prosperity > 125, Knowledge > 45
Prosperity -5, Knowledge -5
-15
—
Meat Packing Plant
Manufacture §2,250
§100
18
—
Locked
Productivity > 20, Population > 850, Treasury > §1,500
Productivity -6
-10
Unhealthy/ Dangerous
Mechanized Farm
Agriculture
§1,250
§125
8
—
Hidden
Productivity > 35, Knowledge > 95
Productivity -8, Knowledge -8
-25
Dangerous
Ministry of Thought
Government §20,000
§100
25
1
Hidden
Authority > 275, Population > 4,200
Authority 80
-100
Local Productivity Increase
Mission
SPECIAL SIM CAPITALIST SOCIETAL VALUE(S) POWER
CONTEMPLATIVE BUILDING ABILITIES
Worship
§1,800
§0
5
—
Unlocked
—
Spirituality 15
0
Cost Cutter: Worship
—
§750
§125
5
—
Unlocked
—
Prosperity -6
-10
—
Media
§900
§100
12
—
Hidden
Prosperity > 138, Creativity > 30
Prosperity -8, Creativity -8
-20
Local Productivity Increase/ More Celebrities
Corporate
§12,500
§125
20
—
Hidden
Prosperity > 270, Population > 6,000
—
§300
§0
3
—
Hidden
Authority > 40, Population > 1,350
Authority -4
-5
More Vigilantes
Newspaper
Media
§800
§100
5
—
Unlocked
—
Knowledge -5
-5
Free Press
Observatory
—
§2,200
§75
8
—
Unlocked
—
Knowledge 15
-10
—
Office Building
Corporate
§3,750
§100
20
—
Unlocked
—
Prosperity 25, -30 Productivity -10
—
Oil Refinery
Corporate
§8,200
§100
40
—
Locked
Prosperity > 83, Population > 2,000
Prosperity 45, -100 Productivity -20
More Tycoons/ Tycoons/ Eyesore
Orchard
Agriculture
§300
§100
3
—
Hidden
Prosperity > 30, Population > 300
Prosperity -4
0
—
—
§15,000
§100
45
—
Hidden
Authority > 230, Population > 7,200
Authority -25
-20
Light Conditioning/ Very Appealing
Syndicate
§500
§100
2
—
Unlocked
—
Prosperity 5
-5
—
—
§200
§75
3
—
Locked
Creativity > 70, Population > 140
Creativity -3
0
—
Government
§1,200
§100
8
—
Unlocked
—
Authority -3
-10
Immune to Rogue Sims
Modeling Agency Movie Studio
Multinational HQ Neighborhood Watch
Palace of Justice Pawn Shop Pied Piper Pest Control Police Station
s Propaganda Ministry g n Public Radio Station i Public Safety d Quilting Circle l i Realtor u Recording Studio B Recycling Center : 4 r Regional Garbage Depot e Rice Paddy t Seamstress p a Secret Police HQ h Police C Secret Kiosk PR Firm
Knowledge -10, -30 Citywide Productivity Prosperity -15 Increase
—
§2,500
§125
12
—
Locked
Prosperity > 143, Population > 3,200
Prosperity -8
-20
—
Government
§7,500
§100
20
—
Locked
Authority > 55, Population > 2,250
Authority 40
-50
Competitive/Local Competitive/Local Productivity Increase
Media
§1,000 §1,000
§100
3
—
Locked
Knowledge > 27
Knowledge 8
-20
—
Government
§300
§100
2
—
Unlocked
—
Productivity -1
-5 More Private Security
—
§900
§75
5
—
Hidden
Spirituality > 65
Spirituality -5
0
—
—
§1,800
§100
3
—
Unlocked
—
Prosperity 12
-10
—
Media
§1,000
§100
5
—
Hidden
Prosperity > 25, Creativity > 75
Prosperity 6, Creativity -4
-20
—
—
§1,000
§100
12
—
Locked
Knowledge > 20
Knowledge -4
-20
High Neighborhood Improvement/Local Property Value Increase
—
§1,000
§100
24
1
Hidden
Knowledge > 150
Knowledge -6
-10
Eyesore
Agriculture
§900
§75
7
—
Locked
Spirituality > 55
Spirituality -4
0
—
Manufacture
§400
§75
3
—
Locked
Spirituality > 36
Spirituality -5
0
Cost Cutter: Agriculture
Government
§4,200
§100
25
—
Locked
Authority > 188, Population > 4,100, Happy > 20
Authority -20
-20
Light Conditioning/ Very Appealing/ Immune to Rogue Sims
Government
§400
§100
1
—
Hidden
Authority > 188, Population > 4,100, Happy > 20
Authority 2
-10
Light Conditioning/ Very Appealing/ Immune to Rogue Sims
60
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK ACTION
FUN CITY HAUNTED TOWN INDUSTRIAL CLASS SPAWNED PROFILE PROFILE
NORMAL AUTHORITARIAN ROMANTIC PROFILE PROFILE PROFILE
SMALL T OWN VISIT PROFILE PROFILE
PROFILE
PROFILE
PROFILE
DURATION
OPEN
WORKWEEK
Strategized Marchitecture
Researcher
25
-10
25
0
0
0
0
-15
0
-10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Production Drive
—
0
-20
0
-15
5
20
1
15
0
30
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
-15
-25
20
0
0
-25
0
0
-15
0
6 Hours
8 a.m.–5 p.m. Full Week
Information Campaign
Man In Black
-15
-35
0
-35
0
-20
0
45
-10
-40
6 Hours
8 a.m.–5 p.m. Full Week
—
—
5
15
-15
5
0
5
0
-10
10
5
6 Hours
8 a.m.–5 p.m.
—
—
30
-15
0
0
0
0
0
-15
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Artist
30
-10
0
15
0
0
1
0
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
0
-35
20
-20
0
0
0
-15
0
-30
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
1
-10
0
0
0
0
0
10
0
10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Local Affiliates
Activist
5
-10
5
1
0
10
1
0
10
5
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
5
0
10
10
0
-15
1
0
15
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Synergy
Manager
15
-25
10
-10
0
10
1
10
10
-15
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Manager
25
-25
0
-15
0
30
1
15
-10
0
6 Hours
—
Farmer
15
0
-15
0
1
0
1
0
0
25
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Secret Enforcer
-15
-35
0
-20
0
0
0
30
-10
-30
6 Hours
8 a.m.–5 p.m. Full Week
—
Criminal
5
-15
15
-10
0
20
0
-10
0
15
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Activist
-5
-15
0
20
0
-20
0
-10
-15
0
6 Hours
8 a.m.–5 p.m. Wed.–Fri. Wed.–Fri.
S.W.A.T. S.W.A.T.
Police Officer
1
-10
1
0
0
5
1
15
0
0
6 Hours
8 a.m.–5 p.m.
Sponsored Event
Business Sim
25
-15
10
-10
0
0
1
0
0
-15
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
-15
-25
0
-25
0
0
0
35
-10
-35
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Activist Rally
—
0
-10
0
15
0
-10
1
0
0
10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Municipal Repairs
City Worker
10
0
0
5
0
5
1
0
0
10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Volunteer Drive
—
-5
15
-15
0
0
-35
0
-10
-10
25
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Seller’s Market
—
10
0
5
1
0
0
1
0
5
5
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Entertainer
20
0
0
15
0
0
1
0
10
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
15
0
15
0
0
-10
1
0
10
5
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
0
-15
15
0
0
0
1
0
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Farmer
-20
30
-25
0
0
-30
0
-25
-15
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Volunteer Drive
—
0
15
-15
0
0
0
0
0
0
20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Dissident Suppression
—
-15
-35
0
-25
0
0
0
35
-10
-35
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
-10
-15
0
-20
0
0
0
15
-5
-15
6 Hours
8 a.m.–5 p.m. Full Week
24 Hours
Wed.–Fri.
Mon.–Fri.
Full Week
C h a p t e r 4 : B u i l d i n g s 61
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Workplace Buildings continued BUILDING
Sentinel Seminary
CATEGORIES
BUILD COST
INCOME PER D AY PER W ORKER
JOBS
UNLOCK MAX IN CITY
AVAILABILITY
BUILDING PREREQUISITE
—
§3,000
§100
18
—
Locked
Authority > 130, Population > 1,850
Authority -8
SPECIAL SIM CAPITALIST SOCIETAL VALUE(S) POWER
-10
CONTEMPLATIVE BUILDING ABILITIES
—
Service Station
—
§750
§100
6
—
Unlocked
—
Productivity -3
-5
Serves Liquor
Sheriff’s Sheriff’s Office
Government
§750
§100
5
—
Hidden
Authority > 20, Population < 1,000
Authority -2
-5
Immune to Rogue Sims/Improved Police Officers
Corporate
§12,500
§100
40
—
Hidden
Prosperity Prosperity > 250, Population > 4,500
Prosperity 32, Productivity -10
-30
—
Software Studio
Media
§1,500
§100
12
—
Unlocked
—
Creativity -4, Knowledge -2
-15
—
Spirit Squadroom
—
§750
§75
4
—
Hidden
Creativity > 65, Happy > 10
Creativity -4
-5
—
Spring Water Plant
Manufacture §1,000
§100
10
—
Locked
Productivity > 35, Population > 850, Treasury > §5,000
Productivity -8
-20
—
Steel Mill
Manufacture §10,000
§100
45
—
Locked
Productivity > 46, Productivity -40 -50 Population Populati on > 1,750, Treasury > §5,000
Skyscraper
High Smog Output/ Eyesore/Dangerous Eyesore/Dang erous
Stock Exchange
—
§1,800
§100
15
—
Locked
Prosperity > 135, Population > 3,100
Prosperity -10
-20
—
Sugar Cane Field
Agriculture
§750
§75
15
—
Locked
Creativity > 5, Productivity > 5
Creativity -2, Productivity -6
0
—
Sweatshop
Manufacture §6,500
§100
35
—
Hidden
Productivity > 165, Productivity -30 -30 Population > 4,000, Treasury Treasury > §5,000
Unhealthy/ Increased Fire Risk
Televangelist Televangelist Studio
Media
§9,500
§125
8
—
Locked
Spirituality > 31
Spirituality 35, Prosperity -15
-30
Local Productivity Increase/ More Celebrities
Temperance Union
Worship
§1,000
§100
5
—
Unlocked
—
Spirituality Spiritu ality 8, Authority 3
-5
More Temperance Advocates
Manufacture §2,000
§100
20
—
Unlocked
—
Textile Textile Factory Think Tank
Productivity -20 -20
Dangerous
—
§4,800
§125
9
1
Hidden
Knowledge > 65, Prosperity Prosperit y > 20
Knowledge -15, Prosperity -10
-20 Corporate Technology Improvement Improvement
Tourism Tourism Bureau
Tourist Tourist
§11,750
§100
5
1
Hidden
Prosperity > 196, Population > 6,600
Prosperity -25
-10
More Tourists Tourists
Tourist Tourist Information
Tourist Tourist
§750
§100
4
—
Locked
Prosperity > 95, Population > 2,000
Prosperity -6
-5
—
Government
§1,500
§100
8
—
Unlocked
—
Authority 10
-10
Competitive/Local Competitive/Local Productivity Increase
Government
§1,800
§100
10
—
Locked
Authority > 55, Population > 2,200
Authority -10
-15
Competitive/Local Competitive/Local Productivity Increase
Town Town Hall
s Treasury Department g Treasury n Tulip Tulip Nursery i TV d Network l i u TV Station B : 4 Unionized Steel Factory r Vigilante Group e Treatment Plant t Water Treatment p Windmill a h C
Botanic
§300
§75
3
—
Unlocked
—
Creativity -4
0
—
Media
§9,500
§125
15
1
Hidden
Prosperity > 380, Population > 6,600
Prosperity -14, Creativity -6
-30
Local Productivity Increase/More Increase/More Celebrities
Media
§1,600
§100
12
—
Hidden
Prosperity > 127, Population > 2,770
Prosperity -4
-30
Local Productivity Increase/More Celebrities
Manufacture §12,000
§100
45
—
Hidden
Productivity > 250, Productivity -30 -50 Population Populati on > 6,150, Treasury > §40,000
Medium Smog Output/Eyesore Output/Eyes ore
—
§500
§75
3
—
Hidden
Productivity > 110, Population > 3,300, Treasury > §5,000
Productivity 4
-5
More Vigilantes
—
§2,000
§100
15
—
Locked
Knowledge > 40
Knowledge -6
-15
Reduced Fire Risk
—
§400
§100
5
—
Hidden
Productivity > 8, Population > 100, Treasury > §8,000
Productivity -2
0
—
62
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK ACTION
Enforcement
FUN CITY HAUNTED TOWN INDUSTRIAL CLASS SPAWNED PROFILE PROFILE
—
-15
-35
NORMAL AUTHORITARIAN ROMANTIC PROFILE PROFILE PROFILE
0
-25
0
SMALL T OWN VISIT PROFILE PROFILE
0
0
PROFILE
PROFILE
PROFILE
DURATION
30
-10
-30
6 Hours
OPEN
WORKWEEK
8 a.m.–5 p.m. Mon.–Fri.
—
—
5
-10
5
0
0
5
1
5
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Police Officer
0
-10
-10
0
1
0
0
0
-10
25
6 Hours
8 a.m.–5 p.m. Full Week
—
Manager
30
-25
25
-15
-10
0
1
-15
-10
-30
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Project Dedication
—
10
-10
20
20
0
-10
1
-10
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Cheerocracy Cheerocracy
—
-10
-15
-15
30
0
-40
0
-35
-10
-10
6 Hours
8 a.m.–5 p.m. Sun.–Tue. Sun.–Tue.
Production Drive
—
0
0
0
0
0
0
0
0
0
20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Production Drive
—
0
-35
0
-15
0
35
1
0
-10
20
6 Hours
8 a.m.–5 p.m. Full Week
Futures Investing
—
30
-30
0
0
0
0
1
-10
25
-25
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Farmer
0
10
-15
1
0
0
0
0
0
0
6 Hours
8 a.m.–5 p.m. Full Week
Production Drive
—
-10
-40
0
-25
0
40
0
0
-20
0
6 Hours
8 a.m.–5 p.m. Full Week
—
—
25
-20
0
0
0
0
0
-15
-15
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Holy Sim
-10
0
-20
-15
0
25
0
10
-15
15
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Production Drive
—
0
0
0
-15
0
30
1
0
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Brainstorm
Researcher
20
-20
25
0
0
-15
0
0
0
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Tourist Tourist
20
0
0
5
0
-15
1
0
20
-10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
Tourist Tourist
15
0
0
5
0
-15
1
0
0
-10
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
5
-15
5
-10
0
5
1
15
15
20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Foreclosure Foreclosure
—
20
-25
0
-10
0
15
1
20
15
-25
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
0
15
-15
15
0
0
0
0
0
0
6 Hours
8 a.m.–5 p.m. Tue.–Thu. Tue.–Thu.
Ad Campaign
—
25
-25
20
0
0
0
0
0
0
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Ad Campaign
—
20
-20
20
0
0
0
1
10
0
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Production Drive
—
0
-35
0
-25
0
45
0
0
-10
-20
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
Fire! Fire! Fire!
—
10
-15
0
0
0
20
1
0
0
-15
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
15
0
10
0
0
0
1
0
10
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
—
—
-5
20
-20
15
1
-15
1
-10
25
0
6 Hours
8 a.m.–5 p.m. Mon.–Fri.
C h a p t e r 4 : B u i l d i n g s 63
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Decoration Buildings BUILD CATEGORIES
COST
UNLOCK MAX IN C ITY
AVAILABILITY
BUILDING PREREQUISITE
Bamboo Garden
—
§225
—
Unlocked
—
Spirituality 2
0
—
Barbecue Pit
—
§15
—
Locked
Prosperity > 12, Population > 220
Prosperity 1
0
Neighborhood Improvement/ Improvement/ Local Property Value Increase
Baroque Fountain
—
§1,500
—
Unlocked
—
Prosperity 6
-3
High Neighborhood Improvement/ Improvement/ Local Property Value Increase
Billboard
—
§750
—
Unlocked
—
Prosperity 1
-1
Local Prosperity Increase/Saturating Increase/Saturating
Captain of Industry
—
§0
1
Trophy Trophy
Industrial Achievement
Productivity 10
0
Curing/Monument Income—Medium
Chess Table Table
—
§400
—
Locked
Knowledge > 20
Knowledge 2
0
Increased Education
Chocolate Bunny
—
§320
—
Hidden
Creativity > 120, Population > 180
Creativity 3
0
—
Electric Billboard
—
§1,125
—
Unlocked
—
Prosperity 2
-3
Local Prosperity Increase/Saturating Increase/Saturating
Fat Cat
—
§0
1
Trophy Trophy
Capitalist Achievement
Prosperity 10
0
Curing/Monument Income—Medium
BUILDING
CAPITALIST CONTEMPLATIVE SOCIETAL V ALUE(S) POWER
CYBERPUNK BUILDING A BILITIES
Fountain
—
§600
—
Unlocked
—
Creativity 5
-2
—
Fountain Jet
—
§600
—
Unlocked
—
Creativity 6
-2
—
Garden
—
§400
—
Unlocked
—
Creativity 3
0
—
Giant Mobile
—
§700
—
Unlocked
—
Creativity 6
0
—
Golden Buddha
—
§600
—
Hidden
Spirituality > 150
Spirituality 4
0
Neighborhood Improvement/ Improvement/ Local Property Value Increase
Creepy
§750
—
Locked
Creativity > 15, Spirituality > 20
Spirituality 3
0
Cost Cutter: Creepy
Guru
—
§0
1
Trophy Trophy
Contemplative Contemplative Achievement
Spirituality 10
0
Curing/Monument Income—Low
Hedge
—
§125
—
Unlocked
—
Creativity 1
0
—
Hedge Maze
—
§500
—
Unlocked
—
Creativity 5
0
—
Government
§1,800
—
Locked
Authority > 50, Population > 1,900
Authority 4
0
Competitive/Local Competitive/Local Productivity Increase
—
§150
—
Unlocked
—
Authority 1
0
—
Jack of All Trades
Decoration Decoratio n
§0
1
Trophy
Show All Achievement Achievemen t
—
0
Curing/Monument Curing/Mon ument Income—High
Jumping Fountain
—
§600
—
Unlocked
—
Creativity 6
-2
—
Large Fountain
—
§450
—
Unlocked
—
Creativity 5
-3
—
Large Statue
—
§1,500
—
Unlocked
—
Authority 8
-8
—
Laser Fountain
—
§1,200
—
Hidden
Knowledge > 25, Creativity > 6
Creativity 8
-3
—
—
§0
1
Trophy Trophy
Authoritarian Achievement
Authority 10
0
Curing/Monument Income—Medium
—
§0
1
Trophy Trophy
Fun City Achievement
Creativity 10
0
Curing/Monument Income—Low
—
§0
1
Trophy Trophy
Normal Achievement
—
0
Curing/Monument Income—High
—
§450
—
Unlocked
—
Creativity 4
-1
—
—
§900
—
Unlocked
—
Authority 4
0
—
—
§250
—
Unlocked
—
Creativity 2
0
—
—
§600
—
Locked
Knowledge > 12, Creativity > 8
Creativity 4
0
—
—
§350
—
Unlocked
—
Creativity 3
0
—
—
§0
1
Trophy Trophy
Cyberpunk Achievement
Knowledge 10
0
Curing/Monument Income—Medium
—
§900
—
Unlocked
—
Productivity 4
-10
High Neighborhood Improvement/ Improvement/ Local Property Value Increase
—
§1,800
—
Hidden
Spirituality > 100
Spirituality 8
0
Neighborhood Improvement/ Improvement/ Local Property Value Increase
—
§1,500
—
Unlocked Unlocked
—
Prosperity 5
-5
Local Prosperity Increase/Saturating Increase/Saturating
—
§200
—
Unlocked
—
Authority 1
-1
Improved Police Officers
—
§100
—
Unlocked
—
Spirituality 1
0
—
—
§450
—
Unlocked
—
Authority 3
-1
More City Workers
—
§1,000
—
Unlocked
—
Creativity 8
0
—
—
§400
—
Unlocked
—
Creativity 3
0
—
—
§700
—
Hidden
Spirituality > 63
Spirituality 5
0
—
Graveyard Graveyard
Historical Monument Iron Fence
s Master Manipulator g Master of Ceremonies Mayor n i Medium Fountain d Medium Statue l Merry-Go-Round i Merry-Go-Round u Modern Sculpture Bars B Monkey : Network Knight 4 Open Plaza r Ornate Pagoda e t Plasma Billboard p Police Box a Prayer Wheel h Public Clock Public Mural C Public Sculpture Reliquary 64
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
FUN C ITY ACTION
HAUNTED T OWN PROFILE
INDUSTRIAL PROFILE
NORMAL PROFILE
AUTHORITARIAN ROMANTIC PROFILE PROFILE
SMALL TOWN PROFILE
PROFILE
PROFILE
PROFILE
PROFILE
—
-5
20
-5
0
0
-10
0
-10
0
-5
—
2
0
-5
2
0
0
1
0
0
10
—
1
1
0
1
0
0
0
0
20
0
—
0
-15
0
0
0
0
1
0
-5
0
—
1
1
1
1
0
1
1
1
1
1
—
1
0
0
0
0
0
1
0
10
1
—
-10
0
-10
20
0
-5
0
-10
0
-5
—
15
0
0
0
0
0
0
0
0
0
—
1
1
1
1
0
1
1
1
1
1
—
1
0
0
2
0
-5
1
1
10
1
—
1
0
0
15
0
0
0
0
0
0
—
1
5
0
5
0
0
1
0
10
10
—
0
0
5
5
0
0
1
0
10
0
—
-10
25
0
0
0
-10
0
-10
-5
-10
Summon Spirits
0
10
0
1
40
0
1
0
5
5
—
1
1
1
1
0
1
1
1
1
1
—
1
1
1
1
0
1
1
0
1
1
—
1
5
0
1
20
0
1
0
10
0
—
0
0
0
0
0
0
1
15
10
0
—
1
0
1
1
0
1
1
1
1
1
—
1
1
1
1
0
1
1
1
1
1
—
0
-5
0
15
0
0
0
-10
0
0
—
1
0
0
0
0
1
1
1
0
0
—
0
-10
0
0
0
0
1
10
-10
-10
—
-10
-20
20
0
0
0
0
-5
-10
-10
—
1
1
1
1
0
1
1
1
1
1
—
1
1
1
1
0
1
1
1
1
1
—
1
1
1
1
0
1
1
1
1
1
—
0
0
0
1
0
1
1
1
5
1
—
1
0
1
0
0
1
1
1
0
0
—
0
0
0
20
0
0
1
0
0
5
—
1
0
10
0
0
0
1
0
0
0
—
0
0
0
20
0
0
1
0
0
5
—
1
1
1
1
0
1
1
1
1
1
—
0
0
0
0
0
15
0
0
0
0
—
-5
25
0
0
0
0
0
-10
-5
-10
—
-5
-10
10
-5
0
0
0
0
-10
-10
—
1
-10
0
0
0
5
1
10
0
0
—
-5
20
-5
5
0
-10
0
-10
0
0
—
1
1
0
1
0
1
0
1
5
1
—
0
5
0
15
0
0
0
0
15
0
—
1
1
0
0
0
1
1
1
15
1
—
0
15
0
0
5
0
0
-5
0
0
C h a p t e r 4 : B u i l d i n g s 65
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Decoration Buildings continued BUILD CATEGORIES
COST
UNLOCK MAX IN C ITY
AVAILABILITY
BUILDING PREREQUISITE
Rock Garden
—
§400
—
Unlocked
—
Spirituality 2
0
More Masters
Rose Garden
—
§500
—
Unlocked
—
Creativity 4
0
—
Sad Garden
—
§550
—
Unlocked
—
Productivity 3
0
—
Sheriff
—
§0
1
Trophy Trophy
Small Town Town Achievement
Spirituality 5
0
Curing/Monument Income—Low
Small Statue
—
§475
—
Unlocked
—
Authority 2
0
—
Small Town Square
—
§800
—
Unlocked
—
Prosperity 5
0
High Neighborhood Improvement/ Improvement/ Local Property Value Increase
State Television Television
Government
§3,000
—
Hidden
Authority > 125, Population > 2,600
Authority 8
-15 Competitive/Local Competitive/Local Productivity Increase
Steam Sculpture
—
§300
—
Unlocked
—
Productivity 2
0
—
Street Food Cart
—
§375
—
Unlocked
—
Productivity 1
0
Improved Work Crews
BUILDING
CAPITALIST CONTEMPLATIVE SOCIETAL V ALUE(S) POWER
CYBERPUNK BUILDING A BILITIES
Stupa
—
§2,500
—
Hidden
Spirituality > 200
Spirituality 5
0
Local Worship Improvement Improvement
Suburban Playground
—
§750 §750
—
Unlocked
—
Creativity 7
0
—
Swingset
—
§200
—
Unlocked
—
Creativity 2
0
—
Tech Tech Monolith
—
§4,000
—
Locked
Authority > 30, Population > 4,300, Knowledge > 95
Authority 10
Tetherball Court
—
§300
—
Unlocked
—
Creativity 2
The Legendary Bard
—
§0
1
Trophy Trophy
Romantic Achievement
The People’s People’s Concourse
—
§750
—
Unlocked
—
Authority 4
0
High Neighborhood Improvement/ Improvement/ Local Property Value Increase
Tibetan Bell
—
§750
—
Locked
Spirituality > 30
Spirituality 3
0
High Neighborhood Improvement/ Improvement/ Local Property Value Increase
Tile O’Tulips
—
§75
—
Unlocked
—
Creativity Creativit y 1
0
—
Tool Shed
—
§150
—
Unlocked
—
Productivity Producti vity 1
0
Improved Work Crews
Topiary Bush— Bunny Rabbit
—
§250
—
Locked
Creativity Creativit y > 70, Prosperity Prosperit y > 15
Creativity 2
0
—
Topiary Bush—Hand
—
§250
—
Locked
Creativity Creativit y > 70, Prosperity Prosperit y > 15
Creativity 2
0
—
Topiary Topiary Bush—Pillar
—
§250
—
Locked
Creativity > 70, Prosperity > 15
Creativity 2
0
—
Topiary Bush—Teddy Bear
—
§250
—
Locked
Creativity Creativit y > 70, Prosperity Prosperit y > 12
Creativity 2
0
—
—
§1,000
—
Hidden
Creativity Creativit y > 30, Prosperity Prosperit y > 75
Creativity 10
0
—
—
§350
—
Unlocked
—
Spirituality 3
0
High Neighborhood Improvement/ Improvement/ Local Property Value Increase
—
§800
—
Unlocked
—
Prosperity 5
0
High Neighborhood Improvement/ Improvement/ Local Property Value Increase
s Town Town Common g Town Square n Town i d Urban Playground l i Village Green u Wishing Well B Woodland Park : 4 r e t p a h C Topiary Park
-10 Competitive/Local Competitive/Local Productivity Increase 0
Creativity 5, Prosperity 5 0
— Curing/Monument Income—Medium
—
§1,250
—
Unlocked
—
Productivity 6
0
—
—
§500
—
Unlocked
—
Creativity 4
0
High Neighborhood Improvement/ Improvement/ Local Property Value Increase
—
§225
—
Hidden
Creativity > 140, Population > 180
Creativity 3
0
—
—
§750
—
Unlocked
—
Knowledge 3
0
Neighborhood Improvement/ Improvement/ Local Property Value Increase
66
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
FUN C ITY ACTION
HAUNTED T OWN PROFILE
INDUSTRIAL PROFILE
NORMAL PROFILE
AUTHORITARIAN ROMANTIC PROFILE PROFILE
SMALL TOWN PROFILE
PROFILE
PROFILE
PROFILE
PROFILE
—
0
20
0
5
0
-10
0
0
0
-10
—
0
10
0
5
0
0
1
0
15
10
—
1
0
1
0
0
1
0
1
0
0
—
1
1
1
1
0
1
1
1
1
1
—
1
1
0
1
0
1
1
1
3
1
—
0
-5
-10
-5
5
0
0
0
0
30
—
-10
-20
0
-20
0
0
0
25
-10
-30
—
0
0
0
0
0
1
0
0
0
0
—
5
0
5
1
0
10
1
0
0
0
—
-5
20
0
0
0
-5
0
-5
0
-10
—
15
0
-10
25
0
1
1
0
0
10
—
0
0
0
20
0
0
1
0
0
5
—
-5
-15
15
-5
0
-5
0
-5
-10
-10
—
1
0
0
20
0
0
1
0
0
0
—
1
1
1
1
0
1
1
1
1
1
—
0
0
0
0
0
0
0
20
0
0
—
-5
20
0
0
0
-10
0
-5
-5
-10
—
0
0
-10
5
0
0
1
0
5
2
—
0
5
0
0
0
0
1
0
0
0
—
0
0
0
5
2
-5
0
-5
1
0
—
1
0
0
5
2
-5
0
-5
1
0
—
1
0
0
5
2
-5
0
-5
1
0
—
1
0
0
5
2
-5
0
-5
1
0
—
1
0
0
0
10
-15
0
-10
15
0
—
0
20
0
0
0
0
0
0
0
0
—
1
0
0
0
5
0
1
0
10
0
—
8
0
5
0
0
5
1
1
0
0
—
0
0
0
10
0
0
0
0
20
0
Make a Wish
0
0
0
20
0
-10
0
-10
0
0
—
0
10
-10
10
10
-15
0
0
10
15
C h a p t e r 4 : B u i l d i n g s 67
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Venue Buildings BUILD CATEGORIES
HAPPINESS COST
VISIT EFFECT
MAX IN SLOTS
UNLOCK CITY
AVAILABILITY
PREREQUISITE
SPECIAL SIM SOCIETAL VALUE(S)
CAPITALIST POWER
CONTEMPLATIVE BUILDING ABILITIES
Child Safe, Worship
§75
3
2
—
Unlocked
—
Spirituality -2
0
—
Retail
§600
3
5
—
Unlocked
—
Prosperity -4
-5
Sells Antiques
Child Safe
§3,300
3
40
—
Locked
Knowledge > 53
Knowledge -12
-15
—
Army Surplus Store
Retail
§1,350
3
12
—
Locked
Productivity > 60, Population > 1,800, Treasury > §5,000
Productivity 3, Prosperity Prosperit y -3
-10
More Vigilantes/ Sells Cargo Pants/ Sells Tools
Art Expo Center
Retail
§1,650
3
15
—
Hidden
Prosperity > 75, Creativity > 40
Prosperity -6, Creativity -2
-10
Sells Rare Paintings
Art Gallery
Retail
§1,000
3
9
—
Locked
Prosperity > 25, Creativity > 30
Prosperity -4, Creativity -2
-8
Sells Rare Paintings
Art Museum
Arts
§9,600
7
35
—
Unlocked
—
Creativity -18, Spirituality -4
-20
—
Creepy
§11,400
0
35
—
Hidden
Authority > 59, Population > 2,200
Authority -18
0 Rehabilitation/Unhealthy
Balloon Cart
Child Safe
§600
3
7
—
Locked
Creativity > 67, Population > 750
Creativity -2
0
—
Baseball Field
Child Safe
§2,100
3
25
—
Unlocked
—
Productivity 5
-10
Dangerous
—
§3,750 §3,750
7
20
—
Hidden
Spirituality > 73
Spirituality -10
0
—
Child Safe
§3,300
5
25
—
Hidden
Creativity > 225, Population > 470
Creativity -15
-2
—
—
§2,250
7
10
—
Unlocked
—
Prosperity -10
-10
—
Bookstore
Retail
§1,000
3
10
—
Unlocked
—
Knowledge 2, Prosperity -1
-5
Sells Books
Botanical Garden
Botanic
§2,700
5
15
—
Unlocked
—
Creativity 10
-5
Healthful
Child Safe
§3,150
5
20
—
Hidden
Population > 1,250, Creativity > 18, Treasury > §5,000
Productivity 3
-10
—
Bridal Shop
—
§1,000
5
7
—
Hidden
Prosperity > 127, Population > 1,200
Prosperity -2
-1
—
Burger Joint
Child Safe, Restaurant
§1,200
3
15
—
Locked
Prosperity > 19, Population > 1,200, Treasury > §5,000
Prosperity -4, Productivi ty 2
-5
Unhealthy
Butcher Shop
Restaurant
§450
3
7
—
Unlocked
—
Productivity 3
-5
Unhealthy Unhealthy
Café
Restaurant
§750
3
10
—
Locked
Prosperity > 55, Population > 450
Prosperity -4
-5
—
Retail
§1,000
3
10
—
Locked
Knowledge > 45, Prosperity > 20
Knowledge 2, Prosperity -1
-5
Sells Text Text Books/ Sells Books
Child Safe
§300
5
9
—
Locked
Creativity > 59, Population > 500
Creativity -4
-8
Unhealthy
Retail
§3,000
3
15
—
Unlocked
—
Prosperity -9
-8
Sells Cars
Child Safe, Gaming
§900
3
7
—
Hidden
Creativity > 75, Population > 175
Creativity -2, Prosperity 6
-5
Variable Fun/ Appealing
Gaming
§6,000
5
35
—
Unlocked
—
Prosperity -12
-15
Gambling/ Serves Cocktails
Creepy
§3,450
5
20
—
Unlocked
—
Creativity -12
0
—
Worship
§15,000
10
42
—
Hidden
Spirituality > 70
Spirituality -6
-30
—
Child Safe, Education
§1,800
3
25
—
Unlocked
—
Creativity -6, Knowledge 4
-8
—
Arts
§4,800
5
30
—
Locked
Creativity > 75, Population > 650
Creativity -6, Prosperity -10 -30
—
Restaurant
§750
3
10
—
Locked
Creativity > 21
Creativity -3
-10
—
Healthcare
§1,800
0
5
—
Unlocked
—
Knowledge -4
-15
General Healthcare
Retail
§1,000
3
10
—
Unlocked
—
Prosperity -4
-5 Sells Designer Clothing
Child Safe
§450
3
5
—
Hidden
Creativity > 80, Population > 120
Creativity -2
0
—
—
§5,700
5
32
—
Unlocked
—
Prosperity -18
-10
—
Government
§3,600
0
15
—
Locked
Authority > 75, Population > 2,500
Authority -6
-30
Conditioning/ Most Appealing
Restaurant
§300
3
4
—
Unlocked
—
Productivity 2
-5
Unhealthy
BUILDING
Altar Antique Shop Aquarium
Asylum
Bath House Bazaar Beauty Salon
Bowling Alley
Campus Bookstore
s Candy Store g Car Dealership n Carnival Games i d Casino l i u Castle Ruin Cathedral B Children’s Museum : 4 Cineplex r City Bistro e Clinic t Clothing Store p Clubhouse a Concert Hall h Conditioning Theater C Corner Deli 68
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK BUILDING ACTION
FUN CITY HAUNTED TOWN CLASS SPAWNED PROFILE
INDUSTRIAL PROFILE
NORMAL AUTHORITARIAN PROFILE PROFILE
ROMANTIC PROFILE
SMALL TOWN VISIT PROFILE PROFILE
PROFILE
PROFILE
PROFILE
DURATION
OPEN
—
Elder
-10
20
0
0
0
0
0
0
5
1
2 Hours
9 a.m.–12 a.m.
—
—
10
0
0
0
5
0
0
0
10
15
2 Hours
9 a.m.–12 a.m.
—
—
0
-5
0
20
0
0
1
0
25
-5
5 Hours
9 a.m.–2 p.m.
—
—
0
-10
10
0
5
15
0
0
0
15
2 Hours
9 a.m.–12 a.m.
—
Artist
15
0
0
0
0
-15
0
-15
25
-5
2 Hours
9 a.m.–12 a.m.
—
—
15
0
0
10
0
-15
0
-15
20
-5
2 Hours
9 a.m.–12 a.m.
—
Artist
10
-10
-10
10
0
-10
1
0
35
-15
6 Hours
9 a.m.–12 a.m.
Issue the Call
—
-10
-10
0
-10
35
10
0
20
5
5
3 Days
24 Hours
—
—
-5
-15
0
30
0
-10
0
-15
0
-5
2 Hours
9 a.m.–12 a.m.
Nickel Root Beer Night
—
0
-5
0
0
0
10
1
0
-15
15
2 Hours
9 a.m.–12 a.m.
—
Monk
-10
25
0
0
0
-5
0
0
0
-15
5 Hours
9 a.m.–2 p.m.
—
—
0
-15
0
30
0
-10
0
-25
0
-5
5 Hours
9 a.m.–2 p.m.
—
—
25
-10
-10
10
0
0
0
-10
0
0
2 Hours
9 a.m.–12 a.m.
—
—
3
0
5
10
1
-10
1
-10
10
5
2 Hours
9 a.m.–12 a.m.
—
Activist
0
15
10
15
0
-10
0
0
25
0
2 Hours
9 a.m.–12 a.m.
—
—
10
-10
5
15
0
15
1
-10
-15
25
2 Hours
9 a.m.–12 a.m.
—
—
15
0
-10
1
0
0
0
0
5
0
2 Hours
9 a.m.–12 a.m.
Toy Sale
—
0
-10
15
20
0
10
1
0
-10
20
2 Hours
9 a.m.–12 a.m.
Special Pricing
—
3
0
0
0
5
10
1
1
8
8
2 Hours
9 a.m.–12 a.m.
Special Pricing
—
10
0
0
10
0
0
1
0
20
0
2 Hours
9 a.m.–12 a.m.
—
—
0
0
0
0
0
-10
1
0
0
10
2 Hours
9 a.m.–12 a.m.
Street Sales
—
0
-5
0
25
0
0
0
-10
0
10
2 Hours
9 a.m.–12 a.m.
—
—
20
-15
10
0
0
10
1
-10
0
0
2 Hours
9 a.m.–12 a.m.
—
Criminal
0
0
0
20
10
0
0
-15
0
10
2 Hours
9 a.m.–12 a.m.
—
—
25
-20
15
0
0
0
1
-15
0
0
2 Hours
9 a.m.–12 a.m.
—
Spooky
0
0
-10
15
45
0
0
0
20
0
2 Hours
9 a.m.–12 a.m.
Sanctification
Holy Sim
0
10
0
0
0
15
1
0
25
-10
5 Hours
9 a.m.–2 p.m.
Gift Shoppe Special
Entertainer
10
-10
0
30
0
-25
1
0
0
-10
5 Hours
9 a.m.–2 p.m.
World Premiere
—
15
-15
10
20
0
0
1
0
-15
0
2 Hours
9 a.m.–12 a.m.
Hot Spot
—
10
0
0
0
0
0
0
0
25
-10
2 Hours
9 a.m.–12 a.m.
—
—
15
0
15
0
0
1
1
0
15
15
2 Hours
9 a.m.–12 a.m.
—
—
25
0
10
10
0
0
1
0
15
15
2 Hours
9 a.m.–12 a.m.
—
—
0
0
-15
25
0
0
0
-10
0
0
2 Hours
9 a.m.–12 a.m.
Hot Spot
—
20
-10
0
0
0
0
1
0
30
-10
2 Hours
9 a.m.–12 a.m.
—
—
-15
-25
0
-35
0
-15
0
35
0
-30
2 Hours
9 a.m.–12 a.m.
Special Pricing
—
3
0
0
0
0
8
1
3
10
8
2 Hours
9 a.m.–12 a.m.
C h a p t e r 4 : B u i l d i n g s 69
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Venue Buildings continued BUILD CATEGORIES
HAPPINESS COST
VISIT EFFECT
MAX IN SLOTS
UNLOCK CITY
AVAILABILITY
PREREQUISITE
Corporate Retreat
—
§6,300
10
20
—
Hidden
Cotton Candy Stand
—
§300
3
4
—
Counseling Center
—
§750
3
10
BUILDING
SPECIAL SIM SOCIETAL VALUE(S)
CAPITALIST POWER
CONTEMPLATIVE BUILDING ABILITIES
Prosperity > 370, Population > 6,000
Prosperity -14, Spirituality -6
-8
—
Hidden
Creativity > 83, Population > 120
Creativity -2
-2
Unhealthy
—
Locked Locked
Creativity > 17, Population > 150
Creativity -4
-10
—
County Jail
Incarceration §8,400
0
30
1
Hidden
Authority > 200, Population > 4,200
Authority -20
-15
Heavy Conditioning/ Unhealthy
Cryogenic Prison
Incarceration §5,250
0
20
—
Hidden
Authority > 65, Knowledge > 100
Authority -2, Knowledge -2
-50
Heavy Conditioning/ Unhealthy
§2,400
3
20
—
Hidden
Productivity > 20, Prosperity > 40
Productivity 6, Prosperity -2
-20
Sells Platinum BBQ Grills
Dept. of Public Health
Government, §3,000 Healthcare
0
20
—
Locked
Authority > 25, Population > 500
Authority -6, Knowledge -2
-30
General Healthcare
Detention Center
Incarceration §2,500
0
10
—
Locked
Authority > 58, Population > 1,750
Authority -5
-5
Heavy Conditioning/ Unhealthy —
Department Store
Diner Dive Bar Doctor’s Doctor’s Office Dojo Dosage Facility Double Decker Bus Tour
Retail
Restaurant
§600
3
7
—
Locked
Prosperity > 20, Population > 200, Creativity > 20
Prosperity -4
-8
Liquor
§900
5
7
—
Unlocked
—
Productivity 4
-8 Serves Liquor/Unhealthy
Healthcare
§2,850
3
10
—
Hidden
Prosperity > 131, Population > 1,600
Prosperity -4
-10
Curing
—
§2,000
5
10
—
Locked
Spirituality > 50
Spirituality 10
0
—
Government §11,850
0
28
—
Hidden
Authority > 320, Population > 6,150, Knowledge > 15
Authority -30, Knowledge -4
-60
Distributes Daily Doses
—
§750
3
10
—
Locked
Prosperity > 85, Population > 2,150
Productivity -3
-10
Serves Liquor
Child Safe, Education
§1,500
3
12
—
Unlocked
—
Creativity 5, Knowledge 5
-10
Most Appealing
Drive In
—
§5,700
5
30
—
Hidden
Creativity > 45, Population > 400
Creativity -15
-15
—
Driving Range
—
§3,600
5
20
—
Locked
Prosperity > 90, Population > 2,600
Prosperity -12
0
More Hooligans
Incarceration §6,750
0
20
—
Locked
Authority > 38, Population > 2,700
Authority -10
-20
Heavy Conditioning/ Unhealthy
Drama School
Dungeon Electric Pet Shop
s Elementary School g Faith Healer n i Farmer’s Market d Farmer’s l i Ferris Wheel u B Firing Range : Fish Market 4 Fishing Hole r Flea Market e t p Florist Four Star Restaurant a Gathering Hall h Gazebo C General Store
Retail
§1,800
3
7
—
Hidden
Knowledge > 50, Authority > 50,
Authority -2, Prosperity > 50
-20
Sells Electric Pets Prosperity -1
Child Safe, Education
§1,500
3
12
—
Unlocked
—
Knowledge 10
-5
Most Appealing
Healthcare, Healthcare, Worship
§1,000
5
10
—
Hidden
Spirituality > 125, Elated > 15
Spirituality -15
0
More Faith Healers/ General Healthcare
Agriculture
§900
3
10
—
Locked
Spirituality > 35
Spirituality -3
0
Healthful/Cost Healthful/Cost Cutter: Agriculture
—
§2,000
5
12
—
Hidden
Creativity > 75, Population > 800, Happy > 20
Creativity -7
-8
More Entertainers/ More Mimes
—
§3,150
5
20
—
Hidden
Prosperity > 225, Population > 3,500 Professional
Prosperity -13
-20
More Vigilantes
—
§750
3
10
—
Locked
Spirituality > 17, Population > 150
Spirituality -1
0
—
—
§1,500
5
8
—
Hidden
Spirituality > 18, Creativity > 25
Spirituality -1
0
—
Retail
§2,850
3
24
—
Locked
Population Populati on > 100, Treasury > §5,000
Productivity Productivi ty 3, Prosperity -1
0
Sells Cargo Pants/ Sells Used Clothing/
Sells Toys Botanic
§300
3
4
—
Unlocked
—
Creativity 1
-2
—
Restaurant
§1,000
5
7
—
Hidden
Prosperity > 225, Population > 3,000
Prosperity -6
-5
—
Worship
§3,750
7
20
—
Hidden
Spirituality > 61
Spirituality -8
0
—
—
§1,000
5
7
—
Locked
Spirituality > 36
Spirituality -4
0
—
Retail
§1,000
3
9
—
Unlocked
—
Spirituality -2, Prosperity -1
0
Sells Books/ Sells Tools
70
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK BUILDING ACTION
FUN CITY HAUNTED TOWN CLASS SPAWNED PROFILE
INDUSTRIAL PROFILE
NORMAL AUTHORITARIAN PROFILE PROFILE
ROMANTIC PROFILE
SMALL TOWN VISIT PROFILE PROFILE
PROFILE
PROFILE
PROFILE
DURATION
OPEN
—
Business Sim
30
-15
-10
-15
5
-15
0
-20
0
0
5 Hours
9 a.m.–2 p.m.
Toy Sale
—
0
-10
0
25
0
0
0
-10
-5
0
2 Hours
9 a.m.–12 a.m.
Toy Therapy
—
20
0
0
0
0
-15
1
0
0
0
2 Hours
9 a.m.–12 a.m.
Roundup
—
-5
-20
0
-15
0
10
1
20
-10
0
1 Day
24 Hours
Crackdown
—
-20
-35
25
-30
0
-15
0
0
-20
-30
1 Day
24 Hours
—
—
25
-10
10
0
0
0
1
0
0
20
2 Hours
9 a.m.–12 a.m.
Safety Inspection
—
-5
0
0
0
0
-20
0
20
0
0
5 Hours
9 a.m.–2 p.m.
Prisoner Acquisition
—
-10
-10
0
-15
0
0
0
20
5
-10
1 Day
24 Hours
Blue Plate Special
—
0
-10
10
15
1
0
0
0
-15
20
2 Hours
9 a.m.–12 a.m.
Hot Spot
Criminal
3
-20
3
-15
0
15
1
1
0
8
2 Hours
9 a.m.–12 a.m.
—
—
20
0
0
0
0
-5
1
0
0
0
2 Hours
9 a.m.–12 a.m.
—
Monk
-10
35
0
0
0
-20
0
-15
-10
-10
5 Hours
9 a.m.–2 p.m.
Mandated Attendance
—
-15
-25
0
-25
0
-10
0
35
-20
-30
2 Hours
9 a.m.–12 a.m.
—
—
0
-15
0
0
0
0
0
0
25
-10
2 Hours
9 a.m.–12 a.m.
—
—
10
0
0
20
0
-10
1
0
25
0
5 Hours
9 a.m.–2 p.m.
Nickel Root Beer Night
—
0
-15
0
0
5
0
0
-15
10
25
2 Hours
9 a.m.–12 a.m.
—
—
30
0
0
0
0
0
0
0
0
0
2 Hours
9 a.m.–12 a.m.
Prisoner Acquisition
—
-10
-25
0
-20
25
5
0
20
10
-10
1 Day
24 Hours
—
—
-5
-15
20
0
0
-10
0
0
-10
-15
2 Hours
9 a.m.–12 a.m.
—
—
3
0
1
10
0
1
1
0
5
5
5 Hours
9 a.m.–2 p.m.
—
—
-5
25
-5
0
0
0
0
-10
0
0
5 Hours
9 a.m.–2 p.m.
—
Farmer
0
20
0
0
1
0
0
0
0
35
2 Hours
9 a.m.–12 a.m.
—
—
0
-15
0
25
0
0
0
-15
-10
0
2 Hours
9 a.m.–12 a.m.
—
Security
15
-15
0
-15
0
20
0
0
-20
0
2 Hours
9 a.m.–12 a.m.
Catch of the Day
—
10
0
0
10
0
0
1
0
0
0
2 Hours
9 a.m.–12 a.m.
—
—
-5
10
-10
0
5
-15
0
0
0
15
5 Hours
9 a.m.–2 p.m.
—
—
0
5
0
0
0
15
0
0
0
25
2 Hours
9 a.m.–12 a.m.
—
—
5
5
-10
10
0
0
1
0
10
5
2 Hours
9 a.m.–12 a.m.
Hot Spot
—
20
0
10
0
0
0
0
-10
20
0
2 Hours
9 a.m.–12 a.m.
—
Elder
-10
35
-20
0
0
-15
0
-15
0
-10
5 Hours
9 a.m.–2 p.m.
—
—
0
20
0
10
1
-10
0
0
15
15
2 Hours
9 a.m.–12 a.m.
—
—
-10
0
-15
0
1
-10
0
-10
-15
30
2 Hours
9 a.m.–12 a.m.
C h a p t e r 4 : B u i l d i n g s 71
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Venue Buildings continued BUILD CATEGORIES
HAPPINESS COST
VISIT EFFECT
MAX IN SLOTS
UNLOCK CITY
AVAILABILITY
PREREQUISITE
SPECIAL SIM SOCIETAL VALUE(S)
CAPITALIST POWER
CONTEMPLATIVE BUILDING ABILITIES
—
§1,000
3
12
—
Locked
Creativity > 75, Knowledge > 20
Creativity -4
-15
—
Holotainment Center
Gaming
§18,000
7
30
—
Locked
Knowledge > 180
Knowledge -22
-30
Variable Fun/ Appealing
Home Appliance Store
Retail
§2,400
3
20
—
Unlocked
—
Prosperity -10
-10
Sells Deluxe Refrigerators
Home Furnishing Store
Retail
§4,000
3
30
—
Unlocked
—
Prosperity -16
-8
Sells Mahogany Dining Sets
Hospital
Healthcare
§5,850
3
20
—
Unlocked
—
Hot Air Balloon Ride
Child Safe
§1,500
5
10
—
Hidden
Creativity > 145, Population > 360
Creativity -6
0
More Entertainers/ More Mimes
Ice Cream Shoppe
Child Safe
§750
5
6
—
Unlocked
—
Creativity -4
-5
Unhealthy
0
20
—
Unlocked
—
Authority -10
-15
Heavy Conditioning/ Unhealthy
Knowledge -6, Creativity 6
-5
—
Knowledge 20, Creativity 10 -25
—
BUILDING
Helicopter Tour
Jail Karaoke Bar
Incarceration §5,550
Prosperity -8, Knowledge -4 -15
General Healthcare
—
§750
3
10
—
Hidden
Knowledge > 55
Education
§6,000
3
45
—
Locked
Knowledge > 20, Creativity > 15
Liquor
§900
5
7
—
Hidden
Productivity > 45, Population > 1,700, Treasury > §5,000
Productivity 4
-5
Serves Liquor
Worship
§750
3
10
—
Hidden
Spirituality > 110
Spirituality -1
0
—
Retail
§30,000
3
12
—
Hidden
Prosperity > 310, Population > 2,250
Prosperity -12
-15
Sells Luxury Cars
Major Trauma Trauma Center
Healthcare
§11,550
5
40
1
Hidden
Prosperity > 220, Population > 5,000, Knowledge > 40
Prosperity -14, Knowledge -8
-30
General Healthcare
Mall
Child Safe, Retail
§8,000
5
35
—
Unlocked
—
Prosperity -18
-15
Sells Cell Phones/ Sells DVDs/Sells Toys
Malt Shop
Child Safe
§1,350
5
10
—
Locked
Creativity > 41, Population > 180
Creativity -4
-8
Unhealthy
Retail
§1,800
3
15
—
Locked
Knowledge > 65, Prosperity > 75
Knowledge -2, Prosperity -6
-10
Sells DVDs/ Sells Records/ Sells Game Consoles
Healthcare
§4,000
3
20
—
Locked
Knowledge > 55
Knowledge -8
-20
Curing
Meditation Center
Worship
§4,000
7
20
—
Locked
Spirituality > 65
Spirituality 10
0
Healthful
Meeting House
Worship
§2,850
10
10
—
Locked
Authority > 8, Spirituality > 18
Spirituality -8
-5
—
§7,800
3
50
—
Hidden
Prosperity > 230, Population > 5,000
Prosperity -30
-20
Sells Cell Phones/ Sells Designer Clothing/ Sells Televisions
§20,000
10
50
—
Hidden
Spirituality > 75, Population > 1,500
Spirituality -25
-20
—
§15,000
7
50
—
Hidden
Authority > 85, Population > 850
Authority -7
0
More Vigilantes/ Light Conditioning/ Very Appealing
§1,800
5
12
—
Hidden
Creativity > 130, Population > 180
Creativity -4
-15
More Rock Stars
§600
0
7
—
Locked
Spirituality > 10, Creativity > 10
Spirituality -4
0
Curing/ More Faith Healers
§1,500
3
12
—
Unlocked
—
Authority 5, Knowledge 5
-10
—
§2,250
3
25
—
Unlocked
—
Creativity -6
-15
—
§1,200
5
7
—
Locked
Knowledge > 71
Knowledge -5
-15 Variable Fun/Appealing
§1,000
3
10
—
Locked
Prosperity > 100, Population > 2,000
Prosperity -4
-5
Sells Motorcycles Motorcycles
§3,150
5
20
—
Unlocked
—
Creativity -4
-15
—
§11,400
0
40
—
Hidden
Authority > 145, Population > 4,250
Authority -14
-30
Conditioning/ Most Appealing
§4,200
5
25
—
Locked
Creativity > 80, Population > 400
Creativity -14
-15
—
§1,200
5
9
—
Hidden
Productivity > 40, Population > 585, Treasury > §5,000
Productivity 3
-10
More Hooligans/ Dangerous
Liberal Arts College Liquor Store Longhall Luxury Auto Dealer
Media Marketplace
Medical Group
s Mega Mall Retail g n Mega-Church Worship i Memorial Plaza — d l i u Metal Club Arts Healthcare B Midwife : Child Safe, 4 Military School Education r MiniGolf Child Safe e Motion Simulator Child Safe t Motorcycle Motorcycle Shop Retail p Movie Theater Arts a Museum of Party History Government h Musical Theater Arts C Nightclub — 72
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK BUILDING ACTION
FUN CITY HAUNTED TOWN CLASS SPAWNED PROFILE
INDUSTRIAL PROFILE
NORMAL AUTHORITARIAN PROFILE PROFILE
ROMANTIC PROFILE
SMALL TOWN VISIT PROFILE PROFILE
PROFILE
PROFILE
PROFILE
DURATION
OPEN
Specialty Pricing
—
0
0
20
15
0
0
0
0
0
0
2 Hours
9 a.m.–12 a.m.
—
—
-10
-25
25
0
0
-20
0
-20
0
-25
2 Hours
9 a.m.–12 a.m.
—
—
20
0
0
0
0
0
1
-10
0
0
2 Hours
9 a.m.–12 a.m.
—
—
20
0
0
0
0
0
1
-10
0
0
2 Hours
9 a.m.–12 a.m.
—
—
15
0
15
0
0
0
1
0
15
0
2 Hours
9 a.m.–12 a.m.
—
—
0
0
0
30
0
-15
0
-10
15
0
2 Hours
9 a.m.–12 a.m.
Street Sales
—
0
-5
0
30
0
0
1
0
10
15
2 Hours
9 a.m.–12 a.m.
Roundup
—
5
-20
5
-15
0
5
1
10
0
0
1 Day
24 Hours
Release Party
—
0
-10
20
10
0
0
1
0
0
0
2 Hours
9 a.m.–12 a.m.
Activist Rally
Activist
0
-10
0
0
0
-25
1
-15
15
15
5 Hours
9 a.m.–2 p.m.
—
—
10
-15
10
-15
0
20
1
5
0
15
2 Hours
9 a.m.–12 a.m.
—
Holy Sim
-10
20
-25
0
0
-20
0
-10
0
-10
2 Hours
9 a.m.–12 a.m.
—
—
30
-25
0
0
0
0
0
-20
0
-5
2 Hours
9 a.m.–12 a.m.
—
—
20
0
15
0
0
0
0
0
0
0
2 Hours
9 a.m.–12 a.m.
—
—
30
-20
15
15
0
0
1
-10
-10
0
2 Hours
9 a.m.–12 a.m.
—
—
0
-10
0
20
1
0
0
-10
5
20
2 Hours
9 a.m.–12 a.m.
—
—
25
-20
25
-10
0
0
1
-15
0
-20
2 Hours
9 a.m.–12 a.m.
Safety Inspection
—
20
0
20
0
0
-15
1
0
20
0
2 Hours
9 a.m.–12 a.m.
—
Monk
-10
40
0
0
0
-25
0
-15
0
-15
5 Hours
9 a.m.–2 p.m.
Recruitment
Holy Sim
1
15
0
0
1
-20
0
0
0
25
5 Hours
9 a.m.–2 p.m.
—
—
35
-35
15
0
0
0
0
-25
-25
0
2 Hours
9 a.m.–12 a.m.
Sanctification
Holy Sim
10
10
0
0
0
0
1
0
-10
-10
5 Hours
9 a.m.–2 p.m.
—
—
0
0
0
0
0
0
0
15
0
0
2 Hours
9 a.m.–12 a.m.
Heavy Metal Jamboree
—
10
-10
15
15
0
0
0
0
0
0
2 Hours
9 a.m.–12 a.m.
—
—
0
20
0
5
1
0
0
0
0
15
2 Hours
9 a.m.–12 a.m.
—
Police Officer
10
-10
0
-10
0
10
1
15
0
0
5 Hours
9 a.m.–2 p.m.
Toy Special
—
15
-10
0
25
0
0
1
-15
-15
20
2 Hours
9 a.m.–12 a.m.
—
—
-10
-15
25
20
0
-15
0
-15
-10
-15
2 Hours
9 a.m.–12 a.m.
—
—
25
0
15
15
0
20
1
-10
0
0
2 Hours
9 a.m.–12 a.m.
Premiere
—
10
-10
5
15
0
5
1
-15
10
10
2 Hours
9 a.m.–12 a.m.
—
—
-10
-25
0
-25
0
0
0
30
0
-10
2 Hours
9 a.m.–12 a.m.
Touring Touring Show
—
0
0
0
0
0
0
1
-15
15
0
2 Hours
9 a.m.–12 a.m.
Hire Bouncer
Criminal
0
-10
20
-10
0
25
1
0
0
0
2 Hours
9 a.m.–12 a.m.
C h a p t e r 4 : B u i l d i n g s 73
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Venue Buildings continued BUILD CATEGORIES
HAPPINESS COST
VISIT EFFECT
MAX IN SLOTS
UNLOCK CITY
AVAILABILITY
PREREQUISITE
SPECIAL SIM SOCIETAL VALUE(S)
CAPITALIST POWER
CONTEMPLATIVE BUILDING ABILITIES
Arts
§4,800
7
20
—
Hidden
Creativity > 90, Population > 1,200
Creativity -18
-8
—
Off-Track Off-Track Betting
Gaming
§1,000
5
7
—
Hidden
Productivity > 35, Population > 450, Treasury > §5,000
Productivity 2
-5
Gambling
Open Air Venue
Child Safe
§22,500
7
35
—
Hidden
Creativity > 250, Population > 3,000
Creativity -22
-50
Sales Tax
Arts
§18,000
7
40
—
Locked
Creativity > 90, Prosperity > 30
Creativity -18, Prosperity -15
-15
High Neighborhood Improvement/Local Improvement/Local Property Value Increase
Incarceration §5,000
0
20
—
Hidden
Authority > 150, Population > 3,000
Authority -12
-25
Heavy Conditioning/ Unhealthy
BUILDING
Off-Broadway Playhouse
Opera House
Panopticon Parochial School
Child Safe, Education
§1,500
3
12
—
Unlocked
—
Spirituality 5, Knowledge 5
-8
Most Appealing
—
§1,000
3
12
—
Locked
Prosperity > 100, Population > 2,250
Prosperity -4
-15
Healthful
Retail
§750
3
7
—
Locked
Creativity > 30, Prosperity > 25
Creativity -3, Prosperity -1
-5
Sells Pets
Philanthropic Organization
—
§2,700
7
15
—
Locked
Prosperity > 143, Spirituality > 21
Pirate Coast Club
—
§5,700
5
30
—
Hidden
Creativity > 160, Population > 250
Creativity -16
-15
—
Restaurant
§1,350
5
10
—
Locked
Treasury Treasury > §3,500, Population > 1,000
Productivity 2
-5
Unhealthy
—
§3,600
10
5
—
Hidden
Prosperity > 145, Creativity > 17
Presidential Library
Child Safe
§10,500
5
30
1
Hidden
Knowledge > 125
Knowledge 20
-20 Increased Educational Library Size
Private School
Child Safe, Education
§1,500
3
12
—
Unlocked
—
Prosperity 5, Knowledge 5
-5 More Private Security/ Most Appealing
Liquor
§900
5
7
—
Locked
Productivity > 13, Creativity > 17
Productivity 3, Creativity -2
-5
Serves Cocktails
Public Library
Child Safe
§1,800
3
20
—
Unlocked
—
Knowledge 10
-10
—
Public Pool
Child Safe
§5,100
5
25
—
Unlocked
—
Prosperity -14
-5
—
Racetrack
Gaming
§9,000
5
40
—
Hidden
Productivity Productivity > 110, Population > 2,000, Treasury > §5,000
Productivity 7
-15
Gambling
Record Shop
Retail
§750
3
7
—
Locked
Creativity > 40, Prosperity > 35
Redistribution Center
Retail
§450
0
15
—
Unlocked
—
Authority -8, Prosperity -2
-10
Sells Used Clothing/ Sells Books/Sells Tools
Government
§7,350
0
28
—
Locked
Authority > 60, Population > 1,200
Authority -14
-50
Conditioning/ Most Appealing
—
§5,100
7
20
—
Hidden
Prosperity > 200, Population > 2,000
Prosperity -14
-10
Healthful
—
§6,150
5
30
—
Locked
Prosperity > 35, Population > 3,200, Treasury > §20,000
Prosperity -4
-30
—
Retail
§750
3
7
—
Hidden
Spirituality > 10, Prosperity > 10
Spirituality 4, Prosperity -4
-5
Sells Curios/ Sells Books/ Cost Cutter: Worship
Worship
§6,300
7
30
—
Hidden
Spirituality > 155
Spirituality -18
0
—
Healthcare
§2,500
0
30
—
Hidden
Knowledge > 60
Knowledge -5
-20
Curing
Restaurant
§1,500
5
10
—
Hidden
Prosperity > 65
Prosperity -4
-5
—
Worship
§9,300
7
40
—
Locked
Spirituality > 75
Spirituality -24
0
—
Child Safe, Education
§450
3
6
—
Hidden
Knowledge > 12
Knowledge 4
0
Most Appealing
Retail
§1,200
3
15
—
Hidden
Prosperity > 75, Population > 480, Creativity > 45
Prosperity -2
-5
Sells Scooters
Worship
§6,000
7
30
—
Hidden
Spirituality > 170
Spirituality 20
-10
Healthful
Creepy
§75
0
7
—
Hidden
Creativity > 35, Population > 120
Creativity 1
0
—
Retail
§8,700
3
50
—
Unlocked
—
Prosperity -20
-10
Sells Persian Rugs/ Sells Cell Phones/ Sells Books
Personal Training Training Gym Pet Shop
Pizza Shop Plastic Surgeon
Pub
s Re-education Center g Rehab Center n i Rejuvenation Terminal Terminal d l i Religious Bookstore u B Religious Retreat : Research Clinic 4 Ristorante r Sanctuary e School Room t Scooter Shop p a Sesshin Center h Shack C Shopping Center 74
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Prosperity -12, Spirituality 10 -10
Prosperity -8, Creativity -6 -20
Creativity -4, Prosperity -2 -10
—
—
Sells Records
CYBERPUNK BUILDING ACTION
FUN CITY HAUNTED TOWN CLASS SPAWNED PROFILE
INDUSTRIAL PROFILE
NORMAL AUTHORITARIAN PROFILE PROFILE
ROMANTIC PROFILE
SMALL TOWN VISIT PROFILE PROFILE
PROFILE
PROFILE
PROFILE
DURATION
OPEN
—
Artist
0
-10
0
15
0
0
1
-15
15
-20
2 Hours
9 a.m.–12 a.m.
—
—
15
-15
10
0
0
20
1
-10
-10
10
2 Hours
9 a.m.–12 a.m.
Nickel Root Beer Night
Entertainer
0
0
1
15
0
-10
1
0
25
0
2 Hours
9 a.m.–12 a.m.
Hot Spot
—
20
-10
0
0
0
0
0
0
35
-30
2 Hours
9 a.m.–12 a.m.
Prisoner Acquisition
—
-10
-10
0
-15
0
0
0
25
0
-10
1 Day
24 Hours
—
Elder
5
0
0
0
1
10
1
0
10
5
5 Hours
9 a.m.–2 p.m.
Hot Spot
—
25
-15
0
10
0
0
1
-15
0
-5
2 Hours
9 a.m.–12 a.m.
—
—
15
0
0
25
0
0
1
-10
15
10
2 Hours
9 a.m.–12 a.m.
—
—
25
0
0
0
0
0
1
0
0
0
5 Hours
9 a.m.–2 p.m.
Hire Bouncer
—
0
-15
10
25
0
-20
0
-25
-10
0
2 Hours
9 a.m.–12 a.m.
—
—
5
-15
3
10
0
8
1
0
-10
8
2 Hours
9 a.m.–12 a.m.
—
—
25
-25
15
0
0
0
1
-15
0
0
2 Hours
9 a.m.–12 a.m.
—
—
0
-20
0
0
0
0
1
0
15
0
2 Hours
9 a.m.–12 a.m.
—
—
10
-10
0
0
0
1
1
1
5
5
5 Hours
9 a.m.–2 p.m.
Hire Bouncer
—
0
0
0
1
0
15
1
0
20
5
2 Hours
9 a.m.–12 a.m.
Book Drive
—
5
0
5
10
0
0
1
0
10
5
2 Hours
9 a.m.–12 a.m.
—
—
10
0
-15
0
0
-10
1
0
0
10
2 Hours
9 a.m.–12 a.m.
—
Criminal
20
0
0
0
0
25
1
0
-10
10
2 Hours
9 a.m.–12 a.m.
—
—
10
-10
0
10
0
0
1
0
5
5
2 Hours
9 a.m.–12 a.m.
—
—
-10
-20
-15
-15
0
0
0
25
0
-10
2 Hours
9 a.m.–12 a.m.
—
—
-15
-25
0
-25
0
-15
0
35
-10
-30
2 Hours
9 a.m.–12 a.m.
—
—
30
-15
0
0
0
0
0
0
-10
0
5 Hours
9 a.m.–2 p.m.
—
—
-20
-35
30
0
0
-20
0
-30
0
-25
2 Hours
9 a.m.–12 a.m.
—
—
5
10
-10
0
0
0
1
-10
0
10
2 Hours
9 a.m.–12 a.m.
Volunteer Drive
—
-5
20
-10
0
0
-20
0
-20
0
0
5 Hours
9 a.m.–2 p.m.
—
Researcher
0
-10
20
0
0
-30
1
0
0
5
2 Hours
9 a.m.–12 a.m.
Hot Spot
—
20
-5
-10
10
0
-5
0
-5
20
0
2 Hours
9 a.m.–12 a.m.
—
Monk
-15
35
0
-5
0
-25
0
-10
-5
-20
5 Hours
9 a.m.–2 p.m.
—
—
0
15
-10
15
5
-20
1
0
10
25
5 Hours
9 a.m.–2 p.m.
—
—
20
-5
15
15
0
0
1
-10
20
0
2 Hours
9 a.m.–12 a.m.
Pilgrimage
Monk
-15
40
0
-5
0
-25
0
-10
-5
-20
5 Hours
9 a.m.–2 p.m.
Summon Spirits
Spooky
-5
0
-15
10
30
0
0
0
0
5
2 Hours
9 a.m.–12 a.m.
—
—
20
-15
1
15
0
0
1
-15
-20
0
2 Hours
9 a.m.–12 a.m.
C h a p t e r 4 : B u i l d i n g s 75
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Venue Buildings continued BUILD CATEGORIES
HAPPINESS COST
VISIT EFFECT
MAX IN SLOTS
UNLOCK CITY
AVAILABILITY
PREREQUISITE
Sim Art Academy
Arts, Education
§1,000
5
10
—
Hidden
Sims Comedy Club
—
§1,500
5
10
—
Child Safe
§3,000
5
20
—
BUILDING
Skate Park
SPECIAL SIM SOCIETAL VALUE(S)
CAPITALIST POWER
CONTEMPLATIVE BUILDING ABILITIES
Creativity > 275
Creativity -6, Spirituality -2
0
—
Locked
Creativity > 45, Population > 200
Creativity -4
-8
—
Unlocked
—
Creativity -10, Productivity 3
0
Dangerous
Smoke Shop
—
§900
5
7
—
Hidden
Creativity > 78, Population > 1,000
Creativity -4
-5
Unhealthy
Soccer Field
Child Safe
§2,250
5
25
—
Unlocked
—
Spirituality -1, Productivity 1
0
Dangerous
Soup Kitchen
Restaurant
§750
3
12
—
Locked
Population > 2,000
Spirituality -4
-5
—
Liquor
§1,350
5
10
—
Locked
Productivity > 40, Population > 2,300, Treasury > §5,000
Productivity 3
-8
Serves Cocktails
Child Safe
§52,500
10
80
—
Hidden
Prosperity > 250, Population > 5,750
Prosperity -75
-80
More Rock Stars
State Amphitheater
Government §37,500
0
50
1
Hidden
Authority > 350, Population > 7,000
Authority -35
-100
Conditioning/ Most Appealing
State Cafeteria
Government
§4,500
0
42
—
Locked
Authority > 63, Population > 3,000
Authority -20
-15
Light Conditioning/ Very Appealing
State Prison
Incarceration §9,300
0
30
—
Hidden
Authority > 90, Population > 2,350, Sad < 50
Authority -15
-30
Heavy Conditioning/ Unhealthy
Speakeasy Sports Stadium
Stone Church
Worship
§2,850
10
10
—
Unlocked
—
Spirituality -8
-5
—
Strip Mall
Retail
§4,800
3
35
—
Unlocked
—
Productivity 3, Prosperity -3
-15
Sells Toys/ Toys/ Sells Cell Phones/Sells Wine
Sushi Joint
Restaurant
§750
3
10
—
Locked
Prosperity > 77, Population > 2,400
Prosperity -1
-5
—
—
§300
3
5
—
Unlocked
—
Prosperity -2
-5
Unhealthy
Tea House
Restaurant
§750
3
10
—
Unlocked
—
Spirituality -4
0
—
Teaching Teaching Hospital
Education, Healthcare
§5,850
3
20
—
Hidden
Knowledge > 90
Knowledge -12
-20
General Healthcare
Worship
§2,850
10
10
—
Locked
Spirituality > 18
Spirituality -8
-5
—
—
§5,250
5
25
—
Locked Locked
Prosperity > 150, Population > 3,350, Treasury > §20,000
Prosperity -4
-5
—
Retail
§1,000
3
10
—
Locked
Creativity Creativit y > 55, Prosperity Prosperit y > 20
Creativity -4, Prosperity -2
-5
Sells Toys/Sells Game Consoles
Gaming
§3,150
5
20
—
Hidden
Productivity > 85, Population > 2,100, Treasury > §5,000
Productivity 2
-10
Gambling/ Serves Cocktails
—
§2,250
3
25
—
Hidden
Productivity > 130, Population > 2,025, Treasury > §10,000
Productivity 5
-10
—
Child Safe, Gaming
§750
3
7
—
Locked
Knowledge > 30
Knowledge -3
-15
Variable Fun/ Appealing
Arts
§1,350
7
6
—
Hidden
Productivity > 90, Prosperity > 23
Productivity 1, Prosperity -2
-15
More Rock Stars
Child Safe, Education
§1,500
3
12
—
Unlocked
—
Productivity 5, Knowledge 5
-10
—
Child Safe
§2,700
3
35
—
Hidden
Creativity > 150, Population > 225
Creativity -8
-20
—
Government
§1,800
5
15
—
Hidden
Prosperity > 132, Population > 2,200
Prosperity -4, Spirituality 5
-5
—
Child Safe
§11,250
5
45
1
Hidden
Creativity > 60, Population > 1,350
Creativity -25
-15
—
Tattoo Tattoo Parlor
Temple Temple Tennis Tennis Club Toy Store
s Underground Casino g Union Hall n i d Video Arcade l i VIP Club u B Vocational School : 4 Water Park r Welfare Center e Zoo t p a h C 76
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK BUILDING ACTION
FUN CITY HAUNTED TOWN CLASS SPAWNED PROFILE
INDUSTRIAL PROFILE
NORMAL AUTHORITARIAN PROFILE PROFILE
ROMANTIC PROFILE
SMALL TOWN VISIT PROFILE PROFILE
PROFILE
PROFILE
PROFILE
DURATION
OPEN
—
Artist
10
0
-20
15
0
-10
0
-20
25
0
2 Hours
9 a.m.–2 p.m.
Headliner Revue
Entertainer
15
-10
0
15
0
5
1
-15
10
-5
2 Hours
9 a.m.–12 a.m.
—
—
0
0
-5
25
0
0
1
0
0
10
2 Hours
9 a.m.–12 a.m.
—
Activist
0
0
0
0
0
0
1
0
20
10
2 Hours
9 a.m.–12 a.m.
—
—
0
15
0
0
1
0
1
0
20
10
2 Hours
9 a.m.–12 a.m.
—
—
1
10
0
0
0
25
0
5
10
0
5 Hours
9 a.m.–2 p.m.
Hire Bouncer
Criminal
0
-10
-15
-15
0
35
1
0
-15
5
2 Hours
9 a.m.–12 a.m.
Nickel Root Beer Night
—
30
-30
15
0
0
10
1
20
-20
-20
2 Hours
9 a.m.–12 a.m.
Mandated Attendance
—
-10
-30
-15
-15
0
0
0
35
0
-30
2 Hours
9 a.m.–12 a.m.
—
—
-10
-25
-15
-10
0
0
0
25
0
-20
2 Hours
9 a.m.–12 a.m.
Crackdown
—
-15
-40
0
-35
0
-10
0
35
0
-30
1 Day
24 Hours
Recruitment
Holy Sim
1
15
0
0
10
10
1
0
0
15
5 Hours
9 a.m.–2 p.m.
—
—
20
-25
0
0
0
15
1
5
-25
20
2 Hours
9 a.m.–12 a.m.
Dinner Special
—
20
0
20
0
0
0
0
0
10
-5
2 Hours
9 a.m.–12 a.m.
—
Criminal
10
0
15
0
0
0
0
0
0
15
2 Hours
9 a.m.–12 a.m.
—
—
0
25
0
10
0
-10
0
0
0
0
2 Hours
9 a.m.–12 a.m.
Research Grant
Researcher
0
-10
20
0
0
-25
1
0
20
0
2 Hours
9 a.m.–12 a.m.
Recruitment
Holy Sim
1
15
0
0
0
10
1
0
0
15
5 Hours
9 a.m.–2 p.m.
—
—
25
-15
0
0
0
0
0
-10
0
0
2 Hours
9 a.m.–12 a.m.
—
—
0
-10
0
35
0
0
0
-15
0
0
2 Hours
9 a.m.–12 a.m.
—
—
20
-25
10
0
0
25
0
10
0
-25
2 Hours
9 a.m.–12 a.m.
Health Plan
—
15
-20
0
0
0
35
1
1
0
-10
2 Hours
9 a.m.–12 a.m.
Hot Spot
—
15
-15
25
25
0
0
1
0
0
0
2 Hours
9 a.m.–12 a.m.
Hire Bouncer
—
25
-20
20
0
0
0
1
-10
0
-20
2 Hours
9 a.m.–12 a.m.
—
City Worker
0
-10
15
0
0
35
1
0
0
25
5 Hours
9 a.m.–2 p.m.
—
—
0
-15
0
30
0
-10
0
-20
-20
-10
5 Hours
9 a.m.–2 p.m.
—
—
10
0
0
0
0
20
1
0
0
0
5 Hours
9 a.m.–2 p.m.
—
—
10
-5
-15
30
0
0
1
0
0
0
2 Hours
9 a.m.–12 a.m.
C h a p t e r 4 : B u i l d i n g s 77
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Power Buildings CATEGORIES
BUILD COST
MAX IN CITY
UNLOCK AVAILABILITY
CARBON PREREQUISITE
PRODUCED
CAPITALIST POWER
CONTEMPLATIVE BUILDING ABILITIES
BioMass Power Plant
High Carbon
§1,500
—
Locked
Knowledge > 20
15
100
High Smog Output/Eyesore Output/Eyesore
Carbon Exchange
Low Carbon
§7,500
1
Hidden
Knowledge > 150
0
-5
Low-Carbon Rewards
Coal Plant
High Carbon
§3,000
—
Unlocked
—
201
500
High Smog Output/Eyesore Output/Eyesore
Coal-Hydrogen Plant
High Carbon
§9,000
—
Locked
Knowledge > 80
75
500
Low Smog Output/Eyesore Output/Eyesore
Low Carbon, Solar/Wind
§1,500
—
Unlocked
—
0
50
—
Natural Gas Power Plant
High Carbon
§13,500
—
Locked
Knowledge > 10
120
750
Low Smog Output/Eyesore Output/Eyesore
Nuclear Power Plant
Low Carbon
§30,000
—
Hidden
Knowledge > 40
0
1,500
Eyesore
Oil Power Plant
High Carbon
§4,500
—
Unlocked
—
150
500
Medium Smog Output/Eyesore Output/Eyesore
Power Collection Hub
Low Carbon
§1,500
—
Hidden
Knowledge > 40
0
10
Renewable Resource Power Increase
Power Substation
Low Carbon
§1,125
—
Locked
Knowledge > 10
0
5
Renewable Resource Power Increase
Low Carbon, Solar/Wind
§3,000
—
Hidden
Knowledge > 40
0
100
—
Super Coal Plant
High Carbon
§18,000
—
Locked
Population > 1,000
1,080
2,000
High Smog Output/Eyesore Output/Eyesore
Trash Trash Incinerator
High Carbon
§750
—
Locked
Knowledge > 10
40
100
High Smog Output/Eyesore Output/Eyesore
Low Carbon, Solar/Wind
§600
—
Unlocked
—
0
25
—
BUILDING
BUILD COST
PASSENGER CAPACITY
AVAILABILITY
UNLOCK PREREQUISITE
POWER
CAPITALIST BUILDING A BILITIES
CONTEMPLATIVE PROFILE
Bus Stop
§300
5
Locked
Population > 300
-20
Citywide Productivity Increase
4
Subway
§750
10
Hidden
Population > 200
-30
—
5
BUILDING
Major Wind Farm
Solar Farm
Wind Farm
Transit Buildings
s g n i d l i u B : 4 r e t p a h C 78
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CYBERPUNK BUILDING ACTION
FUN CITY PROFILE
HAUNTED TOWN PROFILE
INDUSTRIAL PROFILE
NORMAL AUTHORITARIAN PROFILE PROFILE
ROMANTIC PROFILE
SMALL TOWN PROFILE PROFILE
Overload
1
10
1
0
0
0
0
—
15
0
1
1
0
-25
—
1
-25
1
0
0
—
1
-25
20
0
—
0
5
0
Overload
1
0
—
1
Overload
PROFILE
PROFILE
0
0
10
1
0
10
-10
15
1
1
0
10
0
0
1
0
1
0
1
0
0
1
0
1
5
1
1
0
5
1
1
10
0
-30
15
0
0
0
1
10
0
0
1
-20
1
0
0
10
1
1
1
5
Power Purchase
10
0
1
0
0
0
0
1
0
1
—
10
0
1
0
0
0
1
1
1
0
—
1
0
10
1
0
0
1
0
1
1
—
-10
-40
1
0
0
25
0
1
-20
0
Overload
5
0
10
0
0
10
1
10
1
10
—
0
5
0
1
0
0
1
0
5
5
CYBERPUNK PROFILE
FUN CITY PROFILE
HAUNTED TOWN PROFILE
INDUSTRIAL PROFILE
NORMAL PROFILE
AUTHORITARIAN PROFILE
ROMANTIC PROFILE
SMALL TOWN PROFILE
VISIT PROFILE
DURATION
0
-10
0
0
1
1
4
6
0
1 Hour
-15
8
0
0
1
1
5
8
-20
1 Hour
C h a p t e r 4 : B u i l d i n g s 79
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Building Catalog 50’s Gas Station
Alien Artifact Lab
Animal Rescue Offi ce
• Gallery: Workplace • Categories: None • Build Cost: §500 • Income per Day per Worker: §100 • Jobs: 4 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity -2 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 5 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 5 • Small Town Profile: 0
• Gallery: Workplace • Categories: Research • Build Cost: §6,000 • Income per Day per Worker: §100 • Jobs: 30 • Availability: Hidden • Unlock Prerequisite: Knowledge > 107 107 • Societal Value(s): Knowledge Knowledge -15 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Targeted building’s building’s production of Knowledge permanently increases by 10 percent. • Special Sim Class Spawned: Researcher • Capitalist Profile: -10 • Contemplative Profile: -25 • Cyberpunk Profile: 25 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: -15 • Small Town Profile: Profile: -5
• Gallery: Workplace • Categories: None • Build Cost: §250 • Income per Day per Worker: §75 • Jobs: 3 • Availability: Locked • Unlock Prerequisite: Creativity > 38, Sad < 8, Happy > 5 • Societal Value(s): Creativity -3 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Sun.–Tue. • Building Abilities: None • Building Action: Immediately produces several activists. Activist Special Sims include Hippies, Environmentalists, and
Administration Building • Gallery: Workplace • Categories: None • Build Cost: §2,500 • Income per Day per Worker: §100 • Jobs: 12 • Availability: Hidden • Unlock Prerequisite: Knowledge > 43 • Societal Value(s): Knowledge -5 -5 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Increases the capacity
s g n i d l i u of all Education buildings in the c ity. B • Building Action: Immediately produces : several activists. Activist Special Sims include Hippies, Environmentalists, and 4 Photojournalists. r • Special Sim Class Spawned: None Capitalist Profile: 0 e •• Contemplative Profile: -5 t • Cyberpunk Profile: -10 p • Fun City Profile: 0 Profile: 5 a • Haunted Town Profile: • Industrial Profile: 0 h • Normal Profile: 1 C • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: 10
Altar • Gallery: Venue • Categories: Child Safe, Worship • Build Cost: §75 • Happiness Effects: 3 • Visit Slots: 2 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Elder • Capitalist Profile: -10 • Contemplative Profile: 20 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 5 • Small Town Profile: Profile: 1
80
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Photojournalists.
• Special Sim Class Spawned: Activist • Capitalist Profile: -5 • Contemplative Profile: -5 • Cyberpunk Profile: -10 • Fun City Profile: 20 • Haunted Town Profile: Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: -20 • Romantic Profile: 0 • Small Town Profile: -5
Antique Shop • Gallery: Venue • Categories: Retail • Build Cost: §600 • Happiness Effects: 3 • Visit Slots: 5 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Antiques. Antiques provide a household with a small Happiness boost for a few days. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0
• Romantic Profile: 10 • Small Town Profile: Profile: 15
Aquarium • Gallery: Venue • Categories: Child Safe • Build Cost: §3,300 • Happiness Effects: 3 • Visit Slots: 40 • Availability: Locked • Unlock Prerequisite: Knowledge > 53 • Societal Value(s): Knowledge Knowledge -12 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 20 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 25 • Small Town Profile: Profile: -5
Army Surplus Store • Gallery: Venue • Categories: Retail • Build Cost: §1,350 • Happiness Effects: 3 • Visit Slots: 12 • Availability: Locked • Unlock Prerequisite: Productivity > 60, Population > 1,800, Treasury > §5,000 • Societal Value(s): Productivity 3, Prosperity -3 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Increases the chance that criminals appearing in the city will be Vigilantes. 2) Sells Cargo Pants. Cargo Pants provide a small Happiness boost for a short while. 3) Sells Tools. Tools provide a small Happiness boost for a few days. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 10 • Fun City Profile: 0
• Haunted Town Town Profile: 5 • Industrial Profile: 15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 15
Art Expo Center • Gallery: Venue • Categories: Retail • Build Cost: §1,650 • Happiness Effects: 3 • Visit Slots: 15 • Availability: Hidden • Unlock Prerequisite: Prosperity > 75, Creativity > 40 • Societal Value(s): Prosperity Prosperity -6, Creativity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Rare Paintings. Rare Paintings provide a household with a large Happiness boost for a short while.
• Building Action: None • Special Sim Class Spawned: Artist • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 25 • Small Town Profile: Profile: -5
Art Gallery • Gallery: Venue • Categories: Retail • Build Cost: §1,000 • Happiness Effects: 3 • Visit Slots: 9 • Availability: Locked • Unlock Prerequisite: Prosperity > 25, Creativity > 30 • Societal Value(s): Prosperity Prosperity -4, Creativity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Rare Paintings. Rare Paintings provide a household with a large Happiness boost for a short while.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 0
• Fun City Profile: 10 • Haunted Town Profile: Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 20 • Small Town Profile: -5
• Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -5 • Small Town Profile: Profile: -5
Art Museum
• Gallery: Venue • Categories: Creepy • Build Cost: §11,400 • Happiness Effects: 0 • Visit Slots: 35 • Availability: Hidden • Unlock Prerequisite: Authority > 59, Population > 2,200 • Societal Value(s): Authority -18 • Visit Duration: 3 days • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Neutralizes Sim moods. 2) Sims here have a high chance of becoming ill. • Building Action: Commands six nearby Hooky-Playing Sims to check themselves in for therapy. • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Town Profile: 35 • Industrial Profile: 10 • Normal Profile: 0 • Authoritarian Profile: 20 • Romantic Profile: 5 • Small Town Profile: 5
• Gallery: Venue • Categories: Arts • Build Cost: §9,600 • Happiness Effects: 7 • Visit Slots: 35 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -18, Spirituality -4 • Visit Duration: 6 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Artist • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 35 • Small Town Profile: -15
Astrophysics Lab • Gallery: Workplace • Categories: Research • Build Cost: §4,200 • Income per Day per Worker: §100 • Jobs: 8 • Availability: Hidden • Unlock Prerequisite: Knowledge > 35 • Societal Value(s): Knowledge 20 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Immediately dispatches a Researcher-class Special Sim. Researchers include Scientists, Professors, and Mad Scientists. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -20 • Cyberpunk Profile: 20 • Fun City Profile: -10 • Haunted Town Profile: 0
Asylum
Atomic Test Site • Gallery: Workplace • Categories: None • Build Cost: §3,200 • Income per Day per Worker: §100 • Jobs: 16 • Availability: Hidden • Unlock Prerequisite: Productivity > 130, Knowledge > 40 • Societal Value(s): Productivity Productivity -6, Knowledge -12 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Targeted Targeted Government building’s income from workers is permanently increased. This bonus can only apply once per target.
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0
• Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 20 • Romantic Profile: -10 • Small Town Profile: 0
Balloon Cart • Gallery: Venue • Categories: Child Safe • Build Cost: §600 • Happiness Effects: 3 • Visit Slots: 7 • Availability: Locked • Unlock Prerequisite: Creativity > 67, Population > 750 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 30 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: -5
Bamboo Garden • Gallery: Decoration • Categories: None • Build Cost: §225 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 20 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: -5
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
C h a p t e r 4 : B u i l d i n g s 81
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s g n i d l i u B : 4 r e t p a h C 82
Band House A
Band House C
• Gallery: Home • Categories: None • Build Cost: §700 • Happiness Effects: 1 • Workers: 4 • Population: 35 • Availability: Locked • Unlock Prerequisite: Creativity > 52, Population > 120 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: Entertainer • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 8 • Haunted Town Profile: Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: 0
• Gallery: Home • Categories: None • Build Cost: §700 • Happiness Effects: 1 • Workers: 4 • Population: 35 • Availability: Locked • Unlock Prerequisite: Creativity > 52, Population > 120 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: Entertainer • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 8 • Haunted Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Band House B
Bank
• Gallery: Home • Categories: None • Build Cost: §700 • Happiness Effects: 1 • Workers: 4 • Population: 35 • Availability: Locked • Unlock Prerequisite: Creativity > 52, Population > 120 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: Entertainer • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 8 • Haunted Town Profile: Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: 0
• Gallery: Workplace • Categories: None • Build Cost: §2,400 • Income per Day per Worker: Worker: §100 • Jobs: 8 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity 12, Authority 3 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: -15 • Cyberpunk Profile: 8 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 8 • Normal Profile: 1 • Authoritarian Profile: 10 • Romantic Profile: 5 • Small Town Profile: Profile: 5
Barbecue Pit • Gallery: Decoration • Categories: None
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Build Cost: §15 • Availability: Locked • Unlock Prerequisite: Prosperity > 12, Population > 220 • Societal Value(s): Prosperity 1 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Makes the local area and all nearby buildings somewhat more appealing for Sims to visit. 2) Slightly increases the property value of nearby buildings, allowing you to recover more of their cost when selling them back. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 2 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 2 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 10
Baroque Fountain • Gallery: Decoration • Categories: None • Build Cost: §1,500 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity 6 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Neutralizes Sim moods. 2) Makes the local area and all nearby buildings much more appealing for Sims to visit. 3) Increases the property value of nearby buildings, allowing you to recycle them for a higher refund. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 0 • Fun City Profile: 1 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: 0
Baseball Field • Gallery: Venue • Categories: Child Safe • Build Cost: §2,100
• Happiness Effects: 3 • Visit Slots: 25 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity 5 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims visiting this building run an elevated risk of being injured.
• Building Action: For the next 24 hours, visitors gain extra Happiness from their visit. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: -15 • Small Town Profile: Profile: 15
Bath House • Gallery: Venue • Categories: None • Build Cost: §3,750 • Happiness Effects: 7 • Visit Slots: 20 • Availability: Hidden • Unlock Prerequisite: Spirituality > 73 • Societal Value(s): Spirituality -10 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Monk • Capitalist Profile: -10 • Contemplative Profile: 25 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: -15
Bazaar • Gallery: Venue • Categories: Child Safe • Build Cost: §3,300 • Happiness Effects: 5 • Visit Slots: 25 • Availability: Hidden
• Unlock Prerequisite: Creativity > 225, Population > 470 • Societal Value(s): Creativity -15 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 30 • Haunted Town Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -25 • Romantic Profile: 0 • Small Town Profile: Profile: -5
Beauty Salon • Gallery: Venue • Categories: None • Build Cost: §2,250 • Happiness Effects: 7 • Visit Slots: 10 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -10 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: -10 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Bed & Breakfast • Gallery: Workplace • Categories: Tourist • Build Cost: §1,500 • Income per Day per Worker: §100 • Jobs: 7 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: None
• Building Action: None • Special Sim Class Spawned: Tourist Tourist • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Profile: Profile: 5 • Industrial Profile: -15 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 25 • Small Town Profile: 15
Behavior Control Facility • Gallery: Workplace • Categories: Research • Build Cost: §5,000 • Income per Day per Worker: §100 • Jobs: 10 • Availability: Hidden • Unlock Prerequisite: Authority > 63, Knowledge > 20 • Societal Value(s): Authority -15, Knowledge -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Increases the capacity of all Incarceration facilities in the city. • Building Action: Targets Targets a Workplace with no conditioning abilities to receive a Mood Device, granting that Workplace the Light Conditioning ability permanently. • Special Sim Class Spawned: Researcher • Capitalist Profile: -15 • Contemplative Profile: -30 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 35 • Romantic Profile: -20 • Small Town Profile: -30
Behavioral Science Lab • Gallery: Workplace • Categories: Research • Build Cost: §1,500 • Income per Day per Worker: §100 • Jobs: 7 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -5, Knowledge -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m.
• Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Targets Targets a Home with no conditioning abilities to receive a Mood Device, granting that Home the Light Conditioning ability permanently. • Special Sim Class Spawned: Researcher • Capitalist Profile: -15 • Contemplative Profile: -30 • Cyberpunk Profile: 25 • Fun City Profile: -20 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -15 • Small Town Profile: -20
Billboard • Gallery: Decoration Decoration • Categories: None • Build Cost: §750 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity 1 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Increases the Prosperity output of nearby buildings
that normally promote Prosperity. 2) Each instance of this building costs more to build than the previous one. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: -5 • Small Town Profile: 0
BioMass Power Plant • Gallery: Power • Categories: High Carbon • Build Cost: §1,500 • Availability: Locked • Unlock Prerequisite: Knowledge > 20 • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Chokes the city’s air with a massive output of smog. 2) Reduces the Happiness effect of nearby Homes and Venues.
• Building Action: Building produces more power but has an increased chance of catching fire. Click the action button again to return to
normal functioning. • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 10 • Cyberpunk Profile: 1 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Block of Flats A • Gallery: Home • Categories: None • Build Cost: §900 • Happiness Effects: 0 • Workers: 6 • Population: 120 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -3 • Normal Profile: 1 • Authoritarian Profile: -2 • Romantic Profile: 8 • Small Town Profile: -5
Block of Flats B • Gallery: Home • Categories: None • Build Cost: §900 • Happiness Effects: 0 • Workers: 6 • Population: 120 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None
C h a p t e r 4 : B u i l d i n g s 83
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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• Capitalist Profile: 6 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -3 • Normal Profile: 1 • Authoritarian Profile: -2 • Romantic Profile: 8 • Small Town Profile: -5
Block of Flats C • Gallery: Home • Categories: None • Build Cost: §900 • Happiness Effects: 0 • Workers: 6 • Population: 120 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity -3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -3 • Normal Profile: 1 • Authoritarian Profile: -2 • Romantic Profile: 8 • Small Town Profile: -5
s g of Directors n •Board i Gallery: Workplace d • Categories: Corporate l i • Build Cost: §15,000 u • Income per Day per Worker: §150 §150 B • Jobs: 25 : • Availability: Hidden 4 • Unlock Prerequisite: Prosperity > 260, Treasury > §40,000, Population > r 10,000 -10, e • Societal Value(s): Knowledge -10, t Prosperity -20 Duration: 6 hours p •• Visit Open: 8 a.m.–5 p.m. a • Workweek: Mon.–Fri. Abilities: Increases the h • Building Simoleon output of employees at all C Workplaces.
• Building Action: Targeted Venue Venue becomes incredibly popular for the day.
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -25 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: -20
Bobby Station • Gallery: Workplace • Categories: None • Build Cost: §150 • Income per Day per Worker: §100 • Jobs: 1 • Availability: Locked • Unlock Prerequisite: Authority > 10, Creativity > 15 • Societal Value(s): Authority -1 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Police Officer • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 15 • Small Town Profile: Profile: 0
Bookstore • Gallery: Venue • Categories: Retail • Build Cost: §1,000 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Knowledge Knowledge 2, Prosperity -1 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Books. Books provide a small Happiness boost for a few days.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 3 • Contemplative Profile: 0
84
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Cyberpunk Profile: 5 • Fun City Profile: 10 • Haunted Town Profile: Profile: 1 • Industrial Profile: -10 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 10 • Small Town Profile: 5
Botanical Garden • Gallery: Venue • Categories: Botanic • Build Cost: §2,700 • Happiness Effects: 5 • Visit Slots: 15 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 10 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Visiting Sims increase their overall health and can reduce their susceptibility to illness
• Building Action: None • Special Sim Class Spawned: Activist • Capitalist Profile: 0 • Contemplative Profile: 15 • Cyberpunk Profile: 10 • Fun City Profile: 15 • Haunted Town Profile: Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 25 • Small Town Profile: 0
Bowling Alley • Gallery: Venue • Categories: Child Safe • Build Cost: §3,150 • Happiness Effects: 5 • Visit Slots: 20 • Availability: Hidden • Unlock Prerequisite: Population Population > 1,250, Creativity > 18, Treasury > §5,000 • Societal Value(s): Productivity 3 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: 5 • Fun City Profile: 15 • Haunted Town Profile: Profile: 0
• Industrial Profile: 15 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: -15 • Small Town Profile: Profile: 25
Brewery • Gallery: Workplace • Categories: Manufacture • Build Cost: §1,000 • Income per Day per Worker: Worker: §100 • Jobs: 10 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: Adds 5,000 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 5 • Industrial Profile: 30 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 15 • Small Town Profile: Profile: 30
Bridal Shop • Gallery: Venue • Categories: None • Build Cost: §1,000 • Happiness Effects: 5 • Visit Slots: 7 • Availability: Hidden • Unlock Prerequisite: Prosperity > 127, Population > 1,200 • Societal Value(s): Prosperity Prosperity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 1 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 5 • Small Town Profile: Profile: 0
Brownstone A • Gallery: Home • Categories: Private • Build Cost: §750 • Happiness Effects: 0 • Workers: 2 • Population: 40 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 6 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: Profile: -5
Brownstone B • Gallery: Home • Categories: Private • Build Cost: §750 • Happiness Effects: 0 • Workers: 2 • Population: 40 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 6 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: Profile: 0
Brownstone C • Gallery: Home • Categories: Private • Build Cost: §750
• Happiness Effects: 0 • Workers: 2 • Population: 40 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 6 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: -5
Bureaucracy Offi ce • Gallery: Workplace • Categories: Government • Build Cost: §750 • Income per Day per Worker: §100 • Jobs: 15 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority 20 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Each instance of this building reduces the Simoleon and Societal Value output of all instances of this building. 2) Increases the Simoleon output of employees at nearby Workplaces. • Building Action: Temporarily Temporarily increases the Simoleon output of a t argeted Corporate Workplace, at a cost to worker Happiness. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -20 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 20 • Romantic Profile: 0 • Small Town Profile: -20
Burger Joint
Butcher Shop
• Gallery: Venue • Categories: Child Safe, Restaurant • Build Cost: §1,200 • Happiness Effects: 3 • Visit Slots: 15 • Availability: Locked • Unlock Prerequisite: Prosperity > 19, Population > 1,200, Treasury > §5,000 • Societal Value(s): Prosperity Prosperity -4, Productivity 2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: Shop sells the Toys Accessory for the day, making it more attractive than usual. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 15 • Fun City Profile: 20 • Haunted Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: 20
• Gallery: Venue • Categories: Restaurant • Build Cost: §450 • Happiness Effects: 3 • Visit Slots: 7 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity 3 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: Shop holds a sale. • Special Sim Class Spawned: None • Capitalist Profile: 3 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 5 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 8 • Small Town Profile: 8
Bus Stop • Gallery: Transit • Categories: None • Build Cost: §300 • Passenger Capacity: 5 • Availability: Locked • Unlock Prerequisite: Population > 300 • Societal Value(s): — • Visit Duration: 1 hour • Open: 24 hours • Workweek: Full week • Building Abilities: Increases the Simoleon output of employees at all Workplaces. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 4 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 4 • Romantic Profile: 6 • Small Town Profile: 0
Café • Gallery: Venue • Categories: Restaurant • Build Cost: §750 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Prosperity > 55, Population > 450 • Societal Value(s): Prosperity Prosperity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Shop holds a sale. • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: 0
Campus Bookstore • Gallery: Venue • Categories: Retail
C h a p t e r 4 : B u i l d i n g s 85
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• Build Cost: §1,000 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Knowledge > 45, Prosperity > 20 • Societal Value(s): Knowledge 2, 2, Prosperity -1 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Sells Text Text Books. Text Text Books provide a small Ha ppiness boost for a few days. 2) Sells Books. Books provide a small Happiness boost for a few days.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 10
Campus Radio Station • Gallery: Workplace • Categories: Media • Build Cost: §375 • Income per Day per Worker: §100 • Jobs: 3 • Availability: Hidden • Unlock Prerequisite: Creativity > 75, Population > 855 • Societal Value(s): Creativity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Wed.–Fri. Wed.–Fri. • Building Abilities: None • Building Action: Immediately produces several activists. Activist Special Sims include Hippies, Environmentalists,
s g n i d l i u B : and Photojournalists. 4 • Special Sim Class Spawned: Activist Capitalist Profile: 0 r •• Contemplative Profile: -10 e • Cyberpunk Profile: 0 t • Fun City Profile: 0 Profile: 0 p • Haunted Town Profile: • Industrial Profile: -10 a • Normal Profile: 1 h • Authoritarian Profile: -10 Profile: 0 C •• Romantic Small Town Profile: 10 86
Candy Store • Gallery: Venue • Categories: Child Safe • Build Cost: §300 • Happiness Effects: 5 • Visit Slots: 9 • Availability: Locked • Unlock Prerequisite: Creativity > 59, Population > 500 • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: Deploys an ice cream truck to sell wares t hroughout the city. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 25 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Captain of Industry • Gallery: Decoration • Categories: None • Build Cost: §0 • Availability: Trophy Trophy • Unlock Prerequisite: Industrial Achievement • Societal Value(s): Productivity Productivity 10 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Helps sick Sims get well. 2) This monument generates some reward income for the treasury each day.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: Profile: 1
Car Dealership • Gallery: Venue • Categories: Retail
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Build Cost: §3,000 • Happiness Effects: 3 • Visit Slots: 15 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity -9 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Cars. Cars provide a small Happiness boost for a very long time. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: -15 • Cyberpunk Profile: 10 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: 0
• Unlock Prerequisite: Creativity > 75, Population > 175 • Societal Value(s): Creativity -2, Prosperity 6 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Some Sims have a great time here, some don’t have f un at all. 2) Sims will choose this building over a nearby building that makes them equally happy. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 20 • Haunted Town Town Profile: 10 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Carbon Exchange
• Gallery: Venue • Categories: Gaming • Build Cost: §6,000 • Happiness Effects: 5 • Visit Slots: 35 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -12 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) How long Sims stay here, and how happy they are about it , depends largely on their luck. 2) Has a chance of getting Sims drunk. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: -20 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: Profile: 0
• Gallery: Power • Categories: Low Carbon • Build Cost: §7,500 • Availability: Hidden • Unlock Prerequisite: Knowledge > 150 • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Provides daily income for maintaining a low carbon footprint with a high power output.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: Profile: 0 • Industrial Profile: -25 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: -10
Carnival Games • Gallery: Venue • Categories: Child Safe, Gaming • Build Cost: §900 • Happiness Effects: 3 • Visit Slots: 7 • Availability: Hidden
Casino
Casino Hotel • Gallery: Workplace • Categories: Tourist Tourist • Build Cost: §5,800 • Income per Day per Worker: §100 • Jobs: 24 • Availability: Locked
• Unlock Prerequisite: Prosperity > 80, Population > 2,800 • Societal Value(s): Prosperity Prosperity -12 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Tourist • Capitalist Profile: 30 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -20 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Castle Ruin • Gallery: Venue • Categories: Creepy • Build Cost: §3,450 • Happiness Effects: 5 • Visit Slots: 20 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -12 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Spooky • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 15 • Haunted Town Town Profile: 45 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: Profile: 0
Cathedral • Gallery: Venue • Categories: Worship • Build Cost: §15,000 • Happiness Effects: 10 • Visit Slots: 42 • Availability: Hidden • Unlock Prerequisite: Spirituality > 70 • Societal Value(s): Spirituality -6 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None
• Building Action: Immediately sends an Elder to bless a chosen Spirituality Venue, increasing its effectiveness. • Special Sim Class Spawned: Holy Sim • Capitalist Profile: 0 • Contemplative Profile: 10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 15 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 25 • Small Town Profile: -10
Chalet A • Gallery: Home • Categories: Private • Build Cost: §1,125 • Happiness Effects: 0 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Prosperity > 105, Population > 1,250 • Societal Value(s): Prosperity -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 6 • Haunted Town Profile: 4 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 4 • Small Town Profile: 0
Chalet B • Gallery: Home • Categories: Private • Build Cost: §1,125 • Happiness Effects: 0 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Prosperity > 105, Population > 1,250 • Societal Value(s): Prosperity -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 6 • Haunted Town Profile: 4 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 4 • Small Town Profile: 0
• Special Sim Class Spawned: Secret Enforcer • Capitalist Profile: -15 • Contemplative Profile: -35 • Cyberpunk Profile: -10 • Fun City Profile: -35 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 25 • Romantic Profile: -10 • Small Town Profile: Profile: -40
Chalet C
Charity Center
• Gallery: Home • Categories: Private • Build Cost: §1,125 • Happiness Effects: 0 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Prosperity > 105, Population > 1,250 • Societal Value(s): Prosperity Prosperity -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 6 • Haunted Town Profile: 4 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 4 • Small Town Profile: 0
• Gallery: Workplace • Categories: None • Build Cost: §300 • Income per Day per Worker: §75 • Jobs: 3 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -4, Spirituality 8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 15 • Small Town Profile: 10
Chamber of Deputies
• Gallery: Decoration • Categories: None • Build Cost: §400 • Availability: Locked • Unlock Prerequisite: Knowledge > 20 • Societal Value(s): Knowledge 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: Makes Sims more likely to visit Education buildings. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0
• Gallery: Workplace • Categories: Government • Build Cost: §6,800 • Income per Day per Worker: §100 • Jobs: 27 • Availability: Locked • Unlock Prerequisite: Authority > 130, Population > 3,500, Happy > 20 • Societal Value(s): Authority -10 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Immediately sends out a Safety Inspector to find and inspect a risky Workplace.
Chess Table
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
C h a p t e r 4 : B u i l d i n g s 87
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• Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: 1
• Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: -10
Chicken Coop
• Gallery: Decoration • Categories: None • Build Cost: §320 • Availability: Hidden • Unlock Prerequisite: Creativity > 120, Population > 180 • Societal Value(s): Creativity 3 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 20 • Haunted Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: -5
• Gallery: Workplace • Categories: None • Build Cost: §125 • Income per Day per Worker: §75 • Jobs: 1 • Availability: Locked • Unlock Prerequisite: Spirituality > 31 • Societal Value(s): Spirituality -1 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 15 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: Profile: 5 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 20
Children’s Museum s g n i d l i u B : 4 r e t p a h C
• Gallery: Venue • Categories: Child Safe, Education • Build Cost: §1,800 • Happiness Effects: 3 • Visit Slots: 25 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -6, Knowledge 4 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: Sells the Toys Toys Accessory for the day, making the Venue more attractive than usual. • Special Sim Class Spawned: Entertainer • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 30 • Haunted Town Profile: Profile: 0 • Industrial Profile: -25 • Normal Profile: 1
Chocolate Bunny
Chocolate Factory • Gallery: Workplace • Categories: Manufacture • Build Cost: §2,250 • Income per Day per Worker: §125 • Jobs: 10 • Availability: Hidden • Unlock Prerequisite: Population > 180, Happy > 30, Sad < 5 • Societal Value(s): Creativity -8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Adds 1,000 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 25 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -20 • Romantic Profile: 0 • Small Town Profile: Profile: 0
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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Cineplex
City Recycling HQ
• Gallery: Venue • Categories: Arts • Build Cost: §4,800 • Happiness Effects: 5 • Visit Slots: 30 • Availability: Locked • Unlock Prerequisite: Creativity > 75, Population > 650 • Societal Value(s): Creativity -6, Prosperity -10 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: A movie premiere is held, drawing a Celebrity to your c ity. • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: -15 • Cyberpunk Profile: 10 • Fun City Profile: 20 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: -15 • Small Town Profile: 0
• Gallery: Workplace • Categories: None • Build Cost: §3,500 • Income per Day per Worker: §100 • Jobs: 20 • Availability: Hidden • Unlock Prerequisite: Knowledge > 50 • Societal Value(s): Knowledge Knowledge -6, Spirituality -2 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Makes the local area and all nearby buildings much more appealing for Sims to visit. 2) Increases the property value of nearby buildings, allowing you to recycle them for a higher refund. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: Profile: -10
City Bistro • Gallery: Venue • Categories: Restaurant • Build Cost: §750 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Creativity > 21 • Societal Value(s): Creativity -3 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Temporarily Temporarily increases the popularity and capacity of this
building, as well as its Happiness effect. • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 25 • Small Town Profile: -10
Civil Defense Tower • Gallery: Workplace • Categories: Government • Build Cost: §6,000 • Income per Day per Worker: §100 • Jobs: 7 • Availability: Locked • Unlock Prerequisite: Authority > 55, Population > 2,000 • Societal Value(s): Authority -15 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Immediately dispatches four Secret Police officers to patrol starting at a targeted building.
• Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 20
• Romantic Profile: 0 • Small Town Profile: Profile: -20
Clown School
Clinic
• Gallery: Workplace • Categories:
• Gallery: Venue • Categories: Healthcare • Build Cost: §1,800 • Happiness Effects: 0 • Visit Slots: 5 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Knowledge Knowledge -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Cures Sims of sickness and injury.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 15 • Small Town Profile: Profile: 15
Clothing Store • Gallery: Venue • Categories: Retail • Build Cost: §1,000 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Designer Clothing. Designer Clothing provides a large Happiness boost for a few days. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: 0 • Cyberpunk Profile: 10 • Fun City Profile: 10 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 15 • Small Town Profile: Profile: 15
Education
• Build Cost: §1,250 • Income per Day per Worker: §100 • Jobs: 5 • Availability: Locked • Unlock Prerequisite: Creativity > 61 • Societal Value(s): Creativity 14 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Wed.–Fri. Wed.–Fri. • Building Abilities: None • Building Action: Unleashes a wave of Mimes upon your city. • Special Sim Class Spawned: Entertainer • Capitalist Profile: -10 • Contemplative Profile: -15 • Cyberpunk Profile: -15 • Fun City Profile: 35 • Haunted Town Profile: 5 • Industrial Profile: -40 • Normal Profile: 0 • Authoritarian Profile: -30 • Romantic Profile: -10 • Small Town Profile: -25
Clubhouse • Gallery: Venue • Categories: Child Safe • Build Cost: §450 • Happiness Effects: 3 • Visit Slots: 5 • Availability: Hidden • Unlock Prerequisite: Creativity > 80, Population > 120 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: -15 • Fun City Profile: 25 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: 0
Coal Plant • Gallery: Power • Categories: High Carbon
• Build Cost: §3,000 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Chokes the city’s air with a massive output of smog. 2) Reduces the Happiness effect of nearby Homes and Venues. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: -25 • Cyberpunk Profile: 1 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 15 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Coal-Hydrogen Plant • Gallery: Power • Categories: High Carbon • Build Cost: §9,000 • Availability: Locked • Unlock Prerequisite: Knowledge > 80 • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) A slight haze of smog emanates from this building. 2) Reduces the Happiness effect of nearby Homes and Venues. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: -25 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 1 • Small Town Profile: 0
Colossal Foundry • Gallery: Workplace • Categories: Manufacture • Build Cost: §42,000 • Income per Day per Worker: Worker: §100 • Jobs: 80
• Availability: Hidden • Unlock Prerequisite: Productivity > 300, Population > 7,000, Treasury > §40,000 • Societal Value(s): Productivity -60 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: 1) Chokes the city’s air with a massive output of smog. 2) Reduces the Happiness effect of nearby Homes and Venues. 3) Sims here have a high chance of becoming ill. • Building Action: Increases Simoleon production of all Workplaces, at a cost to employee Happiness. Multiple Colossal Foundries do not multiply this effect. Click again to deactivate. • Special Sim Class Spawned: Manager • Capitalist Profile: -15 • Contemplative Profile: -45 • Cyberpunk Profile: 0 • Fun City Profile: -30 • Haunted Town Profile: 0 • Industrial Profile: 45 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -20 • Small Town Profile: -10
Communal Garden • Gallery: Workplace • Categories: Agriculture • Build Cost: §600 • Income per Day per Worker: §75 • Jobs: 6 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality 2 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Sun.–Tue. • Building Abilities: Visiting Sims increase their overall health and can reduce their susceptibility to illness.
• Building Action: None • Special Sim Class Spawned: Farmer • Capitalist Profile: 0 • Contemplative Profile: 20 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: 20
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
C h a p t e r 4 : B u i l d i n g s 89
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Concert Hall
Conditioning Theater
Condo Complex B
Corner Deli
• Gallery: Venue • Categories: None • Build Cost: §5,700 • Happiness Effects: 5 • Visit Slots: 32 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity -18 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Temporarily Temporarily increases
• Gallery: Venue • Categories: Government • Build Cost: §3,600 • Happiness Effects: 0 • Visit Slots: 15 • Availability: Locked • Unlock Prerequisite: Authority > 75, Population > 2,500 • Societal Value(s): Authority -6 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Corrects Sim moods toward a balanced center. 2) Sims simply adore this building and will find any excuse to visit. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -15 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: -35 • Haunted Town Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: 35 • Romantic Profile: 0 • Small Town Profile: Profile: -30
• Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: 0 • Workers: 6 • Population: 120 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Knowledge -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -5 • Cyberpunk Profile: 6 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -2 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 6 • Small Town Profile: -5
• Gallery: Venue • Categories: Restaurant • Build Cost: §300 • Happiness Effects: 3 • Visit Slots: 4 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity 2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: Shop holds a sale; for the day, visitors gain extra Happiness from their visit. • Special Sim Class Spawned: None • Capitalist Profile: 3 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 8 • Normal Profile: 1 • Authoritarian Profile: 3 • Romantic Profile: 10 • Small Town Profile: Profile: 8
the popularity and capacity of this
building, as well as its Happiness effect. • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 30 • Small Town Profile: -10
Concourse Hotel
s g n i d l i u B : 4 r e t p a h C
• Gallery: Workplace • Categories: Tourist Tourist • Build Cost: §3,000 • Income per Day per Worker: §100 • Jobs: 14 • Availability: Hidden • Unlock Prerequisite: Prosperity > 145, Population > 1,950 • Societal Value(s): Prosperity -8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Tourist Tourist • Capitalist Profile: 20 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: -5 • Haunted Town Profile: Profile: 5 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 25 • Small Town Profile: -25
Condo Complex A • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: 0 • Workers: 6 • Population: 120 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Knowledge Knowledge -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -5 • Cyberpunk Profile: 6 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -2 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 6 • Small Town Profile: Profile: -5
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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Consulting Firm • Gallery: Workplace • Categories: Corporate • Build Cost: §2,100 • Income per Day per Worker: §125 • Jobs: 10 • Availability: Locked • Unlock Prerequisite: Prosperity > 130, Population > 1,800 • Societal Value(s): Prosperity -8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Business Sim • Capitalist Profile: 25 • Contemplative Profile: -10 • Cyberpunk Profile: 15 • Fun City Profile: -10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: -10
Corporate Cops • Gallery: Workplace • Categories: Corporate • Build Cost: §2,000 • Income per Day per Worker: §100 • Jobs: 8 • Availability: Hidden • Unlock Prerequisite: Prosperity > 150, Population > 3,800 • Societal Value(s): Prosperity Prosperity -5 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Rogue Sims cannot shut this building down.
• Building Action: Immediately deploys a cadre of Riot Police to round up Rogue Sims and criminals and bring them to nearby Incarceration facilities. • Special Sim Class Spawned: Security Professional
• Capitalist Profile: 25 • Contemplative Profile: -10 • Cyberpunk Profile: 20 • Fun City Profile: -15 • Haunted Town Town Profile: 0 • Industrial Profile: 15 • Normal Profile: 0 • Authoritarian Profile: -10
• Romantic Profile: 0 • Small Town Profile: Profile: -10
• Romantic Profile: -10 • Small Town Profile: -30
Corporate Data Center
Corporate One
• Gallery: Workplace • Categories: Corporate • Build Cost: §6,000 • Income per Day per Worker: §100 • Jobs: 15 • Availability: Locked • Unlock Prerequisite: Knowledge > 75 75 • Societal Value(s): Knowledge Knowledge 20, Authority 12 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -25 • Cyberpunk Profile: 20 • Fun City Profile: -20 • Haunted Town Town Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -15 • Small Town Profile: Profile: -15
• Gallery: Workplace • Categories: Corporate • Build Cost: §12,500 • Income per Day per Worker: §100 • Jobs: 20 • Availability: Hidden • Unlock Prerequisite: Prosperity > 125, Population > 3,350, Treasury > §5,000 • Societal Value(s): Prosperity -20, Authority 12 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: Increases the Simoleon output of employees at all Workplaces. • Building Action: None • Special Sim Class Spawned: Secret Enforcer • Capitalist Profile: 0 • Contemplative Profile: -35 • Cyberpunk Profile: 20 • Fun City Profile: -20 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: -10 • Small Town Profile: -40
Corporate Hive • Gallery: Workplace • Categories: Corporate • Build Cost: §5,000 • Income per Day per Worker: §100 • Jobs: 20 • Availability: Locked • Unlock Prerequisite: Prosperity > 75, Population > 2,350 • Societal Value(s): Prosperity Prosperity -10, Authority 8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: None • Building Action: Has a chance of adding 2,000 Simoleons to the city treasury. • Special Sim Class Spawned: Secret Enforcer • Capitalist Profile: 30 • Contemplative Profile: -25 • Cyberpunk Profile: 20 • Fun City Profile: -20 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15
Corporate R&D Center • Gallery: Workplace • Categories: Research • Build Cost: §3,500 • Income per Day per Worker: §125 • Jobs: 12 • Availability: Locked • Unlock Prerequisite: Knowledge > 75 75 • Societal Value(s): Knowledge -8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Targeted Targeted Venue starts to sell the Cell Phone Accessory, if it didn’t already. • Special Sim Class Spawned: Researcher • Capitalist Profile: -5 • Contemplative Profile: -15 • Cyberpunk Profile: 30 • Fun City Profile: 0 • Haunted Town Profile: 5 • Industrial Profile: -10 • Normal Profile: 0
• Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: -10
Corporate Retreat • Gallery: Venue • Categories: None • Build Cost: §6,300 • Happiness Effects: 10 • Visit Slots: 20 • Availability: Hidden • Unlock Prerequisite: Prosperity > 370, 370, Population > 6,000 • Societal Value(s): Prosperity Prosperity -14, Spirituality -6 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Business Sim • Capitalist Profile: 30 • Contemplative Profile: -15 • Cyberpunk Profile: -10 • Fun City Profile: -15 • Haunted Town Profile: 5 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: -20 • Romantic Profile: 0 • Small Town Profile: 0
Corrupt Police Station • Gallery: Workplace • Categories: Syndicate • Build Cost: §5,000 • Income per Day per Worker: §100 • Jobs: 8 • Availability: Hidden • Unlock Prerequisite: Productivity > 100, Population > 2,300, Treasury > §5,000 • Societal Value(s): Authority -3, Prosperity -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Provides income for your city from criminal activity. 2) Rogue Sims cannot shut this building down.
• Building Action: Immediately deploys a cadre of Riot Police to round up Rogue Sims and bring them to nearby Incarceration facilities. • Special Sim Class Spawned: Security Professional
• Capitalist Profile: 10 • Contemplative Profile: -15 • Cyberpunk Profile: 0
• Fun City Profile: -10 • Haunted Town Profile: 5 • Industrial Profile: 25 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 5
Cottage A • Gallery: Home • Categories: Private • Build Cost: §750 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 6 • Cyberpunk Profile: 0 • Fun City Profile: 8 • Haunted Town Profile: 2 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 6 • Small Town Profile: 0
Cottage B • Gallery: Home • Categories: Private • Build Cost: §750 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 6 • Cyberpunk Profile: 0 • Fun City Profile: 8 • Haunted Town Profile: 2 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
C h a p t e r 4 : B u i l d i n g s 91
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• Romantic Profile: 6 • Small Town Profile: 0
Counseling Center
Courthouse
• Gallery: Home • Categories: Private • Build Cost: §750 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 6 • Cyberpunk Profile: 0 • Fun City Profile: 8 • Haunted Town Profile: Profile: 2 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 6 • Small Town Profile: 0
• Gallery: Venue • Categories: None • Build Cost: §750 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Creativity > 17, 17, Population > 150 • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Center sells the Toys Accessory for the day, making the Venue more attractive than usual. • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -15 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
• Gallery: Workplace • Categories: Government • Build Cost: §3,200 • Income per Day per Worker: §100 • Jobs: 10 • Availability: Locked • Unlock Prerequisite: Authority > 25, Prosperity > 15 • Societal Value(s): Authority 20, Prosperity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Each instance of this building reduces the Simoleon and Societal Value output of all instances of this building. 2) Increases the Simoleon output of employees at nearby Workplaces. • Building Action: Targeted Workplace’s Workplace’s Simoleon production per worker is temporarily increased. • Special Sim Class Spawned: Security
Cotton Candy Stand
County Jail
Cottage C
s g n i d l i u B : 4 r e t p a h C 92
• Gallery: Venue • Categories: None • Build Cost: §300 • Happiness Effects: 3 • Visit Slots: 4 • Availability: Hidden • Unlock Prerequisite: Creativity > 83, Population > 120 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: Sells the Toys Toys Accessory for the day, making the Venue more attractive than usual. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 25 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: 0
• Gallery: Venue • Categories: Incarceration • Build Cost: §8,400 • Happiness Effects: 0 • Visit Slots: 30 • Availability: Hidden • Unlock Prerequisite: Authority > 200, Population > 4,200 • Societal Value(s): Authority -20 • Visit Duration: 1 Day • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Neutralizes Sim moods. 2) Sims here have a high chance of becoming ill. • Building Action: Immediately deploys a cadre of Riot Police to fill this facility’s cells with Rogue Sims. • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -20 • Cyberpunk Profile: 0 • Fun City Profile: -15 • Haunted Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 20 • Romantic Profile: -10 • Small Town Profile: Profile: 0
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Professional
• Capitalist Profile: 3 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: 10 • Romantic Profile: 10 • Small Town Profile: 5
Creepy Barn • Gallery: Workplace • Categories: Agriculture, Creepy • Build Cost: §300 • Income per Day per Worker: §100 • Jobs: 3 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -3 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Tue.–Thu. • Building Abilities: None • Building Action: Immediately summons a few Ghosts or Zombies. • Special Sim Class Spawned: Spooky • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: -20 • Fun City Profile: 10 • Haunted Town Profile: Profile: 45 • Industrial Profile: 0 • Normal Profile: 0
• Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Crime Forecast AI • Gallery: Workplace • Categories: None • Build Cost: §1,600 • Income per Day per Worker: §100 • Jobs: 7 • Availability: Hidden • Unlock Prerequisite: Knowledge > 110 110 • Societal Value(s): Knowledge Knowledge -12 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Deploys a Man in Black to start seeking artists near a targeted building.
• Special Sim Class Spawned: Secret Enforcer • Capitalist Profile: -20 • Contemplative Profile: -35 • Cyberpunk Profile: 30 • Fun City Profile: -25 • Haunted Town Town Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -20 • Small Town Profile: Profile: -40
Cryogenic Prison • Gallery: Venue • Categories: Incarceration • Build Cost: §5,250 • Happiness Effects: 0 • Visit Slots: 20 • Availability: Hidden • Unlock Prerequisite: Authority > 65, Knowledge > 100 • Societal Value(s): Authority -2, Knowledge -2 • Visit Duration: 1 Day • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Neutralizes Sim moods. 2) Sims here have a high chance of becoming ill. • Building Action: Immediately deploys a cadre of Riot Police to find any Sims nearby, regardless of their condition, and fill this facility’s cells. • Special Sim Class Spawned: None • Capitalist Profile: -20 • Contemplative Profile: -35 • Cyberpunk Profile: 25 • Fun City Profile: -30
• Haunted Town Town Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -20 • Small Town Profile: Profile: -30
Cube Apartment A • Gallery: Home • Categories: Government • Build Cost: §3,750 • Happiness Effects: -1 • Workers: 12 • Population: 456 • Availability: Locked • Unlock Prerequisite: Authority > 40, Knowledge > 10 • Societal Value(s): Authority -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Mildly corrects Sim moods toward a balanced center. 2) Sims will travel further than usual to visit this building, even if it provides less Happiness than another building. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -10 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: 0 • Small Town Profile: Profile: -10
Cube Apartment B • Gallery: Home • Categories: Government • Build Cost: §3,750 • Happiness Effects: -1 • Workers: 12 • Population: 456 • Availability: Locked • Unlock Prerequisite: Authority > 40, Knowledge > 10 • Societal Value(s): Authority -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Mildly corrects Sim moods toward a balanced center. 2) Sims will travel farther than usual to visit this building, even if it provides less Happiness than another building.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: 0 • Small Town Profile: -10
CyberCorp Housing A • Gallery: Home • Categories: Corporate • Build Cost: §6,500 • Happiness Effects: 0 • Workers: 20 • Population: 960 • Availability: Hidden • Unlock Prerequisite: Prosperity > 225, Knowledge > 100 • Societal Value(s): Prosperity -8 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 10 • Fun City Profile: -10 • Haunted Town Profile: -5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -5 • Small Town Profile: -10
CyberCorp Housing B • Gallery: Home • Categories: Corporate • Build Cost: §6,500 • Happiness Effects: 0 • Workers: 20 • Population: 960 • Availability: Hidden • Unlock Prerequisite: Prosperity > 225, Knowledge > 100 • Societal Value(s): Prosperity -8 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None
• Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 10 • Fun City Profile: -10 • Haunted Town Town Profile: -5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -5 • Small Town Profile: -10
CyberCorp Housing C • Gallery: Home • Categories: Corporate • Build Cost: §6,500 • Happiness Effects: 0 • Workers: 20 • Population: 960 • Availability: Hidden • Unlock Prerequisite: Prosperity > 225, Knowledge > 100 • Societal Value(s): Prosperity Prosperity -8 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 10 • Fun City Profile: -10 • Haunted Town Town Profile: -5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -5 • Small Town Profile: -10
• Special Sim Class Spawned: Secret Enforcer • Capitalist Profile: -15 • Contemplative Profile: -40 • Cyberpunk Profile: 40 • Fun City Profile: -25 • Haunted Town Profile: -10 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -20 • Romantic Profile: -20 • Small Town Profile: Profile: -30
Dairy Barn • Gallery: Workplace • Categories: Agriculture • Build Cost: §800 • Income per Day per Worker: Worker: §75 • Jobs: 5 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -1 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Reduces the cost to build Agriculture buildings by 15 percent.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 20 • Cyberpunk Profile: -20 • Fun City Profile: 0 • Haunted Town Profile: 5 • Industrial Profile: -35 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 25
CyberCor Cybe rCorpp Offi O ffices
Defense Lab
• Gallery: Workplace • Categories: Corporate • Build Cost: §15,000 • Income per Day per Worker: Worker: §125 • Jobs: 40 • Availability: Hidden • Unlock Prerequisite: Prosperity > 225, Knowledge > 125 • Societal Value(s): Authority 20, Prosperity -25 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Targeted Venue becomes incredibly popular for the day.
• Gallery: Workplace • Categories: Research • Build Cost: §8,000 • Income per Day per Worker: Worker: §125 • Jobs: 20 • Availability: Locked • Unlock Prerequisite: Knowledge > 20, Authority > 20 • Societal Value(s): Knowledge -20 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Authority and/or Prosperity production of the targeted
Workplace is permanently increased, if the Workplace already produces one or both of those values.
C h a p t e r 4 : B u i l d i n g s 93
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
• Special Sim Class Spawned: Researcher • Capitalist Profile: -10 • Contemplative Profile: -25 • Cyberpunk Profile: 25 • Fun City Profile: -10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 25 • Romantic Profile: -10 • Small Town Profile: 0
Department Store • Gallery: Venue • Categories: Retail • Build Cost: §2,400 • Happiness Effects: 3 • Visit Slots: 20 • Availability: Hidden • Unlock Prerequisite: Productivity > 20, Prosperity > 40 • Societal Value(s): Productivity 6, Prosperity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Platinum BBQ Grills. Platinum BBQ Grills provide a household with a large Happiness boost for a long time. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: -10 • Cyberpunk Profile: 10 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 20
s g n i d l i of Public Health u •Dept. Gallery: Venue B • Categories: : Government, Healthcare 4 • Build Cost: §3,000 r • Happiness Effects: 0 Slots: 20 e •• Visit Availability: Locked t • Unlock Prerequisite: Authority > 25, p Population > 500 Value(s): Authority -6, a • Societal Knowledge -2 h • Visit Duration: 5 hours 9 a.m.–2 p.m. C •• Open: Workweek: Full week 94
• Building Abilities: Cures Sims of sickness and injury. • Building Action: Immediately sends out a Safety Inspector to find and inspect a risky Workplace. • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: 20 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Dept. of Public Works • Gallery: Workplace • Categories: Government • Build Cost: §3,000 • Income per Day per Worker: §100 • Jobs: 15 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -5, Productivity -5 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Immediately sends a Work Crew to repair a targeted building. • Special Sim Class Spawned: City Worker • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 20 • Normal Profile: 0 • Authoritarian Profile: 20 • Romantic Profile: 0 • Small Town Profile: Profile: 0
• Workweek: Full week • Building Abilities: 1) Neutralizes Sim moods. 2) Sims here have a high chance of becoming ill. • Building Action: Immediately deploys a cadre of Riot Police to fill this facility’s cells with Rogue Sims. • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -15 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 20 • Romantic Profile: 5 • Small Town Profile: -10
Diner • Gallery: Venue • Categories: Restaurant • Build Cost: §600 • Happiness Effects: 3 • Visit Slots: 7 • Availability: Locked • Unlock Prerequisite: Prosperity > 20, Population > 200, Creativity > 20 • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: For the day, visitors gain extra Happiness from their visit. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 10 • Fun City Profile: 15 • Haunted Town Profile: Profile: 1 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -15 • Small Town Profile: 20
Detention Center
District Courthouse
• Gallery: Venue • Categories: Incarceration • Build Cost: §2,500 • Happiness Effects: 0 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Authority > 58, Population > 1,750 • Societal Value(s): Authority -5 • Visit Duration: 1 Day • Open: 24 hours
• Gallery: Workplace • Categories: Government • Build Cost: §8,500 • Income per Day per Worker: §100 • Jobs: 15 • Availability: Hidden • Unlock Prerequisite: Authority > 110, Population > 3,000, Treasury > §7,500 • Societal Value(s): Authority 40, Prosperity -4 • Visit Duration: 6 hours
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: Increases the Simoleon output of employees at nearby Workplaces. • Building Action: Targeted Workplace’s Simoleon production per worker is temporarily increased. • Special Sim Class Spawned: Security Professional
• Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 20 • Romantic Profile: 0 • Small Town Profile: Profile: -20
District Fire Station • Gallery: Workplace • Categories: Government • Build Cost: §6,000 • Income per Day per Worker: §100 • Jobs: 10 • Availability: Hidden • Unlock Prerequisite: Productivity > 145, Population > 5,200, Treasury > §10,000 • Societal Value(s): Knowledge Knowledge -18 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: 1) Rogue Sims cannot shut this building down. 2) Increases the speed and efficiency of city firefighters. 3) Building is less likely than most to catch fire. • Building Action: Immediately deploys a fire truck to a targeted building. • Special Sim Class Spawned: City Worker • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 15 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Dive Bar • Gallery: Venue • Categories: Liquor • Build Cost: §900 • Happiness Effects: 5 • Visit Slots: 7
• Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity 4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Sims visiting this building leave drunk. 2) Sims here have a high chance of becoming ill. • Building Action: Temporarily Temporarily increases the popularity and capacity of this
building, as well as its Happiness effect. • Special Sim Class Spawned: Criminal • Capitalist Profile: 3 • Contemplative Profile: -20 • Cyberpunk Profile: 3 • Fun City Profile: -15 • Haunted Town Town Profile: 0 • Industrial Profile: 15 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 0 • Small Town Profile: Profile: 8
D-Lux Sleep Tubes A • Gallery: Home • Categories: None • Build Cost: §6,000 • Happiness Effects: -1 • Workers: 25 • Population: 1200 • Availability: Hidden • Unlock Prerequisite: Authority > 60, Knowledge > 90 • Societal Value(s): Authority -2, Knowledge -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -10 • Haunted Town Town Profile: -5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -5 • Small Town Profile: Profile: -10
D-Lux Sleep Tubes B • Gallery: Home • Categories: None • Build Cost: §6,000 • Happiness Effects: -1 • Workers: 25
• Population: 1200 • Availability: Hidden • Unlock Prerequisite: Authority > 60, Knowledge > 90 • Societal Value(s): Authority -2, Knowledge -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -10 • Haunted Town Profile: Profile: -5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -5 • Small Town Profile: -10
D-Lux Sleep Tubes C • Gallery: Home • Categories: None • Build Cost: §6,000 • Happiness Effects: -1 • Workers: 25 • Population: 1200 • Availability: Hidden • Unlock Prerequisite: Authority > 60, Knowledge > 90 • Societal Value(s): Authority -2, Knowledge -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -10 • Haunted Town Profile: -5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -5 • Small Town Profile: -10
Doctor’s Doct or’s Office • Gallery: Venue • Categories: Healthcare • Build Cost: §2,850 • Happiness Effects: 3 • Visit Slots: 10
• Availability: Hidden • Unlock Prerequisite: Prosperity > 131, Population > 1,600 • Societal Value(s): Prosperity Prosperity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Helps sick Sims get well.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Dojo • Gallery: Venue • Categories: None • Build Cost: §2,000 • Happiness Effects: 5 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Spirituality > 50 • Societal Value(s): Spirituality 10 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Monk • Capitalist Profile: -10 • Contemplative Profile: 35 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: -10 • Small Town Profile: -10
Dorm A • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: 0 • Workers: 5 • Population: 120 • Availability: Locked • Unlock Prerequisite: Knowledge > 17 17 • Societal Value(s): Knowledge Knowledge -2, Creativity 2 • Visit Duration: 2 hours
• Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Artist • Capitalist Profile: 0 • Contemplative Profile: -3 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 4 • Small Town Profile: 4
Dorm B • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: 0 • Workers: 5 • Population: 120 • Availability: Locked • Unlock Prerequisite: Knowledge > 17 • Societal Value(s): Knowledge -2, Creativity 2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Artist • Capitalist Profile: 0 • Contemplative Profile: -3 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 4 • Small Town Profile: 4
Dorm C • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: 0 • Workers: 5 • Population: 120 • Availability: Locked • Unlock Prerequisite: Knowledge > 17 • Societal Value(s): Knowledge -2, Creativity 2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None
C h a p t e r 4 : B u i l d i n g s 95
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
• Special Sim Class Spawned: Artist • Capitalist Profile: 0 • Contemplative Profile: -3 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 4 • Small Town Profile: 4
Dosage Facility • Gallery: Venue • Categories: Government • Build Cost: §11,850 • Happiness Effects: 0 • Visit Slots: 28 • Availability: Hidden • Unlock Prerequisite: Authority > 320, Population > 6,150, Knowledge > 15 • Societal Value(s): Authority -30, Knowledge -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Distributes Daily Doses. The Daily Dose affects its patients for a short while.
• Building Action: Commands nearby citizens to immediately stop what they’re doing and fill this facility to its capacity.
• Special Sim Class Spawned: None • Capitalist Profile: -15 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: -25 • Haunted Town Profile: Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 35 • Romantic Profile: -20 • Small Town Profile: -30
• Building Abilities: Sims visiting this building leave drunk. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 25 • Small Town Profile: Profile: -10
Drama School • Gallery: Venue • Categories: Child Safe, Education • Build Cost: §1,500 • Happiness Effects: 3 • Visit Slots: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 5, Knowledge 5 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: Sims simply adore this building and will find any excuse to visit. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 20 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 25 • Small Town Profile: Profile: 0
s g n i d l i u B Double Decker Bus Tour Dream Home A • Gallery: Home : • Gallery: Venue • Categories: Private 4 • Categories: None • Build Cost: §3,000 Cost: §750 r •• Build • Happiness Happiness Effects: 2 e Effects: 3 • Workers: 3 t • Visit Slots: 10 • Population: 18 p • Availability: Locked • Availability: Locked Unlock Prerequisite: Prosperity > 85, • Unlock Prerequisite: Creativity > 68, a • Population > 2,150 Prosperity > 30 h • Societal Value(s): Productivity -3 • Societal Value(s): Creativity -2, Duration: 2 hours Prosperity -2 C •• Visit Open: 9 a.m.–12 a.m. • Workweek: Full week 96
• Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: Deploys an ice cream truck to sell wares throughout the city. • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -3 • Cyberpunk Profile: -5 • Fun City Profile: 6 • Haunted Town Profile: Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: 0
Dream Home B • Gallery: Home • Categories: Private • Build Cost: §3,000 • Happiness Effects: 2 • Workers: 3 • Population: 18 • Availability: Locked • Unlock Prerequisite: Creativity > 68, Prosperity > 30 • Societal Value(s): Creativity -2, Prosperity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: Deploy an ice cream truck to sell wares throughout the city. • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -3 • Cyberpunk Profile: -5 • Fun City Profile: 6 • Haunted Town Profile: Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: 0
Dream Home C • Gallery: Home • Categories: Private • Build Cost: §3,000 • Happiness Effects: 2 • Workers: 3 • Population: 18 • Availability: Locked • Unlock Prerequisite: Creativity > 68, Prosperity > 30
• Societal Value(s): Creativity -2, Prosperity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: Deploys an ice cream truck to sell wares throughout the cit y. • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -3 • Cyberpunk Profile: -5 • Fun City Profile: 6 • Haunted Town Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Drive In • Gallery: Venue • Categories: None • Build Cost: §5,700 • Happiness Effects: 5 • Visit Slots: 30 • Availability: Hidden • Unlock Prerequisite: Creativity > 45, Population > 400 • Societal Value(s): Creativity -15 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: For the next 24 hours, visitors gain extra Happiness from their visit. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 10 • Small Town Profile: Profile: 25
Driving Range • Gallery: Venue • Categories: None • Build Cost: §3,600 • Happiness Effects: 5 • Visit Slots: 20 • Availability: Locked • Unlock Prerequisite: Prosperity > 90, Population > 2,600 • Societal Value(s): Prosperity Prosperity -12
• Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Increases the chances that criminals appearing in the city will be Hooligans. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 30 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Drone Factory • Gallery: Workplace • Categories: Manufacture • Build Cost: §10,000 • Income per Day per Worker: Worker: §100 • Jobs: 30 • Availability: Hidden • Unlock Prerequisite: Authority > 150, Sad < 15, Happy > 15 • Societal Value(s): Authority -12, Productivity -12 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: None • Building Action: Adds 10,000 Simoleons to the treasury. • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -30 • Cyberpunk Profile: 0 • Fun City Profile: -30 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 35 • Romantic Profile: -15 • Small Town Profile: Profile: -20
Drone Nexus • Gallery: Workplace • Categories: Manufacture • Build Cost: §15,000 • Income per Day per Worker: Worker: §100 • Jobs: 50 • Availability: Hidden • Unlock Prerequisite: Authority > 225, Sad < 15, Happy > 15
• Societal Value(s): Authority -12, Productivity -12 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: None • Building Action: Adds 10,000 Simoleons to the treasury. • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -35 • Cyberpunk Profile: 0 • Fun City Profile: -30 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 35 • Romantic Profile: -15 • Small Town Profile: -25
Dungeon • Gallery: Venue • Categories: Incarceration • Build Cost: §6,750 • Happiness Effects: 0 • Visit Slots: 20 • Availability: Locked • Unlock Prerequisite: Authority > 38, Population > 2,700 • Societal Value(s): Authority -10 • Visit Duration: 1 Day • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Neutralizes Sim moods. 2) Sims here have a high chance of becoming ill. • Building Action: Immediately deploys a cadre of Riot Police to fill this facility’s cells with Rogue Sims. • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: -20 • Haunted Town Profile: 25 • Industrial Profile: 5 • Normal Profile: 0 • Authoritarian Profile: 20 • Romantic Profile: 10 • Small Town Profile: -10
Elder Council • Gallery: Workplace • Categories: Government • Build Cost: §750 • Income per Day per Worker: §100 • Jobs: 5 • Availability: Unlocked
• Unlock Prerequisite: N/A • Societal Value(s): Authority 12, Spirituality -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Tue.–Thu. • Building Abilities: 1) Each instance of this building reduces the Simoleon and Societal Value output of all instances of this building. 2) Increases the Simoleon output of employees at nearby Workplaces. • Building Action: None • Special Sim Class Spawned: Elder • Capitalist Profile: -10 • Contemplative Profile: 30 • Cyberpunk Profile: -20 • Fun City Profile: -15 • Haunted Town Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: 0
Electric Billboard • Gallery: Decoration • Categories: None • Build Cost: §1,125 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Increases the Prosperity output of nearby buildings
that normally promote Prosperity. 2) Each instance of this building costs more to build than the previous one. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Electric Pet Shop • Gallery: Venue • Categories: Retail • Build Cost: §1,800 • Happiness Effects: 3 • Visit Slots: 7 • Availability: Hidden
• Unlock Prerequisite: Knowledge > 50, Authority > 50, Prosperity > 50 • Societal Value(s): Authority -2, Prosperity -1 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Electric Pets. Electric Pets affect their owner’s mood for a few days.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -15 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: -15
Elementary School • Gallery: Venue • Categories: Child Safe, Education • Build Cost: §1,500 • Happiness Effects: 3 • Visit Slots: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Knowledge 10 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: Sims simply adore this building and will find any excuse to visit. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 3 • Contemplative Profile: 0 • Cyberpunk Profile: 1 • Fun City Profile: 10 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 5 • Small Town Profile: 5
Elite Cadet Academy • Gallery: Workplace • Categories: Government • Build Cost: §7,500 • Income per Day per Worker: §100 • Jobs: 18 • Availability: Hidden
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
C h a p t e r 4 : B u i l d i n g s 97
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• Unlock Prerequisite: Population > 3,500, Authority > 200 • Societal Value(s): Authority -15 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Rogue Sims cannot shut this building down. 2) Greatly increases the likelihood of Police Officers in the city. • Building Action: Immediately deploys a cadre of Riot Police to round up Rogue Sims and Criminals and bring them to nearby Incarceration facilities. • Special Sim Class Spawned: Police Officer • Capitalist Profile: -15 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 35 • Romantic Profile: -10 • Small Town Profile: -20
Epic Tower • Gallery: Workplace • Categories: Corporate • Build Cost: §9,500 • Income per Day per Worker: §125 §125 • Jobs: 30 • Availability: Hidden • Unlock Prerequisite: Prosperity > 400, Knowledge > 40, Population > 9,250 • Societal Value(s): Prosperity -25, Productivity -25 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Manager • Capitalist Profile: 30 • Contemplative Profile: -35 • Cyberpunk Profile: 25 • Fun City Profile: -15 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: -25 • Small Town Profile: -40
s g n i d l i u B : 4 r e t p a Evangelical Center h • Gallery: Workplace Worship C •• Categories: Build Cost: §5,000
• Income per Day per Worker: §100 §100 98
• Jobs: 5 • Availability: Hidden • Unlock Prerequisite: Spirituality > 17, Prosperity > 25 • Societal Value(s): Spirituality 20, Prosperity -8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Holy Sim • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: 20
Evangelical Megaplex • Gallery: Workplace • Categories: Worship • Build Cost: §17,500 • Income per Day per Worker: §100 • Jobs: 30 • Availability: Hidden • Unlock Prerequisite: Spirituality > 35, Prosperity > 95 • Societal Value(s): Spirituality 50, Prosperity -15 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: The city can be short up to 100 Spirituality for the day with no ill effects; 10 Zealots and 10 Cultists are produced.
• Special Sim Class Spawned: Holy Sim • Capitalist Profile: 25 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: 0
Fairytale Palace • Gallery: Home • Categories: Private • Build Cost: §14,000 • Happiness Effects: 2
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Workers: 5 • Population: 55 • Availability: Hidden • Unlock Prerequisite: Creativity > 300, Population > 300 • Societal Value(s): Creativity -8 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Profile: Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -3 • Small Town Profile: -10
Faith Healer • Gallery: Venue • Categories: Healthcare, Worship • Build Cost: §1,000 • Happiness Effects: 5 • Visit Slots: 10 • Availability: Hidden • Unlock Prerequisite: Spirituality > 125, Elated > 15 • Societal Value(s): Spirituality -15 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: 1) Increases the chances that Holy Sims appearing in the city will be Faith Healers. 2) Cures Sims of sickness and injury. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 25 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: 0
Farm • Gallery: Workplace • Categories: Agriculture • Build Cost: §450 • Income per Day per Worker: §75
• Jobs: 5 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -1 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Farmer • Capitalist Profile: -15 • Contemplative Profile: 15 • Cyberpunk Profile: -20 • Fun City Profile: 0 • Haunted Town Town Profile: 5 • Industrial Profile: -35 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 35
Farm House A • Gallery: Home • Categories: Private • Build Cost: §500 • Happiness Effects: 0 • Workers: 2 • Population: 24 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 3 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Town Profile: 4 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Farm House B • Gallery: Home • Categories: Private • Build Cost: §500 • Happiness Effects: 0 • Workers: 2 • Population: 24 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -1 • Visit Duration: 2 hours
• Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 3 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Town Profile: 4 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Farm House C • Gallery: Home • Categories: Private • Build Cost: §500 • Happiness Effects: 0 • Workers: 2 • Population: 24 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 3 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Town Profile: 4 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Farmer’s Market • Gallery: Venue • Categories: Agriculture • Build Cost: §900 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Spirituality > 35 • Societal Value(s): Spirituality -3 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Visiting Sims increase their overall health and can reduce their susceptibility to illness.
2) Reduces the cost to build Agriculture buildings by 15 percent. • Building Action: None • Special Sim Class Spawned: Farmer • Capitalist Profile: 0 • Contemplative Profile: 20 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 1 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 35
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: 1
Farming Co-op
• Gallery: Workplace • Categories: Government • Build Cost: §8,500 • Income per Day per Worker: §125 • Jobs: 12 • Availability: Hidden • Unlock Prerequisite: Prosperity > 200, Population > 4,000 • Societal Value(s): Prosperity Prosperity 40, Authority 8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: The city can be short up to 100 Prosperity for the day with no ill effects. Reduces all tax income by
• Gallery: Workplace • Categories: Agriculture • Build Cost: §750 • Income per Day per Worker: §100 • Jobs: 10 • Availability: Hidden • Unlock Prerequisite: Spirituality > 15, Knowledge > 10 • Societal Value(s): Spirituality -1, Knowledge -3 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Farmer • Capitalist Profile: 10 • Contemplative Profile: 10 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -25 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 25
Fat Cat • Gallery: Decoration • Categories: None • Build Cost: §0 • Availability: Trophy Trophy • Unlock Prerequisite: Capitalist Achievement • Societal Value(s): Prosperity 10 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Helps sick Sims get well. 2) This monument generates some reward income for the treasury each day.
Federal Bank
half for the day.
• Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: -20 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: 15 • Small Town Profile: -30
Ferris Wheel • Gallery: Venue • Categories: None • Build Cost: §2,000 • Happiness Effects: 5 • Visit Slots: 12 • Availability: Hidden • Unlock Prerequisite: Creativity > 75, Population > 800, Happy > 20 • Societal Value(s): Creativity -7 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week
• Building Abilities: 1) Increases the likelihood of Entertainers in the city. 2) Increases the chances that Entertainers appearing in the city
will be Mimes. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 25 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: -10 • Small Town Profile: 0
Financial Building • Gallery: Workplace • Categories: None • Build Cost: §5,750 • Income per Day per Worker: §100 • Jobs: 30 • Availability: Locked • Unlock Prerequisite: Prosperity > 75, Productivity > 20 • Societal Value(s): Prosperity Prosperity 28, Productivity -15 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Manager • Capitalist Profile: 30 • Contemplative Profile: -30 • Cyberpunk Profile: 20 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: -20
Fire Analysis Center • Gallery: Workplace • Categories: None • Build Cost: §2,500 • Income per Day per Worker: §100 • Jobs: 5 • Availability: Locked • Unlock Prerequisite: Authority > 50, Knowledge > 41 • Societal Value(s): Knowledge -22 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri.
C h a p t e r 4 : B u i l d i n g s 99
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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• Building Abilities: None • Building Action: Targeted Targeted building permanently becomes Low Fire Risk, if it wasn’t already. • Special Sim Class Spawned: Researcher • Capitalist Profile: -10 • Contemplative Profile: -20 • Cyberpunk Profile: 25 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: -15
Fire Brigade • Gallery: Workplace • Categories: None • Build Cost: §300 • Income per Day per Worker: §0 • Jobs: 3 • Availability: Hidden • Unlock Prerequisite: Spirituality > 10, Population < 850 • Societal Value(s): Spirituality -3 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Tue.–Thu. • Building Abilities: 1) Rogue Sims cannot shut this building down. 2) Building is less likely than most to catch fire. • Building Action: Immediately deploys a firefighter to a targeted building. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 15 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Profile: Profile: 1 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 15
s g n i d l i u B Fire Station : Workplace 4 •• Gallery: Categories: r Government Cost: §1,500 e •• Build Income per Day per Worker: §100 §100 t • Jobs: 8 p • Availability: Unlocked a • Unlock Prerequisite: N/A Societal Value(s): Productivity -3 h •• Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. C • Workweek: Full week
• Building Abilities: 1) Rogue Sims cannot shut this building down. 2) Building is less likely than most to catch fire. • Building Action: Immediately deploys a Fire Truck to a targeted building. • Special Sim Class Spawned: City Worker • Capitalist Profile: 3 • Contemplative Profile: 0 • Cyberpunk Profile: 3 • Fun City Profile: 0 • Haunted Town Profile: 1 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 3 • Romantic Profile: 3 • Small Town Profile: Profile: 3
Fireworks Shack • Gallery: Workplace • Categories: None • Build Cost: §125 • Income per Day per Worker: §75 • Jobs: 1 • Availability: Locked • Unlock Prerequisite: Knowledge > 30 • Societal Value(s): Knowledge Knowledge 1 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Increases the chances that criminals appearing in the city will be Arsonists. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Firing Range • Gallery: Venue • Categories: None • Build Cost: §3,150 • Happiness Effects: 5 • Visit Slots: 20 • Availability: Hidden • Unlock Prerequisite: Prosperity > 225, Population > 3,500 • Societal Value(s): Prosperity Prosperity -13 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week
100
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Building Abilities: Increases the chances that criminals appearing in the city will be Vigilantes. • Building Action: None • Special Sim Class Spawned: Security Professional
• Capitalist Profile: 15 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: -15 • Haunted Town Profile: Profile: 0 • Industrial Profile: 20 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -20 • Small Town Profile: 0
Fish Market • Gallery: Venue • Categories: None • Build Cost: §750 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Spirituality > 17, 17, Population > 150 • Societal Value(s): Spirituality -1 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Special delicacies on sale for the day! Visitors gain extra Happiness. • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Fishing Hole • Gallery: Venue • Categories: None • Build Cost: §1,500 • Happiness Effects: 5 • Visit Slots: 8 • Availability: Hidden • Unlock Prerequisite: Spirituality > 18, Creativity > 25 • Societal Value(s): Spirituality -1 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None
• Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 10 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Town Profile: 5 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 15
Flea Market • Gallery: Venue • Categories: Retail • Build Cost: §2,850 • Happiness Effects: 3 • Visit Slots: 24 • Availability: Locked • Unlock Prerequisite: Population > 100, Treasury Treasury > §5,000 • Societal Value(s): Productivity 3, Prosperity -1 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Sells Cargo Pants. Cargo Pants provide a small Happiness boost for a short while. 2) Sells Used Clothing. Used Clothing provides a small Happiness boost for a short while. 3) Sells Toys. Toys provide a large Happiness boost for a few days. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 5 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 25
Florist • Gallery: Venue • Categories: Botanic • Build Cost: §300 • Happiness Effects: 3 • Visit Slots: 4 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 1 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 5
• Contemplative Profile: 5 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: Profile: 5
Focus Test Lab • Gallery: Workplace • Categories: None • Build Cost: §1,500 • Income per Day per Worker: §100 • Jobs: 9 • Availability: Locked • Unlock Prerequisite: Knowledge > 50, Prosperity > 21 • Societal Value(s): Knowledge Knowledge -8, Prosperity -5 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Researcher • Capitalist Profile: 20 • Contemplative Profile: -10 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: -10 • Small Town Profile: Profile: -20
Foundry • Gallery: Workplace • Categories: Manufacture • Build Cost: §17,500 • Income per Day per Worker: Worker: §100 • Jobs: 40 • Availability: Locked • Unlock Prerequisite: Productivity > 90, Population > 3,000, Treasury > §5,000 • Societal Value(s): Productivity Productivity -30 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: 1) Chokes the city’s air with a massive output of smog. 2) Reduces the Happiness effect of nearby Homes and Venues. 3) Sims here have a high chance of becoming ill. • Building Action: Increases Simoleon production of all Workplaces, at a cost to employee Happiness. Multiple Foundries do not multiply this effect. Click again to deactivate.
• Special Sim Class Spawned: Manager • Capitalist Profile: -10 • Contemplative Profile: -20 • Cyberpunk Profile: 0 • Fun City Profile: -15 • Haunted Town Profile: 0 • Industrial Profile: 35 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Fountain • Gallery: Decoration • Categories: None • Build Cost: §600 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 5 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 2 • Haunted Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 10 • Small Town Profile: 1
Fountain Jet • Gallery: Decoration • Categories: None • Build Cost: §600 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 6 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Four Star Restaurant • Gallery: Venue • Categories: Restaurant • Build Cost: §1,000 • Happiness Effects: 5 • Visit Slots: 7 • Availability: Hidden • Unlock Prerequisite: Prosperity > 225, Population > 3,000 • Societal Value(s): Prosperity Prosperity -6 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Temporarily Temporarily increases the popularity and capacity of this
building, as well as its Happiness effect. • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: 0 • Cyberpunk Profile: 10 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 20 • Small Town Profile: 0
Frat House A • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: 1 • Workers: 5 • Population: 30 • Availability: Locked • Unlock Prerequisite: Prosperity > 25, Population > 100, Knowledge > 15 • Societal Value(s): Prosperity Prosperity -2, Knowledge -3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: -5 • Fun City Profile: 4 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -5
• Romantic Profile: -3 • Small Town Profile: 2
Frat House B • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: 1 • Workers: 5 • Population: 30 • Availability: Locked • Unlock Prerequisite: Prosperity > 25, Population > 100, Knowledge > 15 • Societal Value(s): Prosperity Prosperity -2, Knowledge -3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 4 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -5 • Romantic Profile: -3 • Small Town Profile: 2
Frat House C • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: 1 • Workers: 5 • Population: 30 • Availability: Locked • Unlock Prerequisite: Prosperity > 25, Population > 100, Knowledge > 15 • Societal Value(s): Prosperity Prosperity -2, Knowledge -3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: -5 • Fun City Profile: 4 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1
C h a p t e r 4 : B u i l d i n g s 101
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
• Authoritarian Profile: -5 • Romantic Profile: -3 • Small Town Profile: 2
Garbage Collection Station
Game Developer
• Gallery: Workplace • Categories: None • Build Cost: §500 • Income per Day per Worker: Worker: §100 • Jobs: 12 • Availability: Locked • Unlock Prerequisite: Knowledge > 27 27 • Societal Value(s): Knowledge Knowledge -3 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Reduces the Happiness effect of nearby Homes and Venues. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 15 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 10
• Gallery: Workplace • Categories: Media • Build Cost: §2,250 • Income per Day per Worker: §100 • Jobs: 15 • Availability: Locked • Unlock Prerequisite: Knowledge > 30, Creativity > 75 • Societal Value(s): Creativity -4, Knowledge -2 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Adds 2,500 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: 20 • Fun City Profile: 20 • Haunted Town Profile: Profile: 0 • Industrial Profile: -10 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: -5
Garage Band s g n i d l i u B : 4 r e t p a h C 102
• Gallery: Workplace • Categories: None • Build Cost: §750 • Income per Day per Worker: §75 • Jobs: 4 • Availability: Locked • Unlock Prerequisite: Creativity > 35, Population > 150 • Societal Value(s): Creativity 10 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Wed.–Fri. Wed.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Entertainer • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 15
Garden • Gallery: Decoration • Categories: None • Build Cost: §400 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 3 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 5 • Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: Profile: 10
Gathering Hall • Gallery: Venue • Categories: Worship • Build Cost: §3,750 • Happiness Effects: 7
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Visit Slots: 20 • Availability: Hidden • Unlock Prerequisite: Spirituality > 61 • Societal Value(s): Spirituality -8 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Elder • Capitalist Profile: -10 • Contemplative Profile: 35 • Cyberpunk Profile: -20 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: -10
Gazebo • Gallery: Venue • Categories: None • Build Cost: §1,000 • Happiness Effects: 5 • Visit Slots: 7 • Availability: Locked • Unlock Prerequisite: Spirituality > 36 • Societal Value(s): Spirituality -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 20 • Cyberpunk Profile: 0 • Fun City Profile: 10 • Haunted Town Profile: Profile: 1 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 15 • Small Town Profile: 15
General Store • Gallery: Venue • Categories: Retail • Build Cost: §1,000 • Happiness Effects: 3 • Visit Slots: 9 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -2, Prosperity -1 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week
• Building Abilities: 1) Sells Books. Books provide a small Happiness boost for a few days. 2) Sells Tools. Tools provide a small Happiness boost for a few days. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 0 • Cyberpunk Profile: -15 • Fun City Profile: 0 • Haunted Town Town Profile: 1 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -15 • Small Town Profile: Profile: 30
Genetics Lab • Gallery: Workplace • Categories: None • Build Cost: §11,500 §11,500 • Income per Day per Worker: §100 • Jobs: 22 • Availability: Hidden • Unlock Prerequisite: Knowledge > 105 • Societal Value(s): Knowledge Knowledge 40 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Visiting Sims increase their overall health and can reduce their susceptibility to illness.
• Building Action: Immediately dispatches a Researcher-class Special Sim. Researchers include Scientists, Professors, and Mad Scientists. • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -30 • Cyberpunk Profile: 25 • Fun City Profile: -20 • Haunted Town Town Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: -20
Giant Mobile • Gallery: Decoration • Categories: None • Build Cost: §700 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 6 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 5 • Fun City Profile: 5 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: Profile: 0
Gingerbread House A • Gallery: Home • Categories: Private • Build Cost: §750 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Creativity > 130, Ecstatic > 25 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Town Profile: 5 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: -10
Gingerbread House B • Gallery: Home • Categories: Private • Build Cost: §750 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Creativity > 130, Ecstatic > 25 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 0
• Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Profile: Profile: 5 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: -10
• Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: -10
Gingerbread House C
• Gallery: Workplace • Categories: Agriculture • Build Cost: §500 • Income per Day per Worker: §100 • Jobs: 5 • Availability: Locked • Unlock Prerequisite: Prosperity > 45, Population > 80 • Societal Value(s): Prosperity Prosperity -5 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: -15 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 30 • Small Town Profile: Profile: 20
• Gallery: Home • Categories: Private • Build Cost: §750 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Creativity > 130, Ecstatic > 25 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Profile: 5 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: -10
Golden Buddha • Gallery: Decoration • Categories: None • Build Cost: §600 • Availability: Hidden • Unlock Prerequisite: Spirituality > 150 • Societal Value(s): Spirituality 4 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Makes the local area and all nearby buildings somewhat more appealing for Sims to visit. 2) Slightly increases the property value of nearby buildings, allowing you to recover more of their cost when selling them back. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 25 • Cyberpunk Profile: 0 • Fun City Profile: 0
Grape Vineyard
Graveyard • Gallery: Decoration • Categories: Creepy • Build Cost: §750 • Availability: Locked • Unlock Prerequisite: Creativity > 15, Spirituality > 20 • Societal Value(s): Spirituality 3 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: Reduces the cost to build Creepy type buildings by 25 percent. • Building Action: Immediately summons a few Ghosts or Zombies. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 10 • Cyberpunk Profile: 0 • Fun City Profile: 1 • Haunted Town Town Profile: 40 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0
• Romantic Profile: 5 • Small Town Profile: 5
Guru • Gallery: Decoration • Categories: None • Build Cost: §0 • Availability: Trophy Trophy • Unlock Prerequisite: Contemplative Achievement • Societal Value(s): Spirituality 10 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Helps sick Sims get well. 2) This monument generates a small amount of reward income for the treasury each day.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: 1
Hacienda A • Gallery: Home • Categories: Private • Build Cost: §1,800 • Happiness Effects: 0 • Workers: 2 • Population: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 4 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: 5 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: -10 • Small Town Profile: 10
C h a p t e r 4 : B u i l d i n g s 103
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Hacienda B
Hall of Records
Haunted House A
Haunted House C
• Gallery: Home • Categories: Private • Build Cost: §1,800 • Happiness Effects: 0 • Workers: 2 • Population: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 4 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: Profile: 5 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: -10 • Small Town Profile: 10
• Gallery: Workplace • Categories: Government • Build Cost: §4,100 • Income per Day per Worker: §100 • Jobs: 30 • Availability: Locked • Unlock Prerequisite: Authority > 80, Population > 2,750 • Societal Value(s): Knowledge Knowledge 16, Authority -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -20 • Cyberpunk Profile: 0 • Fun City Profile: -15 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 20 • Romantic Profile: 0 • Small Town Profile: Profile: -35
• Gallery: Home • Categories: Creepy • Build Cost: §1,500 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Creativity > 35, Population > 250 • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: Spooky • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 6 • Haunted Town Profile: Profile: 25 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: 6
• Gallery: Home • Categories: Creepy • Build Cost: §1,500 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Creativity > 35, Population > 250 • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: Spooky • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 6 • Haunted Town Town Profile: 25 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: Profile: 6
Haunted House B
Hedge
• Gallery: Home • Categories: Creepy • Build Cost: §1,500 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Creativity > 35, Population > 250 • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: Spooky • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 6 • Haunted Town Profile: Profile: 25 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: 6
• Gallery: Decoration • Categories: None • Build Cost: §125 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 1 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 1 • Small Town Profile: Profile: 1
Hacienda C
s g n i d l i u B : 4 r e t p a h C 104
• Gallery: Home • Categories: Private • Build Cost: §1,800 • Happiness Effects: 0 • Workers: 2 • Population: 15 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 4 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: Profile: 5 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: -10 • Small Town Profile: 10
Harness Maker • Gallery: Workplace • Categories: Manufacture • Build Cost: §300 • Income per Day per Worker: §75 • Jobs: 4 • Availability: Locked • Unlock Prerequisite: Spirituality > 38 • Societal Value(s): Spirituality -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Tue.–Thu. • Building Abilities: Reduces the cost to build Agriculture buildings by 15 percent. • Building Action: Volunteer Volunteer labor enables the next Agriculture building constructed to be built at no cost to the city.
• Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 20 • Cyberpunk Profile: -15 • Fun City Profile: -5 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Hedge Maze • Gallery: Decoration • Categories: None • Build Cost: §500 • Availability: Unlocked • Unlock Prerequisite: N/A
• Societal Value(s): Creativity 5 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 5 • Cyberpunk Profile: 0 • Fun City Profile: 1 • Haunted Town Town Profile: 20 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: Profile: 0
Helicopter Tour • Gallery: Venue • Categories: None • Build Cost: §1,000 • Happiness Effects: 3 • Visit Slots: 12 • Availability: Locked • Unlock Prerequisite: Creativity > 75, Knowledge > 20 • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Venue Venue holds a sale. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 20 • Fun City Profile: 15 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
High Rise Apartment A • Gallery: Home • Categories: None • Build Cost: §3,000 • Happiness Effects: 0 • Workers: 12 • Population: 240 • Availability: Locked • Unlock Prerequisite: Prosperity > 140, Population > 2,250 • Societal Value(s): Prosperity Prosperity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week
• Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -10 • Cyberpunk Profile: 4 • Fun City Profile: -5 • Haunted Town Profile: Profile: -5 • Industrial Profile: 6 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: -10
High Rise Apartment B • Gallery: Home • Categories: None • Build Cost: §3,000 • Happiness Effects: 0 • Workers: 12 • Population: 240 • Availability: Locked • Unlock Prerequisite: Prosperity > 140, Population > 2,250 • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -10 • Cyberpunk Profile: 4 • Fun City Profile: -5 • Haunted Town Profile: -5 • Industrial Profile: 6 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: -10
High Rise Apartment C • Gallery: Home • Categories: None • Build Cost: §3,000 • Happiness Effects: 0 • Workers: 12 • Population: 240 • Availability: Locked • Unlock Prerequisite: Prosperity > 140, Population > 2,250 • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None
• Capitalist Profile: 6 • Contemplative Profile: -10 • Cyberpunk Profile: 4 • Fun City Profile: -5 • Haunted Town Town Profile: -5 • Industrial Profile: 6 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: -10
Highway Volunteers Volu nteers Club • Gallery: Workplace • Categories: None • Build Cost: §300 • Income per Day per Worker: §0 • Jobs: 3 • Availability: Locked • Unlock Prerequisite: Creativity > 42 • Societal Value(s): Creativity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Sun.–Tue. • Building Abilities: 1) Makes the local area and all nearby buildings much more appealing for Sims to visit. 2) Increases the property value of nearby buildings, allowing you to recycle them for a higher refund • Building Action: Volunteer labor enables the next Decoration constructed to be built at no cost to the city.
• Special Sim Class Spawned: Activist • Capitalist Profile: 0 • Contemplative Profile: 5 • Cyberpunk Profile: -15 • Fun City Profile: 10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 5 • Small Town Profile: Profile: 10
Historical Monument • Gallery: Decoration • Categories: Government • Build Cost: §1,800 • Availability: Locked • Unlock Prerequisite: Authority > 50, Population > 1,900 • Societal Value(s): Authority 4 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Each instance of this building reduces the Simoleon and Societal Value output of all instances
of this building. 2) Increases the Simoleon output of employees at nearby Workplaces. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 15 • Romantic Profile: 10 • Small Town Profile: Profile: 0
Hit Movie Studio • Gallery: Workplace • Categories: Media • Build Cost: §5,250 • Income per Day per Worker: §125 • Jobs: 18 • Availability: Hidden • Unlock Prerequisite: Prosperity > 200, Creativity > 40 • Societal Value(s): Prosperity Prosperity -12, Creativity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Artist • Capitalist Profile: 30 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -20 • Romantic Profile: 0 • Small Town Profile: -10
Holotainment Center • Gallery: Venue • Categories: Gaming • Build Cost: §18,000 • Happiness Effects: 7 • Visit Slots: 30 • Availability: Locked • Unlock Prerequisite: Knowledge > 180 • Societal Value(s): Knowledge -22 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Some Sims have a great time here, some don’t have fun at all. 2) Sims will choose this building over a nearby building that makes them equally happy.
C h a p t e r 4 : B u i l d i n g s 105
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• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -25 • Cyberpunk Profile: 25 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: -20 • Romantic Profile: 0 • Small Town Profile: -25
Home Appliance Store • Gallery: Venue • Categories: Retail • Build Cost: §2,400 • Happiness Effects: 3 • Visit Slots: 20 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity -10 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Deluxe Refrigerators. Deluxe Refrigerators provide a household with a large Happiness boost for a short while.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: 0
s g n i d l i Home Furnishing Store u • Gallery: Venue • Categories: Retail B • Build Cost: §4,000 : • Happiness 4 Effects: 3 • Visit Slots: 30 r • Availability: Unlocked e • Unlock Prerequisite: N/A t • Societal Value(s): Prosperity -16 Duration: 2 hours p •• Visit Open: 9 a.m.–12 a.m. a • Workweek: Full week h • Building Abilities: Sells Mahogany Dining Sets. Mahogany Dining Sets C provide a household with a large Happiness boost for a long time. • Building Action: None
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• Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Homestead A • Gallery: Home • Categories: Private • Build Cost: §750 • Happiness Effects: 0 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Spirituality > 40 • Societal Value(s): Spirituality 1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 6 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: 1 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: -5 • Small Town Profile: Profile: 10
Homestead B • Gallery: Home • Categories: Private • Build Cost: §750 • Happiness Effects: 0 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Spirituality > 40 • Societal Value(s): Spirituality 1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 0
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Haunted Town Profile: Profile: 1 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: -5 • Small Town Profile: 10
Homestead C • Gallery: Home • Categories: Private • Build Cost: §750 • Happiness Effects: 0 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Spirituality > 40 • Societal Value(s): Spirituality 1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 6 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: Profile: 1 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: -5 • Small Town Profile: 10
Honey Farm • Gallery: Workplace • Categories: Agriculture • Build Cost: §600 • Income per Day per Worker: §75 • Jobs: 3 • Availability: Locked • Unlock Prerequisite: Spirituality > 39 • Societal Value(s): Spirituality -3 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 25 • Cyberpunk Profile: 0 • Fun City Profile: 10 • Haunted Town Profile: Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Hospital • Gallery: Venue • Categories: Healthcare • Build Cost: §5,850 • Happiness Effects: 3 • Visit Slots: 20 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -8, Knowledge -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Cures Sims of sickness and injury. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 15 • Small Town Profile: Profile: 0
Hot Air Balloon Ride • Gallery: Venue • Categories: Child Safe • Build Cost: §1,500 • Happiness Effects: 5 • Visit Slots: 10 • Availability: Hidden • Unlock Prerequisite: Creativity > 145, Population > 360 • Societal Value(s): Creativity -6 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Increases the likelihood of entertainers in the city. 2) Increases the chances that entertainers appearing in the city
will be Mimes. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 30 • Haunted Town Town Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 15 • Small Town Profile: Profile: 0
Hut A
Hut C
Indie Label
• Gallery: Home • Categories: Private • Build Cost: §0 • Happiness Effects: -1 • Workers: 2 • Population: 16 • Availability: Locked • Unlock Prerequisite: Spirituality > 37 • Societal Value(s): Spirituality -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 8 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -10 • Small Town Profile: Profile: -5
• Gallery: Home • Categories: Private • Build Cost: §0 • Happiness Effects: -1 • Workers: 2 • Population: 16 • Availability: Locked • Unlock Prerequisite: Spirituality > 37 • Societal Value(s): Spirituality -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 8 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -10 • Small Town Profile: -5
• Gallery: Workplace • Categories: Media • Build Cost: §1,000 • Income per Day per Worker: Worker: §100 • Jobs: 5 • Availability: Locked • Unlock Prerequisite: Prosperity > 138, Population > 855 • Societal Value(s): Prosperity Prosperity -8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Increases the likelihood of artists in the c ity. 2) Decreases
Hut B
Ice Cream Shoppe
• Gallery: Home • Categories: Private • Build Cost: §0 • Happiness Effects: -1 • Workers: 2 • Population: 16 • Availability: Locked • Unlock Prerequisite: Spirituality > 37 • Societal Value(s): Spirituality -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 8 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -10 • Small Town Profile: Profile: -5
• Gallery: Venue • Categories: Child Safe • Build Cost: §750 • Happiness Effects: 5 • Visit Slots: 6 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: Deploys an ice cream truck to sell wares t hroughout the city. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 30 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: 15
the chances that entertainers appearing
in the city will be Rock Stars. • Building Action: The city can be short up to 100 Creativity for the day with no ill effects. A crowd of Hippies swarms into town.
• Special Sim Class Spawned: Artist • Capitalist Profile: 25 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: -10
Inquisit Inqu isition ion Office • Gallery: Workplace • Categories: Government • Build Cost: §4,750 • Income per Day per Worker: §100 • Jobs: 8 • Availability: Hidden • Unlock Prerequisite: Authority > 17, 17, Spirituality > 15, Population > 500 • Societal Value(s): Spirituality 20, Authority -10 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Reduces the cost to build Government buildings by 25 percent. • Building Action: Deploys Zealots to encourage Sims to worship. • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 1 • Cyberpunk Profile: -15 • Fun City Profile: -25 • Haunted Town Profile: 5 • Industrial Profile: -15
• Normal Profile: 0 • Authoritarian Profile: 25 • Romantic Profile: 15 • Small Town Profile: -20
International Exchange • Gallery: Workplace • Categories: None • Build Cost: §10,500 • Income per Day per Worker: §125 • Jobs: 25 • Availability: Hidden • Unlock Prerequisite: Prosperity > 240, Population > 4,200 • Societal Value(s): Prosperity Prosperity -20 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Increases the chances that managers appearing in the city will be Tycoons. • Building Action: Roll the dice on the international market, with a chance of returning 5,000 Simoleons on your investment the following day. • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: -30 • Cyberpunk Profile: 0 • Fun City Profile: -15 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: -35
Iron Fence • Gallery: Decoration • Categories: None • Build Cost: §150 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority 1 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: 1
C h a p t e r 4 : B u i l d i n g s 107
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s g n i d l i u B : 4 r e t p a h C
Ivory Tower A
Ivory Tower C
Jail
• Gallery: Home • Categories: Private • Build Cost: §300 • Happiness Effects: 1 • Workers: 1 • Population: 4 • Availability: Locked • Unlock Prerequisite: Creativity > 75 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 8 • Haunted Town Profile: Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: -10
• Gallery: Home • Categories: Private • Build Cost: §300 • Happiness Effects: 1 • Workers: 1 • Population: 4 • Availability: Locked • Unlock Prerequisite: Creativity > 75 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 8 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: Profile: -10
Ivory Tower B
Jack of All Trades
• Gallery: Venue • Categories: Incarceration • Build Cost: §5,550 • Happiness Effects: 0 • Visit Slots: 20 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -10 • Visit Duration: 1 Day • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Neutralizes Sim moods. 2) Sims here have a high chance of becoming ill. • Building Action: Immediately deploys a cadre of Riot Police to fill this facility’s cells with Rogue Sims. • Special Sim Class Spawned: None • Capitalist Profile: 5 • Contemplative Profile: -20 • Cyberpunk Profile: 5 • Fun City Profile: -15 • Haunted Town Profile: Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: 10 • Romantic Profile: 0 • Small Town Profile: 0
• Gallery: Home • Categories: Private • Build Cost: §300 • Happiness Effects: 1 • Workers: 1 • Population: 4 • Availability: Locked • Unlock Prerequisite: Creativity > 75 • Societal Value(s): Creativity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 8 • Haunted Town Profile: Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: -10
• Gallery: Decoration • Categories: Decoration • Build Cost: §0 • Availability: Trophy Trophy • Unlock Prerequisite: Show All Achievement • Societal Value(s): — • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Helps sick Sims get well. 2) This monument generates a large amount of reward income for the treasury each day.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: Profile: 1
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• Happiness Effects: 3 • Visit Slots: 10 • Availability: Hidden • Unlock Prerequisite: Knowledge > 55 • Societal Value(s): Knowledge Knowledge -6, Creativity 6 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Bar sells the Records Accessory for the day, making the Venue more attractive than usual. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 20 • Fun City Profile: 10 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Kerosene Distillery • Gallery: Workplace • Categories: Manufacture
• Gallery: Decoration • Categories: None • Build Cost: §600 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 6 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: 0
• Build Cost: §750 • Income per Day per Worker: §75 • Jobs: 6 • Availability: Locked • Unlock Prerequisite: Spirituality > 65 • Societal Value(s): Spirituality -1 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Increases the chances that criminals appearing in the city will be Arsonists. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 5 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Town Profile: 10 • Industrial Profile: 15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Karaoke Bar
Large Fountain
Jumping Fountain
• Gallery: Venue • Categories: None • Build Cost: §750
• Gallery: Decoration • Categories: None • Build Cost: §450 • Availability: Unlocked
• Unlock Prerequisite: N/A • Societal Value(s): Creativity 5 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Large Statue • Gallery: Decoration • Categories: None • Build Cost: §1,500 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority 8 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 10 • Romantic Profile: -10 • Small Town Profile: Profile: -10
Laser Fountain • Gallery: Decoration • Categories: None • Build Cost: §1,200 • Availability: Hidden • Unlock Prerequisite: Knowledge > 25, Creativity > 6 • Societal Value(s): Creativity 8 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None
• Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -20 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: -10 • Small Town Profile: -10
• Special Sim Class Spawned: Activist • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -25 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 15 • Small Town Profile: Profile: 15
• Contemplative Profile: -20 • Cyberpunk Profile: 0 • Fun City Profile: -20 • Haunted Town Profile: 0 • Industrial Profile: 25 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Laww Offi ce La cess
Liquor Store
• Gallery: Workplace • Categories: Corporate • Build Cost: §750 • Income per Day per Worker: §100 • Jobs: 4 • Availability: Hidden • Unlock Prerequisite: Prosperity > 12, Population > 650 • Societal Value(s): Prosperity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Business Sim • Capitalist Profile: 25 • Contemplative Profile: -15 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: 10
• Gallery: Venue • Categories: Liquor • Build Cost: §900 • Happiness Effects: 5 • Visit Slots: 7 • Availability: Hidden • Unlock Prerequisite: Productivity > 45, Population > 1,700, Treasury > §5,000 • Societal Value(s): Productivity Productivity 4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims visiting this building leave drunk. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -15 • Cyberpunk Profile: 10 • Fun City Profile: -15 • Haunted Town Profile: 0 • Industrial Profile: 20 • Normal Profile: 1 • Authoritarian Profile: 5 • Romantic Profile: 0 • Small Town Profile: Profile: 15
• Gallery: Home • Categories: Private • Build Cost: §2,250 • Happiness Effects: 1 • Workers: 4 • Population: 80 • Availability: Hidden • Unlock Prerequisite: Prosperity > 61, Population > 1,600 • Societal Value(s): Prosperity Prosperity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 8 • Small Town Profile: -5
Liberal Arts College
Loan Shark
• Gallery: Venue • Categories:
• Gallery: Workplace • Categories: Syndicate • Build Cost: §750 • Income per Day per Worker: Worker: §100 • Jobs: 4 • Availability: Hidden • Unlock Prerequisite: Prosperity > 140, Population > 1,300 • Societal Value(s): Prosperity Prosperity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Knee-breakers get medieval on a targeted Sim and collect 250 Simoleons for the treasury. • Special Sim Class Spawned: None • Capitalist Profile: 15
Education
• Build Cost: §6,000 • Happiness Effects: 3 • Visit Slots: 45 • Availability: Locked • Unlock Prerequisite: Knowledge > 20, Creativity > 15 • Societal Value(s): Knowledge 20, Creativity 10 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: Immediately produces several activists. Activist Special Sims include Hippies, Environmentalists, and Photojournalists.
Loft A
Loft B • Gallery: Home • Categories: Private • Build Cost: §2,250 • Happiness Effects: 1 • Workers: 4 • Population: 80 • Availability: Hidden • Unlock Prerequisite: Prosperity > 61, Population > 1,600 • Societal Value(s): Prosperity Prosperity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0
C h a p t e r 4 : B u i l d i n g s 109
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• Contemplative Profile: -5 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 8 • Small Town Profile: -5
Loft C • Gallery: Home • Categories: Private • Build Cost: §2,250 • Happiness Effects: 1 • Workers: 4 • Population: 80 • Availability: Hidden • Unlock Prerequisite: Prosperity > 61, Population > 1,600 • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 8 • Small Town Profile: -5
s g n Longhall i Venue d •• Gallery: Categories: l i Worship u • Build Cost: §750 • Happiness Effects: 3 B • Visit Slots: 10 : • Availability: Hidden 4 • Unlock Prerequisite: Spirituality > 110 Societal Value(s): Spirituality -1 r •• Visit Duration: 2 hours e • Open: 9 a.m.–12 a.m. t • Workweek: Full week p • Building Abilities: None Action: None a •• Building Special Sim Class Spawned: Holy Sim h • Capitalist Profile: -10 Profile: 20 C •• Contemplative Cyberpunk Profile: -25 • Fun City Profile: 0 110
• Haunted Town Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: -10
• Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -20 • Romantic Profile: 0 • Small Town Profile: -5
Lumber Mill
Machine Shop
• Gallery: Workplace • Categories:
• Gallery: Workplace • Categories:
Manufacture
• Build Cost: §750 • Income per Day per Worker: §100 • Jobs: 10 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity -12 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Sims visiting this building run an elevated risk of being injured.
• Building Action: Adds 5,000 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: -10 • Fun City Profile: -15 • Haunted Town Profile: 5 • Industrial Profile: 15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 35
Luxury Auto Dealer • Gallery: Venue • Categories: Retail • Build Cost: §30,000 • Happiness Effects: 3 • Visit Slots: 12 • Availability: Hidden • Unlock Prerequisite: Prosperity > 310, Population > 2,250 • Societal Value(s): Prosperity Prosperity -12 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Luxury Cars. Luxury Cars provide a large Happiness boost for a very long time. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 30 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: 0
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Manufacture
• Build Cost: §1,000 • Income per Day per Worker: §100 • Jobs: 12 • Availability: Hidden • Unlock Prerequisite: Productivity > 105, Population > 1,100, Treasury > §5,000 • Societal Value(s): Productivity -15 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Sims visiting this building run an elevated risk of being injured
• Building Action: Adds 5,000 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -25 • Cyberpunk Profile: 15 • Fun City Profile: -15 • Haunted Town Profile: Profile: 5 • Industrial Profile: 35 • Normal Profile: 1 • Authoritarian Profile: 10 • Romantic Profile: 0 • Small Town Profile: 25
Major Trauma Center • Gallery: Venue • Categories: Healthcare • Build Cost: §11,550 • Happiness Effects: 5 • Visit Slots: 40 • Availability: Hidden • Unlock Prerequisite: Prosperity > 220, Population > 5,000, Knowledge > 40 • Societal Value(s): Prosperity -14, Knowledge -8 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Cures Sims of sickness and injury. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: 0 • Cyberpunk Profile: 15
• Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Major Wind Farm • Gallery: Power • Categories: Low Carbon, Solar/Wind • Build Cost: §1,500 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 5 • Cyberpunk Profile: 0 • Fun City Profile: 1 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 1 • Small Town Profile: Profile: 5
Mall • Gallery: Venue • Categories: Child Safe, Retail • Build Cost: §8,000 • Happiness Effects: 5 • Visit Slots: 35 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -18 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Sells Cell Phones. Cell Phones provide a large Happiness boost for a medium amount of time. 2) Sells DVDs. DVDs provide a small Happiness boost for a few days. 3) Sells Toys. Toys provide a large Happiness boost for a few days.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 30 • Contemplative Profile: -20 • Cyberpunk Profile: 15 • Fun City Profile: 15 • Haunted Town Town Profile: 0 • Industrial Profile: 0
• Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: -10 • Small Town Profile: Profile: 0
Malt Shop • Gallery: Venue • Categories: Child Safe • Build Cost: §1,350 • Happiness Effects: 5 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Creativity > 41, Population > 180 • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 20 • Haunted Town Town Profile: 1 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 5 • Small Town Profile: Profile: 20
Market Research Center • Gallery: Workplace • Categories: Research • Build Cost: §1,200 • Income per Day per Worker: §100 • Jobs: 5 • Availability: Locked • Unlock Prerequisite: Prosperity > 125, Knowledge > 45 • Societal Value(s): Prosperity Prosperity -5, Knowledge -5 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Targeted Targeted retail Venue permanently gains Marchitecture ability, causing it to produce income to the treasury for each visitor, if it wasn’t already producing income for each visitor. • Special Sim Class Spawned: Researcher • Capitalist Profile: 25 • Contemplative Profile: -10 • Cyberpunk Profile: 25 • Fun City Profile: 0
• Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: -10
Master Manipulator • Gallery: Decoration • Categories: None • Build Cost: §0 • Availability: Trophy Trophy • Unlock Prerequisite: Authoritarian Achievement • Societal Value(s): Authority 10 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Helps sick Sims get well. 2) This monument generates some reward income for the treasury each day.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: 1
Master of Ceremonies • Gallery: Decoration • Categories: None • Build Cost: §0 • Availability: Trophy Trophy • Unlock Prerequisite: Fun City Achievement • Societal Value(s): Creativity 10 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Helps sick Sims get well. 2) This monument generates a small amount of reward income for the treasury each day.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1
• Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: 1
• Authoritarian Profile: 15 • Romantic Profile: 0 • Small Town Profile: 30
Mayor
Mechanized Farm
• Gallery: Decoration • Categories: None • Build Cost: §0 • Availability: Trophy Trophy • Unlock Prerequisite: Normal Achievement • Societal Value(s): — • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Helps sick Sims get well. 2) This monument generates a large amount of reward income for
• Gallery: Workplace • Categories: Agriculture • Build Cost: §1,250 • Income per Day per Worker: §125 • Jobs: 8 • Availability: Hidden • Unlock Prerequisite: Productivity > 35, Knowledge > 95 • Societal Value(s): Productivity -8, Knowledge -8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: Sims visiting this building run an elevated risk of
the treasury each day.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: 1
Meat Packing Plant • Gallery: Workplace • Categories: Manufacture
• Build Cost: §2,250 • Income per Day per Worker: §100 • Jobs: 18 • Availability: Locked • Unlock Prerequisite: Productivity > 20, Population > 850, Treasury > §1,500 • Societal Value(s): Productivity Productivity -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Sims visiting this building run an elevated risk of being injured.
• Building Action: Adds 5,000 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -20 • Cyberpunk Profile: 0 • Fun City Profile: -15 • Haunted Town Profile: 5 • Industrial Profile: 20 • Normal Profile: 1
being injured.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -15 • Contemplative Profile: -25 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -25 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -15 • Small Town Profile: 0
Media Marketplace • Gallery: Venue • Categories: Retail • Build Cost: §1,800 • Happiness Effects: 3 • Visit Slots: 15 • Availability: Locked • Unlock Prerequisite: Knowledge > 65, Prosperity > 75 • Societal Value(s): Knowledge -2, Prosperity -6 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Sells DVDs. DVDs provide a small Happiness boost for a few days. 2) Sells Records. Records provide a small Happiness boost for a few days. 3) Sells Game Consoles. Game Consoles provide a small Happiness boost for a long time. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: -20 • Cyberpunk Profile: 25
C h a p t e r 4 : B u i l d i n g s 111
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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• Fun City Profile: -10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: -20
• Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -25 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: Profile: -15
Medical Group
Medium Fountain
• Gallery: Venue • Categories: Healthcare • Build Cost: §4,000 • Happiness Effects: 3 • Visit Slots: 20 • Availability: Locked • Unlock Prerequisite: Knowledge > 55 • Societal Value(s): Knowledge -8 -8 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Helps sick Sims
• Gallery: Decoration • Categories: None • Build Cost: §450 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 4 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 5 • Small Town Profile: Profile: 1
get well.
• Building Action: Immediately sends out a Safety Inspector to find and inspect a risky Workplace. • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: 0 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -15 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: 0
s g Meditation Center n • Gallery: Venue i • Categories: d Worship l i • Build Cost: §4,000 u • Happiness Effects: 7 • Visit Slots: 20 B • Availability: Locked : Prerequisite: Spirituality > 65 4 •• Unlock Societal Value(s): Spirituality 10 r • Visit Duration: 5 hours 9 a.m.–2 p.m. e •• Open: Workweek: Full week t • Building Abilities: Visiting Sims increase p their overall health and can reduce their susceptibility to illness. a • Building Action: None h • Special Sim Class Spawned: Monk • Capitalist Profile: -10 C
Medium Statue • Gallery: Decoration • Categories: None • Build Cost: §900 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority 4 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 1 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 0 • Small Town Profile: Profile: 0
• Contemplative Profile: 40 • Cyberpunk Profile: 0
112
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Meeting House • Gallery: Venue • Categories: Worship • Build Cost: §2,850 • Happiness Effects: 10 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Authority > 8, Spirituality > 18 • Societal Value(s): Spirituality -8 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: Deploys Zealots to encourage Sims to worship. • Special Sim Class Spawned: Holy Sim • Capitalist Profile: 1 • Contemplative Profile: 15 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 1 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 25
Mega Mall • Gallery: Venue • Categories: Retail • Build Cost: §7,800 • Happiness Effects: 3 • Visit Slots: 50 • Availability: Hidden • Unlock Prerequisite: Prosperity > 230, Population > 5,000 • Societal Value(s): Prosperity -30 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Sells Cell Phones. Cell Phones provide a large Happiness boost for a medium amount of time. 2) Sells Designer Clothing. Designer Clothing provides a large Happiness boost for a few day s. 3) Sells Televisions. Televisions provide a large Happiness boost for a long time. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 35 • Contemplative Profile: -35 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -25
• Romantic Profile: -25 • Small Town Profile: Profile: 0
Mega-Church • Gallery: Venue • Categories: Worship • Build Cost: §20,000 • Happiness Effects: 10 • Visit Slots: 50 • Availability: Hidden • Unlock Prerequisite: Spirituality > 75, Population > 1,500 • Societal Value(s): Spirituality -25 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: Immediately sends an Elder to bless a chosen Spirituality Venue, increasing its effectiveness. • Special Sim Class Spawned: Holy Sim • Capitalist Profile: 10 • Contemplative Profile: 10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: -10
Memorial Plaza • Gallery: Venue • Categories: None • Build Cost: §15,000 • Happiness Effects: 7 • Visit Slots: 50 • Availability: Hidden • Unlock Prerequisite: Authority > 85, Population > 850 • Societal Value(s): Authority -7 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Increases the chance that criminals appearing in the city will be Vigilantes. 2) Mildly corrects Sim moods toward a balanced center. 3) Sims will travel farther than usual to visit this building, even if it provides less Happiness than another building. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0
• Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 15 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Merry-Go-Round • Gallery: Decoration • Categories: None • Build Cost: §250 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 20 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 5
Metal Club • Gallery: Venue • Categories: Arts • Build Cost: §1,800 • Happiness Effects: 5 • Visit Slots: 12 • Availability: Hidden • Unlock Prerequisite: Creativity > 130, Population > 180 • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Increases the chances that entertainers appearing in the city
will be Rock Stars. • Building Action: Temporarily Temporarily increases the popularity and capacity of this
building, as well as its Happiness effect. • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: 15 • Fun City Profile: 15 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Midwife
MiniGolf
Mission
• Gallery: Venue • Categories: Healthcare • Build Cost: §600 • Happiness Effects: 0 • Visit Slots: 7 • Availability: Locked • Unlock Prerequisite: Spirituality > 10, Creativity > 10 • Societal Value(s): Spirituality -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Helps sick Sims get well. 2) Increases the chances that holy Sims appearing in the city will be Faith Healers. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 20 • Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Profile: 1 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 15
• Gallery: Venue • Categories: Child Safe • Build Cost: §2,250 • Happiness Effects: 3 • Visit Slots: 25 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -6 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Sells the Toys Toys Accessory for the day, making the Venue more attractive than usual. • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 25 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: -15 • Small Town Profile: Profile: 20
• Gallery: Workplace • Categories: Worship • Build Cost: §1,800 • Income per Day per Worker: Worker: §0 • Jobs: 5 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality 15 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Wed.–Fri. Wed.–Fri. • Building Abilities: Reduces the cost to build Worship buildings by 10 percent. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 5 • Contemplative Profile: 15 • Cyberpunk Profile: -15 • Fun City Profile: 5 • Haunted Town Profile: 0 • Industrial Profile: 5 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 10 • Small Town Profile: 5
Ministry of Thought
Military School
• Gallery: Workplace • Categories: Government • Build Cost: §20,000 • Income per Day per Worker: Worker: §100 • Jobs: 25 • Availability: Hidden • Unlock Prerequisite: Authority > 275, Population > 4,200 • Societal Value(s): Authority 80 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: Increases the Simoleon output of employees at nearby Workplaces. • Building Action: The city can be short up to 100 Authority for the day with no
• Gallery: Workplace • Categories: None • Build Cost: §750 • Income per Day per Worker: §125 • Jobs: 5 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 30 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: 0
• Gallery: Venue • Categories: Child Safe, Education • Build Cost: §1,500 • Happiness Effects: 3 • Visit Slots: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority 5, Knowledge 5 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Police Officer • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 15 • Romantic Profile: 0 • Small Town Profile: 0
ill effects.
• Special Sim Class Spawned: Man In Black • Capitalist Profile: -15 • Contemplative Profile: -35 • Cyberpunk Profile: 0 • Fun City Profile: -35 • Haunted Town Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: 45 • Romantic Profile: -10 • Small Town Profile: -40
Modeling Agency
Modern Sculpture • Gallery: Decoration • Categories: None • Build Cost: §600 • Availability: Locked
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
C h a p t e r 4 : B u i l d i n g s 113
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• Unlock Prerequisite: Knowledge > 12, Creativity > 8 • Societal Value(s): Creativity 4 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 10 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Monastery A • Gallery: Home • Categories: None • Build Cost: §7,500 • Happiness Effects: 1 • Workers: 15 • Population: 90 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality 8 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Monk • Capitalist Profile: -5 • Contemplative Profile: 10 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: -5
s g n i d l i u B : 4 Monastery B Gallery: Home r •• Categories: None e • Build Cost: §7,500 t • Happiness p Effects: 1 15 a •• Workers: Population: 90 h • Availability: Unlocked Unlock Prerequisite: N/A C •• Societal Value(s): Spirituality 8 • Visit Duration: 2 hours 114
• Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Monk • Capitalist Profile: -5 • Contemplative Profile: 10 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: Profile: -5
Monastery C • Gallery: Home • Categories: None • Build Cost: §7,500 • Happiness Effects: 1 • Workers: 15 • Population: 90 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality 8 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Monk • Capitalist Profile: -5 • Contemplative Profile: 10 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: Profile: -5
Monkey Bars • Gallery: Decoration • Categories: None • Build Cost: §350 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 3 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Fun City Profile: 20 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 5
• Fun City Profile: 15 • Haunted Town Town Profile: 0 • Industrial Profile: 20 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Motion Simulator
Movie Studio
• Gallery: Venue • Categories: Child Safe • Build Cost: §1,200 • Happiness Effects: 5 • Visit Slots: 7 • Availability: Locked • Unlock Prerequisite: Knowledge > 71 • Societal Value(s): Knowledge -5 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Some Sims have a great time here, some don’t have fun at all. 2) Sims will choose this building over a nearby building that makes them equally happy. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -15 • Cyberpunk Profile: 25 • Fun City Profile: 20 • Haunted Town Profile: Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: -10 • Small Town Profile: -15
• Gallery: Workplace • Categories: Media • Build Cost: §900 • Income per Day per Worker: §100 • Jobs: 12 • Availability: Hidden • Unlock Prerequisite: Prosperity > 138, Creativity > 30 • Societal Value(s): Prosperity Prosperity -8, Creativity -8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Increases the Simoleon output of employees at nearby Workplaces. 2) Increases
Motorcycle Shop • Gallery: Venue • Categories: Retail • Build Cost: §1,000 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Prosperity > 100, Population > 2,000 • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Motorcycles. Motorcycles provide a large Happiness boost for a long time. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: 0 • Cyberpunk Profile: 15
the chances that artists appearing
in the city will be Celebrities. • Building Action: None • Special Sim Class Spawned: Artist • Capitalist Profile: 30 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Movie Theater • Gallery: Venue • Categories: Arts • Build Cost: §3,150 • Happiness Effects: 5 • Visit Slots: 20 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: A movie premiere is held, drawing a Celebrity to your cit y. • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: 5 • Fun City Profile: 15
• Haunted Town Town Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 10 • Small Town Profile: Profile: 10
Multinational HQ • Gallery: Workplace • Categories: Corporate • Build Cost: §12,500 • Income per Day per Worker: Worker: §125 • Jobs: 20 • Availability: Hidden • Unlock Prerequisite: Prosperity > 270, 270, Population > 6,000 • Societal Value(s): Knowledge Knowledge -10, Prosperity -15 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Increases the Simoleon output of employees at all Workplaces. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -35 • Cyberpunk Profile: 20 • Fun City Profile: -20 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: Profile: -30
Museum of Party History • Gallery: Venue • Categories: Government • Build Cost: §11,400 • Happiness Effects: 0 • Visit Slots: 40 • Availability: Hidden • Unlock Prerequisite: Authority > 145, Population > 4,250 • Societal Value(s): Authority -14 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Corrects Sim moods toward a balanced center. 2) Sims simply adore this building and will find any excuse to visit. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10
• Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: -25 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 30 • Romantic Profile: 0 • Small Town Profile: -10
Musical Theater • Gallery: Venue • Categories: Arts • Build Cost: §4,200 • Happiness Effects: 5 • Visit Slots: 25 • Availability: Locked • Unlock Prerequisite: Creativity > 80, Population > 400 • Societal Value(s): Creativity -14 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: A wildly popular touring show stops in town.
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 15 • Small Town Profile: 0
Natural Gas Power Plant • Gallery: Power • Categories: High Carbon • Build Cost: §13,500 • Availability: Locked • Unlock Prerequisite: Knowledge > 10 • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) A slight haze of smog emanates from this building. 2) Reduces the Happiness effect of nearby Homes and Venues. • Building Action: Building produces more power but has an increased chance of catching fire. Click the action button again to return to normal functioning.
• Special Sim Class Spawned: None
• Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 10 • Small Town Profile: 0
Neighborhood Watch • Gallery: Workplace • Categories: None • Build Cost: §300 • Income per Day per Worker: §0 • Jobs: 3 • Availability: Hidden • Unlock Prerequisite: Authority > 40, Population > 1,350 • Societal Value(s): Authority -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Increases the chances that criminals appearing in the city will be Vigilantes. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Network Knight • Gallery: Decoration • Categories: None • Build Cost: §0 • Availability: Trophy Trophy • Unlock Prerequisite: Cyberpunk Achievement • Societal Value(s): Knowledge Knowledge 10 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Helps sick Sims get well. 2) This monument generates some reward income for the treasury each day.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 1 • Fun City Profile: 1
• Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: 1
Newspaper • Gallery: Workplace • Categories: Media • Build Cost: §800 • Income per Day per Worker: Worker: §100 • Jobs: 5 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Knowledge -5 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Press watchdogs reduce the efficiency and Simoleon production of Government buildings. • Building Action: Permanently increases the Simoleon output of a t argeted Media Workplace. • Special Sim Class Spawned: Activist • Capitalist Profile: 5 • Contemplative Profile: -10 • Cyberpunk Profile: 5 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: 5
Nightclub • Gallery: Venue • Categories: None • Build Cost: §1,200 • Happiness Effects: 5 • Visit Slots: 9 • Availability: Hidden • Unlock Prerequisite: Productivity > 40, Population > 585, Treasury > §5,000 • Societal Value(s): Productivity 3 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Increases the chance that criminals appearing in the city will be Hooligans. 2) Sims visiting this building run an elevated risk of being injured.
• Building Action: Hires a Bouncer to work the door, increasing the Happiness of the Sims who get in. • Special Sim Class Spawned: Criminal • Capitalist Profile: 0 • Contemplative Profile: -10
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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• Cyberpunk Profile: 20 • Fun City Profile: -10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 25 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Nuclear Power Plant • Gallery: Power • Categories: Low Carbon • Build Cost: §30,000 • Availability: Hidden • Unlock Prerequisite: Knowledge > 40 • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Reduces the Happiness effect of nearby Homes and Venues. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: -30 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 10 • Romantic Profile: 0 • Small Town Profile: 0
s Observatory Workplace g •• Gallery: Categories: None n • Build Cost: §2,200 i Income per Day per Worker: §75 §75 d •• Jobs: 8 l i • Availability: Unlocked u • Unlock Prerequisite: N/A • Societal Value(s): Knowledge 15 15 B • Visit Duration: 6 hours : • Open: 8 a.m.–5 p.m. 4 • Workweek: Mon.–Fri. Abilities: None r •• Building Building Action: None e • Special Sim Class Spawned: None t • Capitalist Profile: 5 p • Contemplative Profile: 0 Profile: 10 a •• Cyberpunk Fun City Profile: 10 h • Haunted Town Profile: Profile: 0 • Industrial Profile: -15 C • Normal Profile: 1 • Authoritarian Profile: 0
• Romantic Profile: 15 • Small Town Profile: Profile: 0
Off-Broadway Playhouse • Gallery: Venue • Categories: Arts • Build Cost: §4,800 • Happiness Effects: 7 • Visit Slots: 20 • Availability: Hidden • Unlock Prerequisite: Creativity > 90, Population > 1,200 • Societal Value(s): Creativity -18 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Artist • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 15 • Small Town Profile: Profile: -20
Office Buil Building ding • Gallery: Workplace • Categories: Corporate • Build Cost: §3,750 • Income per Day per Worker: §100 • Jobs: 20 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity 25, Productivity -10 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Has a chance of adding 2,000 Simoleons to the treasury. • Special Sim Class Spawned: Manager • Capitalist Profile: 15 • Contemplative Profile: -25 • Cyberpunk Profile: 10 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 10 • Romantic Profile: 10 • Small Town Profile: Profile: -15
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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Off-Track Betting
Oil Refi nery
• Gallery: Venue • Categories: Gaming • Build Cost: §1,000 • Happiness Effects: 5 • Visit Slots: 7 • Availability: Hidden • Unlock Prerequisite: Productivity > 35, Population > 450, Treasury > §5,000 • Societal Value(s): Productivity 2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: How long Sims stay here, and how happy they are about it, depends largely on their luck. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: -15 • Cyberpunk Profile: 10 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 20 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: -10 • Small Town Profile: 10
• Gallery: Workplace • Categories: Corporate • Build Cost: §8,200 • Income per Day per Worker: Worker: §100 • Jobs: 40 • Availability: Locked • Unlock Prerequisite: Prosperity > 83, Population > 2,000 • Societal Value(s): Prosperity Prosperity 45, Productivity -20 • Visit Duration: 6 hours • Open: 24 hours • Workweek: Mon.–Fri. • Building Abilities: 1) Increases the chances that managers appearing in the city will be Tycoons. 2) Reduces the Happiness effect of nearby Homes and Venues. • Building Action: None • Special Sim Class Spawned: Manager • Capitalist Profile: 25 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: -15 • Haunted Town Town Profile: 0 • Industrial Profile: 30 • Normal Profile: 1 • Authoritarian Profile: 15 • Romantic Profile: -10 • Small Town Profile: Profile: 0
Oil Power Plant • Gallery: Power • Categories: High Carbon • Build Cost: §4,500 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Darkens local skies with smog. 2) Reduces the Happiness effect of nearby Homes and Venues. Venues. • Building Action: Building produces more power but has an increased chance of catching fire. Click the action button again to return to normal functioning.
• Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: -20 • Cyberpunk Profile: 1 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: 5
Open Air Venue • Gallery: Venue • Categories: Child Safe • Build Cost: §22,500 • Happiness Effects: 7 • Visit Slots: 35 • Availability: Hidden • Unlock Prerequisite: Creativity > 250, Population > 3,000 • Societal Value(s): Creativity -22 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Pays sales tax to the treasury for every customer who visits. • Building Action: For the next 24 hours, visitors gain extra Happiness from their visit. • Special Sim Class Spawned: Entertainer • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 1 • Fun City Profile: 15 • Haunted Town Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 1 • Authoritarian Profile: 0
• Romantic Profile: 25 • Small Town Profile: Profile: 0
Open Plaza • Gallery: Decoration • Categories: None • Build Cost: §900 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity 4 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Makes the local area and all nearby buildings much more appealing for Sims to visit. 2) Increases the property value of nearby buildings, allowing you to recycle them for a higher refund. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Opera House • Gallery: Venue • Categories: Arts • Build Cost: §18,000 • Happiness Effects: 7 • Visit Slots: 40 • Availability: Locked • Unlock Prerequisite: Creativity > 90, Prosperity > 30 • Societal Value(s): Creativity -18, Prosperity -15 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Makes the local area and all nearby buildings much more appealing for Sims to visit. 2) Increases the property value of nearby buildings, allowing you to recycle them for a higher refund. • Building Action: Temporarily Temporarily increases the popularity and capacity of this
building, as well as its Happiness effect. • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 0
• Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 35 • Small Town Profile: -30
Orchard • Gallery: Workplace • Categories: Agriculture • Build Cost: §300 • Income per Day per Worker: §100 • Jobs: 3 • Availability: Hidden • Unlock Prerequisite: Prosperity > 30, Population > 300 • Societal Value(s): Prosperity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Farmer • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: -15 • Fun City Profile: 0 • Haunted Town Profile: 1 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 25
Ornate Pagoda • Gallery: Decoration • Categories: None • Build Cost: §1,800 • Availability: Hidden • Unlock Prerequisite: Spirituality > 100 • Societal Value(s): Spirituality 8 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Makes the local area and all nearby buildings somewhat more appealing for Sims to visit. 2) Slightly increases the property value of nearby buildings, allowing you to recover more of their cost when selling them back. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 25 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0
• Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: -10
Palace of Justice • Gallery: Workplace • Categories: None • Build Cost: §15,000 • Income per Day per Worker: §100 • Jobs: 45 • Availability: Hidden • Unlock Prerequisite: Authority > 230, Population > 7,200 • Societal Value(s): Authority -25 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: 1) Mildly corrects Sim moods toward a balanced center. 2) Sims will travel further than usual to visit this building, even if it provides less Happiness than another building. • Building Action: None • Special Sim Class Spawned: Secret Enforcer • Capitalist Profile: -15 • Contemplative Profile: -35 • Cyberpunk Profile: 0 • Fun City Profile: -20 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 30 • Romantic Profile: -10 • Small Town Profile: -30
Panopticon • Gallery: Venue • Categories: Incarceration • Build Cost: §5,000 • Happiness Effects: 0 • Visit Slots: 20 • Availability: Hidden • Unlock Prerequisite: Authority > 150, Population > 3,000 • Societal Value(s): Authority -12 • Visit Duration: 1 Day • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Neutralizes Sim moods. 2) Sims here have a high chance of becoming ill. • Building Action: Immediately deploys a cadre of Riot Police to fill this facility’s cells with Rogue Sims. • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -15
• Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 25 • Romantic Profile: 0 • Small Town Profile: -10
Parochial School • Gallery: Venue • Categories: Child Safe, Education • Build Cost: §1,500 • Happiness Effects: 3 • Visit Slots: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality 5, Knowledge 5 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: Sims simply adore this building and will find any excuse to visit. • Building Action: None • Special Sim Class Spawned: Elder • Capitalist Profile: 5 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 1 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: 5
Pawn Shop • Gallery: Workplace • Categories: Syndicate • Build Cost: §500 • Income per Day per Worker: Worker: §100 • Jobs: 2 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity 5 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: 5 • Contemplative Profile: -15 • Cyberpunk Profile: 15 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 20 • Normal Profile: 0
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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• Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: 15
Personal Training Gym • Gallery: Venue • Categories: None • Build Cost: §1,000 • Happiness Effects: 3 • Visit Slots: 12 • Availability: Locked • Unlock Prerequisite: Prosperity > 100, Population > 2,250 • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Visiting Sims increase their overall health and can reduce their
• Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 15 • Small Town Profile: Profile: 10
• Romantic Profile: -15 • Small Town Profile: 0
Philanthropic Organization
• Gallery: Venue • Categories: None • Build Cost: §5,700 • Happiness Effects: 5 • Visit Slots: 30 • Availability: Hidden • Unlock Prerequisite: Creativity > 160, Population > 250 • Societal Value(s): Creativity -16 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Hires a Bouncer to work the door, increasing the Happiness of the Sims who get in. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -15 • Cyberpunk Profile: 10 • Fun City Profile: 25 • Haunted Town Profile: Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: -25 • Romantic Profile: -10 • Small Town Profile: 0
building, as well as its Happiness effect. • Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: -5
• Gallery: Venue • Categories: None • Build Cost: §2,700 • Happiness Effects: 7 • Visit Slots: 15 • Availability: Locked • Unlock Prerequisite: Prosperity > 143, Spirituality > 21 • Societal Value(s): Prosperity Prosperity -12, Spirituality 10 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Pet Shop
Pied Piper Pest Control
• Industrial Profile: 0
• Gallery: Workplace • Categories: None • Build Cost: §200 • Income per Day per Worker: §75 • Jobs: 3 • Availability: Locked • Unlock Prerequisite: Creativity > 70, Population > 140 • Societal Value(s): Creativity -3 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Wed.–Fri. Wed.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Activist • Capitalist Profile: -5 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 20 • Haunted Town Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: -10
susceptibility to illness.
• Building Action: Temporarily Temporarily increases the popularity and capacity of this
Venue s •• Gallery: Categories: Retail g • Build Cost: §750 n • Happiness Effects: 3 i • Visit Slots: 7 d • Availability: Locked l Prerequisite: Creativity > 30, i • Unlock Prosperity > 25 u • Societal Value(s): Creativity -3, Prosperity -1 B • Visit 2 hours : • Open:Duration: 9 a.m.–12 a.m. 4 • Workweek: Full week Building Abilities: Sells Pets. Pets r • provide a small Happiness boost for e a long time. t • Building Action: None p • Special Sim Class Spawned: None Capitalist Profile: 15 a •• Contemplative Profile: 0 h • Cyberpunk Profile: 0 City Profile: 25 C •• Fun Haunted Town Profile: Profile: 0 118
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Pirate Coast Club
Pizza Shop • Gallery: Venue • Categories: Restaurant • Build Cost: §1,350 • Happiness Effects: 5 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Treasury Treasury > §3,500, Population > 1,000 • Societal Value(s): Productivity 2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 5 • Contemplative Profile: -15 • Cyberpunk Profile: 3 • Fun City Profile: 10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 8 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: 8
Plasma Billboard • Gallery: Decoration • Categories: None • Build Cost: §1,500 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity 5 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Increases the Prosperity output of nearby buildings
that normally promote Prosperity. 2) Each instance of this building costs more to build than the previous one. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 10 • Fun City Profile: -5 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: -10
Plastic Surgeon • Gallery: Venue • Categories: None • Build Cost: §3,600 • Happiness Effects: 10 • Visit Slots: 5 • Availability: Hidden • Unlock Prerequisite: Prosperity > 145, Creativity > 17 • Societal Value(s): Prosperity Prosperity -8, Creativity -6 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: -25 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Police Box
Power Collection Hub
• Gallery: Decoration • Categories: None • Build Cost: §200 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority 1 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: Increases the sight range of city Police Officers. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: 10 • Romantic Profile: 0 • Small Town Profile: Profile: 0
• Gallery: Power • Categories: Low Carbon • Build Cost: §1,500 • Availability: Hidden • Unlock Prerequisite: Knowledge > 40 • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Increases the
Police Station • Gallery: Workplace • Categories: Government • Build Cost: §1,200 • Income per Day per Worker: §100 • Jobs: 8 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -3 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: Rogue Sims cannot shut this building down.
• Building Action: Immediately deploys a cadre of Riot Police to round up Rogue Sims and criminals and bring them to nearby Incarceration facilities. • Special Sim Class Spawned: Police Officer • Capitalist Profile: 1 • Contemplative Profile: -10 • Cyberpunk Profile: 1 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: 15 • Romantic Profile: 0 • Small Town Profile: Profile: 0
power output of renewable resource Power buildings.
• Building Action: The city can be short up to 100 Power for the day w ith no ill effects.
• Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 1 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 1 • Romantic Profile: 0 • Small Town Profile: 1
Power Substation • Gallery: Power • Categories: Low Carbon • Build Cost: §1,125 • Availability: Locked • Unlock Prerequisite: Knowledge > 10 • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Increases the power output of renewable resource Power buildings.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 1 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: 0
PR Firm • Gallery: Workplace • Categories: None • Build Cost: §2,500 • Income per Day per Worker: §125
• Jobs: 12 • Availability: Locked • Unlock Prerequisite: Prosperity > 143, Population > 3,200 • Societal Value(s): Prosperity Prosperity -8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Targeted Venue becomes incredibly popular for the day. • Special Sim Class Spawned: Business Sim • Capitalist Profile: 25 • Contemplative Profile: -15 • Cyberpunk Profile: 10 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: -15
Prayer Wheel • Gallery: Decoration • Categories: None • Build Cost: §100 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality 1 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 20 • Cyberpunk Profile: -5 • Fun City Profile: 5 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: 0
Presidential Library • Gallery: Venue • Categories: Child Safe • Build Cost: §10,500 • Happiness Effects: 5 • Visit Slots: 30 • Availability: Hidden • Unlock Prerequisite: Knowledge > 125 • Societal Value(s): Knowledge Knowledge 20 • Visit Duration: 2 hours
• Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Increases the size of libraries in Education buildings, allowing more students per building. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -20 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 15 • Small Town Profile: 0
Private School • Gallery: Venue • Categories: Child Safe, Education • Build Cost: §1,500 • Happiness Effects: 3 • Visit Slots: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity 5, Knowledge 5 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: 1) Increases the chance that security professionals
appearing in the city will be Private Security Guards. 2) Sims simply adore this building and will find any excuse to visit. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 5 • Small Town Profile: 5
Propaganda Ministry • Gallery: Workplace • Categories: Government • Build Cost: §7,500 • Income per Day per Worker: §100 • Jobs: 20 • Availability: Locked
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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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• Unlock Prerequisite: Authority > 55, Population > 2,250 • Societal Value(s): Authority 40 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Each instance of this building reduces the Simoleon and Societal Value output of all instances of this building. 2) Increases the Simoleon output of employees at nearby Workplaces. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -15 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: -25 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 35 • Romantic Profile: -10 • Small Town Profile: -35
Pub • Gallery: Venue • Categories: Liquor • Build Cost: §900 • Happiness Effects: 5 • Visit Slots: 7 • Availability: Locked • Unlock Prerequisite: Productivity > 13, Creativity > 17 • Societal Value(s): Productivity 3, Creativity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Has a chance of getting Sims drunk. • Building Action: Hires a Bouncer to work the door, increasing the Happiness of the Sims who get in. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 1 • Haunted Town Profile: Profile: 0 • Industrial Profile: 15 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: 5
s g n i d l i u B : 4 r e t p a Public Clock h • Gallery: Decoration None C •• Categories: Build Cost: §450
• Availability: Unlocked
• Unlock Prerequisite: N/A • Societal Value(s): Authority 3 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: Increases the likelihood of City Workers in the city. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 0 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 0 • Authoritarian Profile: 1 • Romantic Profile: 5 • Small Town Profile: Profile: 1
Public Library • Gallery: Venue • Categories: Child Safe • Build Cost: §1,800 • Happiness Effects: 3 • Visit Slots: 20 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Knowledge Knowledge 10 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Permanently increases the capacity of a targeted Education building.
• Special Sim Class Spawned: None • Capitalist Profile: 5 • Contemplative Profile: 0 • Cyberpunk Profile: 5 • Fun City Profile: 10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: Profile: 5
Public Mural • Gallery: Decoration • Categories: None • Build Cost: §1,000 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 8 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week
120
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 5 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 15 • Small Town Profile: 0
Public Pool • Gallery: Venue • Categories: Child Safe • Build Cost: §5,100 • Happiness Effects: 5 • Visit Slots: 25 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity -14 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: -15 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 10
Public Radio Station • Gallery: Workplace • Categories: Media • Build Cost: §1,000 • Income per Day per Worker: §100 • Jobs: 3 • Availability: Locked • Unlock Prerequisite: Knowledge > 27 27 • Societal Value(s): Knowledge 8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Immediately produces several activists. Activist Special Sims include Hippies, Environmentalists, and Photojournalists.
• Special Sim Class Spawned: None • Capitalist Profile: 0
• Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Public Safety • Gallery: Workplace • Categories: Government • Build Cost: §300 • Income per Day per Worker: §100 • Jobs: 2 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity -1 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Increases the chance that security professionals appearing in
the city will be Private Security Guards. • Building Action: Immediately sends a Work Crew to repair a targeted building. • Special Sim Class Spawned: City Worker • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Town Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Public Sculpture • Gallery: Decoration • Categories: None • Build Cost: §400 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 3 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0
• Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 15 • Small Town Profile: Profile: 1
Pueblo A • Gallery: Home • Categories: Private • Build Cost: §300 • Happiness Effects: 0 • Workers: 2 • Population: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 8 • Cyberpunk Profile: -5 • Fun City Profile: 6 • Haunted Town Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Pueblo B • Gallery: Home • Categories: Private • Build Cost: §300 • Happiness Effects: 0 • Workers: 2 • Population: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 8 • Cyberpunk Profile: -5 • Fun City Profile: 6 • Haunted Town Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Pueblo C • Gallery: Home • Categories: Private • Build Cost: §300 • Happiness Effects: 0 • Workers: 2 • Population: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 8 • Cyberpunk Profile: -5 • Fun City Profile: 6 • Haunted Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: 0
Quilting Circle • Gallery: Workplace • Categories: None • Build Cost: §900 • Income per Day per Worker: §75 • Jobs: 5 • Availability: Hidden • Unlock Prerequisite: Spirituality > 65 • Societal Value(s): Spirituality -5 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Volunteer labor enables the next Home constructed to be built at no cost to the city.
• Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 15 • Cyberpunk Profile: -15 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -35 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -10 • Small Town Profile: 25
Racetrack • Gallery: Venue • Categories: Gaming
• Build Cost: §9,000 • Happiness Effects: 5 • Visit Slots: 40 • Availability: Hidden • Unlock Prerequisite: Productivity > 110, 110, Population > 2,000, Treasury > §5,000 • Societal Value(s): Productivity Productivity 7 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week week • Building Abilities: How long Sims stay here, and how happy they are about it , depends largely on their luck. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: 20 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 25 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: 10
Realtor • Gallery: Workplace • Categories: None • Build Cost: §1,800 • Income per Day per Worker: Worker: §100 • Jobs: 3 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity 12 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Temporarily Temporarily increases the refund value of a t argeted Home. • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 5 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 5 • Small Town Profile: 5
Record Shop • Gallery: Venue • Categories: Retail • Build Cost: §750 • Happiness Effects: 3 • Visit Slots: 7 • Availability: Locked
• Unlock Prerequisite: Creativity > 40, Prosperity > 35 • Societal Value(s): Creativity -4, Prosperity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Records. Records provide a small Happiness boost for a few days.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 5 • Small Town Profile: 5
Recording Studio • Gallery: Workplace • Categories: Media • Build Cost: §1,000 • Income per Day per Worker: §100 • Jobs: 5 • Availability: Hidden • Unlock Prerequisite: Prosperity > 25, Creativity > 75 • Societal Value(s): Prosperity Prosperity 6, Creativity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Entertainer • Capitalist Profile: 20 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: 0
Recycling Center • Gallery: Workplace • Categories: None • Build Cost: §1,000 • Income per Day per Worker: §100 • Jobs: 12 • Availability: Locked • Unlock Prerequisite: Knowledge > 20
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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• Societal Value(s): Knowledge -4 -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Makes the local area and all nearby buildings much more appealing for Sims to visit. 2) Increases the property value of nearby buildings, allowing you to recycle them for a higher refund. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: 5
Redistribution Center • Gallery: Venue • Categories: Retail • Build Cost: §450 • Happiness Effects: 0 • Visit Slots: 15 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -8, Prosperity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Sells Used Clothing. Used Clothing provides a small Happiness boost for a short while. 2) Sells Books. Books provide a small Happiness boost for a few days. 3) Sells Tools. Tools. Tools provide a small Happiness
s g n i d boost for a few days. l i • Building Action: None Sim Class Spawned: None u •• Special Capitalist Profile: -10 B • Contemplative Profile: -20 : • Cyberpunk Profile: -15 City Profile: -15 4 •• Fun Haunted Town Profile: Profile: 0 r • Industrial Profile: 0 e • Normal Profile: 0 t • Authoritarian Profile: 25 Profile: 0 p •• Romantic Small Town Profile: -10 a h Re-education Center • Gallery: Venue C • Categories: Government • Build Cost: §7,350 122
• Happiness Effects: 0 • Visit Slots: 28 • Availability: Locked • Unlock Prerequisite: Authority > 60, Population > 1,200 • Societal Value(s): Authority -14 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Corrects Sim moods toward a balanced center. 2) Sims simply adore this building and will find any excuse to visit. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -15 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: -25 • Haunted Town Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: 35 • Romantic Profile: -10 • Small Town Profile: Profile: -30
Regional Garbage Depot • Gallery: Workplace • Categories: None • Build Cost: §1,000 • Income per Day per Worker: §100 • Jobs: 24 • Availability: Hidden • Unlock Prerequisite: Knowledge > 150 • Societal Value(s): Knowledge Knowledge -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Reduces the Happiness effect of nearby Homes and Venues. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -15 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Rehab Center • Gallery: Venue • Categories: None • Build Cost: §5,100 • Happiness Effects: 7
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Visit Slots: 20 • Availability: Hidden • Unlock Prerequisite: Prosperity > 200, Population > 2,000 • Societal Value(s): Prosperity -14 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: Visiting Sims increase their overall health and can reduce their susceptibility to illness.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 30 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: 0
Rejuvenation Terminal • Gallery: Venue • Categories: None • Build Cost: §6,150 • Happiness Effects: 5 • Visit Slots: 30 • Availability: Locked • Unlock Prerequisite: Prosperity > 35, Population > 3,200, Treasury > §20,000 • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -20 • Contemplative Profile: -35 • Cyberpunk Profile: 30 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: -30 • Romantic Profile: 0 • Small Town Profile: -25
Religious Bookstore • Gallery: Venue • Categories: Retail • Build Cost: §750 • Happiness Effects: 3 • Visit Slots: 7 • Availability: Hidden
• Unlock Prerequisite: Spirituality > 10, Prosperity > 10 • Societal Value(s): Spirituality 4, Prosperity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Sells Curios. Curios provide a small Happiness boost for a few days. 2) Sells Books. Books provide a small Happiness boost for a few days. 3) Reduces the cost to build Worship buildings by 10 percent. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 5 • Contemplative Profile: 10 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Religious Retreat • Gallery: Venue • Categories: Worship • Build Cost: §6,300 • Happiness Effects: 7 • Visit Slots: 30 • Availability: Hidden • Unlock Prerequisite: Spirituality > 155 • Societal Value(s): Spirituality -18 • Visit Duration: 6 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: Volunteer Volunteer labor reduces the cost of the next Worship building you construct.
• Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 20 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: -20 • Normal Profile: 0 • Authoritarian Profile: -20 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Reliquary • Gallery: Decoration • Categories: None • Build Cost: §700 • Availability: Hidden • Unlock Prerequisite: Spirituality > 63
• Societal Value(s): Spirituality 5 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 15 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Research Clinic • Gallery: Venue • Categories: Healthcare • Build Cost: §2,500 • Happiness Effects: 0 • Visit Slots: 30 • Availability: Hidden • Unlock Prerequisite: Knowledge > 60 • Societal Value(s): Knowledge Knowledge -5 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Helps sick Sims get well.
• Building Action: None • Special Sim Class Spawned: Researcher • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: -30 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 5
Rice Paddy • Gallery: Workplace • Categories: Agriculture • Build Cost: §900 • Income per Day per Worker: Worker: §75 • Jobs: 7 • Availability: Locked • Unlock Prerequisite: Spirituality > 55 • Societal Value(s): Spirituality -4 • Visit Duration: 5 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None
• Building Action: None • Special Sim Class Spawned: Farmer • Capitalist Profile: -20 • Contemplative Profile: 30 • Cyberpunk Profile: -25 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -30 • Normal Profile: 0 • Authoritarian Profile: -25 • Romantic Profile: -15 • Small Town Profile: 0
Ristorante • Gallery: Venue • Categories: Restaurant • Build Cost: §1,500 • Happiness Effects: 5 • Visit Slots: 10 • Availability: Hidden • Unlock Prerequisite: Prosperity > 65 • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Temporarily Temporarily increases the popularity and capacity of this
building, as well as its Happiness effect. • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: -5 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 20 • Small Town Profile: 0
Rock Garden • Gallery: Decoration • Categories: None • Build Cost: §400 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: Increases the chances that monks appearing in the city will be Masters.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 20
• Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: -10
Rose Garden • Gallery: Decoration • Categories: None • Build Cost: §500 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 4 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 10 • Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 15 • Small Town Profile: Profile: 10
Row House A • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: 0 • Workers: 4 • Population: 80 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 4 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: -5 • Haunted Town Profile: 4 • Industrial Profile: 6 • Normal Profile: 1 • Authoritarian Profile: 6 • Romantic Profile: 0 • Small Town Profile: 3
Row House B • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: 0 • Workers: 4 • Population: 80 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 4 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: -5 • Haunted Town Profile: 4 • Industrial Profile: 6 • Normal Profile: 1 • Authoritarian Profile: 6 • Romantic Profile: 0 • Small Town Profile: 3
Row House C • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: 0 • Workers: 4 • Population: 80 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 4 • Contemplative Profile: -5 • Cyberpunk Profile: 0 • Fun City Profile: -5 • Haunted Town Profile: 4 • Industrial Profile: 6 • Normal Profile: 1 • Authoritarian Profile: 6 • Romantic Profile: 0 • Small Town Profile: 3
Sad Garden • Gallery: Decoration • Categories: None • Build Cost: §550 • Availability: Unlocked
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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• Unlock Prerequisite: N/A • Societal Value(s): Productivity 3 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 1 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 1 • Normal Profile: 0 • Authoritarian Profile: 1 • Romantic Profile: 0 • Small Town Profile: 0
Sanctuary • Gallery: Venue • Categories: Worship • Build Cost: §9,300 • Happiness Effects: 7 • Visit Slots: 40 • Availability: Locked • Unlock Prerequisite: Spirituality > 75 • Societal Value(s): Spirituality -24 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Monk • Capitalist Profile: -15 • Contemplative Profile: 35 • Cyberpunk Profile: 0 • Fun City Profile: -5 • Haunted Town Profile: Profile: 0 • Industrial Profile: -25 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: -20
s g n i d l i u B School Room : • Gallery: Venue 4 • Categories: Child Safe, Education r • Build Cost: §450 e • Happiness t Effects: 3 p • Visit Slots: 6 Hidden a •• Availability: Unlock Prerequisite: Knowledge > 12 h • Societal Value(s): Knowledge 4 Duration: 5 hours C •• Visit Open: 9 a.m.–2 p.m. • Workweek: Full week 124
• Building Abilities: Sims simply adore this building and will find any excuse to visit. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 15 • Cyberpunk Profile: -10 • Fun City Profile: 15 • Haunted Town Profile: 5 • Industrial Profile: -20 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: Profile: 25
Scooter Shop • Gallery: Venue • Categories: Retail • Build Cost: §1,200 • Happiness Effects: 3 • Visit Slots: 15 • Availability: Hidden • Unlock Prerequisite: Prosperity > 75, Population > 480, Creativity > 45 • Societal Value(s): Prosperity Prosperity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sells Scooters. Scooters provide a small Happiness boost for a long time. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: -5 • Cyberpunk Profile: 15 • Fun City Profile: 15 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 20 • Small Town Profile: Profile: 0
Seamstress • Gallery: Workplace • Categories: Manufacture
• Build Cost: §400 • Income per Day per Worker: Worker: §75 • Jobs: 3 • Availability: Locked • Unlock Prerequisite: Spirituality > 36 • Societal Value(s): Spirituality -5 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Reduces the cost to build Agriculture buildings by 15 percent.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Building Action: Volunteer Volunteer labor reduces the cost of the next Agriculture building you construct.
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 15 • Cyberpunk Profile: -15 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 20
Secret Police HQ • Gallery: Workplace • Categories: Government • Build Cost: §4,200 • Income per Day per Worker: §100 • Jobs: 25 • Availability: Locked • Unlock Prerequisite: Authority > 188, Population > 4,100, Happy > 20 • Societal Value(s): Authority -20 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Mildly corrects Sim moods toward a balanced c enter. 2) Sims will travel farther than usual to visit this building, even if it provides less Happiness than another building. 3) Rogue Sims cannot shut this building down.
• Building Action: Immediately deploys two officers from each Secret Police Kiosk in the city. • Special Sim Class Spawned: None • Capitalist Profile: -15 • Contemplative Profile: -35 • Cyberpunk Profile: 0 • Fun City Profile: -25 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 35 • Romantic Profile: -10 • Small Town Profile: -35
Secret Police Kiosk • Gallery: Workplace • Categories: Government • Build Cost: §400 • Income per Day per Worker: §100 • Jobs: 1 • Availability: Hidden • Unlock Prerequisite: Authority > 188, Population > 4,100, Happy > 20
• Societal Value(s): Authority 2 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: 1) Mildly corrects Sim moods toward a balanced center. 2) Sims will travel farther than usual to visit this building, even if it provides less Happiness than another building. 3) Rogue Sims cannot shut this building down.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: -20 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 15 • Romantic Profile: -5 • Small Town Profile: Profile: -15
Sentinel Seminary • Gallery: Workplace • Categories: None • Build Cost: §3,000 • Income per Day per Worker: §100 • Jobs: 18 • Availability: Locked • Unlock Prerequisite: Authority > 130, Population > 1,850 • Societal Value(s): Authority -8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Immediately deploys six Sentinels. • Special Sim Class Spawned: None • Capitalist Profile: -15 • Contemplative Profile: -35 • Cyberpunk Profile: 0 • Fun City Profile: -25 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 30 • Romantic Profile: -10 • Small Town Profile: Profile: -30
Service Station • Gallery: Workplace • Categories: None • Build Cost: §750 • Income per Day per Worker: §100 • Jobs: 6 • Availability: Unlocked • Unlock Prerequisite: N/A
• Societal Value(s): Productivity Productivity -3 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Sims visiting this building leave drunk. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 5 • Contemplative Profile: -10 • Cyberpunk Profile: 5 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: 5 • Romantic Profile: 0 • Small Town Profile: Profile: 0
• Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Immediately summons a few Ghosts or Zombies. • Special Sim Class Spawned: Spooky • Capitalist Profile: -5 • Contemplative Profile: 0 • Cyberpunk Profile: -15 • Fun City Profile: 10 • Haunted Town Profile: Profile: 30 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 5
Sesshin Center
• Gallery: Decoration • Categories: None • Build Cost: §0 • Availability: Trophy Trophy • Unlock Prerequisite: Small Town Achievement • Societal Value(s): Spirituality 5 • Visit Duration: N/A • Open: 24 hour • Workweek: Full week • Building Abilities: 1) Helps sick Sims get well. 2) This monument generates a small amount of reward income for
• Gallery: Venue • Categories: Worship • Build Cost: §6,000 • Happiness Effects: 7 • Visit Slots: 30 • Availability: Hidden • Unlock Prerequisite: Spirituality > 170 170 • Societal Value(s): Spirituality 20 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: Visiting Sims increase their overall health and can reduce their susceptibility to illness.
• Building Action: Summons a Master to wander your city.
• Special Sim Class Spawned: Monk • Capitalist Profile: -15 • Contemplative Profile: 40 • Cyberpunk Profile: 0 • Fun City Profile: -5 • Haunted Town Town Profile: 0 • Industrial Profile: -25 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: Profile: -20
Shack • Gallery: Venue • Categories: Creepy • Build Cost: §75 • Happiness Effects: 0 • Visit Slots: 7 • Availability: Hidden • Unlock Prerequisite: Creativity > 35, Population > 120 • Societal Value(s): Creativity 1 • Visit Duration: 2 hours
Sheriff
the treasury each day.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: 1
Sheriff She riff’s ’s Office • Gallery: Workplace • Categories: Government • Build Cost: §750 • Income per Day per Worker: §100 • Jobs: 5 • Availability: Hidden • Unlock Prerequisite: Authority > 20, Population < 1,000 • Societal Value(s): Authority -2 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week
• Building Abilities: 1) Rogue Sims cannot shut this building down. 2) Increases the sight range of city Police Officers. • Building Action: None • Special Sim Class Spawned: Police Officer • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: 1 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: 25
Shopping Center • Gallery: Venue • Categories: Retail • Build Cost: §8,700 • Happiness Effects: 3 • Visit Slots: 50 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -20 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Sells Persian Rugs. Persian Rugs provide a household with a large Happiness boost for a short while. 2) Sells Cell Phones. Cell Phones provide a large Happiness boost for a medium amount of time. 3) Sells Books. Books provide a small Happiness boost for a few days.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: -15 • Cyberpunk Profile: 1 • Fun City Profile: 15 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: -20 • Small Town Profile: 0
Sim Art Academy • Gallery: Venue • Categories: Arts, Education
• Build Cost: §1,000 • Happiness Effects: 5 • Visit Slots: 10 • Availability: Hidden • Unlock Prerequisite: Creativity > 275
• Societal Value(s): Creativity -6, Spirituality -2 • Visit Duration: 2 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Artist • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: -20 • Fun City Profile: 15 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -20 • Romantic Profile: 25 • Small Town Profile: 0
Sims Comedy Club • Gallery: Venue • Categories: None • Build Cost: §1,500 • Happiness Effects: 5 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Creativity > 45, Population > 200 • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Club hosts a national headliner.
• Special Sim Class Spawned: Entertainer • Capitalist Profile: 15 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 15 • Haunted Town Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: 10 • Small Town Profile: -5
Skate Park • Gallery: Venue • Categories: Child Safe • Build Cost: §3,000 • Happiness Effects: 5 • Visit Slots: 20 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -10, Productivity 3 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m.
C h a p t e r 4 : B u i l d i n g s 125
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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• Workweek: Full week • Building Abilities: Sims visiting this building run an elevated risk of being injured.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 25 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 10
Sky Rise Apartment A • Gallery: Home • Categories: None • Build Cost: §10,000 • Happiness Effects: 1 • Workers: 20 • Population: 608 • Availability: Hidden • Unlock Prerequisite: Knowledge > 150, Prosperity > 125 • Societal Value(s): Knowledge -6, -6, Prosperity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Building is less likely than most to catch fire. 2) Visiting Sims increase their overall health and
s • Building Action: None g • Special Sim Class Spawned: None Capitalist Profile: -5 n •• Contemplative i Profile: -10 • Cyberpunk Profile: d • Fun City Profile: -5 8 l i • Haunted Town Profile: Profile: -5 u • Industrial Profile: -10 Profile: 0 B •• Normal Authoritarian Profile: 0 : • Romantic Profile: -3 4 • Small Town Profile: -10 r Sky Rise Apartment B e • Gallery: Home t • Categories: None p • Build Cost: §10,000 a • Happiness h Effects: 1 20 C •• Workers: Population: 608
can reduce their susceptibility to illness.
• Availability: Hidden 126
• Unlock Prerequisite: Knowledge > 150, Prosperity > 125 • Societal Value(s): Knowledge Knowledge -6, Prosperity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Building is less likely than most to catch fire. 2) Visiting Sims increase their overall health and can reduce their susceptibility to illness.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -5 • Haunted Town Town Profile: -5 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -3 • Small Town Profile: Profile: -10
Sky Rise Apartment C • Gallery: Home • Categories: None • Build Cost: §10,000 • Happiness Effects: 1 • Workers: 20 • Population: 608 • Availability: Hidden • Unlock Prerequisite: Knowledge > 150, Prosperity > 125 • Societal Value(s): Knowledge Knowledge -6, Prosperity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Building is less likely than most to catch fire. 2) Visiting Sims increase their overall health and can reduce their susceptibility to illness.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -5 • Haunted Town Town Profile: -5 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -3 • Small Town Profile: Profile: -10
Skyscraper • Gallery: Workplace • Categories: Corporate • Build Cost: §12,500
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Income per Day per Worker: §100 • Jobs: 40 • Availability: Hidden • Unlock Prerequisite: Prosperity > 250, Population > 4,500 • Societal Value(s): Prosperity 32, Productivity -10 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Manager • Capitalist Profile: 30 • Contemplative Profile: -25 • Cyberpunk Profile: 25 • Fun City Profile: -15 • Haunted Town Profile: Profile: -10 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -15 • Romantic Profile: -10 • Small Town Profile: -30
• Population: 768 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -2, Knowledge -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -10 • Haunted Town Town Profile: -5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: -10
Sleep Tubes A
• Gallery: Home • Categories: None • Build Cost: §3,000 • Happiness Effects: -1 • Workers: 16 • Population: 768 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -2, Knowledge -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -10 • Haunted Town Town Profile: -5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: -10
• Gallery: Home • Categories: None • Build Cost: §3,000 • Happiness Effects: -1 • Workers: 16 • Population: 768 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -2, Knowledge -1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -10 • Haunted Town Profile: Profile: -5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: -10
Sleep Tubes B • Gallery: Home • Categories: None • Build Cost: §3,000 • Happiness Effects: -1 • Workers: 16
Sleep Tubes C
Slum Apartments A • Gallery: Home • Categories: None • Build Cost: §150 • Happiness Effects: -1 • Workers: 5 • Population: 190 • Availability: Unlocked
• Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity 2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: 2 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Town Profile: 4 • Industrial Profile: 10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -5 • Small Town Profile: Profile: -5
Slum Apartments B • Gallery: Home • Categories: None • Build Cost: §150 • Happiness Effects: -1 • Workers: 5 • Population: 190 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity 2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: 2 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Town Profile: 4 • Industrial Profile: 10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -5 • Small Town Profile: Profile: -5
Slum Apartments C • Gallery: Home • Categories: None • Build Cost: §150 • Happiness Effects: -1 • Workers: 5 • Population: 190 • Availability: Unlocked • Unlock Prerequisite: N/A
• Societal Value(s): Productivity 2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: 2 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Profile: Profile: 4 • Industrial Profile: 10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -5 • Small Town Profile: -5
Small Statue • Gallery: Decoration • Categories: None • Build Cost: §475 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 0 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 3 • Small Town Profile: 1
Small Town Square • Gallery: Decoration • Categories: None • Build Cost: §800 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity 5 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Makes the local area and all nearby buildings much more appealing for Sims to visit. 2) Increases the property value of nearby
buildings, allowing you to recycle them for a higher refund.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: -10 • Fun City Profile: -5 • Haunted Town Profile: 5 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 30
Smoke Shop • Gallery: Venue • Categories: None • Build Cost: §900 • Happiness Effects: 5 • Visit Slots: 7 • Availability: Hidden • Unlock Prerequisite: Creativity > 78, Population > 1,000 • Societal Value(s): Creativity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: None • Special Sim Class Spawned: Activist • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: Profile: 10
Soccer Field • Gallery: Venue • Categories: Child Safe • Build Cost: §2,250 • Happiness Effects: 5 • Visit Slots: 25 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -1, Productivity 1 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims visiting this building run an elevated risk of being injured.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 15 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 1 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: Profile: 10
Software Studio • Gallery: Workplace • Categories: Media • Build Cost: §1,500 • Income per Day per Worker: §100 • Jobs: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -4, Knowledge -2 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Adds 2,500 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: 20 • Fun City Profile: 20 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: 0
Solar Block of Flats • Gallery: Home • Categories: None • Build Cost: §1,350 • Happiness Effects: 0 • Workers: 6 • Population: 120 • Availability: Locked • Unlock Prerequisite: Knowledge > 20 • Societal Value(s): Prosperity Prosperity -3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -5
C h a p t e r 4 : B u i l d i n g s 127
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
• Cyberpunk Profile: 0 • Fun City Profile: -5 • Haunted Town Profile: Profile: 0 • Industrial Profile: -5 • Normal Profile: 1 • Authoritarian Profile: -2 • Romantic Profile: 8 • Small Town Profile: -5
Solar Condo Complex • Gallery: Home • Categories: None • Build Cost: §1,350 • Happiness Effects: 0 • Workers: 6 • Population: 120 • Availability: Locked • Unlock Prerequisite: Knowledge > 40 • Societal Value(s): Knowledge -2 -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -5 • Cyberpunk Profile: 8 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 6 • Small Town Profile: -5
s Solar Farm g • Gallery: Power n • Categories: Low Carbon, i Solar/Wind d • Build Cost: §3,000 l i • Availability: Hidden u • Unlock Prerequisite: Knowledge > 40 • Societal Value(s): — B • Visit Duration: 6 hours : • Open: 24 hours 4 • Workweek: Full week Abilities: None r •• Building Building Action: None e • Special Sim Class Spawned: None t • Capitalist Profile: 1 p • Contemplative Profile: 0 Profile: 10 a •• Cyberpunk Fun City Profile: 1 h • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 C • Normal Profile: 1 • Authoritarian Profile: 0
• Romantic Profile: 1 • Small Town Profile: Profile: 1
Solar High Rise Apartment • Gallery: Home • Categories: None • Build Cost: §3,600 • Happiness Effects: 0 • Workers: 12 • Population: 240 • Availability: Locked • Unlock Prerequisite: Knowledge > 40, Prosperity > 140, Population > 3,500 • Societal Value(s): Prosperity Prosperity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 6 • Contemplative Profile: -10 • Cyberpunk Profile: 6 • Fun City Profile: -5 • Haunted Town Town Profile: -5 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: -10
Solar Triple Decker • Gallery: Home • Categories: None • Build Cost: §1,950 • Happiness Effects: 1 • Workers: 6 • Population: 120 • Availability: Locked • Unlock Prerequisite: Knowledge > 40 • Societal Value(s): Prosperity Prosperity -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 8 • Contemplative Profile: -5 • Cyberpunk Profile: 4 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
128
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Solar Worker Barracks
Speakeasy
• Gallery: Home • Categories: None • Build Cost: §13,750 • Happiness Effects: -1 • Workers: 20 • Population: 120 • Availability: Hidden • Unlock Prerequisite: Productivity > 140, Knowledge > 40 • Societal Value(s): Productivity 25 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: 4 • Fun City Profile: -10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 6 • Romantic Profile: -5 • Small Town Profile: 0
• Gallery: Venue • Categories: Liquor • Build Cost: §1,350 • Happiness Effects: 5 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Productivity > 40, Population > 2,300, Treasury > §5,000 • Societal Value(s): Productivity Productivity 3 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Has a chance of getting Sims drunk. • Building Action: Hires a Bouncer to work the door, increasing the Happiness of the Sims who get in. • Special Sim Class Spawned: Criminal • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: -15 • Fun City Profile: -15 • Haunted Town Town Profile: 0 • Industrial Profile: 35 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: -15 • Small Town Profile: Profile: 5
Soup Kitchen
Spirit Squadroom
• Gallery: Venue • Categories: Restaurant • Build Cost: §750 • Happiness Effects: 3 • Visit Slots: 12 • Availability: Locked • Unlock Prerequisite: Population > 2,000 • Societal Value(s): Spirituality -4 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 10 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 25 • Normal Profile: 0 • Authoritarian Profile: 5 • Romantic Profile: 10 • Small Town Profile: 0
• Gallery: Workplace • Categories: None • Build Cost: §750 • Income per Day per Worker: §75 • Jobs: 4 • Availability: Hidden • Unlock Prerequisite: Creativity > 65, Happy > 10 • Societal Value(s): Creativity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Sun.–Tue. • Building Abilities: None • Building Action: Immediately deploys a Cheer Squad. • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -15 • Cyberpunk Profile: -15 • Fun City Profile: 30 • Haunted Town Town Profile: 0 • Industrial Profile: -40 • Normal Profile: 0 • Authoritarian Profile: -35 • Romantic Profile: -10 • Small Town Profile: Profile: -10
Sports Stadium
State Amphitheater
• Gallery: Venue • Categories: Child Safe • Build Cost: §52,500 • Happiness Effects: 10 • Visit Slots: 80 • Availability: Hidden • Unlock Prerequisite: Prosperity > 250, Population > 5,750 • Societal Value(s): Prosperity Prosperity -75 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Increases the chance
• Gallery: Venue • Categories: Government • Build Cost: §37,500 • Happiness Effects: 0 • Visit Slots: 50 • Availability: Hidden • Unlock Prerequisite: Authority > 350, Population > 7,000 • Societal Value(s): Authority -35 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Corrects Sim moods toward a balanced center. 2) Sims simply adore this building and will find any excuse to visit. • Building Action: Nearby citizens are commanded to immediately stop what they’re doing and fill this facility to
that entertainers appearing in the city
will be Rock Stars. • Building Action: For the next 24 hours, visitors gain extra Happiness from their visit. • Special Sim Class Spawned: None • Capitalist Profile: 30 • Contemplative Profile: -30 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 20 • Romantic Profile: -20 • Small Town Profile: Profile: -20
its capacity.
Spring Water Plant
• Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -30 • Cyberpunk Profile: -15 • Fun City Profile: -15 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 35 • Romantic Profile: 0 • Small Town Profile: -30
• Gallery: Workplace • Categories:
State Cafeteria
Manufacture
• Build Cost: §1,000 • Income per Day per Worker: §100 • Jobs: 10 • Availability: Locked • Unlock Prerequisite: Productivity > 35, Population > 850, Treasury > §5,000 • Societal Value(s): Productivity Productivity -8 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Adds 5,000 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 20
• Gallery: Venue • Categories: Government • Build Cost: §4,500 • Happiness Effects: 0 • Visit Slots: 42 • Availability: Locked • Unlock Prerequisite: Authority > 63, Population > 3,000 • Societal Value(s): Authority -20 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Neutralizes Sim moods. 2) Sims here have a high chance of becoming ill. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -25 • Cyberpunk Profile: -15 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0
• Authoritarian Profile: 25 • Romantic Profile: 0 • Small Town Profile: -20
State Housing Block A • Gallery: Home • Categories: Government • Build Cost: §3,000 • Happiness Effects: -1 • Workers: 15 • Population: 760 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Corrects Sim moods toward a balanced center. 2) Sims will travel farther than usual to visit this building, even if it provides less Happiness than another building. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: -10 • Small Town Profile: -10
State Housing Block B • Gallery: Home • Categories: Government • Build Cost: §3,000 • Happiness Effects: -1 • Workers: 15 • Population: 760 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Mildly corrects Sim moods toward a balanced center. 2) Sims will travel farther than usual to visit this building, even if it provides less Happiness than another building. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 0
• Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: -10 • Small Town Profile: -10
State Housing Block C • Gallery: Home • Categories: Government • Build Cost: §3,000 • Happiness Effects: -1 • Workers: 15 • Population: 760 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Mildly corrects Sim moods toward a balanced center. 2) Sims will travel farther than usual to visit this building, even if it provides less Happiness than another building. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: -10 • Small Town Profile: -10
C h a State Housing Project A p • Gallery: Home t • Categories: e Government • Build Cost: §15,000 r • Happiness Effects: 0 4 • Workers: 30 • Population: 1140 : B • Availability: Hidden • Unlock Prerequisite: Population Population > 6,000, u Sad < 20, Happy > 20 • Societal Value(s): Authority -8 i l • Visit Duration: 2 hours d • Open: 24 hours i • Workweek: Full week n • Building Abilities: 1) Corrects Sim g moods toward a balanced center. 2) Sims simply adore this building s
and will find any excuse to visit. • Building Action: None • Special Sim Class Spawned: None
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
129
™
• Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: -10 • Small Town Profile: -10
State Housing Project B • Gallery: Home • Categories: Government • Build Cost: §15,000 • Happiness Effects: 0 • Workers: 30 • Population: 1140 • Availability: Hidden • Unlock Prerequisite: Population Population > 6,000, Sad < 20, Happy > 20 • Societal Value(s): Authority -8 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Corrects Sim moods toward a balanced center. 2) Sims simply adore this building and will find any excuse to visit. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: -10 • Small Town Profile: -10
• Building Abilities: 1) Corrects Sim moods toward a balanced center. 2) Sims simply adore this building and will find any excuse to visit. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: -10 • Small Town Profile: Profile: -10
State Prison • Gallery: Venue • Categories: Incarceration • Build Cost: §9,300 • Happiness Effects: 0 • Visit Slots: 30 • Availability: Hidden • Unlock Prerequisite: Authority > 90, Population > 2,350, Sad < 50 • Societal Value(s): Authority -15 • Visit Duration: 1 Day • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Provides daily income for maintaining a low carbon footprint with a high power output.
2) Sims here have a high chance of becoming ill. • Building Action: Immediately deploys a cadre of Riot Police to find any Sims nearby, regardless of their condition, and fill this facility’s cells. • Special Sim Class Spawned: None • Capitalist Profile: -15 • Contemplative Profile: -40 • Cyberpunk Profile: 0 • Fun City Profile: -35 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 35 • Romantic Profile: 0 • Small Town Profile: Profile: -30
s g n i d l i Housing Project C u •State Gallery: Home B • Categories: : Government Cost: 4 • Build §15,000 r • Happiness Effects: 0 30 e •• Workers: Population: 1140 State Television t • Availability: Hidden • Gallery: Decoration p • Unlock Prerequisite: Population Population > 6,000, • Categories: Sad < 20, Happy > 20 Government a • Societal Value(s): Authority -8 • Build Cost: §3,000 h • Visit Duration: 2 hours • Availability: Hidden C • Open: 24 hours • Unlock Prerequisite: Authority > 125, • Workweek: Full week
130
Population > 2,600 • Societal Value(s): Authority 8 • Visit Duration: N/A
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Open: 24 hours • Workweek: Full week • Building Abilities: 1) Each instance of this building reduces the Simoleon and Societal Value output of all instances of this building. 2) Increases the Simoleon output of employees at nearby Workplaces. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -20 • Cyberpunk Profile: 0 • Fun City Profile: -20 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 25 • Romantic Profile: -10 • Small Town Profile: -30
Steam Sculpture • Gallery: Decoration • Categories: None • Build Cost: §300 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 1 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Steel Mill • Gallery: Workplace • Categories: Manufacture
• Build Cost: §10,000 • Income per Day per Worker: §100 • Jobs: 45 • Availability: Locked • Unlock Prerequisite: Productivity > 46, Population > 1,750, Treasury > §5,000 • Societal Value(s): Productivity -40 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week
• Building Abilities: 1) Chokes the city’s air with a massive output of smog. 2) Reduces the Happiness effect of nearby Homes and Venues. 3) Sims visiting this building run an elevated risk of being injured.
• Building Action: Adds 5,000 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -35 • Cyberpunk Profile: 0 • Fun City Profile: -15 • Haunted Town Town Profile: 0 • Industrial Profile: 35 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: 20
Stock Exchange • Gallery: Workplace • Categories: None • Build Cost: §1,800 • Income per Day per Worker: §100 • Jobs: 15 • Availability: Locked • Unlock Prerequisite: Prosperity > 135, Population > 3,100 • Societal Value(s): Prosperity Prosperity -10 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: Invest in the market, with a chance of returning 5,000 Simoleons on your investment the following day.
• Special Sim Class Spawned: None • Capitalist Profile: 30 • Contemplative Profile: -30 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 25 • Small Town Profile: Profile: -25
Stone Church • Gallery: Venue • Categories: Worship • Build Cost: §2,850 • Happiness Effects: 10 • Visit Slots: 10 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -8
• Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: Deploys Zealots to encourage Sims to worship. • Special Sim Class Spawned: Holy Sim • Capitalist Profile: 1 • Contemplative Profile: 15 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 10 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 15
Street Food Cart • Gallery: Decoration • Categories: None • Build Cost: §375 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity 1 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: Increases the speed and efficiency of city Work Crews. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 5 • Contemplative Profile: 0 • Cyberpunk Profile: 5 • Fun City Profile: 1 • Haunted Town Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Strip Mall • Gallery: Venue • Categories: Retail • Build Cost: §4,800 • Happiness Effects: 3 • Visit Slots: 35 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity 3, Prosperity -3 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Sells Toys. Toys Toys provide a large Happiness boost for a few days. 2) Sells Cell Phones. Cell Phones provide a large Happiness boost
for a medium amount of time. 3) Sells Wine. Wine provides a small Happiness boost for a few days.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 15 • Normal Profile: 1 • Authoritarian Profile: 5 • Romantic Profile: -25 • Small Town Profile: 20
Stupa • Gallery: Decoration • Categories: None • Build Cost: §2,500 • Availability: Hidden • Unlock Prerequisite: Spirituality > 200 • Societal Value(s): Spirituality 5 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: Makes nearby houses of worship more spiritually fulfilling locations. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 20 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 0 • Small Town Profile: -10
Suburban Playground • Gallery: Decoration • Categories: None • Build Cost: §750 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 7 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 25
• Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 10
Subway • Gallery: Transit • Categories: None • Build Cost: §750 • Passenger Capacity: 10 • Availability: Hidden • Unlock Prerequisite: Population > 200 • Societal Value(s): — • Visit Duration: 1 hour • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 5 • Contemplative Profile: -15 • Cyberpunk Profile: 8 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 5 • Romantic Profile: 8 • Small Town Profile: -20
Sugar Cane Field • Gallery: Workplace • Categories: Agriculture • Build Cost: §750 • Income per Day per Worker: §75 • Jobs: 15 • Availability: Locked • Unlock Prerequisite: Creativity > 5, Productivity > 5 • Societal Value(s): Creativity -2, Productivity -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Farmer • Capitalist Profile: 0 • Contemplative Profile: 10 • Cyberpunk Profile: -15 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Super Coal Plant • Gallery: Power • Categories: High Carbon • Build Cost: §18,000 • Availability: Locked • Unlock Prerequisite: Population > 1,000 • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Chokes the city’s air with a massive output of smog. 2) Reduces the Happiness effect of nearby Homes and Venues. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -40 • Cyberpunk Profile: 1 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 25 • Normal Profile: 0 • Authoritarian Profile: 1 • Romantic Profile: -20 • Small Town Profile: 0
Sushi Joint • Gallery: Venue • Categories: Restaurant • Build Cost: §750 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Prosperity > 77, Population > 2,400 • Societal Value(s): Prosperity Prosperity -1 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Special pricing today only! Visitors gain extra Happiness from their visit. • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: 0 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: -5
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
C h a p t e r 4 : B u i l d i n g s 131
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Sweatshop • Gallery: Workplace • Categories: Manufacture
• Build Cost: §6,500 • Income per Day per Worker: §100 §100 • Jobs: 35 • Availability: Hidden • Unlock Prerequisite: Productivity > 165, Population > 4,000, Treasury > §5,000 • Societal Value(s): Productivity -30 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: Adds 5,000 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: -40 • Cyberpunk Profile: 0 • Fun City Profile: -25 • Haunted Town Profile: Profile: 0 • Industrial Profile: 40 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -20 • Small Town Profile: 0
Swingset • Gallery: Decoration • Categories: None • Build Cost: §200 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 20 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 5
s g n i d l i u B : 4 r e t p a h Tattoo Parlor C • Gallery: Venue • Categories: None • Build Cost: §300
• Happiness Effects: 3 • Visit Slots: 5 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Sims here have a high chance of becoming ill. • Building Action: None • Special Sim Class Spawned: Criminal • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 15
Tea House • Gallery: Venue • Categories: Restaurant • Build Cost: §750 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 25 • Cyberpunk Profile: 0 • Fun City Profile: 10 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
• Unlock Prerequisite: Knowledge > 90 • Societal Value(s): Knowledge -12 -12 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Mon.–Fri. • Building Abilities: Cures Sims of sickness and injury. • Building Action: Immediately dispatches a Researcher-class Special Sim. Researchers include Scientists, Professors, and Mad Scientists. • Special Sim Class Spawned: Researcher • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -25 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: 0
Temperance Union
• Gallery: Decoration • Categories: None • Build Cost: §4,000 • Availability: Locked • Unlock Prerequisite: Authority > 30, Population > 4,300, Knowledge > 95 • Societal Value(s): Authority 10 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Each instance of this building reduces the Societal Value
• Gallery: Workplace • Categories: Worship • Build Cost: §1,000 • Income per Day per Worker: §100 • Jobs: 5 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality 8, Authority 3 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Increases the chances that holy Sims appearing in the city will be Temperance Advocates. • Building Action: None • Special Sim Class Spawned: Holy Sim • Capitalist Profile: -10 • Contemplative Profile: 0 • Cyberpunk Profile: -20 • Fun City Profile: -15 • Haunted Town Town Profile: 0 • Industrial Profile: 25 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: -15 • Small Town Profile: Profile: 15
output of all instances of this building.
2) Increases the Simoleon output of employees at nearby Workplaces. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -15 • Cyberpunk Profile: 15 • Fun City Profile: -5 • Haunted Town Profile: Profile: 0 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: -10 • Small Town Profile: -10
Televangelist Studio
• Gallery: Venue • Categories: Education, Healthcare • Build Cost: §5,850 • Happiness Effects: 3 • Visit Slots: 20 • Availability: Hidden
• Gallery: Workplace • Categories: Media • Build Cost: §9,500 • Income per Day per Worker: §125 • Jobs: 8 • Availability: Locked • Unlock Prerequisite: Spirituality > 31
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
chances that artists appearing in the city
will be Celebrities. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: -20 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: -15 • Small Town Profile: Profile: 0
Tech Monolith
Teaching Hospital
132
• Societal Value(s): Spirituality 35, Prosperity -15 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Increases the Simoleon output of employees at nearby Workplaces. 2) Increases the
Temple • Gallery: Venue • Categories: Worship • Build Cost: §2,850 • Happiness Effects: 10 • Visit Slots: 10 • Availability: Locked
• Unlock Prerequisite: Spirituality > 18 • Societal Value(s): Spirituality -8 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: Deploys Zealots to encourage Sims to worship. • Special Sim Class Spawned: Holy Sim • Capitalist Profile: 1 • Contemplative Profile: 15 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 15
Tenement A • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: -1 • Workers: 10 • Population: 440 • Availability: Locked • Unlock Prerequisite: Productivity > 20 • Societal Value(s): Productivity Productivity 3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 4 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -10 • Haunted Town Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 4 • Romantic Profile: 0 • Small Town Profile: Profile: -5
Tenement B • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: -1 • Workers: 10 • Population: 440 • Availability: Locked • Unlock Prerequisite: Productivity > 20 • Societal Value(s): Productivity Productivity 3 • Visit Duration: 2 hours • Open: 24 hours
• Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 4 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -10 • Haunted Town Profile: Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 4 • Romantic Profile: 0 • Small Town Profile: -5
Tenement C • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: -1 • Workers: 10 • Population: 440 • Availability: Locked • Unlock Prerequisite: Productivity > 20 • Societal Value(s): Productivity 3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 4 • Contemplative Profile: -10 • Cyberpunk Profile: 8 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 4 • Romantic Profile: 0 • Small Town Profile: -5
Tennis Club • Gallery: Venue • Categories: None • Build Cost: §5,250 • Happiness Effects: 5 • Visit Slots: 25 • Availability: Locked • Unlock Prerequisite: Prosperity > 150, Population > 3,350, Treasury > §20,000 • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None
• Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: 0
Tetherball Court • Gallery: Decoration • Categories: None • Build Cost: §300 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 20 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Textile Factory • Gallery: Workplace • Categories: Manufacture
• Build Cost: §2,000 • Income per Day per Worker: §100 • Jobs: 20 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity -20 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Sims visiting this building run an elevated risk of being injured.
• Building Action: Adds 5,000 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: -15
• Haunted Town Profile: 0 • Industrial Profile: 30 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
The Legendary Bard • Gallery: Decoration • Categories: None • Build Cost: §0 • Availability: Trophy Trophy • Unlock Prerequisite: Romantic Achievement • Societal Value(s): Creativity 5, Prosperity 5 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1). Helps sick Sims get well. 2) This monument generates some reward income for the treasury each day.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 1 • Cyberpunk Profile: 1 • Fun City Profile: 1 • Haunted Town Profile: 0 • Industrial Profile: 1 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 1 • Small Town Profile: 1
The People’s Concourse • Gallery: Decoration • Categories: None • Build Cost: §750 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority 4 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Makes the local area and all nearby buildings much more appealing for Sims to visit. 2) Increases the property value of nearby buildings, allowing you to recycle them for a higher refund. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0
C h a p t e r 4 : B u i l d i n g s 133
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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• Normal Profile: 0 • Authoritarian Profile: 20 • Romantic Profile: 0 • Small Town Profile: 0
Think Tank • Gallery: Workplace • Categories: None • Build Cost: §4,800 • Income per Day per Worker: §125 §125 • Jobs: 9 • Availability: Hidden • Unlock Prerequisite: Knowledge > 65, Prosperity > 20 • Societal Value(s): Knowledge -15, -15, Prosperity -10 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Production of Values Values at Corporate buildings throughout the city is increased, along with their worker output of Simoleons. • Building Action: The city can be short up to 100 Knowledge for the day with no ill effects.
• Special Sim Class Spawned: Researcher • Capitalist Profile: 20 • Contemplative Profile: -20 • Cyberpunk Profile: 25 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: -20
s Tibetan Bell g • Gallery: Decoration None n •• Categories: i Build Cost: §750 d • Availability: Locked l Prerequisite: Spirituality > 30 i •• Unlock Societal Value(s): Spirituality 3 u • Visit Duration: N/A 24 hours B •• Open: Workweek: Full week : Abilities: 1) Makes the local 4 • Building area and all nearby buildings much appealing for Sims to visit. r more 2) Increases the property value of e nearby buildings, allowing you to t recycle them for a higher refund. Action: None p •• Building Special Sim Class Spawned: None a • Capitalist Profile: -5 h • Contemplative Profile: 20 Profile: 0 C •• Cyberpunk Fun City Profile: 0 • Haunted Town Profile: Profile: 0 134
• Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: -5 • Small Town Profile: Profile: -10
Tile O’Tulips • Gallery: Decoration • Categories: None • Build Cost: §75 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 1 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: -10 • Fun City Profile: 5 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 5 • Small Town Profile: Profile: 2
Tool Shed • Gallery: Decoration • Categories: None • Build Cost: §150 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity 1 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: Increases the speed and efficiency of city Work Crews. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 5 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Topiary Bush — Bunny Rabbit • Gallery: Decoration • Categories: None • Build Cost: §250
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Availability: Locked • Unlock Prerequisite: Creativity > 70, Prosperity > 15 • Societal Value(s): Creativity 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Profile: Profile: 2 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 1 • Small Town Profile: 0
Topiary Bush — Hand • Gallery: Decoration • Categories: None • Build Cost: §250 • Availability: Locked • Unlock Prerequisite: Creativity > 70, Prosperity > 15 • Societal Value(s): Creativity 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Profile: Profile: 2 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 1 • Small Town Profile: 0
Topiary Bush — Pillar • Gallery: Decoration • Categories: None • Build Cost: §250 • Availability: Locked • Unlock Prerequisite: Creativity > 70, Prosperity > 15 • Societal Value(s): Creativity 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None
• Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Town Profile: 2 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 1 • Small Town Profile: Profile: 0
Topiary Bush — Teddy Bear • Gallery: Decoration • Categories: None • Build Cost: §250 • Availability: Locked • Unlock Prerequisite: Creativity > 70, Prosperity > 12 • Societal Value(s): Creativity 2 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Town Profile: 2 • Industrial Profile: -5 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 1 • Small Town Profile: Profile: 0
Topiary Park • Gallery: Decoration • Categories: None • Build Cost: §1,000 • Availability: Hidden • Unlock Prerequisite: Creativity > 30, Prosperity > 75 • Societal Value(s): Creativity 10 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 10 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 15 • Small Town Profile: Profile: 0
Tourism Bureau
Town Common
Town Square
Townhouse B
• Gallery: Workplace • Categories: Tourist Tourist • Build Cost: §11,750 • Income per Day per Worker: §100 • Jobs: 5 • Availability: Hidden • Unlock Prerequisite: Prosperity > 196, Population > 6,600 • Societal Value(s): Prosperity Prosperity -25 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Increases the likelihood of Tourists in t he city. Tourists provide revenue for every Venue they successfully visit. • Building Action: None • Special Sim Class Spawned: Tourist • Capitalist Profile: 20 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Town Profile: 0 • Industrial Profile: -15 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: Profile: -10
• Gallery: Decoration • Categories: None • Build Cost: §350 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Spirituality 3 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Makes the local area and all nearby buildings much more appealing for Sims to visit. 2) Increases the property value of nearby buildings, allowing you to recycle them for a higher refund. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 20 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
• Gallery: Decoration • Categories: None • Build Cost: §800 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity 5 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Makes the local area and all nearby buildings much more appealing for Sims to visit. 2) Increases the property value of nearby buildings, allowing you to recycle them for a higher refund. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 1 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 5 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: 0
• Gallery: Home • Categories: Private • Build Cost: §2,625 • Happiness Effects: 0 • Workers: 4 • Population: 95 • Availability: Locked • Unlock Prerequisite: Creativity > 20, Prosperity > 22 • Societal Value(s): Creativity 2, Prosperity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 8 • Small Town Profile: -3
Tourist Information
• Gallery: Workplace • Categories: Government • Build Cost: §1,500 • Income per Day per Worker: §100 • Jobs: 8 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Authority 10 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Each instance of this building reduces the Simoleon and Societal Value output of all instances of this building. 2) Increases the Simoleon output of employees at nearby Workplaces. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 5 • Contemplative Profile: -15 • Cyberpunk Profile: 5 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: 15 • Romantic Profile: 15 • Small Town Profile: 20
• Gallery: Workplace • Categories: Tourist Tourist • Build Cost: §750 • Income per Day per Worker: §100 • Jobs: 4 • Availability: Locked • Unlock Prerequisite: Prosperity > 95, Population > 2,000 • Societal Value(s): Prosperity Prosperity -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: Tourist • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 5 • Haunted Town Town Profile: 0 • Industrial Profile: -15 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: -10
Town Hall
Townhouse A • Gallery: Home • Categories: Private • Build Cost: §2,625 • Happiness Effects: 0 • Workers: 4 • Population: 95 • Availability: Locked • Unlock Prerequisite: Creativity > 20, Prosperity > 22 • Societal Value(s): Creativity 2, Prosperity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 8 • Small Town Profile: -3
Townhouse C • Gallery: Home • Categories: Private • Build Cost: §2,625 • Happiness Effects: 0 • Workers: 4 • Population: 95 • Availability: Locked • Unlock Prerequisite: Creativity > 20, Prosperity > 22 • Societal Value(s): Creativity 2, Prosperity -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -5 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -5 • Romantic Profile: 8 • Small Town Profile: -3
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
C h a p t e r 4 : B u i l d i n g s 135
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Toy Store • Gallery: Venue • Categories: Retail • Build Cost: §1,000 • Happiness Effects: 3 • Visit Slots: 10 • Availability: Locked • Unlock Prerequisite: Creativity > 55, Prosperity > 20 • Societal Value(s): Creativity -4, Prosperity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Sells Toys. Toys Toys provide a large Happiness boost for a few days. 2) Sells Game Consoles. Game Consoles provide a small Happiness boost for a long time. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 0 • Fun City Profile: 35 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: -15 • Romantic Profile: 0 • Small Town Profile: 0
Tract Mansion A s g n i d l i u B : 4 r e t p a h C 136
• Gallery: Home • Categories: Private • Build Cost: §1,500 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Locked • Unlock Prerequisite: Prosperity > 55, Population > 500, Treasury > §5,000 • Societal Value(s): Prosperity -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: -5 • Fun City Profile: -3 • Haunted Town Profile: Profile: 1 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -10
• Romantic Profile: -5 • Small Town Profile: Profile: 4
• Romantic Profile: -5 • Small Town Profile: 4
Tract Mansion B
Trailer Park A
• Gallery: Home • Categories: Private • Build Cost: §1,500 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Locked • Unlock Prerequisite: Prosperity > 55, Population > 500, Treasury > §5,000 • Societal Value(s): Prosperity Prosperity -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: -5 • Fun City Profile: -3 • Haunted Town Profile: 1 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: Profile: 4
• Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: -1 • Workers: 6 • Population: 120 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity 1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: Profile: 2 • Industrial Profile: 4 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: -6 • Small Town Profile: 10
Tract Mansion C • Gallery: Home • Categories: Private • Build Cost: §1,500 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Locked • Unlock Prerequisite: Prosperity > 55, Population > 500, Treasury > §5,000 • Societal Value(s): Prosperity Prosperity -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -10 • Cyberpunk Profile: -5 • Fun City Profile: -3 • Haunted Town Profile: 1 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -10
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Trailer Park B • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: -1 • Workers: 6 • Population: 120 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity 1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: Profile: 2 • Industrial Profile: 4 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: -6 • Small Town Profile: 10
Trailer Park C • Gallery: Home • Categories: None • Build Cost: §750 • Happiness Effects: -1 • Workers: 6 • Population: 120 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity 1 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Town Profile: 2 • Industrial Profile: 4 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: -6 • Small Town Profile: Profile: 10
Trash Incinerator • Gallery: Power • Categories: High Carbon • Build Cost: §750 • Availability: Locked • Unlock Prerequisite: Knowledge > 10 • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Chokes the city’s air with a massive output of smog. 2) Reduces the Happiness effect of nearby Homes and Venues. • Building Action: Building produces more power but has increased chances of catching fire. Click the action button again to return to normal functioning. • Special Sim Class Spawned: None • Capitalist Profile: 5 • Contemplative Profile: 0 • Cyberpunk Profile: 10 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 10 • Normal Profile: 1 • Authoritarian Profile: 10 • Romantic Profile: 1 • Small Town Profile: Profile: 10
Treasury Department • Gallery: Workplace • Categories: Government • Build Cost: §1,800 • Income per Day per Worker: §100 • Jobs: 10 • Availability: Locked • Unlock Prerequisite: Authority > 55, Population > 2,200 • Societal Value(s): Authority -10 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Each instance of this building reduces the Simoleon and Societal Value output of all instances of this building. 2) Increases the Simoleon output of employees at nearby Workplaces. • Building Action: Targeted Home’s Home’s residents are evicted, and each must pay 200 Simoleons to the city. This makes them unhappy and deactivates the Home for 24 hours. • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: -25 • Cyberpunk Profile: 0 • Fun City Profile: -10 • Haunted Town Town Profile: 0 • Industrial Profile: 15 • Normal Profile: 1 • Authoritarian Profile: 20 • Romantic Profile: 15 • Small Town Profile: Profile: -25
Tree House A • Gallery: Home • Categories: Private • Build Cost: §75 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Locked • Unlock Prerequisite: Creativity > 56, Population > 120 • Societal Value(s): Creativity -3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 6 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Town Profile: 0
• Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: -10
Tree House B • Gallery: Home • Categories: Private • Build Cost: §75 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Locked • Unlock Prerequisite: Creativity > 56, Population > 120 • Societal Value(s): Creativity -3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 6 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: -10
Tree House C • Gallery: Home • Categories: Private • Build Cost: §75 • Happiness Effects: 1 • Workers: 2 • Population: 12 • Availability: Locked • Unlock Prerequisite: Creativity > 56, Population > 120 • Societal Value(s): Creativity -3 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 6 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10
• Romantic Profile: -5 • Small Town Profile: -10
Triple Decker A • Gallery: Home • Categories: None • Build Cost: §1,500 • Happiness Effects: 1 • Workers: 6 • Population: 120 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 8 • Contemplative Profile: -5 • Cyberpunk Profile: 2 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Triple Decker B • Gallery: Home • Categories: None • Build Cost: §1,500 • Happiness Effects: 1 • Workers: 6 • Population: 120 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 8 • Contemplative Profile: -5 • Cyberpunk Profile: 2 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Triple Decker C • Gallery: Home • Categories: None • Build Cost: §1,500 • Happiness Effects: 1 • Workers: 6 • Population: 120 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Prosperity Prosperity -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 8 • Contemplative Profile: -5 • Cyberpunk Profile: 2 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Tudor A • Gallery: Home • Categories: Private • Build Cost: §2,000 • Happiness Effects: 1 • Workers: 3 • Population: 22 • Availability: Locked • Unlock Prerequisite: Prosperity > 25, Population > 450, Creativity > 25 • Societal Value(s): Prosperity Prosperity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 8 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 4 • Haunted Town Profile: 4 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -5 • Romantic Profile: 8 • Small Town Profile: 6
C h a p t e r 4 : B u i l d i n g s 137
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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Tudor B
Tulip Nursery
• Gallery: Home • Categories: Private • Build Cost: §2,000 • Happiness Effects: 1 • Workers: 3 • Population: 22 • Availability: Locked • Unlock Prerequisite: Prosperity > 25, Population > 450, Creativity > 25 • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 8 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 4 • Haunted Town Profile: Profile: 4 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -5 • Romantic Profile: 8 • Small Town Profile: 6
• Gallery: Workplace • Categories: Botanic • Build Cost: §300 • Income per Day per Worker: §75 • Jobs: 3 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Tue.–Thu. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 15 • Cyberpunk Profile: -15 • Fun City Profile: 15 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Tudor C
s g n i d l i u B : 4 r e t p a h C
• Gallery: Home • Categories: Private • Build Cost: §2,000 • Happiness Effects: 1 • Workers: 3 • Population: 22 • Availability: Locked • Unlock Prerequisite: Prosperity > 25, Population > 450, Creativity > 25 • Societal Value(s): Prosperity -4 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 8 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 4 • Haunted Town Profile: Profile: 4 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -5 • Romantic Profile: 8 • Small Town Profile: 6
TV Network • Gallery: Workplace • Categories: Media • Build Cost: §9,500 • Income per Day per Worker: Worker: §125 • Jobs: 15 • Availability: Hidden • Unlock Prerequisite: Prosperity > 380, Population > 6,600 • Societal Value(s): Prosperity Prosperity -14, Creativity -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Increases the Simoleon output of employees at nearby Workplaces. 2) Increases the chances that artists appearing in the city
will be Celebrities. • Building Action: Targeted Targeted retail building advertises on TV, making it more attractive. Click again to deactivate this action, readying it for use on a different target.
• Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: -25 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0
138
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
• Romantic Profile: 0 • Small Town Profile: -20
TV Station • Gallery: Workplace • Categories: Media • Build Cost: §1,600 • Income per Day per Worker: §100 • Jobs: 12 • Availability: Hidden • Unlock Prerequisite: Prosperity > 127, Population > 2,770 • Societal Value(s): Prosperity -4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Increases the Simoleon output of employees at nearby Workplaces. 2) Increases the chances that artists appearing in the city
will be Celebrities. • Building Action: Targeted Targeted retail building advertises on TV, making it more attractive. Click again to deactivate this action, readying it for use on a different target.
• Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: -20 • Cyberpunk Profile: 20 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 10 • Romantic Profile: 0 • Small Town Profile: 0
Underground Casino • Gallery: Venue • Categories: Gaming • Build Cost: §3,150 • Happiness Effects: 5 • Visit Slots: 20 • Availability: Hidden • Unlock Prerequisite: Productivity > 85, Population > 2,100, Treasury > §5,000 • Societal Value(s): Productivity 2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) How long Sims stay here, and how happy they are about it, depends largely on their luck. 2) Has a chance of getting Sims drunk. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 20 • Contemplative Profile: -25 • Cyberpunk Profile: 10 • Fun City Profile: 0
• Haunted Town Town Profile: 0 • Industrial Profile: 25 • Normal Profile: 0 • Authoritarian Profile: 10 • Romantic Profile: 0 • Small Town Profile: Profile: -25
Union Hall • Gallery: Venue • Categories: None • Build Cost: §2,250 • Happiness Effects: 3 • Visit Slots: 25 • Availability: Hidden • Unlock Prerequisite: Productivity > 130, Population > 2,025, Treasury > §10,000 • Societal Value(s): Productivity Productivity 5 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: Temporarily Temporarily gives healthy visitors to this building a chance of becoming immune to illness. • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: -20 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 35 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 0 • Small Town Profile: Profile: -10
Unionized Steel Factory • Gallery: Workplace • Categories: Manufacture
• Build Cost: §12,000 • Income per Day per Worker: Worker: §100 • Jobs: 45 • Availability: Hidden • Unlock Prerequisite: Productivity > 250, Population > 6,150, Treasury > §40,000 • Societal Value(s): Productivity Productivity -30 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: 1) Darkens local skies with smog. 2) Reduces the Happiness effect of nearby Homes and Venues. • Building Action: Adds 5,000 Simoleons to the treasury.
• Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: -35 • Cyberpunk Profile: 0 • Fun City Profile: -25 • Haunted Town Town Profile: 0
• Industrial Profile: 45 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: -10 • Small Town Profile: Profile: -20
Urban Playground • Gallery: Decoration • Categories: None • Build Cost: §1,250 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity Productivity 6 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 8 • Contemplative Profile: 0 • Cyberpunk Profile: 5 • Fun City Profile: 0 • Haunted Town Town Profile: 0 • Industrial Profile: 5 • Normal Profile: 1 • Authoritarian Profile: 1 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Victorian Home A • Gallery: Home • Categories: Private • Build Cost: §2,250 • Happiness Effects: 2 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Prosperity > 300, Population > 2,970 • Societal Value(s): Prosperity Prosperity -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Town Profile: 6 • Industrial Profile: 4 • Normal Profile: 0 • Authoritarian Profile: -10
• Romantic Profile: 6 • Small Town Profile: 0
Victorian Home B • Gallery: Home • Categories: Private • Build Cost: §2,250 • Happiness Effects: 2 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Prosperity > 300, Population > 2,970 • Societal Value(s): Prosperity -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: 6 • Industrial Profile: 4 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 6 • Small Town Profile: 0
Victorian Home C • Gallery: Home • Categories: Private • Build Cost: §2,250 • Happiness Effects: 2 • Workers: 2 • Population: 12 • Availability: Hidden • Unlock Prerequisite: Prosperity > 300, Population > 2,970 • Societal Value(s): Prosperity -6 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: Residents pay 50 Simoleons into the treasury every morning at 9:00 a.m. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: -5 • Fun City Profile: 0 • Haunted Town Profile: 6 • Industrial Profile: 4 • Normal Profile: 0
• Authoritarian Profile: -10 • Romantic Profile: 6 • Small Town Profile: 0
Video Arcade • Gallery: Venue • Categories: Child Safe, Gaming • Build Cost: §750 • Happiness Effects: 3 • Visit Slots: 7 • Availability: Locked • Unlock Prerequisite: Knowledge > 30 • Societal Value(s): Knowledge Knowledge -3 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: 1) Some Sims have a great time here, some don’t have f un at all. 2) Sims will choose this building over a nearby building that makes them equally happy. • Building Action: Temporarily Temporarily increases the popularity and capacity of this
building, as well as its Happiness effect. • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: -15 • Cyberpunk Profile: 25 • Fun City Profile: 25 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
Vigilante Group • Gallery: Workplace • Categories: None • Build Cost: §500 • Income per Day per Worker: §75 • Jobs: 3 • Availability: Hidden • Unlock Prerequisite: Productivity > 110, 110, Population > 3,300, Treasury > §5,000 • Societal Value(s): Productivity Productivity 4 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Increases the chances that criminals appearing in the city will be Vigilantes. • Building Action: Immediately dispatches an Arsonist to a targeted Home. • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -15 • Cyberpunk Profile: 0 • Fun City Profile: 0
• Haunted Town Profile: 0 • Industrial Profile: 20 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: -15
Village Green • Gallery: Decoration • Categories: None • Build Cost: §500 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Creativity 4 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Makes the local area and all nearby buildings much more appealing for Sims to visit. 2) Increases the property value of nearby buildings, allowing you to recycle them for a higher refund. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 10 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 20 • Small Town Profile: 0
VIP Club • Gallery: Venue • Categories: Arts • Build Cost: §1,350 • Happiness Effects: 7 • Visit Slots: 6 • Availability: Hidden • Unlock Prerequisite: Productivity > 90, Prosperity > 23 • Societal Value(s): Productivity 1, Prosperity -2 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: Increases the chances that entertainers appearing in the city
will be Rock Stars. • Building Action: Hire a Bouncer to work the door, increasing the Happiness of the Sims who get in. • Special Sim Class Spawned: None • Capitalist Profile: 25 • Contemplative Profile: -20 • Cyberpunk Profile: 20 • Fun City Profile: 0
C h a p t e r 4 : B u i l d i n g s 139
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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• Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: -20
Vocational School • Gallery: Venue • Categories: Child Safe, Education • Build Cost: §1,500 • Happiness Effects: 3 • Visit Slots: 12 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Productivity 5, Knowledge 5 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: City Worker • Capitalist Profile: 0 • Contemplative Profile: -10 • Cyberpunk Profile: 15 • Fun City Profile: 0 • Haunted Town Profile: Profile: 0 • Industrial Profile: 35 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 25
s Water Park Venue g •• Gallery: Categories: n Child Safe i • Build Cost: §2,700 d • Happiness Effects: 3 l i • Visit Slots: 35 Availability: Hidden u •• Unlock Prerequisite: Creativity > 150, B Population > 225 : • Societal Value(s): Creativity -8 Duration: 5 hours 4 •• Visit Open: 9 a.m.–2 p.m. r • Workweek: Full week e • Building Abilities: None t • Building Action: None Sim Class Spawned: None p •• Special Capitalist Profile: 0 a • Contemplative Profile: -15 h • Cyberpunk Profile: 0 • Fun City Profile: 30 C • Haunted Town Profile: Profile: 0 • Industrial Profile: -10
• Normal Profile: 0 • Authoritarian Profile: -20 • Romantic Profile: -20 • Small Town Profile: Profile: -10
• Romantic Profile: 0 • Small Town Profile: 0
Water Treatment Plant
• Gallery: Power • Categories: Low Carbon, Solar/Wind • Build Cost: §600 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): — • Visit Duration: 6 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 5 • Cyberpunk Profile: 0 • Fun City Profile: 1 • Haunted Town Profile: Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 5 • Small Town Profile: 5
• Gallery: Workplace • Categories: None • Build Cost: §2,000 • Income per Day per Worker: §100 • Jobs: 15 • Availability: Locked • Unlock Prerequisite: Knowledge > 40 • Societal Value(s): Knowledge Knowledge -6 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: Building is less likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 15 • Contemplative Profile: 0 • Cyberpunk Profile: 10 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: Profile: 0
Welfare Center • Gallery: Venue • Categories: Government • Build Cost: §1,800 • Happiness Effects: 5 • Visit Slots: 15 • Availability: Hidden • Unlock Prerequisite: Prosperity > 132, Population > 2,200 • Societal Value(s): Prosperity Prosperity -4, Spirituality 5 • Visit Duration: 5 hours • Open: 9 a.m.–2 p.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: 20 • Normal Profile: 1 • Authoritarian Profile: 0
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Wind Farm
Windmill • Gallery: Workplace • Categories: None • Build Cost: §400 • Income per Day per Worker: §100 • Jobs: 5 • Availability: Hidden • Unlock Prerequisite: Productivity > 8, Population > 100, Treasury > §8,000 • Societal Value(s): Productivity -2 • Visit Duration: 6 hours • Open: 8 a.m.–5 p.m. • Workweek: Mon.–Fri. • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: 20 • Cyberpunk Profile: -20 • Fun City Profile: 15 • Haunted Town Profile: Profile: 1 • Industrial Profile: -15 • Normal Profile: 1 • Authoritarian Profile: -10 • Romantic Profile: 25 • Small Town Profile: 0
Wishing Well • Gallery: Decoration • Categories: None • Build Cost: §225 • Availability: Hidden
• Unlock Prerequisite: Creativity > 140, Population > 180 • Societal Value(s): Creativity 3 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: Toss your coin into the well while thinking of a wish. • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 0 • Cyberpunk Profile: 0 • Fun City Profile: 20 • Haunted Town Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: 0 • Small Town Profile: Profile: 0
Woodland Park • Gallery: Decoration • Categories: None • Build Cost: §750 • Availability: Unlocked • Unlock Prerequisite: N/A • Societal Value(s): Knowledge Knowledge 3 • Visit Duration: N/A • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Makes the local area and all nearby buildings somewhat more appealing for Sims to visit. 2) Slightly increases the property value of nearby buildings, allowing you to recover more of their cost when selling them back. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 0 • Contemplative Profile: 10 • Cyberpunk Profile: -10 • Fun City Profile: 10 • Haunted Town Town Profile: 10 • Industrial Profile: -15 • Normal Profile: 0 • Authoritarian Profile: 0 • Romantic Profile: 10 • Small Town Profile: Profile: 15
Worker Barracks A • Gallery: Home • Categories: None • Build Cost: §12,500 • Happiness Effects: -1 • Workers: 20 • Population: 120
• Availability: Hidden • Unlock Prerequisite: Productivity > 140, Population > 2,025, Treasury > §10,000 • Societal Value(s): Productivity Productivity 25 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: -5 • Fun City Profile: -10 • Haunted Town Town Profile: 0 • Industrial Profile: 8 • Normal Profile: 0 • Authoritarian Profile: 6 • Romantic Profile: -5 • Small Town Profile: Profile: 0
Worker Barracks B • Gallery: Home • Categories: None • Build Cost: §12,500 • Happiness Effects: -1 • Workers: 20 • Population: 120 • Availability: Hidden • Unlock Prerequisite: Productivity > 140, Population > 2,025, Treasury > §10,000 • Societal Value(s): Productivity Productivity 25 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: -5 • Fun City Profile: -10 • Haunted Town Town Profile: 0 • Industrial Profile: 8 • Normal Profile: 0 • Authoritarian Profile: 6 • Romantic Profile: -5 • Small Town Profile: Profile: 0
Worker Barracks C • Gallery: Home • Categories: None • Build Cost: §12,500 • Happiness Effects: -1 • Workers: 20 • Population: 120 • Availability: Hidden • Unlock Prerequisite: Productivity > 140, Population > 2,025, Treasury > §10,000 • Societal Value(s): Productivity 25 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -5 • Contemplative Profile: -10 • Cyberpunk Profile: -5 • Fun City Profile: -10 • Haunted Town Profile: 0 • Industrial Profile: 8 • Normal Profile: 0 • Authoritarian Profile: 6 • Romantic Profile: -5 • Small Town Profile: 0
Yurt Yu rt A • Gallery: Home • Categories: None • Build Cost: §300 • Happiness Effects: 0 • Workers: 3 • Population: 35 • Availability: Hidden • Unlock Prerequisite: Spirituality > 58 • Societal Value(s): Spirituality -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 10 • Cyberpunk Profile: -10 • Fun City Profile: 0
• Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: Profile: -5
Yurt Yu rt B • Gallery: Home • Categories: None • Build Cost: §300 • Happiness Effects: 0 • Workers: 3 • Population: 35 • Availability: Hidden • Unlock Prerequisite: Spirituality > 58 • Societal Value(s): Spirituality -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire. • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 10 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: -5
Yurt Yu rt C • Gallery: Home • Categories: None • Build Cost: §300 • Happiness Effects: 0 • Workers: 3 • Population: 35 • Availability: Hidden • Unlock Prerequisite: Spirituality > 58 • Societal Value(s): Spirituality -2 • Visit Duration: 2 hours • Open: 24 hours • Workweek: Full week • Building Abilities: 1) Sims here have a high chance of becoming ill. 2) Building is more likely than most to catch fire.
• Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: -10 • Contemplative Profile: 10 • Cyberpunk Profile: -10 • Fun City Profile: 0 • Haunted Town Profile: 0 • Industrial Profile: -10 • Normal Profile: 0 • Authoritarian Profile: -10 • Romantic Profile: -5 • Small Town Profile: Profile: -5
Zoo • Gallery: Venue • Categories: Child Safe • Build Cost: §11,250 §11,250 • Happiness Effects: 5 • Visit Slots: 45 • Availability: Hidden • Unlock Prerequisite: Creativity > 60, Population > 1,350 • Societal Value(s): Creativity -25 • Visit Duration: 2 hours • Open: 9 a.m.–12 a.m. • Workweek: Full week • Building Abilities: None • Building Action: None • Special Sim Class Spawned: None • Capitalist Profile: 10 • Contemplative Profile: -5 • Cyberpunk Profile: -15 • Fun City Profile: 30 • Haunted Town Profile: 0 • Industrial Profile: 0 • Normal Profile: 1 • Authoritarian Profile: 0 • Romantic Profile: 0 • Small Town Profile: 0
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S
pecial Sims wander the streets of your city helping or harming your normal Sims as they go through their daily routine. Special Sims can offer Happiness, bestow an Accessory, divert Sims away from their intended destinations, or turn other Sims into the living dead. That’s That’s life in the big city for you. This chapter introduces you to all these very special Special Sims and gives you the insight you need to know where they come from, what they do, and how you can take some control over what kind of Special Sims you’ll y ou’ll have and how to get more of the kind you want and control or reduce the kind you don’t.
Generating Special Sims Special Sims are primarily generated from two sources: building abilities and building actions. • Building Abilities: When you place certain buildings, they can spawn Sims from a c ertain Sim class each day. Which Sim from the class you’ll see is based on the class’s probabilities. • Building Actions: Many building actions will generate a specific Special Sim. Unlike building abilities, building actions must be activated by you, so these will never appear randomly.
Special Sim Classes
s Special Sims are grouped into several classes. Within each m i class, the chance of getting each kind of Special Sim varies. each Special Sim class, we list the buildings that spawn it, S For percent chance of a spawn occurring from every visit of a l the Sim, and a breakdown of the chances of each kind of a normal i Special Sim within the class. The number of Special Sims that c can spawn at a time are also listed, as certain classes produce e multiple Sims per spawn. p NOTE S : Special Sims can be in more than one class. 5 r e Activist t • Animal Rescue Office • Liberal Arts College p • Botanical Garden • Newspaper a • Campus Radio Station • Pied Piper Pest Control h • Highway Volunteers Club • Smoke Shop C • Chance of Spawning: 25% • Number of Sims per spawn: 1 142
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Activist Spawn Chances SPECIAL S IM
SPAWN C HANCE
Hippie Photojournalist Environmentalist
70% 20% 10%
Artist • Art Expo Center • Art Museum • Dorm • Hit Movie Studio
• Indie Label • Movie Studio • Off-Broadway Playhouse • Sim Art Academy
• Chance of Spawning: 25% • Number of Sims per spawn: 1
Artist Spawn Chances SPECIAL S IM
SPAWN C HANCE
Street Artist Decorator Celebrity
74% 25% 1%
Business Sim • Consulting Firm • Corporate Retreat
• Law Offices • PR Firm
• Chance of Spawning: 20% • Number of Sims per spawn: 1
Business Sim Spawn Chances SPECIAL S IM
SPAWN C HANCE
Consultant Tycoon
90% 10%
City Worker • Dept. of Public Works • District Fire Station • Fire Station
• Public Safety • Vocational School
• Chance of Spawning: 20% • Number of Sims per spawn: 1
City Worker Spawn Chances SPECIAL S IM
SPAWN C HANCE
Work Crew Firefighter
75% 25%
• Chance of Spawning: 25% • Number of Sims per spawn: 1
Criminal • Carnival Games • Dive Bar • D-Lux Sleep Tubes • Nightclub • Pawn Shop • Racetrack
• Sleep Tubes • Slum Apartments • Speakeasy • State Housing Block • Tattoo Parlor
• Chance of Spawning: 3% • Number of Sims per spawn: 3
Criminal Spawn Chances SPECIAL S IM
SPAWN C HANCE
Pickpocket Burglar Hooligan Arsonist Vigilante
64% 25% 5% 4% 2%
Elder • Altar • Elder Council
• Gathering Hall • Parochial School
• Chance of Spawning: 1% • Number of Sims per spawn: 5
Elder Spawn Chances SPECIAL S IM
SPAWN C HANCE
Elder Cultist
75% 25%
Entertainer • Band House • Children’s Children’s Museum Muse um • Clown School • Garage Band
• Open Air Venue • Recording Studio • Sims Comedy Club
• Chance of Spawning: 25% • Number of Sims per spawn: 1
Entertainer Spawn Chances SPECIAL S IM
Street Performer Mime Rock Star
SPAWN C HANCE
74% 25% 1%
SPECIAL S IM
SPAWN C HANCE
Farmer
100%
Holy Sim • Cathedral • Evangelical Center • Evangelical Megaplex • Longhall • Meeting House
• Mega-Church • Stone Church • Temperance Union • Temple
• Chance of Spawning: 25% • Number of Sims per spawn: 1
Holy Sim Spawn Chances SPECIAL S IM
SPAWN C HANCE
Street Preacher Faith Healer Zealot Temperance Advocate
85% 5% 5% 5%
Manager • Colossal Foundry • Epic Tower • Financial Building • Foundry
• Office Building • Oil Refinery • Skyscraper
• Chance of Spawning: 5% • Number of Sims per spawn: 1
Manager Spawn Chances SPECIAL S IM
SPAWN C HANCE
Slum Lord Tycoon
90% 10%
Men in Black • Ministry of Thought • Chance of Spawning: 25% • Number of Sims per spawn: 1
Men in Black Spawn Chances SPECIAL S IM
Man in Black
Farmer • Communal Garden • Farm • Farmer’s Farmer’s Market • Farming Co-op
Farmer Spawn Chances
SPAWN C HANCE
100%
• Orchard • Rice Paddy • Sugar Cane Field
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Monk
Secret Enforcer
• Bath House • Dojo • Meditation Center
• Monastery • Sanctuary • Sesshin Center
• Chamber of Deputies • Corporate Hive • Corporate One
• Crime Forecast AI • CyberCorp Offices • Palace of Justice
• Chance of Spawning: 5% • Number of Sims per spawn: 1
• Chance of Spawning: 25% • Number of Sims per spawn: 1
Monk Spawn Chances
Secret Enforcer Spawn Chances
SPECIAL S IM
SPECIAL S IM
SPAWN C HANCE
Fighting Monk Master
97% 3%
Police Poli ce Offi ce cerr • Bobby Station • Elite Cadet Academy • Military School
• Police Station • Sheriff’s Office
• Chance of Spawning: 50% • Number of Sims per spawn: 1
Police Officer Spawn Chances SPECIAL S IM
SPAWN C HANCE
Police Officer
100%
• Focus Test Lab • Market Research Center • Research Clinic • Teaching Hospital • Think Tank
s m i S l • Chance of Spawning: 20% a • Number of Sims per spawn: 1 i c Researcher Spawn Chances e S S S C p Scientist 89% S Professor 10% : 1% 5 Mad Scientist r e t p a h C PECIAL
IM
PAWN
Secret Police Sentinel Man in Black
85% 10% 5%
Security Professi Professional onal • Corporate Cops • Corrupt Police Station • Courthouse
• District Courthouse • Firing Range
• Chance of Spawning: 20% • Number of Sims per spawn: 1
Security Professional Spawn Chances SPECIAL S IM
SPAWN C HANCE
Corporate Security Guard 75% Private Security Guard 25%
Researcher • Alien Artifact Lab • Behavior Control Facility • Behavioral Science Lab • Corporate R&D Center • Defense Lab • Fire Analysis Center
SPAWN C HANCE
HANCE
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Spooky • Castle Ruin • Creepy Barn
• Haunted House • Shack
• Chance of Spawning: 5% • Number of Sims per spawn: 1
Spooky Spawn Chances SPECIAL S IM
Ghost Zombie
SPAWN C HANCE
90% 10%
Tourist • Bed & Breakfast • Casino Hotel • Concourse Hotel
• Tourism Bu reau • Tourist Information
• Chance of Spawning: 50% • Number of Sims per spawn: 1
Tourist Spawn Chances SPECIAL S IM
SPAWN C HANCE
Tourist Pickpocket
90% 10%
Changing Spawn Chances Some buildings alter the basic spawn probabilities of one entire class of Special Sims or one kind of Sim within a class: Buildings That Alter Special Sim Spawn Chances NOTE
All modifiers are positive unless indicated by - . BUILDING
SPECIAL S IM A FFECTED
Army Surplus Store Vigilantes Driving Range Hooligans Elite Cadet Academy — Faith Healer Faith Healers Ferris Wheel Mimes Fireworks Shack Arsonists Firing Range Vigilantes Indie Label Rock Stars (-) Hot Air Balloon Ride Mimes International Exchange Tycoons Kerosene Kerosene Distillery Arsonists Memorial Plaza Vigilantes Metal Club Rock Stars Midwife Faith Healers Movie Studio Celebrities Neighborhood Watch Vigilantes Nightclub Hooligans Oil Refinery Tycoons Private School Private Security Guards Public Safety Private Security Guards Public Clock City Workers Rock Garden Masters Sports Stadium Rock Stars Televangelist Studio Celebrities Temperance Union Temperance Advocates Tourism Bureau Tourists TV Network Celebrities TV Station Celebrities Vigilante Group Vigilantes VIP Club Rock Stars
a Fireworks Shack, however, any building that spawns criminals changes to have a 6 percent chance of spawning an Arsonist. These bonuses do stack. When a change affects an entire class of Special Sims, it merely ups the daily chance of the building spawning any of the Sims in the class.
Special Sim Building Actions Some building actions spawn Special Sims.
SPECIAL S IM C LASS A FFECTED
— — Police Officers — Entertainers — — Artists Entertainers — — — — — — — — — — — — — — — — — — — — —
When the change affects a particular Special Sim, the result is that the other Sims spawned for a class are less likely to appear and the Sim the change affects is more likely to show up. For example, normally a building that spawns criminals has a 4 percent chance of spawning an Arsonist. When you place
Some buildings produce Special Sims only when commanded by a building action. The table below lists all buildings that can produce Special Sims this way. Buildings That Produce Special Sims with Building Actions B UILDING
BUILDING A CTION
Administration Building Activist Rally Animal Rescue Office
Activist Rally
Astrophysics Lab
Research Grant
Campus Radio Station
Activist Rally
Chamber of Deputies Cineplex Clown School Creepy Barn Dept. of Public Health Genetics Lab
Safety Inspection World Premiere Mimeageddon Summon Spirits Safety Inspection Research Grant
Graveyard Inquisition Office Liberal Arts College
Summon Spirits Inquisition Activist Rally
Medical Group Meeting House Movie Theater
Safety Inspection Recruitment Premiere
SIMS S PAWNED
Hippies, Environmentalists, Photojournalists Hippies, Environmentalists, Photojournalists Scientists, Professors, Mad Scientists Hippies, Environmentalists, Photojournalists Safety Inspector Celebrity Mimes Ghosts, Zombies Safety Inspector Scientists, Professors, Mad Scientists Ghosts, Zombies Zealots Hippies, Environmentalists, Photojournalists Safety Inspector Zealots Celebrity
C h a p t e r 5 : S p e c i a l S i m s 145
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Buildings That Produce Special Sims with Building Actions continued B UILDING
BUILDING A CTION
SIMS S PAWNED
Nightclub Pirate Coast Club Public Radio Station
Hire Bouncer Hire Bouncer Activist Rally
Pub Sentinel Seminary Sesshin Center Shack Spirit Squadroom Speakeasy Stone Church Teaching Hospital
Hire Bouncer Enforcement Pilgrimage Summon Spirits Cheerocracy Hire Bouncer Recruitment Research Grant
Temple Temple VIP Club
Recruitment Hire Bouncer
Bouncer Bouncer Hippies, Environmentalists, Photojournalists Bouncer Sentinels Master Ghosts, Zombies Cheerleaders Bouncer Zealots Scientists, Professors, Mad Scientists Zealots Bouncer
Spec Sp ecia iall Si Sim m Profile less Arsonist s m i S l a i c e p S : 5 r e t p a h C
The Arsonist chooses a random Home building and starts a fire, but will be deterred if the Home is guarded by a Private or Corporate Security Guard.
Bouncer Bouncers prevent Hippies from entering a Venue (taking up space), leaving lots of space for normal Sims and upping the Happiness granted.
Burglar A Burglar chooses a random Home building and steals an Enhancement but will be deterred if the Home is guarded by a Private Security Guard.
Celebrity A Celebrity randomly chooses a Venue and turns it into a “hot spot,” making it more attractive and improving its Happiness effect.
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Cheerleader Cheerleaders perform in the streets, adding Happiness to any who stop and watch and even to Sims passing in the vicinity.
Consultant A Consultant temporarily reduces a Workplace’s place’s number of jobs but increases the per worker per day income amount.
Corporate Security Guard This guard prevents criminals from committing crimes against buildings in the Corporate category.
Cultist A Cultist will stop normal Sims and make them want to skip work and visit only Worship category Venues. When the victim recovers, he or she loses Happiness.
Decorator A Decorator visits a Venue and increases its Happiness factor.
Elder Elders visit Venues that either produce or consume Spirituality, increasing Happiness granted to visitors.
Environmentalist Environmentalists choose a Power building and, depending on its carbon output, reduce its capacity or shut it down completely.
Faith Healer
Mad Scientist
When Faith Healers encounter sick or injured Sims, they miraculously restore them to full health.
Mad Scientists visit Venue buildings to s how off their unpredictable experiments, either damaging the buildings or upping their capacity.
Farmer
Master
When Farmers visit Restaurant category Venues, Venues, the Happiness factor of the Venue increases.
The Master patrols the street, chasing off criminals and breaking up gatherings of Fighting Monks.
Fighting Monk
Men in Black
Fighting Monks perform martial arts demonstrations in the street, upping the Happiness of any who stop to watch ( the greater the number of Fighting Monks, the more Happiness they provide).
Men in Black wander the streets, removing various “subversive” Special Sims (Decorators, etc.).
FiFire refifigh ghte terr What else? Firefighters put out fires.
Mime Mimes perform in the streets. Sims who stop to watch get Happiness. Sims who do not stop may suffer a decrease of Happiness.
Ghost
Photojournalist
Ghosts scare Sims they encounter. encounter. Children get an increase of Happiness from being scared, but adults get a Happiness decrease.
If a disaster occurs, Photojournalists cover the story, bringing extra money to the city treasury.
Hippie
Pickpocket
Hippies go to Venues and consume s pace, potentially preventing normal Sims from entering.
Pickpockets accost Sims in the streets, s tealing their Accessories. Victims lose Happiness.
Hooligan
Police Poli ce Offi ce cerr
Hooligans choose a Venue building, damage it, and shut it down until it’s repaired.
These crime fighters wander the streets, arresting criminals.
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Private Security Guard
Sentinel
Private Security Guards stand guard at Home buildings that produce or consume Prosperity, preventing criminals from approaching.
Sentinels search for Sims Playing Hooky, dragging shirkers to their place of work. You get the worker’s amount of income for the day, but they’re still going to be unhappy enough to skip work again tomorrow unless they have a good evening of Venue hopping.
Professor A Professor randomly chooses an Education category building, permanently increasing its production of Societal Values. Values.
Riot Police Depending on the building, Riot Police target Sims of certain kinds, summarily arrest them, and bring them back to their origin or an Incarceration building.
Rock Star Rock Stars randomly choose a Venue and turn it into a “hot spot,” making it more attractive and improving its Happiness.
s m i S l a i c e p S : 5 r e t p a h C
Safety Inspectors Safety Inspectors visit Workplaces with dangerous building abilities and temporarily remove the ability’s effects.
Scientist A Scientist chooses a Research category building, increasing its per worker revenue.
Secret Police Secret Police search for Sims with extremely high or extremely low Happiness, drag them to their origin for a short detention, and normalize their mood.
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Slum Lord A Slum Lord chooses a Home building (one not in the Private category), expands its capacity, and adds risk of fire, injury, and sickness.
Street Artist Street Artists wander the streets, stopping Sims and painting their pictures. Sims get entertained (increasing Happiness) and, if they have space, can take the painting as an Accessory.
Street Perfor Performer mer Street Performers entertain in the street, giving Happiness to anyone who stops and watches.
Street Preacher These Special Sims preach in the street. Sims who stop to listen have a c hance of gaining or losing Happiness.
Temperance Advocate Temperance Advocates seek out Liquor category buildings and shut them down for a time.
Tourist Like Hippies, Tourists visit venues. Unlike Hippies, Tourists Tourists do not consume a slot when they visit a Venue and, best of all, pay for their keep by adding income to the treasur y each day.
Tycoon A Tycoon visits a random Workplace, increasing its daily per worker revenue but adding a per day reduction in worker Happiness.
Vigilante This type of criminal apprehends (or attempts to apprehend) other kinds of criminals (including other Vigilantes). Any criminals they encounter leave town, while any wrongly accosted innocents lose Happiness and go home or to a healthcare Venue, abandoning their intended destination.
Work Crew Work Crews speed automatic repairs to damaged buildings. The effect is even better with multiple Work Crews.
Zealot Zealots accost random Sims, diverting them to a Worship category Venue. The forced visit yields only half the Venue’s normal Happiness benefit.
Zombie
Tracking Special S pecial Sims To locate Special Sims in your city, activate the Special Sims display. Each Special Sim class has its own Special Sim display icon.
With the Special Sims display activated, all Special Sims can be located by class.
Some Sims can have two special display icons, one for their Special Sim class and one for certain special displays that highlight them. Criminals, for instance, will show both the Special Sim Criminal class icon and the Criminal icon when both the Special Sim and Crime special displays are activated.
Zombies wander the streets, but they also fill job slots, denying jobs to normal normal Sims. Sims who meet Zombies become frightened (losing Happiness). If a Zombie attacks a Sim, the Sim could become a Zombie. Zombies will inhabit a job until they’re dispatched dispatched by losing an attack on a normal Sim.
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M
anaging a city is fun, but the number of responsibilities can feel overwhelming. To To help tame t ame this overload, let’s let’s take a moment and break down all the other issues that will factor into your decisions and strategies. This chapter unpacks the various forces and concepts that will complicate your best-laid plans. Fortunately, once you’re properly oriented, these same forces will help you eng ineer the city you want to build.
City Info Card and Displays As the leader and manager of your city, you need to have the most critical facts at your fingertips.
City Info Card The City Info card is your stop for city stats.
t n e m e • Total population g • Treasury balance a • Time played Total jobs n •• Total filled a • Total jobs city Venue capacity M• Number of failed Venue visits y • Number of Sims Playing Hooky t • Number of Rogue Sims i • Budget rating C • Budget balance over time : • Total income (per day) 6 • Total expenses (per day) r • Crimes committed over time e • Arrests made t • Total crimes reported p • Homes burgled a • Pockets picked h C
That’s why there’s the handy-dandy City Info card. This easily accessed resource puts before you: • Criminal population • Health rating • Number of sick Sims
The button next to the Rogue Sims icon reveals some thoroughly nonessential stats about your city. Actually, some of those might be good to know.
Special Displays To help you locate things in your city, you can activate any (or all) of the special displays. These displays activate icons above important Sims or buildings in your city, and they can tell you a lot . NOTE
For a glossary of the icons you’ll see when yo u ac actitiva va te sp spec ecia iall di disp spla lays ys,, se seee th thee “Ico “I conn Glossary” chapter. With these nifty buttons, you can highlight: • Building Radius Effects
• Knowledge
• Building Category Effects
• Creativity
• Number of Sims cured of sickness • Number of Sims injured • Number of Sims cured of injury • Number of Sims immune to sickness • Population growth over time • Deaths over time
• Special Sims
• Building Happiness Effects
• Closed/Filled Venues
• Crime
• Building Actions
• Healthcare
• Number of natural deaths • Number of illness-related deaths • Number of accidental deaths • Pollution rating
• Productivity
• Problems
• Prosperity
• Power
• Happiness
• Pollution
• Pollution contribution (Buildings) • Pollution contribution (cars) • Carbon output over time • Smog output over time
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• Spirituality
Power Building Considerations
Power Buildings do not run on Values alone; they also need good old-fashioned electrical power. power. One of your jobs as master of your city will be to make sure your Sims have adequate power. power. Of course, that’s the easy part, a mere matter of available cash and need. What if you wanted to g ive your city enough power without pollution? Well, you can do that too. It’s all, as are most things in SimCity Societies , a matter of building selection. NOTE
For a list of powe r buildings and their properties, see the “Buildings” chapter.
Viewing Power All buildings show their power consumption or production with a Power icon and a red or green number.
Each building’s power consumption or production can be viewed by activating the Power special display. Below the galleries, you’ll see your most critical powerreading tool: the Power meter. This simple dial display usually shows your current level of available power supply (production versus consumption). The more to the right it is (green), the more power you have to spare; when it’s in the middle (yellow) it’s time to think about adding more supply; if it’s to the left (red), no new buildings will function and some old ones will shut down until you add more power. power. Even handier, when you point to any building in the gallery, its effect on the current power level will be previewed on the meter. meter. If pointing to a building drops the dial into the red, you shouldn’t build it until you’ve added more power. power.
When you place any Power building, there are several matters to consider.
Cost The value of power is a matter of output vs. cost. The more power you can make for the Simoleon, the more efficient the source. Unfortunately, cheap power is usually dirty power. power. If you want clean power, you’ll have to accept a much higher per-unit cost. Power Building Value B UILDING
BioMass Power Plant Coal-Hydrogen Plant Coal Plant Major Wind Farm Natural Gas Power Plant Nuclear Power Plant Oil Power Plant Solar Farm Super Coal Plant Trash Trash Incinerator Wind Farm
BUILD C OST
POWER
PER P OWER U NIT
$1,500 $9,000 $3,000 $1,500 $13,500 $30,000 $4,500 $3,000 $18,000 $750 $600
100 500 500 50 750 1,500 500 100 2,000 100 25
$15 $18 $6 $30 $18 $20 $9 $30 $9 $8 $24
Smog Most Power buildings produce smog. The amount is shown on the building’s gallery view and Building card. Smog-Producing Buildings B UILDING
BioMass Power Plant Coal-Hydrogen Plant Coal Plant Natural Gas Power Plant Oil Power Plant Super Coal Plant Trash Trash Incinerator
SMOG P RODUCED
Massive Slight Massive Slight Medium Massive Massive
As explained in the “Pollution” section, smog affects the appearance of your city but doesn’t impact crisis or event probability. probability.
Power supply is OK now. But if you place that building, it’s not coming online without more power.
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Carbon Most Power buildings also produce carbon. Carbon Production by Power Buildings B UILDING
CARBON P RODUCED
BioMass Power Plant Coal-Hydrogen Coal-Hydrogen Plant Coal Plant Natural Gas Power Plant Oil Power Plant Super Coal Plant Trash Incinerator
15 75 201 120 150 1,080 40
As explained in the “Pollution” section, carbon affects certain crisis or global event probabilities. Unlike noncarbon-triggered events, these can’t be shut off by changing the event frequency setting.
Most of these buildings work just like dirty plants but without the smog, carbon, or (except for the Nuclear Power Plant) Happiness effects. Three of these, however, have a bit more going on. • Power Substation: This building adds 5 percent to the Power output of solar and wind power buildings and produces +5 Power. Power. • Power Collection Hub: This building adds 5 percent to the Power output of the solar and wind power buildings, produces +10 Power, and features the Power Purchase building action. • Carbon Exchange: Although this building doesn’t generate any power, it provides a daily cash payment based on the amount of carbon your city produces versus the total amount of power. The bigger the difference, the bigger the payout. The Carbon Exchange is a critical income source for cities that eschew or minimize dirty power. If you see this icon in the City Info box, it means you have a very high differential of power to carbon. This is a big fat clue that you’ll get some good cash from having a Carbon Exchange.
Happiness Proximity All the polluting Power buildings also carry a building ability that reduces Happiness by -1 in all nearby Homes and Venues.
t n e Select a polluting Power building to view the extent of its mHappiness reduction. It’s the blue square on the ground. e Building Actions g Some Power buildings also feature a building action (Overload, a $2,500) that increases a building’s power output by 25 percent n but raises its chance of catching fire. This action can be kept on a indefinitely if you don’t mind the chance of your power supply Mburning to the ground. One other building (Power Collection can allow your city to run up to 100 Power points short y Hub) without shutdowns (Power Purchase, $5,000). t i C Renewable Power : You can have power without the pollution if you opt for the 6 right buildings: r B B C P e Carbon Exchange $7,500 0 t Major Wind Farm $1,500 50 p Nuclear Power Plant $30,000 1500 a Power Collection Hub $1,500 10 h Power Substation $1,125 5 $3,000 100 C Solar Farm UILDING
Wind Farm
UILD
OST
$600
Pollution Pollution is really two different phenomena: smog and carbon.
Smog Smog is produced by certain buildings. Its icon shows on the building’s building’s gallery entry and Building card with one of the color-coded icons below. Smog may not change how your city works, but it sure doesn’t look good.
Building Smog Ratings SMOG L EVEL
SMOG A MOUNT
Slight
25
Moderate
50
Massive
75
OWER
25
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Smog is a purely visual consequence of having too many polluting buildings. The higher your city’s total smog amount, the more smoggy and gray the sky and fog around your city will be. If you want your city to look nice and clean, keep out the smog.
Citywide carbon has several levels, and these are critically important for the well-being of your city.
Citywide Smog Levels LEVEL
SMOG A MOUNT
Light Light–Medium Medium Medium–Heavy Heavy
Carbon Levels
0–200 201–402 403–600 601–800 801+
L EVEL
Your city’s city’s smog level can be viewed on the City Info card by clicking on the View the Smog Graph button. NOTE
Cars don’t produce smog.
Carbon Carbon is a much larger problem that can have big repercussions for your city. Many Power buildings add a fixed amount of carbon to your city’s total. Building Pollution Ratings RATING
CARBON A MOUNT
None Low Medium High
0 1–100 101–200 201+
The cars on your city’s streets also add to the total carbon rating. Regardless of the car type or the number of actual trips, any day on which a Sim uses his or her car adds +1 carbon. Depending on how you’ve laid out your city, the number of cars on the road can roughly equal the number of workers. If, however, you’ve located Workplaces and Venues close enough to Homes, Sims will walk more and drive less, pushing the vehicle carbon level below the worker population. NOTE
Yo u can You c an fu furt rther her re reduc ducee the amo amount unt of car bon produced by your Sims’ cars by building Subway stations and Bus Stops. Each station reduces vehicle carbon by -1 for every day a Sim takes one or more trips via either system. NOTE
To view sources of smog and carbon, activate the Pollution spe cial display.
RANGE
Light Light–Medium Medium Medium–Heavy Heavy
0–402 403–600 601–800 801–1,000 1,001+
Carbon is important for one crucial reason: carbontriggered crises and global events: • Antarctica Resort
• Tsunami
• Island Sinks • Polar Bears
• Drought • Heatwave NOTE
The difference between the amount of power your city produces and the level of carbon can be turned into cash if you build the Carbon Exchange Power building. The bigger the gap between power and carbon, the more yo ur co cons nser er va vatition onis istt be bent nt pa pays ys of f. The frequency of these events is tied to your city’s level of carbon. The higher it is, the more unexpected events you’ll have to endure. See the “Disasters and Other Events” chapter for full details. Oh, and don’t think you can avoid these catastrophes by turning the event frequency setting all the way down. That turns off all events except carbon-triggered carbon-triggered events. If you choose to have a filthy, polluting city, you’re just going to have to live with the consequences.
Crime Crime is a function of the number of criminals in your city. That is, in turn, primarily controlled by how many buildings you have that spawn Criminal class Special Sims (see the “Special Sims” chapter). NOTE
Criminals can also be introduced into yo ur ci city ty by a Ja Jaililbr br ea eakk ev en entt (s (see ee th thee “Disasters and Other Ev ents” chapter) or by some building actions (for example, the Video Arcade’s Fire! Fire! Fire ! action spawns an Arsonist).
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Buildings That Spawn Criminals B UILDING
GALLERY
CRIMINALS C REATED
Bed & Breakfast
Workplace
Pickpocket Pickpocke t
Carnival Games
Venue
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
Casino Hotel
Workplace
Pickpocket
Concourse Hotel
Workplace
Pickpocket
Dive Bar
Venue
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
D-Lux Sleep Tubes
Home
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
Nightclub Nightclu b
Venue
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
Pawn Shop
Workplace
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
Racetrack
Venue
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
Sleep Tubes
Home
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
Slum Apartments
Home
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
Speakeasy
Venue
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
State Housing Block
Home
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
Tattoo Parlor
Venue
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
Tourism Bureau
Workplace
Pickpocket Pickpocke t
Tourist Information Informatio n
Workplace
Pickpocket, Pickpocke t, Burglar, Hooligan, Hooligan , Arsonist, Vigilante
Once spawned, a criminal exists until apprehended and either incarcerated (if you have a Jail or other Incarceration category building), run out of town (by a Vigilante), or after a day-long crime spree. Being incarcerated or run out of town removes the criminal from the city permanently. While they walk the street, criminals will target Sims and buildings for the commission of their crimes:
t n e • Pickpockets: Sims (stealing Accessories) Homes (stealing Enhancements) m•• Burglars: Buildings (starting fires) e • Arsonists: Hooligans: Venues (shut down until restored to working order) g • Vigilantes: Sims (other criminals, including other Vigilantes) and a normal SimsSpecial (if they’ve made a false arrest) n There are several Sims who can apprehend criminals: a • Masters M• Police Officers Police (depending on the building from which they’re dispatched) y •• Riot t Vigilantes i C NOTE : Only Riot Police dispatched from a Police 6 Station, Corporate Cops, State Prison, or Elite r Cadet Academy apprehend criminals. Others have goals other than crime fighting. e t there’s an incarceration facility in your city, the appre p If there’s a hended criminal will be taken there. If not, he or she will be run h out of town. C 154
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NOTE
Private/Corporate Security Guards don’t catch criminals, they just prevent them targeting the building the Security Guard is protecting.
Effects of Crime Crime stats can be viewed in your City Info card.
The global level of crime in your city isn’t, itself, important. What is important are the effects of each individual crime: • Happiness: Victims of crime take a hit in Happiness from the event itself (being pick-pocketed) and from the loss of any Accessory or Enhancement. When Hooligans shut down Venues, Sims lose that building’s Happiness benefit until it reopens. Widespread crime will have a noticeable effect on Happiness and make it very difficulty to keep large numbers of Sims Elated or Ecstatic. If, however, that isn’t important to your city, you may be able to tolerate even large outbreaks of crime. • Fire: Arsonists are a menace, damaging and destroying your buildings. • Injury: Innocent Sims mistakenly attacked by Vigilantes have a chance of being injured. NOTE
Global crime rate does matter in one way that benefits your city. The Corr upt Police Station pays income to your treasury e very day based on the level of crime in the city.
Healthcare Sims can be made sick or injured. This unfortunate condition is usually brought about by visiting certain buildings:
Workplaces and Venues can be dangerous places. If your Sims frequent one of these buildings (for work or fun), there’s a very good chance they’ll need medical attention someday.
Buildings That Increase Chance of Sickness or Injury BUILDING
GALLERY
Asylum Baseball Field Brewery Burger Joint Butcher Shop Candy Store Colossal Foundry Corner Deli Cotton Candy Stand County Jail Cryogenic Prison Detention Center Dive Bar Dungeon Foundry Frat House Hut Ice Cream Shoppe Jail Lumber Mill Machine Shop
Venue Venue Workplace Venue Venue Venue Workplace Venue Venue Venue Venue Venue Venue Venue Workplace Home Home Venue Venue Workplace Workplace
B UILDING
Malt Shop Meat Packing Plant Mechanized Farm Nightclub Panopticon Pizza Shop Pueblo Skate Park Sleep Tubes Slum Apartments Smoke Shop Soccer Field Solar Worker Barracks State Prison Steel Mill Sweatshop Tattoo Parlor Tenement Textile Factory Yurt
GALLERY
Venue Workplace Workplace Workplace Venue Venue Venue Home Venue Home Home Venue Venue Home Venue Workplace Workplace Venue Home Workplace Home
The chances of Sim sickness or injury can also be increased by many disasters and crises (see the “Disasters and Other Events” chapter).
however, cure both sickness sickness and injury, so make sure you have both available in your city. These healthcare Venues vary, among other ways, in the Societal Values they consume. So, no matter what kind of city you’re trying to build, there’s a healthcare Venue that will fit the Values Values on which you’ve focused. B UILDING
CAPACITY
VALUE C ONSUMED
CONDITION C URED
5 20 10 10 20 40 20 7 30 20
Knowledge -4 Authority -6, Knowledge -2 Prosperity -4 Spirituality -15 Prosperity -8, Knowledge -4 Prosperity -14, Knowledge -8 Knowledge -8 Spirituality -4 Knowledge -5 Knowledge -12
Sickness & Injury Sickness & Injury Sickness Sickness & Injury Sickness & Injury Sickness & Injury Sickness Sickness & Injury Sickness Sickness & Injury
Clinic Dept. of Public Health Doctor’s Doctor’s Office Faith Healer Hospital Major Trauma Trauma Center Medical Group Midwife Research Clinic Teaching Hospital
NOTE
Faith Healer Special Sims will cure Sims of sickness or injury.
Immunity Some buildings give visiting Sims immunity to illness. Immunity protects Sims only from sickness, not injury, and won’t cure Sims who are already sick or injured. If an immune Sim does get infected, the sickness will be resisted, but immunity is then lost.
NOTE
Sims wrongly accused by Vigilantes have a risk of being injured in the attack.
Some buildings are so darn healthy, they grant Sims immunity from sickness.
Curing Sickness/Injury When Sims are sick or injured, they take this into account when they decide what Venues to visit. Healthcare Venues are extremely appealing to sick or injured Sims, but it’s not guaranteed that they’ll visit a healthcare Venue when they’re taken ill. The kind of healthcare you choose can depend on the Values you already have available.
Once they do, a single visit to a healthcare Venue removes the condition. Not all Venues, Venues,
Buildings That Grant Immunity to Illness B UILDING
Botanical Garden Communal Garden Farmer’s Market Genetics Lab Meditation Center Personal Training Training Gym Rehab Center Sesshin Center Sky Rise Apartment
GALLERY
Venue Workplace Venue Workplace Venue Venue Venue Venue Home
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Effects of Sickness and Injury Sick or injured Sims usually get the help they need without any drawbacks except the inconvenience of having to spend their free time at a healthcare facility instead of being out having fun. If, however, your city has inadequate healthcare, several bad things can happen. A sick or injured Sim may:
Transportation Transportation in SimCity Societies is is a relatively simple matter, as long as you know how it works. A healthy transportation system is critical if you want your Sims to have adequate free time to build Happiness.
• Miss work, denying your city his or her daily addition to revenue. • Die.
Not every kind of city needs the same kind of healthcare, and some have more sickness/injury-causing buildings than others, so select the buildings that fit your city’s character and make sure they have plenty of capacity.
Tourism Looking for an alternative source of income? Try tourism. They take up space at Venues, but Tourists add to your city’s bottom line.
t all day long, visiting as n many Venues as possible. e Each time they successfully visit a Venue, Venue, your city earns $10. With enough Tourists, Tourists, mthis can add up. The following buildings spawn Tourists: e Tourism Buildings g B G a Bed & Breakfast Workplace n Casino Hotel Workplace a Concourse Hotel Workplace Workplace MTourism Bureau y Tourist Information Workplace t So what’s what’s the catch? Just one: i Look carefully and you’ll notice that every building that C • Pickpockets: Tourists also spawns Pickpockets. Thus, fostering tourism will : spawns cause a noticeable increase in crime. 6 r NOTE The Tourism Bureau has an extra building e ability that increases the spawn rate and t probability of Tourists from all Tourism category p buildings so you will have more tourists per visit. a It also reduces the chance that they will come h out as pickpockts. If you plan to make tourism part of your economy, you’ ll need C athissignificant building. Tourists wander your city
UILDING
ALLERY
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The first critical concept to understand is this: Sims will go to any lengths to get to their destination (there are no “failed trips” as in SimCity games games of the past). The more time they spend traveling, however, the less free time they have to visit Venues Venues and build up Happiness. It behooves you, therefore, to do everything in your power to reduce their travel time to a bare minimum. The most basic components of your transportation system are your thoroughfares. You can set two kinds of roadways— which you choose is a matter of aesthetics, speed, and money: • City Streets: $5 per tile, speed 18 • Country Roads: $2 per tile, speed 12
One big difference between these two roadways is what happens to them as your city changes to become one of the Society Profiles (see the “Society Profiles” chapter). Eventually, the streets will will switch to a special signature version to fit the Profile. Country roads don’t change with the Profile. Normal street
Fun City street
Authoritarian street
Haunted Town street
Capitalist street
Industrial street
Contemplative street
Romantic street
Cyberpunk street
Small Town street
How Sims Get Around Your Sims can get around town in four ways: on foot, by car, by bus, or by subway.
Walking Sims walk if their destination is very close to their home. It is the cleanest mode of transportation in terms of pollution, but it’s also the slowest.
Car All workers have cars. Whether they use them or not for a trip depends on how far their destination is from their current location. NOTE
Sims “carry” their cars with them. Thus, if they drive to point B, then walk to point C, and walk again to point D, they can then drive back to point A without going back to point B (where they theoretically “parked”). The kind of car Sims drive is tied to the house in which they live, though they can buy other cars as Accessories. This changes their chosen vehicle for the life of the Accessory before it reverts to the previous one. There are two potential problems with cars: traffic and carbon.
Traaffic Tr Roads and streets allow Sims to move faster than on foot, but too much volume will bring these speeds down. TIP
Getting a read on traffic takes some detective work, but you can learn a lot more than any graph will tell you. Find a Sim that you know commutes to work by car and follow him (press , with him selected). Note what time he gets to work and wait. When he emerges to go about his evening routine, keep track of how much time he actually spends in Venues. Next, find another Sim who lives near her home or works at the same building and follow her for a day. The difference in the time the two Sims spend at Venues can tell you a great deal about how easily Sims can get around.
Traffic jams probably mean your Sims are spending too much time traveling and not enough building Happiness.
You’ll see traffic piling up at crucial intersections during the morning and evening weekday commutes, so look to these spots for evidence of trouble. What are the solutions to excessive traffic? You could build more roads and alternate routes. Odds are this will be the best way to handle most problems, but you’d benefit from plenty of advance planning. Traffic Traffic is one area in which having a vision of what your city will look like before you break ground can take you a long way. Alternatively, you could design your city to make driving as unnecessary as possible. Since you can usually mix Homes with Workplaces and Venues, you can balance neighborhoods within your city to be relatively self-contained. This takes some micromanagement, but it can pay off. However, this is unworkable if most of your city’s Workplaces Workplaces are heavy industry; these buildings tend to have building abilities that bring down the Happiness effects of surrounding structures.
Vehicle V ehicle Carbon Cars produce carbon, and this can add significantly to your citywide levels. Basically, on any day Sim uses a car (once or several times), +1 is added to the day’s carbon level. In a city of several hundred workers, this could add up, creating a pollution problem even in a city that runs on purely renewable power sources. Both vehicle carbon and excessive traffic can be alleviated, however, by the addition of mass transit.
Buses and Subways Place Bus Stops and Subway stations around town and Sims will try to use them for long trips. These journeys are fast (the subway is 20 percent faster than the bus), and on any day a Sim takes a bus or subway, -1 is deducted from carbon pollution. Mass transit can shorten commutes and reduce carbon from vehicles.
NOTE
Both the Bus Stop and Subway are locked buildings, so you won’t get them until your population has risen to more than 300 and 200, respectively. For a Bus Stop or Subway station to function, you must place at least two of the s ame kind.
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S
o you have everything all balanced nice and neat. Your city is humming along nicely evolving ex actly how you want. What could possibly go wrong? Glad you asked. With SimCity Societies , you have a long list of mishaps and catastrophes that can undo your best-laid plans or assault your city on command.
Disasters
The Disaster menu is where you go to act out your destructive tendencies.
s t To begin a disaster, n switch to the Disaster e menu and select the disaster v that fits your destructive E mood. If you want to throw a monkey wrench into your city’s r works, you have four delectable options: • Meteor Shower e • Earthquake • Random Disaster h • Killer Storm t O NOTE Can’t decide? Try out the Random d Disaster button and let the chips fall n wh er e th they ey ma may. y. a s Triggering Triggering your own disaster lets you test your emergency r response network (or expose your lack of one) or offers the e same nasty pleasure as stomping through your little brother’s brother’s t lovingly constructed block town, roaring like some reptilian s leviathan. But I digress. a In addition to the more visceral damage from these disas s ters, the biggest challenge will be dealing with any homeless or i unemployed Sims and the loss of income suddenly caused by Dthe destruction of or damage to their Homes or Workplaces. : 7 NOTE r Changing the event chance in the difficulty settings has no effect on disasters since e yo u on only ly la laun unch ch th them em by ch choi oice ce.. t p a Earthquake h things up (yeah, it’s required) in your city with a spine C Shake wrenching earthquake. When an earthquake is triggered, the game picks a spot to be the epicenter. In a radius from that 158
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central point, each building has a chance to be damaged or completely destroyed. Sims may be injured or sickened, and don’t be surprised if fires break out. And, just when you think it’s over, the earth may st art to move again. Earthquakes are often followed by one or more aftershocks that can inflict even more damage.
Killer Storm As the sky darkens, your Sims will immediately know they’re in for more than a light sprinkle. As the rain pours during a killer storm, buildings may be undermined, crumbling into temporary disuse or even ending up destroyed. Many Sims will become sick. More dangerous are the frequent lightning strikes. If one targets a building, don’t count on the rain to put out the fire; it’ll normally spread, creating a second disaster.
Meteor Shower Fiery boulders from the sky? What could be bad about that? Find out by unleashing a meteor shower on your city. A random number of giant space rocks fall in random locations. If those locations happen to contain a building, it’ll be destroyed instantly. Fires and injuries may result as well, so be sure to have plenty of fire stations and healthcare buildings.
Crises Crises are random events that can befall or benefit your city. There’s There’s nothing you can do directly to stop them or make them happen, but some can be prevented if you know their cause. The primary cause of preventable crises is your city’s level of carbon emissions, though some crises are triggered by other factors. NOTE
Changing the event frequency for a city will alter the probabilities of all crises except ones caused by carbon level. There is no escaping the consequences of too much pollution. The Climate Only setting drops all other event frequencies to 0 but leaves carbontriggered events at the same frequency as at the Low setting.
Standard Crises
Industrial Accident
These events occur at the rates set by the event frequency setting. You You can eliminate them completely by switching to Climate Only.
A randomly selected building in the Manufacture category suddenly explodes, totally destroying the building and killing everyone inside. Very sad…and unavoidable.
Charity Donation
Jailbreak
Eclipse
If you have an Incarceration category building in your city, there’s there’s a heightened chance of a mass escape of criminals. These escapees immediately become part of your city’s criminal population, so you should expect an even larger upsurge in crimes. The number of criminals released from each building by crisis is based on the number of recent crimes.
This is a purely visual event with no consequences.
Number of Jailbreak Criminals by Recent Crime Count
Economic Boom
R ECENT C RIMES
A large charitable donation is made to your city. For four to seven days, the build cost of all buildings that produce or consume Knowledge, Creativity, or Spirituality (depending on what is named in the donation) is cut in half. If you’ve been waiting to build, this might be the time.
For seven days, all buildings that produce or consume Prosperity, Authority, or Production will see a 50 percent increase in revenue.
Fire A fire breaks out at a random building. Buildings with high fire risk are more likely to catch fire. Likewise, buildings with low fire risk are less likely. This crisis is entirely random and can’t be avoided except by setting event frequency to Climate Only. To combat a fire, you must have a fire station building. These include: • District Fire Station
• Fire Brigade
• Fire Station
Any spawned Firefighter Special Sims automatically rush to a blaze and eventually extinguish it. The more Firefighters you have, the faster the fire will be put out. Note that Firefighters aren’t spawned in response to a fire, so don’t count on them to respond on their own. For a larger, more directed effort, use a fire building’s building action. For $250, the building will dispatch one fire truck to put out the fire on a single building you select. The more fire trucks you dispatch, the faster the fire will be put out.
11–20
2
21–36
4
36–50
6
51+
8
The kinds of criminals involved in a jailbreak are the product of a specialized Special Sim class. • Pickpocket 24% • Burglar 25% • Hooligan 25%
Fire trucks can only be disp atched to buildings that face roads. If a building lacks road access, you can’t select it with a fire building’s building action. The Fire Brigade can, however, dispatch a firefighter on foot to any location. Fire can spread to adjacent buildings, so respond quickly to avoid larger disaster. disaster.
• Vigilante • Arsonist
25% 1%
The jailbreak is a consequence of having Incarceration buildings in your city. The only way to entirely avoid it is to find other ways of dealing with criminals. If you must have Incarceration buildings, you’ll probably have to keep a larger police presence.
Vaultlt Heist Vau A vault heist can occur in any city with several recent crimes; it removes a percentage of your treasury balance. The higher the number of recent crimes your city has had, the larger the amount of money that is lifted from the treasury. Money Stolen in Vault Heist by Number of Recent Crimes R ECENT C RIMES
CAUTION
NUMBER OF E SCAPEES
% OF T REASURY S TOLEN
11–20
5%
21–35
10%
36–50
15%
50+
20%
The vault heist is a byproduct of a high crime rate. To avoid it, keep crime low. Failing that, there’s nothing you can do except keep the number of recent crimes below 20 to minimize the loss.
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Carbon-Triggered Crises View your city’s carbon level in the City Info card.
These events are triggered by your city’s level of carbon. They s occur at the same rate as standard crises but are not shut off t by the Climate Only setting. On this setting, these crises occur n at the same rate as when event frequency is set on Low.
e Drought v Drought is brought on by high carbon emissions and raises the E chance of sickness. When the event begins, the amount of this r change depends on the current carbon level. e Sickness Chance by Carbon Level h C L E S S C t 100–199 +3% O 200–349 +6% +9% d 350–499 +12% n 500+ a This crisis can be averted by keeping carbon below 100. If, s however, you accept pollution as a fact of life (i.e., you run an r Industrial Society Profile), you can minimize the risk by keeping e carbon under 200. Failing that, you’ll need a lot of hospitals, t just in case. s a Heatwave s For four days, all Power consumption is increased by 25 percent. i If this change pushes Power requirements higher than supply, Dthe game will shut down enough buildings to equalize supply : and demand. If this happens, you’ll need to add Power buildings 7 or accept a loss of buildings for the length of the heatwave. r The heatwave is a carbon-triggered event. The higher your e carbon level, the more likely it is to occur. t p a h C ARBON EVEL AT VENT TART
ICKNESS
Probability of Heatwave by Carbon Level CARBON
ADDED DDED TO TO B ASE P ROBABILITY
0–403
+.5%
404–750
+1%
751–1,000
+2%
1,001+
+4%
To prevent this crisis, keep carbon below 404. Failing that, make sure you always have an ample supply of Power or the cash on hand to add a Power building in an emergency.
Global Events Global events are events that occur outside your city but may have repercussions close to home. NOTE
The chance of global events is the same regardless of your city’s event frequency setting, unless you choose the Climate Only option. In this case, all global e vents based on carbon emissions will retain their usual frequency, but all others will be turned off.
HANCE
160
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Standard Global Events These events are controlled by the standard global events frequency setting.
Oil Spill This random event will affect your city in two ways: For four days, no Tycoon Special Sims will spawn in your city, and Oil Power Plants reduce Power production by 25 percent.
Market Crash This entirely random event cuts off all revenue of all Corporate category Workplaces and resets any building action counters to zero. The effect lasts for two days and c an’t be avoided.
Carbon-Triggered Global Events
Tsunami
These events occur at the same rate regardless of the event frequency setting.
Antarctica Resort This disaster reflects the opening of a swanky resort in Antarctica. This event is triggered by high carbon emissions; it occurs if your city’s carbon level is greater than 600.
You’ll see none of these Special Sims and none of the Simoleons they bring for a while if this event occurs.
A tsunami means a sudden influx of workers. Lots of shopping carts means you haven’t opened homes and jobs quickly enough.
A tsunami in a neighboring city has pushed a huge influx (up to 50) of refugees into your city, and they’re looking for places to live and work. Unless you want a sudden horde of homeless, unemployed workers wandering your streets, start the building quickly. This disaster is triggered by your city carbon level. The higher it is, the more often this disaster will happen. The only way to avoid it completely is to eliminate carbon emissions.
Since Tourists are a fickle lot, they’ll decide that your city’s high carbon emissions make the frigid bottom of the world a better vacation option. That means no Tourists for four days and no money from their Venue visiting. They’ll come to their senses in four days, but if you rely heavily on money from Tourists, you’ll feel their absence.
Island Sinks Serving as a warning that your carbon level is too high (greater than 750), this event has no effect on your city. If you see it, however, it could be a bellwether of more damaging events to come.
Polar Bears If your carbon level is above 600, the news ticker may alert you to the incongruous appearance of polar bears off the coast of a neighboring country. Though your city is the cause of this event, it has no local effect. Consider it a warning that your carbon needs to be managed.
C h a p t e r 7 : D i s a s t e r s a n d O t h e r E v e n t s 161
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B
uilding a city just like you want it is fun, but there’s a higher level of satisfaction when you see your city transform into something more profound, more than the sum of its parts. That’s the crux of Society Profiles. Society Profiles are defined archetypal city characters that, should your city develop along the correct lines, will gradually and automatically change the overall look and feel of your cities. You could just let these changes happen, but with a bit of under-the-hood information, information, you can set about building a city with the goal of making it a paragon of any of these Profiles (including the one they don’t tell you about!). This chapter lets you in on how Profiles work and what they can do for you.
Howw Pro Ho Profifile less Wor Work k Every building has a value attached to one or more of the 10 Profiles. These numbers can be positive or negative, big or small. They are assigned to the buildings based, in effect, on how well the “spirit” of the building reflects the character of the Profile. For example, anything to do with clowns is a big Fun City building and will likely reduce your city’s score toward the Profile. s Industrial city keeps track of its score in each of the 10 Profiles. e WhenEvery a Profile score reaches certain thresholds, parts of the l begin to change. As each successive threshold is crossed, fi city the city assumes more and more of the characteristics of o the r Profile. Cities can go through three stages on their way to matching P a Society Profile:
y • 101–250: Minor changes t • 251–500: Moderate changes e • 501–1,000: Total transformation i c NOTE o Since you won’t ever see this score anywhere S in the game, this information isn’t directly : useful. However, it w ill make you aware that a city 8 on the track to being a full e xpression of a Profile willll ch chan ange ge th thre reee titime mes. s. Af Afte terr th thee th thirirdd ch chan ange ge,, th thee r wi metamorphosis is complete unless the score drops e below the last threshold. t p a NOTE The hidden Haunted Town Profile wor ks on h a smaller point scale than the others because C so few buildings positively impact it. 162
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Among the first signs of a transformation are the decorations that begin to appear on many buildings.
NOTE
Dueling Profiles: If a building has high scores for more than one threshold, whichever is higher will guide the city’s look and feel.
Profifile Ch Pro Chan ange gess
The very streets your Sims drive on will change over time.
With every step your city takes toward a Society Profile, elements of your city change. These include: • Street/road appearance • Background music • Sim clothing and animations • Sky color • Sun/moon appearance and position
• Lighting quality • Exterior textures of all buildings • Text descriptions on buildings • Props and decorations on various kinds of buildings
Compare how the same building looks in an Authoritarian city versus in a Fun City. The light is different, and so is the texture of the building.
NOTE
Even the description text on se veral buildings changes based on the Profile. For example, check out the Game Developer text: • In a Normal city: The Sims who work here are the best-looking, smartest, and most popular Sims in SimNation. • In a Romance city: These Sims’ jobs are to play games all day and sometimes release them for sale. • In an Authoritarian city: The bestselling “Ope ration: Peace” gives Sims of any stature the chance to slaughter enemies.
Profiles les,, Value Values, s, an andd Other Elements Since a city’s transformation into one of the Profiles arises purely out of the buildings you place, what role do Societal Values Values and other parts of the game play? None directly, but that isn’t the end of the discussion. As we touched upon in the “Societal Values” chapter, chapter, there is a connection between some of the Profiles and Societal Values Values that could lead you to think that using buildings with a certain Value will always get you the Profile you want and that using others will work in opposition. For some Profiles this is actually true; for others, it’s terribly misleading.
The other Profiles are more complex, supported or opposed by more than one Value or by degrees of certain Values, Values, or by other elements of the game. Rather than Values, it’s clearer to say each of these has a positive and negative “theme.” Playing for these Profiles will, therefore, be a bit more subjective and subtle, but you’re up to the challenge. NOTE
Industrial is on both lists because it works as a pure Profile on the positive side but not so on the negative. Mixed Society Profiles and Their Corresponding Themes SOCIETY P ROFILE
Cyberpunk Haunted Town Industrial Normal
Small Town
Many of the Society Profiles are “pure societies,” for which the connection to one core Societal Value and one opposing Value can be relied upon to produce results. These are: Pure Society Profiles and Their Corresponding Values Authoritarian Capitalist Contemplative Fun City Industrial
”Mix ”M ixed ed”” Profile less
Romanti c
”Pure” ”Pu re” Pro Profifile less
PROFILE
So, were we to mostly ignore any thought of Profile points and focus purely on “Spirituality good/Prosperity bad,” we’d usually end up with a Contemplative city. city. Perhaps not as efficiently and cleanly as possible, but we’d likely get there. It’s It’s the same with the others in the table, except for the Industrial Profile. Industrial is a pure society on the positive side, but it’s antithesis isn’t just a Value). This isn’t true of the other Profiles.
POSITIVE V ALUE
DIMINISHING V ALUE
Authority Prosperity Spirituality Creativity Productivity
Creativity Spirituality Prosperity Authority Spirituality (partially)
POSITIVE T HEMES
DIMINISHING T HEMES
Prosperity, Prosperity, Knowledge, Authority
Spirituality
Creativity
Modernity
Productivity
Health, low crime, low pollution
Neutrality
Extremes of any kind
Prosperity, Creativity Creativi ty
Extreme Productivity, Producti vity, high crime, high pollution
Spirituality
Urbanity
NOTE
Regardless of Profile, you can neve r go wrong exploiting Knowledge. Buildings that produce or consume Knowledge tend to have a relatively neutral impact on all Profiles. However, Knowledge has a decidedly positive impact on the Cyberpunk Profile. So, for example, you can get a Small Town even if you use a lot of Prosperity buildings as long as you pick ones that are rural and not too busy. These aren’t terms used in the game, but that’s the idea. You have to use your own read of the Profile’s theme to suss out which buildings will do you the most good. Even if you don’t want to go with the rather calculating approach of using the tables in this chapter, the tables will help you see which buildings the game considers considers to fit each Profile’s Profile’s Theme and which don’t.
C h a p t e r 8 : S o c i e t y P r o fi l e s 163
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™
Trophies Trophies aren’t awarded for achieving a Profile, just for doing many of the things a Profile represents.
Thus, the filters are handy, but they shouldn’t be entirely relied upon. It’s better to rely upon this chapter, which (along with the “Buildings” chapter) does tell you which buildings will get you the furthest.
Profifile Ca Pro Cata talo logg Below you’ll find the details on all 10 Profiles, including:
Trophies are also connected with Profiles, but only in spirit. The Societal Values Values and properties benchmarked for each trophy are in line with the kind of things that’ll help your city toward a corresponding Profile, but there’s a lot that isn’t included. You You can, in other words, transform a city into a perfect example of a Profile without ever winning the corresponding trophy, and you could win the trophy without your city turning into the corresponding Profile. Despite the connections, it’s better to consider trophies and Profiles as separate and independent endeavors. NOTE
See the “Achievements and Unlockables” chapter for more detail.
s e Filters l Society closely related but not quite connected part of the fi Another game is Society filters. This drop-down menu appears along o side each of the building galleries and lets you narrow the r selection of buildings by “Society.” Though these “societies” P have names identical to the Society Profiles, they are in y fact different. t Society filters serve as a guide to e choosing buildings for a Profile i but shouldn’t be considered a c perfect standard. o S Here the confusion is : entirely understandable; not 8 only are the names are iden r tical, but also the filters only include buildings with positive e scores for the named Profile. Same diff, right? Not entirely. positive score toward a t Just because a building has a positive p particular Profile doesn’t mean it’ll help transform your city a toward it. A Society filter may include a building that has a +1 the named Profile but also has a +45 in another. You might h for place that building thinking it’ll turn your city into one Profile Cand be confused when you get another. 164
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• Key Strategy: Tips for making each Profile a reality. • Key Buildings: Buildings that help in ways t hat have nothing to do with Profile points, particularly for their building actions. These actions can be used as replacements for things you can only get from buildings that don’t fit the Profile. • Key Special Sims: Special Sims that alleviate the need for buildings that would counteract your desired Profile. • Positive Themes: Societal Values or other factors (health, for example) that benefit your Profile. • Negative Themes: Societal Values or other facets of your city (such as crime) that have a negative impact on your Profile. • Lists of buildings with high points in the Profile without high points in another. • Lists of buildings with negative points for the Profile.
Autho Au thoririta taririan an Profile • Key Strategy: Focus on Homes and Workplaces with conditioning abilities so your Sims’ moods are as neutral as possible. Utilize the Conditioning Theater to keep them Content and lean on Office Buildings to churn out extra money. Each Behavior Control Facility adds conditioning to nonconditioning Workplaces. Control mood with lots of Secret Police HQs. • Key Buildings: Office Building, Drone Factory, Secret Police HQ, any with building actions that convert visits by Content Sims into money • Key Special Sims: Secret Police, Men in Black • Positive Theme: Authority • Negative Theme: Creativity
Best Buildings for Authoritarian Profile BUILDING
GALLERY
AUTHORITARIAN PROFILE
GALLERY
AUTHORITARIAN PROFILE
GALLERY
AUTHORITARIAN PROFILE
Asylum
Venue
20
Drone Nexus
Workplace
35
Propaganda Ministry
Workplace
35
Atomic Test Site
Workplace
20
Dungeon
Venue
20
Redistribution Center
Venue
25
Behavior Control Facility
Workplace
35
Elite Cadet Academy
Workplace
35
Re-education Center
Venue
35
Bureaucracy Office
Workplace
20
Hall of Records
Workplace
20
Secret Police HQ
Workplace
35
BUILDING
BUILDING
Chamber of Deputies
Workplace
25
Historical Monument
Decoration
15
Secret Police Kiosk
Workplace
15
Civil Defense Tower
Workplace
20
Inquisition Office
Workplace
25
Sentinel Seminary
Workplace
30
Conditioning Theater
Venue
35
Meat Packing Plant
Workplace
15
Sports Stadium
Venue
20
County Jail
Venue
20
Memorial Plaza
Venue
15
State Amphitheater
Venue
35
Defense Lab
Workplace
25
Military School
Dept. of Public Health
Venue
20
Ministry of Thought
Dept. of Public Works
Workplace
20
Museum of Party History
Venue
20
Workplace
Dosage Facility Drone Factory
Detention Center District Courthouse
Venue
15
State Cafeteria
Venue
25
Workplace
45
State Prison
Venue
35
Venue
30
State Television Television
Decoration
25
Oil Refinery
Workplace
15
The People’s People’s Concourse
Decoration
20
20
Palace of Justice
Workplace
30
Town Hall
Workplace
15
Venue
35
Panopticon
Treasury Department Departm ent
Workplace
20
Workplace
35
Police Station
GALLERY
AUTHORITARIAN PROFILE
Venue
25
Workplace
15
BUILDING
GALLERY
AUTHORITARIAN PROFILE
Worst Buildings for Authoritarian Profile GALLERY
AUTHORITARIAN PROFILE
Alien Artifact Lab
Workplace
-15
Cotton Candy Stand
Venue
-10
Hot Air Balloon Ride
Venue
-10
Animal Rescue Office
Workplace
-20
CyberCorp Offices
Workplace
-20
Hut
Home
-10
Venue
-15
Dojo
Venue
-15
Indie Label
Workplace
-15
Art Gallery
Venue
-15
Dream Home
Home
-10
Ivory Tower
Home
-5
Balloon Cart
Venue
-15
Drive In
Venue
-15
Jumping Fountain
Decoration
-10
Decoration
-10
Elder Council
Workplace
-10
Laser Fountain
Decoration
-5
Band House
Home
-5
Epic Tower
Workplace
-15
Law Offices
Workplace
-5
Bazaar
Venue
-25
Fairytale Palace
Home
-10
Liberal Arts College
Venue
-15
Beauty Salon
Venue
-10
Faith Healer
Venue
-10
Loft
Home
-5
Block of Flats
Home
-2
Farm House
Home
-5
Longhall
Venue
-10
Workplace
-10
Ferris Wheel
Venue
-15
Luxury Auto Dealer
Venue
-20
Bookstore
Venue
-10
Financial Building
Workplace
-15
Mall
Venue
-10
Bowling Alley
Venue
-10
Fireworks Shack
Workplace
-10
Malt Shop
Venue
-10
BUILDING
Art Expo Center
Bamboo Garden
Board of Directors
Campus Radio Station
BUILDING
Workplace
-10
Focus Test Lab
Workplace
-15
Market Research Center
Workplace
-15
Candy Store
Venue
-10
Four Star Restaurant
Venue
-10
Media Marketplace
Venue
-15
Car Dealership
Venue
-10
Frat House
Home
-5
Meditation Center
Venue
-15
Carnival Games
Venue
-15
Game Developer
Workplace
-15
Mega Mall
Venue
-25
Casino
Venue
-15
Gathering Hall
Venue
-15
MiniGolf
Venue
-15
Casino Hotel
Workplace
-20
General Store
Venue
-10
Mission
Workplace
-10
Chocolate Bunny
Decoration
-10
Gingerbread House
Home
-10
Modeling Agency
Workplace
-15
Chocolate Factory
Workplace
-20
Golden Buddha
Decoration
-10
Monastery
Home
-5
Clown School
Workplace
-30
Hacienda
Home
-5
Motion Simulator
Venue
-15
Venue
-10
Harness Maker
Workplace
-15
Motorcycle Shop
Venue
-10
Concourse Hotel
Clubhouse
Workplace
-15
Haunted House
Home
-5
Movie Theater
Venue
-15
Corporate Cops
Workplace
-10
Hit Movie Studio
Workplace
-20
Multinational HQ
Workplace
-15
Corporate Hive
Workplace
-15
Holotainment Center
Venue
-20
Musical Theater
Venue
-15
Corporate One
Workplace
-15
Home Appliance Store
Venue
-10
Off-Broadway Playhouse
Venue
-15
Corporate R&D Center
Workplace
-15
Home Furnishing Store
Venue
-10
Off-Track Betting
Venue
-10
Venue
-20
Homestead
Home
-5
Ornate Pagoda
Decoration
-10
Corporate Retreat
C h a p t e r 8 : S o c i e t y P r o fi l e s 165
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Worst Buildings for Authoritarian Profile continued GALLERY
AUTHORITARIAN PROFILE
BUILDING
GALLERY
AUTHORITARIAN PROFILE
Workplace
-10
Scooter Shop
Venue
-10
Personal Training Training Gym
Venue
-15
Sesshin Center
Venue
Pet Shop
Venue
-10
Shopping Center
Workplace
-10
Sim Art Academy
Pirate Coast Club
Venue
-25
Sims Comedy Club
Venue
-15
Townhouse Townh ouse
Home
-5
Plastic Surgeon
Venue
-15
Skyscraper
Workplace
-15
Toy Store
Venue
-15
Decoration
-10
Software Studio
Workplace
-10
Tract Tract Mansion
Home
-10
Home
-5
Solar Block of Flats
Home
-2
Tree House
Home
-10
BUILDING
Pawn Shop
Pied Piper Pest Control
Prayer Wheel Pueblo Quilting Circle
GALLERY
AUTHORITARIAN PROFILE
Topiary Bush—Hand
Decoration
-5
-10
Topiary Bush—Pillar
Decoration
-5
Venue
-15
Topiary Bush—Teddy Bush—Teddy Bear
Decoration
-5
Venue
-20
Topiary Park
Decoration
-10
BUILDING
Workplace
-10
Spirit Squadroom
Workplace
-35
Tudor
Home
-5
Rejuvenation Terminal Terminal
Venue
-30
Stock Exchange
Workplace
-10
Victorian Home
Home
-10
Religious Bookstore
Venue
-10
Stupa
Decoration
-5
VIP Club
Venue
-10
Religious Retreat
Venue
-20
Tech Monolith
Decoration
-5
Water Park
Venue
-20
Reliquary
Decoration
-5
Televangelist Televangelist Studio
Workplace
-15
Windmill
Workplace
-10
Decoration
-10
Home
-10
BUILDING
GALLERY
CAPITALIST PROFILE
Venue
35
Rice Paddy
Workplace
-25
Tennis Club
Venue
-10
Wishing Well
Ristorante
Venue
-5
Tibetan Bell
Decoration
-5
Yurt
Sanctuary
Venue
-10
Topiary Bush—Bunny Rabbit Decoration
-5
Capitalist • Key Strategy: Use high-income Workplaces, but don’t have too many seven-day workweeks because they make it hard for workers to get their Happiness up. To keep from losing too much revenue to Sad w orkers, you’ll need a lot of Venues, and that gets expensive. Use the Luxury Auto Dealer to distribute the best Accessory (Happiness effect lasts seven days).
s e l fi o r P Best Buildings for Capitalist Profile y t Beauty Salon Venue 25 e i Car Dealership Venue 20 Venue 25 c Casino Workplace 30 o Casino Hotel Clothing Store Venue 25 S Concert Hall Venue 20 : Concourse Hotel Workplace 20 8 Consulting Firm Workplace 25 r Corporate Cops Workplace 25 Corporate Hive Workplace 30 e t Corporate Retreat Venue 30 Venue 20 p Counseling Center Venue 25 a Department Store Office Venue 20 h Doctor’s Driving Range Venue 30 C Epic Tower Workplace 30 BUILDING
GALLERY
CAPITALIST PROFILE
• Key Buildings: Movie Theater, Stock Exchange • Key Special Sims: Consultants, Celebrities, Rock Stars • Positive Theme: Prosperity • Negative Theme: Spirituality
GALLERY
CAPITALIST PROFILE
Evangelical Megaplex
Workplace
25
Mega Mall
Federal Bank
Workplace
25
Modeling Agency
Workplace
30
Financial Building
Workplace
30
Motorcycle Shop
Venue
25
Focus Test Lab
Workplace
20
Movie Studio
Workplace
30
BUILDING
Four Star Restaurant
Venue
20
Oil Refinery
Workplace
25
Workplace
30
Opera House
Venue
20
Home Appliance Store
Venue
20
Personal Training Gym
Venue
25
Home Furnishing Store
Venue
20
Philanthropic Organization
Venue
25
Hit Movie Studio
Indie Label
Workplace
25
Plastic Surgeon
Law Offices
Workplace
25
PR Firm
Luxury Auto Dealer
Venue
30
Racetrack
Major Trauma Center
Venue
20
Recording Studio
Mall
Venue
30
Rehab Center
Market Research Center
Venue
25
Workplace
25
Venue
20
Workplace
20
Venue
30
Workplace
25
Ristorante
Venue
20
Media Marketplace
Venue
25
Scooter Shop
Venue
20
Medical Group
Venue
20
Shopping Center
Venue
20
166
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Best Buildings for Capitalist Profile continued GALLERY
CAPITALIST PROFILE
Workplace
30
Televangelist Studio
Sports Stadium
Venue
30
Stock Exchange
Workplace
Strip Mall Sushi Joint
BUILDING
Skyscraper
GALLERY
CAPITALIST PROFILE
GALLERY
CAPITALIST PROFILE
Workplace
25
TV Network
Workplace
25
Tennis Club
Venue
25
TV Station
Workplace
20
30
Think Tank
Workplace
20
Underground Casino
Venue
20
Venue
20
Tourism Bureau
Workplace
20
VIP Club
Venue
25
Venue
20
Treasury Department Departm ent
Workplace
20
GALLERY
CAPITALIST PROFILE
BUILDING
GALLERY
CAPITALIST PROFILE
Workplace
-10
Pied Piper Pest Control
Workplace
-5
Venue
-5
Plasma Billboard
Decoration
-5
Workplace
-15
Prayer Wheel
Decoration
-5
BUILDING
BUILDING
Worst Buildings for Capitalist Profile GALLERY
CAPITALIST PROFILE
Workplace
-10
Elder Council
Venue
-10
Electric Pet Shop
Workplace
-5
Elite Cadet Academy
Asylum
Venue
-10
Fairytale Palace
Home
-5
Propaganda Ministry
Workplace
-15
Balloon Cart
Venue
-5
Faith Healer
Venue
-5
Quilting Circle
Workplace
-5
Decoration
-5
Farm
Workplace
-15
Redistribution Center
Venue
-10
Venue
-10
Farm House
Home
-10
Re-education Center
Venue
-15
Behavior Control Facility
Workplace
-15
Fire Analysis Center
Workplace
-10
Rejuvenation Terminal Terminal
Venue
-20
Behavioral Science Lab
Workplace
-15
Fireworks Shack
Workplace
-5
Religious Retreat
Venue
-5
Chamber of Deputies
Workplace
-15
Fishing Hole
Venue
-5
Rice Paddy
Workplace
-20
Chicken Coop
Workplace
-10
Foundry
Workplace
-10
Sanctuary
Venue
-15
Chocolate Bunny
Decoration
-10
Gathering Hall
Venue
-10
Secret Police HQ
Workplace
-15
Chocolate Factory
Workplace
-5
General Store
Venue
-10
Secret Police Kiosk
Workplace
-10
Workplace
-10
Sentinel Seminary
Workplace
-15
Home
-5
Sesshin Center
Venue
-15
BUILDING
Alien Artifact Lab Altar Animal Rescue Office
Bamboo Garden Bath House
BUILDING
Civil Defense Tower Tower
Workplace
-10
Genetics Lab
Clown School
Workplace
-10
Gingerbread House
Colossal Foundry
Workplace
-15
Golden Buddha
Decoration
-10
Shack
Venue
-5
Conditioning Theater
Venue
-15
Hall of Records
Workplace
-10
Sky Rise Apartment
Home
-5
Corporate Data Center
Workplace
-10
Harness Maker
Workplace
-10
Sleep Tubes
Home
-10
Corporate R&D Center
Workplace
-5
Holotainment Center
Venue
-10
Solar Worker Barracks
Home
-5
Venue
-5
Homestead
Home
-5
Spirit Squadroom
Workplace
-10
Crime Forecast AI
Workplace
-20
Honey Farm
Workplace
-10
State Amphitheater
Venue
-10
Cryogenic Prison
Venue
-20
Hut
Home
-10
State Cafeteria
Venue
-10
Workplace
-10
State Housing Block
Home
-10
Home
-5
State Housing Project
Home
-10
Venue
-15
County Jail
Cube Apartment
Home
-5
Inquisition Office
CyberCorp Housing
Home
-5
Ivory Tower
CyberCorp Offices
Workplace
-15
Kerosene Kerosene Distillery
Workplace
-10
State Prison
Dairy Barn
Workplace
-10
Laser Fountain
Decoration
-10
State Television Television
Decoration
-10
Defense Lab
Workplace
-10
Longhall
Venue
-10
Stupa
Decoration
-5
Dept. of Public Health
Venue
-5
Mechanized Farm
Workplace
-15
Super Coal Plant
Power
-10
Dept. of Public Works
Workplace
-10
Meditation Center
Venue
-10
Sweatshop
Workplace
-10
Detention Center
Venue
-10
Ministry of Thought
Workplace
-15
Tech Tech Monolith
Decoration
-5
D-Lux Sleep Tube Tubess
Home
-5
Monastery
Home
-5
Temperance Temperance Union
Workplace
-10
Dojo
Venue
-10
Motion Simulator
Venue
-10
Tibetan Bell
Decoration
-5
Dosage Facility
Venue
-15
Museum of Party History
Venue
-10
Tree House
Drone Factory
Workplace
-10
Ornate Pagoda
Decoration
-5
Windmill
Drone Nexus
Workplace
-10
Palace of Justice
Workplace
-15
Venue
-10
Panopticon
Venue
-10
Dungeon
Home
-5
Workplace
-5
Worker Barracks
Home
-5
Yurt
Home
-10
C h a p t e r 8 : S o c i e t y P r o fi l e s 167
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Cont Co ntemp empla latitive ve Profile • Key Strategy: Start by building a couple of Missions, to make Monasteries (with their tremendous worker capacity and Spiritual output) cheaper. If you need healthcare, look to the Midwife venue or Faith Healer Special Sim. For law enforcement, use buildings that spawn Masters.
• Key Buildings: Quilting Circle, Sesshin Center (for your law enforcement needs) • Key Special Sims: Elders, Fighting Monks, Masters • Positive Theme: Spirituality • Negative Theme: Prosperity
Best Buildings for Contemplative Profile BUILDING
Altar
GALLERY
CONTEMPLATIVE PROFILE
BUILDING
GALLERY
CONTEMPLATIVE PROFILE
BUILDING
GALLERY
CONTEMPLATIVE PROFILE
Venue
20
Golden Buddha
Decoration
25
Sanctuary
Venue
35
Decoration
20
Harness Maker
Workplace
20
School Room
Venue
15
Bath House
Venue
25
Honey Farm
Workplace
25
Seamstress
Workplace
15
Botanical Garden
Venue
15
Longhall
Venue
20
Sesshin Center
Venue
40
Workplace
15
Meditation Center
Venue
40
Soccer Field
Venue
15
Bamboo Garden
Chicken Coop Communal Garden
Workplace
20
Meeting House
Venue
15
Stone Church
Dairy Barn
Workplace
20
Midwife
Venue
20
Stupa
Venue
35
Mission
Workplace
15
Elder Council
Workplace
30
Ornate Pagoda
Decoration
Faith Healer
Venue
25
Prayer Wheel
Decoration
Dojo
s Farmer’s Market Venue 20 Religious Retreat e Fire Brigade Workplace 15 Reliquary l Gathering Hall Venue 35 Rice Paddy fi Gazebo Venue 20 Rock Garden o r Worst Buildings for Contemplative Profile P y 50’s Gas Station -10 Block of Flats t Administration Building Workplace Workplace -5 Board of Directors e Alien Artifact Lab Workplace -25 Bowling Alley i Workplace -5 Brewery c Animal Rescue Office Venue -5 Brownstone o Aquarium Army Surplus Store Venue -10 Bureaucracy Office S Art Museum Venue -10 Burger Joint : Astrophysics Lab Workplace -20 Campus Radio Station 8 Asylum Venue -10 Candy Store Venue -15 Car Dealership r Balloon Cart Home -5 Casino e Band House Bank Workplace -15 Casino Hotel t Venue -5 Chamber of Deputies p Baseball Field Venue -15 Children’s Children ’s Museum a Bazaar Beauty Salon Venue -10 Chocolate Factory h Behavioral Science Lab Workplace -30 Cineplex Behavior Control Facility Workplace -30 Civil Defense Tower Tower C Farm
BUILDING
Billboard
Workplace
GALLERY
Decoration
15
CONTEMPLATIVE PROFILE
-15
Quilting Circle
BUILDING
Clown School
168
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Venue
15
Decoration
20
Tea House
Venue
25
25
Temple
Venue
15
20
Tibetan Bell
Decoration
20
Workplace
15
Town Common
Decoration
20
Venue
20
Tulip Nursery
Workplace
15
Decoration
15
Windmill
Workplace
20
Workplace
30
Decoration
20
GALLERY
CONTEMPLATIVE PROFILE
BUILDING
GALLERY
CONTEMPLATIVE PROFILE
Home
-5
Coal-Hydrogen Plant
Power
-25
Workplace
-25
Coal Plant
Venue
-10
Colossal Foundry
Workplace
-5
Concert Hall
Home
-5
Concourse Hotel
Workplace
-20
Conditioning Theater
Power
-25
Workplace
-45
Venue
-10
Workplace
-25
Venue
-25
Venue
-10
Condo Complex
Home
-5
Workplace
-10
Consulting Firm
Workplace
-10
Venue
-5
Corporate Cops
Workplace
-10
Venue
-15
Corporate Data Center
Workplace
-25
Venue
-20
Corporate Hive
Workplace
-25
Workplace
-25
Corporate One
Workplace
-35
Workplace
-35
Corporate R&D Center
Workplace
-15
Venue
-10
Corporate Retreat
Venue
-15
Workplace
-15
Corrupt Police Station
Workplace
-15
Venue
-15
Cotton Candy Stand
Venue
-10
Workplace
-25
County Jail
Venue
-20
Workplace
-15
Courthouse
Workplace
-5
Worst Buildings for Contemplative Profile continued GALLERY
CONTEMPLATIVE PROFILE
BUILDING
GALLERY
CONTEMPLATIVE PROFILE
Crime Forecast AI
Workplace
-35
Liberal Arts College
Venue
-10
Cryogenic Prison
Venue
-35
Liquor Store
Venue
Cube Apartment
Home
-10
Loan Shark
CyberCorp Housing
Home
-10
Loft
BUILDING
CyberCorp Offices
Workplace
-40
Lumber Mill
Defense Lab
Workplace
-25
Luxury Auto Dealer
Venue
-10
Machine Shop
Workplace
-10
Mall
Detention Center
Venue
-10
Malt Shop
Diner
Venue
-10
Market Research Center
District Courthouse
Workplace
-10
Meat Packing Plant
District Fire Station
Workplace
-10
Mechanized Farm
Dive Bar
Venue
-20
D-Lux Sleep Tube Tubess
Home
Dorm
Home
Dosage Facility
GALLERY
CONTEMPLATIVE PROFILE
Propaganda Ministry
Workplace
-25
-15
Public Radio Station
Workplace
-10
Workplace
-20
Record Shop
Venue
-10
Home
-5
Redistribution Center
Venue
-20
Workplace
-10
Re-education Center
Venue
-25
Regional Garbage Depot
Workplace
-25
Venue
BUILDING
Venue
-25
Workplace
-15
Rehab Center
Venue
-15
-20
Rejuvenation Terminal Terminal
Venue
-35
Venue
-10
Research Clinic
Venue
-10
Workplace
-10
Ristorante
Venue
-5
Workplace
-20
Row House
Home
-5
Workplace
-25
Scooter Shop
Venue
-5
Media Marketplace
Venue
-20
Secret Police HQ
Workplace
-35
-10
Mega Mall
Venue
-35
Secret Police Kiosk
Workplace
-15
-3
Metal Club
Venue
-10
Sentinel Seminary
Workplace
-35
Venue
-25
Military School
Venue
-10
Service Station
Workplace
-10
Double Decker Bus Tour
Venue
-15
MiniGolf
Venue
-10
Sheriff’s Office
Workplace
-10
Dream Home
Home
-3
Ministry of Thought
Workplace
-35
Shopping Center
Venue
-15
Department Store Dept. of Public Works
Drive In
Venue
-15
Modeling Agency
Workplace
-15
Sims Comedy Club
Venue
-10
Drone Factory
Workplace
-30
Motion Simulator
Venue
-15
Sky Rise Apartment
Home
-10
Drone Nexus
Workplace
-35
Movie Studio
Workplace
-10
Skyscraper
Workplace
-25
Venue
-25
Movie Theater
Venue
-10
Sleep Tubes
Home
-10
Dungeon Electric Pet Shop
Venue
-15
Multinational HQ
Elite Cadet Academy
Workplace
-15
Museum of Party History
Workplace
-35
Slum Apartments
Home
-10
Venue
-25
Small Town Town Square
Decoration
-5
Epic Tower
Workplace
-35
Neighborhood Watch
Workplace
-10
Software Studio
Workplace
-10
Federal Bank
Workplace
-20
Newspaper
Workplace
-10
Solar Block of Flats
Home
-5
Ferris Wheel
Venue
-15
Nightclub
Venue
-10
Solar Condo Complex
Home
-5
Financial Building
Workplace
-30
Nuclear Power Plant
Power
-30
Solar High Rise Apartment
Home
-10
Fire Analysis Center
Workplace
-20
Off-Broadway Playhouse
Venue
-10
Solar Triple Triple Decker
Home
-5
Fireworks Shack
Workplace
-5
Office Building
Workplace
-25 -25
Solar Worker Barracks
Home
-10
Firing Range
Venue
-15
Off-Track Betting
Venue
-15
Speakeasy
Venue
-10
Focus Test Lab
Workplace
-10
Oil Power Plant
Power
-20
Spirit Squadroom
Workplace
-15
Foundry
Workplace
-20
Oil Refinery
Workplace
-25
Sports Stadium
Venue
-30
Home
-5
Opera House
Venue
-10
State Amphitheater
Venue
-30
Game Developer
Workplace
-10
Palace of Justice
Workplace
-35
State Cafeteria
Venue
-25
Genetics Lab
Workplace
-30
Panopticon
Venue
-10
State Housing Block
Home
-10
Hall of Records
Workplace
-20
Pawn Shop
Workplace
-15
State Housing Project
Home
-10
Frat House
High Rise Apartment
Home
-10
Personal Training Training Gym
Venue
-15
State Prison
Venue
-40
Workplace
-25
Pied Piper Pest Control
Workplace
-15
State Television Television
Decoration
-20
Holotainment Center
Venue
-25
Pirate Coast Club
Venue
-15
Steel Mill
Workplace
-35
Ice Cream Shoppe
Venue
-5
Pizza Shop
Venue
-15
Stock Exchange
Workplace
-30
Workplace
-30
Plasma Billboard
Decoration
-10
Strip Mall
Venue
-25
Venue
-20
Plastic Surgeon
Venue
-25
Subway
Transit
-15
Decoration
-5
Police Box
Decoration
-10
Super Coal Plant
Power
-40
Karaoke Bar
Venue
-10
Police Station
Workplace
-10
Sweatshop
Workplace
-40
Large Statue
Decoration
-10
Presidential Library
Venue
-20
Teaching Hospital Hospita l
Venue
-10
Laser Fountain
Decoration
-20
PR Firm
Law Offices
Workplace
-15
Private School
Hit Movie Studio
International Exchange Jail Jumping Fountain
Workplace
-15
Tech Tech Monolith
Decoration
-15
Venue
-10
Televangelist Studio
Workplace
-20
C h a p t e r 8 : S o c i e t y P r o fi l e s 169
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Worst Buildings for Contemplative Profile continued GALLERY
CONTEMPLATIVE PROFILE
Tenement
Home
-10
Trailer Trailer Park
Tennis Club
Venue
-15
Treasury Department Departme nt
Think Tank
Workplace
-20
Triple Decker
Town Hall
Workplace
-15
BUILDING
GALLERY
CONTEMPLATIVE PROFILE
Home
-10
Video Arcade
Workplace
-25
Vigilante Group
Home
-5
TV Network
Workplace
-25
BUILDING
GALLERY
CONTEMPLATIVE PROFILE
Venue
-15
Workplace
-15
VIP Club
Venue
-20
Vocational School
Venue
-10
BUILDING
Townhouse
Home
-5
TV Station
Workplace
-20
Water Park
Venue
-15
Toy Store
Venue
-10
Underground Casino
Venue
-25
Worker Barracks
Home
-10
Tract Mansion
Home
-10
Union Hall
Venue
-20
Zoo
Venue
-5
Workplace
-35
GALLERY
CYBERPUNK PROFILE
Workplace
20
Unionized Steel Factory
Cyber Cy berpu punk nk Profile • Key Strategy: Produce a lot of Knowledge to unlock powerful corporate buildings. Build the Behavior Control Facility, Behavioral Science Lab, and other buildings with moderate conditioning. The Electric Pet Shop gives your Sims pets with conditioning effects.
• Key Buildings: Behavioral Science Lab, Market Research Center • Key Special Sims: Scientists, Mad Scientists • Positive Themes: Prosperity, Knowledge, Authority • Negative Theme: Spirituality
Best Buildings for Cyberpunk Profile CYBERPUNK PROFILE
s Alien Artifact Lab Workplace 25 Electric Pet Shop e Astrophysics Lab 20 Epic Tower l Behavior Control Facility Workplace Workplace 20 Financial Building fi Behavioral Science Lab Workplace 25 Fire Analysis Center o Board of Directors Workplace 20 Game Developer r Coal-Hydrogen Plant Power 20 Genetics Lab P Corporate Cops Workplace 20 Helicopter Helicop ter Tour Data Center Workplace 20 Holotainment Center y Corporate Workplace 20 Karaoke Bar t Corporate Hive Corporate One Workplace 20 Laser Fountain e i Corporate R&D Center Workplace 30 Market Research Center Forecast AI Workplace 30 Mechanized Farm c Crime Forecast Venue 25 Media Marketplace o Cryogenic Prison CyberCorp Offices Workplace 40 Medical Group S Defense Lab Workplace 25 Motion Simulator : 8 Worst Buildings for Cyberpunk Profile r e Bridal Shop t Administration Building Workplace -10 Animal Rescue Office Workplace -10 Bus Stop p Art Museum Venue -10 Castle Ruin a Bamboo Garden Decoration -5 Chalet h Barbecue Pit Decoration -5 Chamber of Deputies Venue -10 Chicken Coop C Beauty Salon BUILDING
BUILDING
Bed & Breakfast
GALLERY
GALLERY
Workplace
CYBERPUNK PROFILE
-10
BUILDING
BUILDING
Chocolate Bunny
170
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
GALLERY
CYBERPUNK PROFILE
Venue
20
Multinational HQ
Workplace
25
Nightclub
Venue
20
Workplace
20
Rejuvenation Terminal Terminal
Venue
30
Workplace
25
Research Clinic
Venue
20
Workplace
20
Skyscraper
Workplace
25
Workplace
25
Software Studio
Workplace
20
Venue
20
Sushi Joint
Venue
20
Venue
25
Teaching Teaching Hospital
Venue
20
BUILDING
Venue
20
Think Tank
Workplace
25
Decoration
20
TV Network
Workplace
20
Workplace
25
TV Station
Workplace
20
Workplace
20
Video Arcade
Venue
25
Venue
25
VIP Club
Venue
20
Venue
20
Venue
25
GALLERY
CYBERPUNK PROFILE
BUILDING
GALLERY
CYBERPUNK PROFILE
Venue
-10
Clown School
Workplace
-15
Transit Transit
-10
Clubhouse
Venue
-15
Venue
-10
Corporate Retreat
Venue
-10
Home
-10
Creepy Barn
Workplace
-20
Workplace
-10
Dairy Barn
Workplace
-20
Workplace
-10
Dream Home
Home
-5
Decoration
-10
Elder Council
Workplace
-20
Worst Buildings for Cyberpunk Profile continued GALLERY
CYBERPUNK PROFILE
Fairytale Palace
Home
-10
Faith Healer
Venue
BUILDING
Farm Farm House
GALLERY
CYBERPUNK PROFILE
Loft
Home
-5
Small Town Town Square
-5
Longhall
Venue
-25
Speakeasy
Workplace
-20
Lumber Mill
Workplace
-10
Spirit Squadroom
Home
-10
Mission
Workplace
-15
State Amphitheater
BUILDING
BUILDING
GALLERY
CYBERPUNK PROFILE
Decoration
-10
Venue
-15
Workplace
-15
Venue
-15
Farming Co-op
Workplace
-10
Monastery
Home
-5
State Cafeteria
Venue
-15
Fire Brigade
Workplace
-10
Orchard
Workplace
-15
Suburban Playground
Decoration
-10
Fishing Hole
Venue
-10
Prayer Wheel
Decoration
-5
Sugar Cane Field
Workplace
-15
Florist
Venue
-10
Public Pool
Venue
-15
Temperance Union
Workplace
-20
Frat House
Home
-5
Pueblo
Gathering Hall
Venue
-20
Quilting Circle
General Store
Venue
-15
Gingerbread House
Home Workplace
Grape Vineyard Hacienda
Home
-5
Tile O’Tulips
Decoration
-10
Workplace
-15
Townhouse
Home
-5
Redistribution Center
Venue
-15
Tract Mansion
Home
-5
-10
Religious Bookstore
Venue
-10
Trailer Park
Home
-10
-15
Religious Retreat
Venue
-10
Tree House
Home
-10
Home
-10
Rice Paddy
Workplace
-25
Tudor
Harness Maker
Workplace
-15
Ristorante
Venue
-10
Tulip Nursery
Haunted House
Home
-5
School Room
Venue
-10
Victorian Home
Workplace
-15
Seamstress
Workplace
-15
Home
-10
Shack
Venue
Highway Volunteers Club Homestead Hut Inquisition Office Ivory Tower
Home
-5
Workplace
-15
Home
-5
Windmill
Workplace
-20
-15
Woodland Park
Decoration
-10
Home
-10
Sheriff’s Office
Workplace
-10
Worker Barracks
Home
-5
Workplace
-15
Sim Art Academy
Venue
-20
Yurt
Home
-10
Home
-5
Skate Park
Venue
-5
Zoo
Venue
-15
BUILDING
GALLERY
FUN CITY PROFILE
Pirate Coast Club
Venue
25
Fun City • Key Strategy: Offset criminals from Bed & Breakfasts with lots of Bobby Stations. The Spirit Squadroom spawns Cheerleaders to spread joy to other Sims. A Chocolate Factory is your best source for good revenue. Home? Think Dream House.
• Key Buildings: Spirit Squadroom, Clown School • Key Special Sims: Ghosts, Street Artists • Positive Theme: Creativity • Negative Theme: Authority
Best Buildings for Fun City Profile BUILDING
Animal Rescue Office
GALLERY
FUN C ITY PROFILE
BUILDING
GALLERY
FUN C ITY PROFILE
Workplace
20
Cotton Candy Stand
Venue
25
Aquarium
Venue
20
Drama School
Venue
20
Skate Park
Venue
25
Balloon Cart
Venue
30
Ferris Wheel
Venue
25
Software Studio
Workplace
20
Bazaar
Venue
30
Game Developer
Workplace
20
Spirit Squadroom
Workplace
30
Burger Joint
Venue
20
Hot Air Balloon Ride
Venue
30
Suburban Playground
Decoration
25
Candy Store
Venue
25
Ice Cream Shoppe
Venue
30
Swingset
Decoration
20
Carnival Games
Venue
20
Malt Shop
Children’s Children ’s Museum
Venue
30
Merry-Go-Round
Chocolate Bunny
Decoration
20
MiniGolf
Chocolate Factory
Workplace
25
Monkey Bars
Venue
20
Motion Simulator
Workplace
35
Pet Shop
Venue
25
Pied Piper Pest Control
Cineplex Clown School Clubhouse
Venue
20
Tetherball Tetherball Court
Decoration
20
Decoration
20
Toy Store
Venue
35
Venue
25
Video Arcade
Venue
25
Decoration
20
Water Park
Venue
30
Venue
20
Wishing Well
Decoration
20
Venue
25
Zoo
Venue
30
Workplace
20
C h a p t e r 8 : S o c i e t y P r o fi l e s 171
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Worst Buildings for Fun City Profile GALLERY
FUN C ITY PROFILE
Workplace
-10
Financial Building
Venue
-10
Firing Range
Behavioral Science Lab
Workplace
-20
Chamber of Deputies
Workplace
-35
Colossal Foundry
Workplace
-30
Concourse Hotel
Workplace
-5
Venue
-35
High Rise Apartment
Workplace
-10
BUILDING
Astrophysics Lab Asylum
Conditioning Theater Consulting Firm
BUILDING
GALLERY
FUN C ITY PROFILE
-10
Sanctuary
Venue
-5
Venue
-15
Secret Police HQ
Workplace
-25
Foundry
Workplace
-15
Secret Police Kiosk
Workplace
-20
Genetics Lab
Workplace
-20
Sentinel Seminary
Workplace
-25
Hall of Records
Workplace
-15
Sesshin Center
Venue
-5
Harness Maker
Workplace
-5
Sky Rise Apartment
Home
-5
Home
-5
Skyscraper
Workplace
-15
Inquisition Office
Workplace
-25
Sleep Tubes
Home
-10
Workplace
-15
Slum Apartments
Home
-10
Venue
-15
Small Town Square
Decoration
-5
Workplace
-10
Solar Block of Flats
Home
-5
BUILDING
GALLERY
FUN C ITY PROFILE
Workplace
Corporate Cops
Workplace
-15
International Exchange
Corporate Data Center
Workplace
-20
Jail
Corporate Hive
Workplace
-20
Kerosene Kerosene Distillery
Corporate One
Workplace
-20
Liquor Store
Venue
-15
Solar High Rise Apartment
Home
-5
Venue
-15
Loan Shark
Workplace
-20
Solar Worker Barracks
Home
-10
Corporate Retreat Corrupt Police Station
Workplace
-10
Lumber Mill
Workplace
-15
Speakeasy
Venue
-15
County Jail
Venue
-15
Machine Shop
Workplace
-15
State Amphitheater
Venue
-15
Courthouse
Workplace
-10
Meat Packing Plant
Workplace
-15
State Cafeteria
Venue
-10
Crime Forecast Forecast AI
Workplace
-25
Media Marketplace
Venue
-10
State Housing Block
Home
-10
Cryogenic Prison
Venue
-30
Military School
Venue
-10
State Housing Project
Home
-10
Cube Apartment
Home
-10
Ministry of Thought
Workplace
-35
State Prison
Venue
-35
CyberCorp Housing
Home
-10
Multinational HQ
Workplace
-20
State Television Television
Decoration
-20
CyberCorp Offices
Workplace
-25
Museum of Party History
Venue
-25
Steel Mill
Workplace
-15
Defense Lab
Workplace
-10
Nightclub
Venue
-10
Sweatshop
Workplace
-25
-15
Office Building
Workplace
-10
Tech Monolith
Decoration
-5
-15
Oil Refinery
Workplace
-15
Temperance Temperance Union
Workplace
-15
-10
Palace of Justice
Workplace
-20
Tenement Tenement
Home
-10
-25
Panopticon
Venue
-15
Textile Factory
Workplace
-15
-30
Pawn Shop
Workplace
-10
Town Hall
Workplace
-10
-30
Plasma Billboard
Decoration
-5
Tract Mansion
Home
-3
-20
PR Firm
Workplace
-10
Treasury Department Departme nt
Workplace
-10
-15
Propaganda Ministry
Workplace
-25
Unionized Steel Factory
Workplace
-25
-10
Redistribution Center
Venue
-15
Worker Barracks
Home
-10
-15
Re-education Center
Venue
-25
-10
Row House
Home
-5
s Detention Center Venue Dive Bar Venue e l D-Lux Sleep Tubes Home Venue fi Dosage Facility Workplace o Drone Factory r Drone Nexus Workplace Dungeon Venue P Elder Council Workplace y Elite Cadet Academy Workplace t Epic Tower Workplace e Workplace i Federal Bank c o S : 8 • Key Strategy: Though it can increase r crime with this Profile’s preferred Homes, adding more workers is e usually the way to go. Place Police t and a Fire Station early p Stations to be ready when problems start a to bud. Worker Barracks provide h lots of Productivity in addition to C warm bodies.
Indu In dust stririal al Profile
172
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• Key Buildings: Textile Factory, Lumber Mill, Baseball Field, and any building that gives extra income from visits without regard for visitor mood • Key Special Sims: Riot Police, Slum Lords • Positive Theme: Productivity • Negative Themes: Health and safety
Best Buildings for Industrial Profile BUILDING
GALLERY
I NDUSTRIAL PROFILE
BUILDING
GALLERY
I NDUSTRIAL PROFILE
Brewery
Workplace
Colossal Foundry
30
Motorcycle Shop
Venue
20
Workplace
45
Nightclub
Venue
Corrupt Police Station
Workplace
25
Off-Track Betting
Dept. of Public Works
Workplace
20
Firing Range
GALLERY
INDUSTRIAL PROFILE
Sweatshop
Workplace
40
25
Temperance Union
Workplace
25
Venue
20
Textile Factory
Workplace
30
Oil Refinery
Workplace
30
Underground Casino
Venue
25
BUILDING
Venue
20
Pawn Shop
Workplace
20
Union Hall
Venue
35
Workplace
35
Racetrack
Venue
25
Unionized Steel Factory
Workplace
45
Liquor Store
Venue
20
Soup Kitchen
Venue
25
Vigilante Group
Workplace
20
Loan Shark
Workplace
25
Speakeasy
Venue
35
Vocational School
Venue
35
Welfare Center
Venue
20
BUILDING
GALLERY
INDUSTRIAL PROFILE
Workplace
-15
Foundry
Machine Shop
Workplace
35
Steel Mill
Workplace
35
Meat Packing Plant
Workplace
20
Super Coal Plant
Power
25
BUILDING
GALLERY
I NDUSTRIAL PROFILE
Worst Buildings for Industrial Profile GALLERY
I NDUSTRIAL PROFILE
Alien Artifact Lab
Workplace
-10
Cryogenic Prison
Venue
-15
Inquisition Office
Animal Rescue Office
Workplace
-20
CyberCorp Offices
Workplace
-10
Ivory Tower
Home
-10
Art Expo Center
Venue
-15
Dairy Barn
Workplace
-35
Liberal Arts College
Venue
-25
Art Gallery
Venue
-15
Dept. of Public Health
Venue
-20
Loft
Home
-5
Art Museum
Venue
-10
Doctor’s Office
Venue
-5
Longhall
Venue
-20
Workplace
-10
Dojo
Venue
-20
Mechanized Farm
Workplace
-25
Venue
-10
Dosage Facility
Venue
-10
Medical Group
Venue
-15
Decoration
-10
Drama School
Venue
-10
Meditation Center
Venue
-25
Band House
Home
-5
Dream Home
Home
-5
Meeting House
Bath House
Venue
-5
Elder Council
Workplace
-20
Ministry of Thought
Bazaar
Venue
-10
Electric Pet Shop
Venue
-10
Workplace
-15
Evangelical Center
Workplace
BUILDING
Astrophysics Lab Balloon Cart Bamboo Garden
Bed & Breakfast
Venue
-20
Workplace
-20
Monastery
Home
-10
-10
Motion Simulator
Venue
-15
Workplace
-15
Observatory
Workplace
-15
Home
-10
Open Air Venue
Venue
-10
Workplace
-35
Pied Piper Pest Control
Workplace
-20
Home
-10
Pirate Coast Club
Venue
-20
Decoration
-10
Behavior Control Facility
Workplace
-10
Evangelical Megaplex
Behavioral Science Lab
Workplace
-10
Fairytale Palace
Block of Flats
Home
-3
Farm
Bookstore
Venue
-10
Farm House
Botanical Garden
Venue
-10
Farming Co-op
Workplace
-25 -25
Prayer Wheel
Workplace
-20
Public Pool
Venue
-15
Public Radio Station
Campus Bookstore
Venue
-10
Fire Analysis Center
Workplace
-10
Fishing Hole
Carbon Exchange
Power
-25
Focus Test Lab
Workplace
-10
Pueblo
Chalet
Home
-10
Fountain
Decoration
-5
Workplace
-10
Game Developer
Workplace
Campus Radio Station
Chicken Coop Children’s Children ’s Museum
Venue
-10
Workplace
-10
Home
-5
Quilting Circle
Workplace
-35
-10
Recycling Center
Workplace
-10
Venue
-25
Gathering Hall
Venue
-15
Re-education Center
Venue
-15
Chocolate Bunny
Decoration
-5
Gazebo
Venue
-10
Rejuvenation Terminal Terminal
Venue
-20
Clown School
Workplace
-40
General Store
Venue
-10
Religious Retreat
Venue
-20
Communal Garden
Workplace
-10
Genetics Lab
Workplace
-15
Research Clinic
Venue
-30
Venue
-15
Gingerbread House
Home
-10
Rice Paddy
Workplace
-30
Conditioning Theater
Home
-2
Golden Buddha
Decoration
-10
Ristorante
Corporate Data Center
Condo Complex
Workplace
-15
Hacienda
Home
-10
Rock Garden
Corporate R&D Center
Workplace
-10
Holotainment Center
Venue
-20
Venue
-15
Homestead
Home
Corporate Retreat
Venue
-5
Decoration
-10
Sanctuary
Venue
-25
-10
School Room
Venue
-20
Cottage
Home
-10
Honey Farm
Workplace
-15
Sesshin Center
Venue
-25
Counseling Center
Venue
-15
Hot Air Balloon Ride
Venue
-15
Sim Art Academy
Venue
-10
Crime Forecast AI
Workplace
-20
Hut
Home
-10
Sky Rise Apartment
Home
-10
C h a p t e r 8 : S o c i e t y P r o fi l e s 173
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Worst Buildings for Industrial Profile continued BUILDING
Software Studio Solar Block of Flats Spirit Squadroom State Prison Stupa
GALLERY
INDUSTRIAL PROFILE
GALLERY
INDUSTRIAL PROFILE
Workplace
-10
Think Tank
Workplace
-15
Tourist Tourist Information
Home
-5
Tibetan Bell
Decoration
-10
Workplace
-40
Topiary Bush—Bunny Rabbit Decoration
Venue
-10
Topiary Bush—Hand
Decoration
BUILDING
GALLERY
INDUSTRIAL PROFILE
Workplace
-15
Tree House
Home
-10
-5
Water Park
Venue
-10
-5
Windmill
Workplace
-15
BUILDING
Decoration
-5
Topiary Bush—Pillar
Decoration
-5
Wishing Well
Decoration
-10
Teaching Teaching Hospital
Venue
-25
Topiary Bush—Ted Teddy dy Bear
Decoration
-5
Woodland Park
Decoration
-15
Tea House
Venue
-10
Topiary Park
Decoration
-15
Yurt
Home
-10
Decoration
-5
Tourism Tourism Bureau
Workplace
-15
Tech Monolith
Norm No rmal al Pro Profifile
NOTE
• Key Strategy: Build Police Stations, primarily for the Riot Police action and the revenue from its seven-day workweek. The Office Building gives good revenue and Prosperity, especially if it’s in range of a revenueenhancing Courthouse. • Key Buildings: Newspaper, Burger Joint • Key Special Sims: Firefighters, Work Crews • Positive Theme: Avoid extremes
s high or low crime, high or low pollution, etc. e l fi Best Buildings for Normal Profile o r Building Workplace 1 P Administration Aquarium Venue 1 y Art Museum Venue 1 t Bank Workplace 1 Decoration 1 e Barbecue Pit i Baseball Field Venue 1 c Bed & Breakfast Workplace 1 o Billboard Decoration 1 Home 1 S Block of Flats Venue 1 : Bookstore Venue 1 8 Bowling Alley Brewery Workplace 1 r Brownstone Home 1 e Bureaucracy Office Workplace 1 t Burger Joint Venue 1 p Bus Stop Transit 1 a Butcher Shop Venue 1 Venue 1 h Café Bookstore Venue 1 C Campus Campus Radio Station Workplace 1
Yo u’ ll no notitice ce th that at no bu builil di ding ngss ha have ve a bi bigg impact on the Normal Profile. This is because extremes are to be avoided. No buildings diminish the Normal Profile, but kee p away from any with high positive scores for another Profile (see the other lists in this chapter and the “Building” chapter.)
• Negative Themes: Buildings with high Profile points in other Profiles,
BUILDING
GALLERY
NORMAL PROFILE
There are no buildings that deduct from the Normal Profile, but there are several that have no effect. If a building isn’t on the list above, it has no effect.
GALLERY
NORMAL PROFILE
Decoration
1
Corporate One
Carbon Exchange
Power
1
Counseling Center
Venue
1
Car Dealership
Venue
1
County Jail
Venue
1
Casino
Venue
1
Courthouse
Workplace
1
Cathedral
Venue
1
Department Store
Venue
1
Charity Center
Workplace
1
District Fire Station
Workplace
1
Chess Table Table
BUILDING
Captain of Industry
BUILDING
GALLERY
NORMAL PROFILE
Workplace
1
Decoration
1
Dive Bar
Venue
1
Children’s Children ’s Museum
Venue
1
Doctor’s Office
Venue
1
Cineplex
Venue
1
Dorm
Home
1
Workplace
1
Drama School
Venue
1
City Recycling HQ Clinic
Venue
1
Elementary School
Venue
1
Clothing Store
Venue
1
Epic Tower
Workplace
1
Coal-Hydrogen Plant
Power
1
Fat Cat
Decoration
1
Coal Plant
Power
1
Financial Building
Workplace
1
Concert Hall
Venue
1
Fire Station
Workplace
1
Concourse Hotel
Workplace
1
Fish Market
Venue
1
Condo Complex
Home
1
Florist
Venue
1
Consulting Firm
Workplace
1
Foundry
Workplace
1
Venue
1
Fountain
Decoration
1
Workplace
1
Frat House
Home
1
Corner Deli Corporate Hive
174 17 4
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Best Buildings for Normal Profile continued GALLERY
NORMAL PROFILE
BUILDING
GALLERY
NORMAL PROFILE
Home
1
Nightclub
Venue
Game Developer
Workplace
1
Nuclear Power Plant
Garbage Collection Station
Workplace
1
Observatory
Garden
Decoration
1
Off-Broadway Playhouse
BUILDING
Frat House
BUILDING
GALLERY
NORMAL PROFILE
1
Soccer Field
Venue
1
Power
1
Software Studio
Workplace
1
Workplace
1
Solar Block of Flats
Home
1
Venue
1
Solar Condo Complex
Home
1
Giant Mobile
Decoration
1
Office Building
Workplace
1
Solar Farm
Power
1
Graveyard
Decoration
1
Off-Track Betting
Venue
1
Solar High Rise Apartment
Home
1
Guru
Decoration
1
Oil Power Plant
Power
1
Solar Triple Decker
Home
1
Hedge
Decoration
1
Oil Refinery
Workplace
1
Speakeasy
Venue
1
Hedge Maze
Decoration
1
Open Air Venue
High Rise Apartment
Home
1
Orchard
Venue
1
Sports Stadium
Venue
1
Workplace
1
Steel Mill
Workplace
1
Historical Monument
Decoration
1
Parochial School
Venue
1
Stock Exchange
Workplace
1
Home Appliance Store
Venue
1
Personal Training Training Gym
Venue
1
Stone Church
Venue
1
Home Furnishing Store
Venue
1
Pet Shop
Venue
1
Street Food Cart
Decoration
1
Hospital
Venue
1
Philanthropic Organization
Venue
1
Strip Mall
Ice Cream Shoppe
Venue
1
Pizza Shop
Venue
1
Suburban Playground
Iron Fence
Decoration
1
Plastic Surgeon
Venue
1
Jack of All Trades
Decoration Decoratio n
1
Police Box
Decoration
Venue
1
Police Station
Workplace
Jail Karaoke Bar
Venue
1
Decoration
1
Subway
Transit
1
1
Swingset
Decoration
1
1
Teaching Hospital Hospita l
Venue
1
Venue
1
Power Substation
Power
1
Temple
Venue
1
Large Fountain
Decoration
1
Presidential Library
Venue
1
Tenement
Home
1
Large Statue
Decoration
1
PR Firm
Workplace
1
Tetherball Court
Decoration Decoratio n
1
Law Offices
Workplace
1
Private School
Venue
1
Textile Factory
Workplace
1
Liberal Arts College
Venue
1
Pub
Venue
1
The Legendary Bard
Decoration
1
Liquor Store
Venue
1
Public Library
Venue
1
Tile O’Tulips
Decoration
1
Machine Shop
Workplace
1
Public Pool
Venue
1
Tool Shed
Decoration Decoratio n
1
Major Wind Farm
Power
1
Public Radio Station
Workplace
1
Tourism Bureau
Workplace
1
Mall
Venue
1
Public Safety
Workplace
1
Tourist Informati on
Workplace
1
Master Manipulator
Decoration
1
Public Sculpture
Decoration
1
Town Hall
Workplace
1
Master of Ceremonies
Decoration
1
Racetrack
Venue
1
Town Square
Decoration Decoratio n
1
Mayor
Decoration
1
Realtor
Workplace
1
Tract Mansion
Home
1
Meat Packing Plant
Workplace
1
Record Shop
Venue
1
Trailer Park
Home
1
Media Marketplace
Venue
1
Recording Studio
Workplace
1
Trash Incinerator Incinerat or
Power
1
Medical Group
Venue
1
Recycling Center
Workplace
1
Treasury Department Departm ent
Workplace
1
Medium Fountain
Decoration
1
Regional Garbage Depot
Workplace
1
Triple Triple Decker
Home
1
Medium Statue
Decoration
1
Religious Bookstore
Venue
1
Tudor
Home
1
Mega-Church
Venue
1
Research Clinic
Venue
1
TV Station
Workplace
1
Decoration
1
Rose Garden
Decoration
1
Union Hall
Venue
1
Military School
Venue
1
Row House
Home
1
Urban Playground
Decoration
1
MiniGolf
Venue
1
School Room
Venue
1
Video Arcade
Venue
1
Modern Sculpture
Decoration
1
Scooter Shop
Venue
1
Vigilante Group
Workplace
1
Monkey Bars
Decoration
1
Service Station
Workplace
1
VIP Club
Venue
1
Merry-Go-Round
Motorcycle Shop
Venue
1
Sheriff
Decoration
1
Vocational School
Movie Studio
Workplace
1
Shopping Center
Venue
1
Water Treatment Plant
Venue
1
Workplace
1
Movie Theater
Venue
1
Sims Comedy Club
Venue
1
Welfare Center
Venue
1
Musical Theater
Venue
1
Skate Park
Venue
1
Wind Farm
Power
1
Natural Gas Power Plant
Power
1
Skyscraper
Workplace
1
Windmill
Workplace
1
Zoo
Venue
1
Network Knight
Decoration
1
Small Statue
Decoration
1
Newspaper
Workplace
1
Smoke Shop
Venue
1
C h a p t e r 8 : S o c i e t y P r o fi l e s 175
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Roma Ro mant ntic ic Pro Profifile • Key Strategy: The Courthouse provides a revenue boost to nearby Workplaces. Art Museums pay off in many ways. • Key Buildings: Cathedral, Café
• Key Special Sims: Farmers, Street Artists • Positive Themes: Prosperity, Creativity • Negative Themes: Extreme Productivity, high crime, or high pollution
Best Buildings for Romantic Profile GALLERY
ROMANTIC PROFILE
Workplace
20
Communal Garden
Aquarium
Venue
25
Concert Hall
Art Expo Center
Venue
25
Concourse Hotel
Art Gallery
Venue
20
Art Museum
Venue
35
Baroque Fountain
Decoration
20
Four Star Restaurant
Bed & Breakfast
Workplace
25
Botanical Garden
Venue
25
BUILDING
Administration Building
GALLERY
ROMANTIC PROFILE
Ristorante
Venue
20
30
Scooter Shop
Venue
20
Workplace
25
Sim Art Academy
Venue
25
Double Decker Bus Tour
Venue
25
Smoke Shop
Venue
20
Drama School
Venue
25
Soccer Field
Venue
20
Venue
20
Stock Exchange
Workplace
25
Grape Vineyard
Workplace
30
Teaching Teaching Hospital
Venue
20
International Exchange
Workplace
20
Tourism Bureau
Workplace
20
Venue
20
Village Green
Decoration
20
Venue
25
Windmill
Workplace
25
Venue
35
Venue
20
GALLERY
ROMANTIC PROFILE
BUILDING
GALLERY
ROMANTIC PROFILE
Venue
-5
Epic Tower
Workplace
-25
BUILDING
Café Venue 20 Medical Group s Castle Ruin Venue 20 Open Air Venue e Cathedral Venue 25 Opera House l City Bistro Venue 25 Pub fi o r P Worst Buildings for Romantic Profile y t Alien Artifact Lab Workplace -15 Cotton Candy Stand e Lab Workplace -5 County Jail i Astrophysics Atomic Test Site Workplace -10 Crime Forecast Forecast AI c Baseball Field Venue -15 Cryogenic Prison o Behavioral Science Lab Workplace -15 CyberCorp Housing CyberCorp Offices S Behavior Control Facility Workplace -20 : Billboard Decoration -5 Defense Lab Bowling Alley Venue -15 Diner 8 Venue -10 D-Lux Sleep Tubes r Burger Joint of Deputies Workplace -10 Dojo e Chamber Venue -15 Dosage Facility t Cineplex Clown School Workplace -10 Drone Factory p Colossal Foundry Workplace -20 Drone Nexus a Corporate Data Center Workplace -15 Elder Council h Corporate Hive Workplace -10 Electric Pet Shop Workplace -10 Elite Cadet Academy C Corporate One BUILDING
GALLERY
ROMANTIC PROFILE
BUILDING
176
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
GALLERY
ROMANTIC PROFILE
Workplace
20
Venue
BUILDING
Venue
-10
Evangelical Center
Workplace
-10
Workplace
-20
Evangelical Megaplex
Workplace
-10
Venue
-20
Fairytale Palace
Home
-3
Home
-5
Ferris Wheel
Venue
-10
Workplace
-20
Fire Analysis Center
Workplace
-10
Workplace
-10
Firing Range
Venue
-20
Venue
-15
Focus Test Lab
Workplace
-10
Home
-5
Frat House
Home
-3
Venue
-10
General Store
Venue
-15
Venue
-20
Genetics Lab
Workplace
-10
Workplace
-15
Golden Buddha
Decoration
-5
Workplace
-15
Hacienda
Home
-10
Workplace
-5
Homestead
Home
-5
Venue
-10
Hut
Home
-10
Workplace
-10
Large Statue
Decoration
-10
Worst Buildings for Romantic Profile continued GALLERY
ROMANTIC PROFILE
Re-education Center
Venue
-10
-10
Rehab Center
Venue
Workplace
-15
Rice Paddy
Mega-Church
Venue
-10
Sanctuary
Mega Mall
Venue
-25
MiniGolf
Venue
-15
Workplace
BUILDING
Laser Fountain Mall Mechanized Farm
Ministry of Thought Motion Simulator Off-Track Betting Bettin g
GALLERY
ROMANTIC PROFILE
GALLERY
ROMANTIC PROFILE
Decoration
-10
State Housing Block
Home
-10
Venue
-10
State Housing Project
Home
-10
Workplace
-15
State Television Television
Decoration
-10
Venue
-5
Steel Mill
Workplace
-10
Secret Police HQ
Workplace
-10
Strip Mall
Venue
-25
Secret Police Kiosk
Workplace
-5
Super Coal Plant
Power
-20
-10
Sentinel Seminary
Workplace
-10
Sweatshop
Workplace
-20
Venue
-10
Sesshin Center
Venue
-5
Tech Tech Monolith
Decoration
-10
BUILDING
BUILDING
Venue
-10
Sheriff’s Office
Workplace
-10
Televangelist Studio
Workplace
-15
Oil Refinery
Workplace
-10
Shopping Center
Venue
-20
Temperance Temperance Union
Workplace
-15
Ornate Pagoda
Decoration
-5
Sky Rise Apartment
Home
-3
Tibetan Bell
Decoration
-5
Palace of Justice
Workplace
-10
Skyscraper
Workplace
-10
Tract Mansion
Home
-5
Pied Piper Pest Control
Workplace
-15
Sleep Tubes
Home
-10
Trailer Park
Home
-6
Pirate Coast Club
Venue
-10
Slum Apartments
Home
-5
Tree House
Pizza Shop
Venue
-10
Solar Worker Barracks
Home
-5
Unionized Steel Factory
Plasma Billboard
Decoration
-10
Speakeasy
Venue
-15
Propaganda Ministry
Workplace
-10
Spirit Squadroom
Workplace
Quilting Circle
Workplace
-10
Sports Stadium
Venue
Venue
-10
Racetrack
Home
-5
Workplace
-10
Water Park
Venue
-20
-10
Worker Barracks
Home
-5
-20
Yurt
Home
-5
Smal Sm alll Tow ownn Pro Profifile • Key Strategy: Small Towns Towns don’t have to be rural. They can be a college town, a religious community, a posh bedroom community (the easiest approach), anything non-urban. A city needn’t have dirt roads to be “small.” The best advice, however, is to plan at the outset what your want your Small Town to be to avoid inefficient spending.
• Key Buildings: None • Key Special Sims: None • Positive Themes: Spirituality, small scale • Negative Theme: Urbanity
Best Buildings for Small Town Profile BUILDING
GALLERY
SMALL T OWN PROFILE
Bowling Alley
Venue
25
Brewery
BUILDING
GALLERY
SMALL T OWN PROFILE
BUILDING
GALLERY
SMALL T OWN PROFILE
Farmer’s Market
Venue
35
Orchard
Workplace
25
Workplace
30
Farming Co-op
Workplace
25
Quilting Circle
Workplace
25
Burger Joint
Venue
20
Flea Market
Venue
25
School Room
Venue
25
Chicken Coop
Workplace
20
General Store
Venue
30
Seamstress
Workplace
20
Communal Garden
Workplace
20
Grape Vineyard
Workplace
20
Sheriff’s Office
Workplace
25
Dairy Barn
Workplace
25
Lumber Mill
Workplace
35
Small Town Town Square
Decoration
30
Department Store
Venue
20
Machine Shop
Workplace
25
Spring Water Plant
Workplace
20
Diner
Venue
20
Malt Shop
Venue
20
Steel Mill
Workplace
20
Drive In
Venue
25
Meat Packing Plant
Workplace
30
Strip Mall
Venue
20
Evangelical Center
Workplace
20
Meeting House
Venue
25
Town Hall
Workplace
20
Farm
Workplace
35
MiniGolf
Venue
20
Vocational School
Venue
25
C h a p t e r 8 : S o c i e t y P r o fi l e s 177
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™
Worst Buildings for Small Town Profile GALLERY
SMALL T OWN PROFILE
GALLERY
SMALL T OWN PROFILE
Alien Artifact Lab
Workplace
-5
Drone Factory
Workplace
-20
Animal Rescue Office
Workplace
-5
Drone Nexus
Workplace
Aquarium
Venue
-5
Dungeon
Art Expo Center
Venue
-5
Electric Pet Shop
Art Gallery
Venue
-5
Art Museum
Venue
-15
Workplace
-5
Fairytale Palace
Venue
-5
Federal Bank
BUILDING
Astrophysics Lab Balloon Cart Bamboo Garden
GALLERY
SMALL T OWN PROFILE
Propaganda Ministry
Workplace
-35
-25
Redistribution Center
Venue
-10
Venue
-10
Re-education Center
Venue
-30
Venue
-15
Rejuvenation Terminal Terminal
Venue
-25
Elite Cadet Academy
Workplace
-20
Rock Garden
Epic Tower
Workplace
-40
Sanctuary
Home
-10
Workplace
-30
BUILDING
BUILDING
Decoration
-10
Venue
-20
Secret Police HQ
Workplace
-35
Secret Police Kiosk
Workplace
-15
Decoration
-5
Financial Building
Workplace
-20
Sentinel Seminary
Workplace
-30
Bath House
Venue
-15
Fire Analysis Center
Workplace
-15
Sesshin Center
Venue
-20
Bazaar
Venue
-5
Focus Test Lab
Workplace
-20
Sims Comedy Club
Venue
-5
Behavioral Science Lab
Workplace
-20
Game Developer
Workplace
-5
Sky Rise Apartment
Home
-10
Behavior Control Facility
Workplace
-30
Gathering Hall
Venue
-10
Skyscraper
Workplace
-30
Workplace
-20
Sleep Tubes
Home
-10
Home
-10
Slum Apartments
Home
-5
Block of Flats
Home
-5
Genetics Lab
Workplace
-20
Gingerbread House
Home
-5
Golden Buddha
Decoration
-10
Solar Block of Flats
Home
-5
Bureaucracy Office
Workplace
-20
Hall of Records
Workplace
-35
Solar Condo Complex
Home
-5
Carbon Exchange
Power
-10
High Rise Apartment
Home
-10
Solar High Rise Apartment
Home
-10
Board of Directors Brownstone
Cathedral Chamber of Deputies Children’s Childre n’s Museum Chocolate Bunny
s City Bistro e City Recycling HQ l Civil Defense Tower Tower fi Clown School o Colossal Foundry r Concert Hall P Concourse Hotel Conditioning Theater y Condo Complex t Consulting Firm e Corporate Cops i Data Center c Corporate Corporate Hive o Corporate One S Corporate R&D Center : Crime Forecast Forecast AI Cryogenic Prison 8 r Cube Apartment Housing e CyberCorp Offices t CyberCorp Detention Center p District Courthouse a D-Lux Sleep Tubes h Dojo C Dosage Facility
Double Decker Bus Tour
Venue
-10
Hit Movie Studio
Workplace
-10
Spirit Squadroom
Workplace
-10
Workplace
-40
Holotainment Center
Venue
-25
Sports Stadium
Venue
-20
Venue
-10
Hut
Home
-5
State Amphitheater
Venue
-30
Decoration
-5
Indie Label
Workplace
-10
State Cafeteria
Venue
-20
Venue
-10
Inquisition Office
Workplace
-20
State Housing Block
Home
-10
Workplace
-10
International Exchange
Workplace
-35
State Housing Project
Home
-10
Workplace
-20
Ivory Tower Tower
Home
-10
State Prison
Venue
-30
Workplace
-25
Large Statue
Decoration
-10
State Television Television
Decoration
-30
Workplace
-10
Laser Fountain
Decoration
-10
Stock Exchange
Workplace
-25
Venue
-10
Loft
Home
-5
Stupa
Decoration
-10
Workplace
-25
Longhall
Venue
-10
Subway
Transit
-20
Venue
-30
Luxury Auto Dealer
Venue
-5
Sushi Joint
Venue
-5
Home
-5
Market Research Center
Workplace
-10
Tech Monolith
Decoration
-10
Workplace
-10
Media Marketplace
Venue
-20
Tenement Tenement
Home
-5
Workplace
-10
Meditation Center
Venue
-15
Think Tank
Workplace
-20
Workplace
-15
Mega-Church
Venue
-10
Tibetan Bell
Decoration
-10
Workplace
-30
Ministry of Thought
Workplace
-40
Tourism Bureau
Workplace
-10
Workplace
-40
Monastery
Home
-5
Tourist Tourist Information
Workplace
-10
Workplace
-10
Motion Simulator
Venue
-15
Townhouse Townh ouse
Home
-3
Workplace
-40
Multinational HQ
Workplace
-30
Treasury Department Departme nt
Workplace
-25
Venue
-30
Museum of Party History
Venue
-10
Tree House
Home
-10
Home
-10
Off-Broadway Playhouse
Venue
-20
TV Network
Workplace
-20
Home
-10
Office Building
Workplace
-15
Underground Casino
Venue
-25
Workplace
-30
Opera House
Venue
-30
Union Hall
Venue
-10
Venue
-10
Ornate Pagoda
Decoration
-10
Unionized Steel Factory
Workplace
-20
Workplace
-20
Palace of Justice
Workplace
-30
Vigilante Group
Workplace
-15
Home
-10
Panopticon
Venue
-10
VIP Club
Venue
-20
Venue
-10
Personal Training Gym
Venue
-5
Water Park
Venue
-10
Venue
-30
Plasma Billboard
Decoration
-10
Yurt
Home
-5
Venue
-10
PR Firm
Workplace
-15
178
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Haunted Town Profi le You won’t see it mentioned anywhere in the game, but begin your town with mostly Creepy category buildings and you’ll quickly see a hidden Profile emerge: the Haunted Town.
• Key Strategy: Put up lots of buildings in the Creepy category plus the Dungeon. • Key Buildings: See list • Key Special Sims: Ghosts, Zombies • Positive Theme: Creepy buildings • Negative Theme: Modernity
Best Buildings for Haunted Town Profile BUILDING
GALLERY
HAUNTED T OWN PROFILE
GALLERY
HAUNTED T OWN PROFILE
Asylum
Venue
35
Hedge Maze
Decoration
20
Carnival Games
Venue
10
Kerosene Kerosene Distillery
Workplace
10
Castle Ruin
Venue
45
Shack
Venue
30
Creepy Barn
BUILDING
Workplace
45
Stone Church
Venue
10
Dungeon
Venue
25
Topiary Park
Decoration
10
Graveyard
Decoration
40
Woodland Park
Decoration
10
Home
25
Haunted House
Worst Buildings for Haunted Town Profile BUILDING
GALLERY
HAUNTED T OWN PROFILE
CyberCorp Housing
Home
-5
CyberCorp Offices
Workplace
-10
D-Lux Sleep Tube Tubess
Home
-5
High Rise Apartment
Home
-5
Sky Rise Apartment
Home
-5
Skyscraper
Workplace
-10
Sleep Tubes
Home
-5
Solar High Rise Apartment
Home
-5
NOTE
There are only a few buildings to explicitly avoid—those that have a negative impact on this Profile, but the real problem for Haunted Towns is accidentally triggering a different Profile that’ll override it. Since it works on a smaller scoring scale than the other Profile s, it doesn’t take much to create a Haunted Town, but it also doesn’t take much for the city to become something e lse.
C h a p t e r 8 : S o c i e t y P r o fi l e s 179
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
A
thriving city is all well and good, but a busy city creator occasionally needs a good, old-fashioned “attaboy.” Fortunately For tunately,, SimCity Societies is is chock full of ‘em. From medals that track how many times you’ve excelled in certain areas to trophies that win you powerful monument buildings you can put in every city, to nearly 300 locked and hidden buildings, there’s always a carrot dangling just ahead. This chapter explains how to get them all.
s e l b Medals are awarded each time one of your cities achieves a certain criteria. k c NOTE o l Medals for each Societal Value are based on the amount your cities produce of of each. n U d n a and your current s Trophies city’s progress toward t them can be viewed n Achievements screen.on the e m e v Trophy Requirements e i h T A P P A c A : Captain of Industry Industrial > 10,000 9 r e Fat Cat Capitalist > 17,500 t p a h Guru Contemplative > 1,250 C
Medals become part of your player profile. Every city you build with that profile can add to your pile o’ medals.
Medals
NOTE
Medals have no actual gameplay function; instead they mark the overall progress of your city building skills.
Your profile page displays all trophies you’ve won in all your cities.
Trophies
ROPHY
LLIED
ROFILE
OPULATION
NOTE
When trophies require a certain level of Societal Value, it’s always the amount a city consumes .
UTHORITY
CREATIVITY
KNOWLEDGE
PRODUCTIVITY
PROSPERITY
SPIRITUALITY
—
—
—
> 475
—
—
—
—
—
—
> 750
—
—
—
—
—
—
> 275
180
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Medal Requirements MEDAL
BRONZE
SILVER
GOLD
Authority
85
200
500
Creativity
50
200
500
Happiness
10 Elated (and > 50 workers)
20 Elated (and > 125 workers)
40 Elated (and > 175 workers)
Knowledge
50 [med_03.tif]
150
500
Population
1,500 Population
10,000 Population
30,000 Population
Productivity
85
200
500
Prosperity
150
400
800
Spirituality
50
150
250
Treasury Treasury
§60,000
§125,000
§250,000
ANY V ALUE
ANGRY /F URIOUS
E LATED/E CSTATIC
E CSTATIC
—
—
—
—
—
< 10
—
—
—
—
—
—
C h a p t e r 9 : A c h i e v e m e n t s a n d U n l o c k a b l e s 181
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Trophy Requirements continued
TROPHY
Jack of All Trades
ALLIED P ROFILE
POPULATION
AUTHORITY
CREATIVITY
KNOWLEDGE
PRODUCTIVITY
PROSPERITY
SPIRITUALITY
Normal
> 25,000
> 150
> 150
> 150
> 150
> 150
> 150
—
—
—
—
—
> 300
—
—
—
—
—
—
—
—
—
—
> 200
—
> 350
—
—
—
—
—
> 22
> 200
—
—
> 250
—
s Master Manipulator Authoritarian > 20,000 > 400 e l b a Master of Ceremonies Fun City > 1,250 — k c o l Mayor Normal > 1,250 — n U d Network Knight Cyberpunk > 15,000 > 100 n a s t Sheriff Small Town < 2,900 — n e m The Legendary Bard Romantic > 7,500 — e v e i h So what do you get when you finally win one of these shiny c honors? Every trophy comes with the right to build its corremonument building (found in the Decorations Asponding gallery). These monuments are free to build and improve your : city in three ways: 9 • Societal Value: Most monuments produce a large quantity of one or two r Societal Values. e • Income: Every day at 9 a.m., monuments produce an infusion of income. t p a h Captain of Industry monument, +10 Productivity, §250/day C 182
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Fat Cat monument, +10 Prosperity, §250/day
Guru monument, +10 Spirituality, §150/day
Jack of All Trades monument, no Values, §400/day
ANY V ALUE
ANGRY /F URIOUS
E LATED/E CSTATIC
E CSTATIC
—
< 25
—
—
—
< 20
< 20
—
—
< 10
—
> 60
> 400
> 25
—
—
—
—
—
—
> 86
—
—
—
—
< 10
—
—
Master Manipulator monument, +10 Authority, §250/day
Network Knight monument, +10 Knowledge, §250/day
Master of Ceremonies monument, +10 Creativity, §150/day
Sheriff monument, +5 Spirituality, §150/day
Mayor monument, no Values, §400/day
The Legendary Bard monument, +5 Creativity, +5 Knowledge, §250/day
C h a p t e r 9 : A c h i e v e m e n t s a n d U n l o c k a b l e s 183
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
Unlockables
LOCKED BUILDING
GALLERY
REQUIREMENT 1
REQUIREMENT 2
Corporate Hive
Workplace
Prosperity > 75
Population > 2,350
—
Corporate R&D Center
Workplace
Knowledge > 75
—
—
SimCity Societies has has nearly
Counseling Center
300 locked and hidden buildings; you have to build a lot of different kinds of cities to get them all. Your count of revealed vs. total number of hidden buildings can be found in your player profile. Building unlocks are based on the amount of Societal Values a city produces .
s e l b Locked Buildings a Locked buildings appear in your galleries just like available k buildings, but you can’t place them until you meet their stated c unlock requirements with any city you play. Unlocking a building then makes it avail o l able in all cities you play with your player profile. n U Locked buildings will still show d you all their details, but it’s all n a tease until you earn them. a s t n e m e v e i h c A : 9 r e t p a h C LOCKED BUILDING
Animal Rescue Office
GALLERY
REQUIREMENT 1
REQUIREMENT 2
REQUIREMENT 3
Workplace
Creativity > 38
Sad < 8
Happy > 5
—
—
Aquarium
Venue
Knowledge > 53
Army Surplus Store Art Gallery
Venue Venue
Productivity > 60 Prosperity > 25
Balloon Cart
Venue
Creativity > 67
Population > 750
—
Band House Barbecue Pit
Home Decoration
Creativity > 52 Prosperity Prosperity > 12
Population > 120 Population > 220
— —
Power
Knowledge > 20
—
—
BioMass Power Plant
Population > 1,800 Treasury Treasury > §5,000 Creativity > 30 —
Bobby Station
Workplace
Authority > 10
Creativity > 15
—
Burger Joint Bus Stop
Venue Transit Transit
Prosperity > 19 Population > 300
Population > 1,200 —
Treasury Treasury > §5,000 —
Café
Venue
Prosperity Prosperity > 55
Population > 450
—
Campus Bookstore Candy Store
Venue Venue
Knowledge > 45 Creativity > 59
Prosperity > 20 Population > 500
— —
Casino Hotel
Workplace
Prosperity Prosperity > 80
Population > 2,800
—
Chamber of Deputies
Workplace
Authority > 130
Population > 3,500
Happy > 20
Chess Table Table Chicken Coop
Decoration Workplace
Knowledge > 20 Spirituality > 31
— —
— —
Cineplex
Venue
Creativity > 75
Population > 650
—
City Bistro
Venue
Creativity > 21
—
—
Civil Defense Tower Tower Clown School
Workplace Workplace
Authority > 55 Creativity > 61
Population > 2,000 —
— —
Coal-Hydrogen Plant
Power
Knowledge > 80
—
—
Conditioning Theater Consulting Firm
Venue Workplace
Authority > 75 Prosperity Prosperity > 130
Population > 2,500 Population > 1,800
— —
Corporate Data Center
Workplace
Knowledge > 75
—
—
184
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
REQUIREMENT 3
Venue
Creativity > 17
Population > 150
—
Courthouse Cube Apartment
Workplace Home
Authority > 25 Authority > 40
Prosperity > 15 Knowledge > 10
— —
Defense Lab
Workplace
Knowledge > 20
Authority > 20
—
Dept. of Public Health Detention Center
Venue Venue
Authority > 25 Authority > 58
Population > 500 Population > 1,750
— —
Diner
Venue
Prosperity > 20
Population > 200
Creativity > 20
Dojo
Venue
Spirituality > 50
—
—
Dorm Double Decker Bus Tour
Home Venue
Knowledge > 17 Prosperity > 85
— Population > 2,150
— —
Dream Home
Home
Creativity > 68
Prosperity > 30
—
Driving Range
Venue
Prosperity > 90
Population > 2,600
—
Dungeon Farmer’s Market
Venue Venue
Authority > 38 Spirituality Spiritual ity > 35
Population > 2,700 —
— —
Financial Building
Workplace
Prosperity > 75
Productivity > 20
—
Fire Analysis Center Fireworks Shack
Workplace Workplace
Authority > 50 Knowledge > 30
Knowledge > 41 —
— —
Fish Market
Venue
Spirituality > 17
Population > 150
—
Flea Market
Venue
Population > 100
Treasury Treasury > §5,000
—
Workplace Workplace
Knowledge Knowledge > 50 Productivity > 90
Prosperity > 21 — Population > 3,000 Treasury Treasury > §5,000
Home
Prosperity > 25
Population > 100
Knowledge > 15
Game Developer Garage Band
Workplace Workplace
Knowledge > 30 Creativity > 35
Creativity > 75 Population > 150
— —
Garbage Collection Station Gazebo
Workplace
Knowledge > 27
—
—
Venue
Spirituality > 36
—
—
Focus Test Lab Foundry Frat House
Grape Vineyard
Workplace
Prosperity Prosperity > 45
Population > 80
—
Graveyard
Decoration
Creativity > 15
Spirituality > 20
—
Hall of Records Harness Maker
Workplace Workplace
Authority > 80 Spirituality > 38
Population > 2,750 —
— —
Helicopter Tour
Venue
High Rise Apartment Home Highway Volunteers Club Workplace
Creativity > 75
Knowledge > 20
—
Prosperity > 140 Creativity > 42
Population > 2,250 —
— —
Historical Monument
Decoration
Authority > 50
Population > 1,900
—
Holotainment Center
Venue
Knowledge > 180
—
—
Honey Farm Hut
Workplace Home
Spirituality > 39 Spirituality > 37
— —
— —
Indie Label
Workplace
Prosperity > 138
Population > 855
—
Ivory Tower
Home
Creativity > 75
—
—
Workplace Venue
Spirituality > 65 Knowledge > 20
— Creativity > 15
— —
Venue
Creativity > 41
Population > 180
—
Market Research Center Workplace Meat Packing Plant Workplace
Prosperity > 125 Productivity > 20
Knowledge > 45 Population > 850
— Treasury Treasury > §1,500
Media Marketplace
Venue
Knowledge > 65
Prosperity > 75
—
Medical Group
Venue
Knowledge > 55
—
—
Meditation Center Meeting House
Venue Venue
Spirituality > 65 Authority > 8
— Spirituality > 18
— —
Kerosene Kerosene Distillery Liberal Arts College Malt Shop
Midwife
Venue
Spirituality > 10
Creativity > 10
—
Decoration Venue
Knowledge > 12 Knowledge > 71
Creativity > 8 —
— —
Motorcycle Shop
Venue
Prosperity > 100
Population > 2,000
—
Musical Theater
Venue
Creativity > 80
Population > 400
—
Natural Gas Power Plant Power Oil Refinery Workplace
Knowledge > 10 Prosperity Prosperity > 83
— Population > 2,000
— —
Opera House
Creativity > 90
Prosperity > 30
—
Modern Sculpture Motion Simulator
Venue
GALLERY
REQUIREMENT 1
REQUIREMENT 2
Personal Training Training Gym
LOCKED BUILDING
Venue
Prosperity > 100
Population > 2,250
REQUIREMENT 3
—
Pet Shop
Venue
Creativity > 30
Prosperity > 25
—
Philanthropic Organization
Venue
Prosperity > 143
Spirituality > 21
—
Creativity > 70
Population > 140
—
Hidden Buildings
— —
Hidden buildings work just like locked buildings, but you can’t view anything about them beyond their names and unlock conditions until
Population > 2,250
—
you meet their requirements.
Creativity > 17 —
— —
Creativity > 40
Prosperity > 35
—
Workplace
Knowledge > 20
—
—
Venue Venue
Authority > 60 Prosperity > 35
Rice Paddy
Workplace
Spirituality > 55
—
—
Sanctuary Seamstress
Venue Workplace
Spirituality > 75 Spirituality > 36
— —
— —
Secret Police HQ
Workplace
Authority > 188
Population > 4,100
Happy > 20
Sentinel Seminary
Workplace
Authority > 130
Population > 1,850
—
Sims Comedy Club Solar Block of Flats
Venue Home
Creativity > 45 Knowledge > 20
Population > 200 —
— —
Solar Condo Complex
Home
Knowledge > 40
—
—
Solar High Rise Apartment
Home
Knowledge > 40
Prosperity > 140
Population > 3,500
Solar Triple Decker
Home
Knowledge > 40
—
—
Pied Piper Pest Control Pizza Shop
Workplace Venue
Power Substation PR Firm
Power Workplace
Propaganda Ministry Pub Public Radio Station Record Shop Recycling Center Re-education Center Rejuvenation Terminal Terminal
Soup Kitchen Speakeasy Spring Water Plant State Cafeteria
Treasury > §3,500 Population > 1,000 Knowledge > 10 Prosperity > 143
— Population > 3,200
Workplace
Authority > 55
Venue Workplace
Productivity > 13 Knowledge > 27
Venue
Venue Venue Workplace Venue
Productivity > 35 Authority > 63
Workplace Workplace
Productivity > 46 Prosperity Prosperity > 135
Sugar Cane Field
Workplace
Creativity > 5
Sushi Joint Tech Monolith
Population > 1,200 — Population > 3,200 Treasury Treasury >§20,000
Population > 2,000 — — Productivity > 40 Population > 2,300 Treasury Treasury > §5,000
Steel Mill Stock Exchange Super Coal Plant
—
Population > 850 Population > 3,000
GALLERY
REQUIREMENT 1
REQUIREMENT 2
REQUIREMENT 3
Administration Building
HIDDEN BUILDING
Workplace
Knowledge > 43
—
—
Alien Artifact Lab
Workplace
Knowledge > 107
—
—
Art Expo Center Astrophysics Lab
Venue Workplace
Prosperity > 75 Knowledge > 35
Creativity > 40 —
— —
Venue
Authority > 59
Population > 2,200
—
Knowledge > 40 —
— —
Creativity > 225
Population > 470
—
Authority > 63
Knowledge > 20
—
Asylum Atomic Test Site Bath House Bazaar
Workplace Productivity > 130 Venue Spirituality > 73 Venue
Behavior Control Facility Workplace Board of Directors Bowling Alley
Venue
Prosperity > 127
Population > 1,200
Creativity > 75
Population > 855
—
Carbon Exchange Carnival Games
Power Venue
Knowledge > 150 Creativity > 75
— Population > 175
— —
—
Cathedral
Venue
Spirituality > 70
—
—
Chalet Chocolate Bunny
Home Decoration
Prosperity > 105 Creativity > 120
Population > 1,250 Population > 180
— —
Chocolate Factory
Workplace
Population > 180
Happy > 30
Sad < 5
Workplace
Knowledge > 50
—
—
—
Power
Population > 1,000
—
—
Venue Decoration
Prosperity > 77 Authority > 30
Population > 2,400 Population > 4,300
— Knowledge > 95
Bridal Shop
Workplace Prosperity > 260 Treasury Treasury > §40,000 Population > 10,000 Venue Population > 1,250 Creativity > 18 Treasury Treasury > §5,000 Workplace
Treasury Treasury > §5,000
Population > 1,750 Treasury > §5,000 Population > 3,100 — Productivity > 5
Hidden buildings are hidden, but you can learn all you need to know about them in the “Buildings” chapter of this guide.
Campus Radio Station
—
Workplace
Spirituality > 31
—
—
City Recycling HQ
Temple Tenement Tenement
Venue Home
Spirituality Spiritual ity > 18 Productivity > 20
— —
— —
Clubhouse Colossal Foundry
Venue Creativity > 80 Population Population > 120 — Workplace Productivity > 300 Population > 7,000 Treasury > §40,000
Tennis Tennis Club
Venue
Prosperity > 150
Concourse Hotel
Workplace
Prosperity > 145
Population > 1,950
Tibetan Bell
Decoration
Spirituality > 30
—
—
Topiary Topiary Bush— Bunny Rabbit
Decoration
Creativity > 70
Prosperity > 15
—
Corporate Cops Corporate One
Workplace Workplace
Prosperity > 150 Prosperity > 125
Population > 3,800 — Population > 3,350 Treasury Treasury > §5,000
Venue
Prosperity > 370
Population > 6,000
Televangelist Televangelist Studio
Population > 3,350 Treasury Treasury > §20,000
Corporate Retreat
Topiary Topiary Bush—Hand
Decoration
Creativity > 70
Prosperity > 15
—
Corrupt Police Station
Topiary Topiary Bush—Pillar Topiary Topiary Bush— Teddy Bear
Decoration Decoration
Creativity > 70 Creativity > 70
Prosperity > 15 Prosperity > 12
— —
Cotton Candy Stand County Jail
Tourist Tourist Information Townhouse Townhouse
Workplace Home
Prosperity > 95 Creativity > 20
Population > 2,000 Prosperity > 22
— —
Toy Store
Venue
Creativity > 55
Prosperity > 20
—
Tract Tract Mansion Trash Incinerator Incinerat or
Home Power
Prosperity > 55 Knowledge > 10
Population > 500 —
Treasury Treasury > §5,000 —
Treasury Treasury Department
Workplace
Authority > 55
Population > 2,200
—
Tree Tree House
Home
Creativity > 56
Population > 120
—
Tudor Video Arcade
Home Venue
Prosperity > 25 Knowledge > 30
Population > 450 —
Creativity > 25 —
Workplace Workplace
Knowledge > 40
—
—
Water Treatment Plant
—
—
Workplace Productivity > 100 Population > 2,300 Treasury Treasury > §5,000 Venue Venue
Creativity > 83 Authority > 200
Population > 120 Population > 4,200
— —
Crime Forecast AI
Workplace
Knowledge > 110
—
—
Cryogenic Prison
Venue
Authority > 65
Knowledge > 100
—
Home Workplace
Prosperity > 225 Prosperity Prosperity > 225
Knowledge > 100 Knowledge > 125
— —
Venue
Productivity > 20
Prosperity > 40
—
CyberCorp Housing CyberCorp Offices Department Store District Courthouse District Fire Station
Workplace Authority > 110 Population > 3,000 Treasury Treasury > §7,500 Workplace Productivity > 145 Population > 5,200 Treasury Treasury > §10,000
D-Lux Sleep Tube Tubess
Home
Authority > 60
Knowledge > 90
—
Doctor’s Doctor’s Office
Venue
Prosperity > 131
Population > 1,600
—
Dosage Facility Drive In
Venue Venue
Authority > 320 Creativity > 45
Population > 6,150 Population > 400
Knowledge > 15 —
Drone Factory
Workplace
Authority > 150
Sad < 15
Happy > 15
Drone Nexus
Workplace
Authority > 225
Sad < 15
Happy > 15
C h a p t e r 9 : A c h i e v e m e n t s a n d U n l o c k a b l e s 185
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
™
HIDDEN B UILDING
GALLERY
REQUIREMENT 1
REQUIREMENT 2
REQUIREMENT 3
HIDDEN BUILDING
GALLERY
REQUIREMENT 1
REQUIREMENT 2
REQUIREMENT 3
Venue
Knowledge > 50
Authority > 50
Prosperity > 50
Plastic Surgeon
Venue
Prosperity > 145
Creativity > 17
—
Workplace Population > 3,500
Authority > 200
—
Power Collection Hub
Power
Knowledge > 40
—
—
Epic Tower Tower
Workplace
Prosperity > 400
Knowledge > 40
Population > 9,250
Venue
Knowledge > 125
—
—
Evangelical Center Evangelical Megaplex
Workplace Workplace
Spirituality > 17 Spirituality > 35
Prosperity > 25 Prosperity > 95
— —
Home
Electric Pet Shop Elite Cadet Academy
Fairytale Palace
Presidential Library Quilting Circle Racetrack
Workplace Spirituality > 65 — — Venue Productivity > 110 Population > 2,000 Treasury Treasury > §5,000 Workplace
Creativity > 300
Population > 300
—
Recording Studio
Faith Healer Farming Co-op
Venue Spirituality > 125 Workplace Spirituality Spirituality > 15
Elated > 15 Knowledge > 10
— —
Regional Garbage Depot Workplace Rehab Center Venue
Federal Bank
Workplace
Prosperity > 200
Population > 4,000
—
Religious Bookstore
Venue
Spirituality > 10
Prosperity > 10
—
Ferris Wheel
Venue
Creativity > 75
Population > 800
Happy > 20
Religious Retreat
Venue
Spirituality > 155
—
—
Workplace Venue
Spirituality > 10 Prosperity > 225
Population < 850 Population > 3,500
— —
Reliquary Research Clinic
Decoration Venue
Spirituality > 63 Knowledge > 60
— —
— —
s e l b a k c o l n U d n a s t n e m e v e i h c A : 9 r e t p a h C
Fire Brigade Firing Range
Prosperity > 25
Creativity > 75
Knowledge > 150 — Prosperity > 200 Population > 2,000
— — —
Fishing Hole
Venue
Spirituality > 18
Creativity > 25
—
Ristorante
Venue
Prosperity > 65
—
—
Four Star Restaurant
Venue
Prosperity > 225
Population > 3,000
—
School Room
Venue
Knowledge > 12
—
—
— —
— —
Scooter Shop Secret Police Kiosk
Venue Workplace
Prosperity > 75 Authority > 188
Population > 480 Population > 4,100
Creativity > 45 Happy > 20
Ecstatic > 25
—
Sesshin Center
Venue
Spirituality > 170
—
—
— Population > 250
— —
Shack Sheriff’s Sheriff’s Office
Venue Workplace
Creativity > 35 Authority > 20
Population > 120 Population < 1,000
— —
Gathering Hall Genetics Lab
Gingerbread House
Venue Spirituality > 61 Workplace Knowledge > 105 Home
Creativity > 130
Golden Buddha Haunted House
Decoration Spirituality > 150 Home Creativity > 35
Hit Movie Studio
Workplace
Prosperity Prosperity > 200
Creativity > 40
—
Sim Art Academy
Venue
Creativity > 275
—
—
Home
Spirituality > 40
—
—
Sky Rise Apartment
Home
Knowledge > 150
Prosperity > 125
—
Hot Air Balloon Ride Inquisition Office
Venue Workplace
Creativity > 145 Authority > 17
Population > 360 Spirituality > 15
— Population > 500
Skyscraper Smoke Shop
Workplace Venue
Prosperity > 250 Creativity > 78
Population > 4,500 Population Population > 1,000
— —
International Exchange
Workplace
Prosperity > 240
Population > 4,200
—
Solar Farm
Power
Knowledge > 40
—
—
Karaoke Bar Law Offices
Venue Workplace
Knowledge > 55 Prosperity > 12
— Population > 650
— —
Solar Worker Barracks Spirit Squadroom
Knowledge > 40 Happy > 10
— —
Loan Shark
Workplace
Prosperity > 140
Population > 1,300
—
Sports Stadium
Venue
Prosperity > 250
Population > 5,750
—
Laser Fountain
Decoration
Knowledge > 25
Creativity > 6
—
State Amphitheater
Venue
Authority > 350
Population > 7,000
Liquor Store Machine Shop
Venue Productivity > 45 Population > 1,700 Treasury Treasury > §5,000 Workplace Productivity > 105 Population > 1,100 Treasury Treasury > §5,000
State Housing Project State Prison
Home Venue
Homestead
Home Productivity > 140 Workplace Creativity Creativity > 65
Population > 6,000 Sad < 20 Authority > 90 Population > 2,350
Loft
Home
Prosperity > 61
Population > 1,600
—
State Television Television
Decoration
Longhall
Venue
Spirituality > 110
—
—
Sweatshop
Workplace Productivity Productivity > 165 Population > 4,000 Treasury Treasury > §5,000
Luxury Auto Dealer Major Trauma Trauma Center
Venue Venue
Prosperity > 310 Prosperity > 220
Population > 2,250 Population > 5,000
— Knowledge > 40
Stupa Subway
Decoration Spirituality > 200 Transit Population Populati on > 200
Mechanized Farm
Authority > 125
Population > 2,600
— Happy > 20 Sad < 50 —
— —
— —
Workplace
Productivity > 35
Knowledge > 95
—
Teaching Teaching Hospital
Venue
Knowledge > 90
—
—
Mega-Church Mega Mall
Venue Venue
Spirituality > 75 Prosperity > 230
Population > 1,500 Population > 5,000
— —
Think Tank Topiary Topiary Park
Workplace Decoration
Knowledge > 65 Creativity > 30
Prosperity > 20 Prosperity > 75
— —
Memorial Plaza
Venue
Authority > 85
Population > 850
—
Tourism Tourism Bureau
Workplace
Prosperity > 196
Population > 6,600
—
Metal Club
Venue
Creativity > 130
Population > 180
—
TV Network
Workplace
Prosperity > 380
Population > 6,600
—
Ministry of Thought Movie Studio
Workplace Workplace
Authority > 275 Prosperity > 138
Population > 4,200 Creativity > 30
— —
TV Station Underground Casino
Workplace Venue
Prosperity > 127 Productivity > 85
Population > 2,770 — Population > 2,100 Treasury Treasury > §5,000
Multinational HQ
Workplace
Prosperity Prosperity > 270
Population > 6,000
—
Union Hall
Museum of Party History Venue Neighborhood Watch Workplace
Authority > 145 Authority > 40
Population > 4,250 Population > 1,350
— —
Unionized Steel Factory Victorian Home
Workplace Productivity > 250 Population > 6,150 Treasury Treasury > §40,000 Home Prosperity > 300 Population > 2,970 —
Vigilante Group
Workplace Productivity > 110 Population > 3,300 Treasury Treasury > §5,000
Nightclub
Venue
Productivity > 40
Population > 585
Treasury > §5,000
Nuclear Power Plant
Power
Knowledge Knowledge > 40
—
—
Off-Broadway Playhouse Off-Track Off-Track Betting
Venue Venue
Creativity > 90 Productivity > 35
Open Air Venue
Venue
Orchard
Workplace
Ornate Pagoda Palace of Justice
Decoration Spirituality > 100 Workplace Authority > 230
Venue
Productivity > 130 Population > 2,025 Treasury Treasury > §10,000
VIP Club
Venue
Productivity > 90
Prosperity Prosperity > 23
—
Population > 1,200 — Population > 450 Treasury Treasury > §5,000
Water Park Welfare Center
Venue Venue
Creativity > 150 Prosperity > 132
Population > 225 Population > 2,200
— —
Creativity > 250
Population on > 3,000
Windmill
Workplace
Productivity > 8
Population > 100
Treasury Treasury > §8,000
Prosperity > 30
Population > 300
—
Wishing Well
Decoration
Creativity > 140
Population > 180
—
— Population > 7,200
— —
Worker Barracks Yurt
Home Home
Zoo
Venue
—
Panopticon
Venue
Authority > 150
Population > 3,000
—
Pirate Coast Club
Venue
Creativity > 160
Population > 250
—
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Productivity > 140 Population > 2,025 Treasury Treasury > §10,000 Spirituality > 58 — — Creativity > 60
Population > 1,350
—
T
o activate cheats, press e to open the command line. Then, enter the code as it appears below, inputting your desired values where needed (instead of ##). • allinjure 0: Removes injury state from
all injured Sims in the city. • allinjure 1: Makes all Sims injured. • allsick 0: Removes sickness state from
all sick Sims in the city. • allsick 1: Makes all Sims sick. • burn: Starts a fire on the selected building. • eureka: Makes all locked and hidden
buildings available. • moneytree ##: Changes the treasury
balance to the amount you use instead of ##. If you set it to a negative amount, the playmode is set to Unlimited Simoleons. • orbo: Allows buildings to function even if
their Value requirements aren’t met.
• partridge: Raises all breadwinner Sims’
Happiness to full. Once changed, their Happiness will continue to be affected as normal. • reward: Allows all achievement reward
monuments to be placed. These can be found in the Decorations gallery. • sethappiness ##: With a normal Sim
selected, sets his or her Happiness at the number you use (from -25 to 25) instead of ##. See the “Sims and Happiness” chapter for what level corresponds to each number num ber.. • whatsaguzzardo: Building actions are
always available, no charging or visits required to make them ready. Input again to reverse the effect.
C h a p t e r 1 0 : C h e a t s 187
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™
A
s you view your city and switch special map displays, you’ll notice several different icons hovering or momentarily appearing over your Sims and buildings. It’s very important to know what these symbols mean because they are there to convey information. Learn to read them and you’ll always know what’s going on in your city.
NOTE
“None” in the Special Map Display Active column means that the icon will appear wh et ethe herr or no nott an anyy sp spec ecia iall ma mapp di disp spla lays ys are on.
NOTE
A similar glossary appears in your game’s manual. Our version adds a few not included in that list and organizes the list differ ently for fast reference.
Icons Over Buildings I CON
y r a s s o l G n o c I : 1 1 r e t p a h C
MEANING
SPECIAL M AP D ISPLAY A CTIVE
Building has an action ready. ready.
Building Actions
When displayed with a number, number, it indicates that the building consumes (red number) or produces (green number) Authority. Authority. When displayed without a number, number, it indicates that the city lacks the building’s required supply of Authority.
Authority (with number) / Problems (without number)
Child has been born to a worker in a home.
None
Building produces carbon.
Pollution
Building is affecting one or more other buildings.
Category Effect
Building’s Buildi ng’s hours are 9 a.m. to 2 p.m., and it is currently closed.
Closed Venues
Building’s Building’s hours are 9 a.m. to 12 a.m., and it is currently closed. closed.
Closed Venues
When displayed with a number, number, it indicates that the building consumes (red number) or produces (green number) Creativity. Creativity. When displayed without a number, it indicates that the city lacks the building’s required supply of Creativity. Creativity.
Creativity (with number) / Problems (without number)
Building produces criminals.
Crime
Building produces crime-fighter Special Sims.
Crime
Building is damaged and not functioning.
Problems
A breadwinner Sim has died in the home.
None
188
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ICON
MEANING
SPECIAL M AP D ISPLAY A CTIVE
Venue is full, and no more Sims can visit until someone leaves.
Closed Venues
When displayed with a number, it indicates that the building consumes (red number) or produces (green number) Knowledge. When displayed without a number, it indicates that the city lacks the building’s required supply of Knowledge.
Knowledge (with number) / Problems (without number)
Workplace or Home has added money to the treasury. treasury.
None
Building Buildi ng cures illness, disease, or both.
Healthcare
New workers have moved into a home.
None
New workers have moved out of a home.
None
When displayed with a number, it indicates the amount of Power the building produces (green number) or consumes (red number). When displayed without a number, it indicates that the building lacks sufficient Power and has shut down.
Power / Problems
When displayed with a number, it indicates that the building consumes (red number) or produces (green number) Productivity. Productivity. When displayed without a number, it indicates that the city lacks the building’s required supply of Productivity.
Productivity / Problems
When displayed with a number, it indicates that the building consumes (red number) or produces (green number) Prosperity. Prosperity. When displayed without a number, it indicates that the city lacks the building’s required supply of Prosperity.
Prosperity / Problems
Damaged building has been fully repaired. repaired.
None
Workplace has been shut down by Rogue Sim.
Problems
Building adds to (green number) or reduces (red number) Happiness.
Building Happiness
Building produces smog.
Pollution
When a retail Venue has sold an accessory/enhancement accessory/enhancement to a Sim.
None
When displayed with a number, it indicates that the building consumes (red number) or produces (green number) Spirituality. Spirituality. When displayed without a number, it indicates that the city lacks the building’s required supply of Spirituality.
Spirituality / Problems
C h a p t e r 1 1 : I c o n G l o s s a r y 189
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™
Icons Over Sims I CON
y r a s s o l G n o c I : 1 1 r e t p a h C
MEANING
SPECIAL M AP D ISPLAY A CTIVE
Special Sim is Activist class.
Special Sims
Criminal has been arrested. arrested.
None
Special Sim is Artist class.
Special Sims
Special Sim is Business Sim class.
Special Sims
Sim is a child.
Special Sims
Special Sim is a criminal.
Crime
Special Sim is a crime fighter.
Crime
Special Sim is Criminal class.
Special Sims
Sim has been cured of sickness or injury.
Healthcare
Sim is drunk.
None
Sim has found a new job.
None
Special Sim is Secret Enforcer class.
Special Sims
Sim is being entertained by a Special Sim.
None
Special Sim is Entertainer class.
Special Sims
Special Sim is Farmer class.
Special Sims
Sim is immune to sickness.
Healthcare
Sim is injured.
Healthcare
Special Sim is Elder class.
Special Sims
Special Sim is Manager class.
Special Sims
Special Sim is Monk class.
Special Sims
Special Sim is City Worker class.
Special Sims
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Icons Over Sims continued ICON
MEANING
SPECIAL M AP D ISPLAY A CTIVE
Special Sim is a police officer. officer.
Special Sims
Special Sim is Holy Sim class.
Special Sims
Special Sim is Researcher class.
Special Sims
Special Sim has committed a crime.
None
Sim has gone Rogue and is en route to shut down a Workplace. Workplace.
Problems
Sim is scared. scared. Usually during a robbery or event.
None
Special Sim is Men in Black class.
Special Sims
Special Sim is Security Professional class.
Special Sims
Sim is sick.
Healthcare
Sim is angry.
Sim Happiness
Sim is content.
Sim Happiness
Sim is ecstatic.
Sim Happiness
Sim is elated.
Sim Happiness
Sim is furious.
Sim Happiness
Sim is happy.
Sim Happiness
Sim is sad.
Sim Happiness
Sim has had an interaction with a Special Sim that resulted in an increase in Happiness.
None
Sim has had an interaction with a Special Sim that resulted in a decrease in Happiness.
None
Special Sim is Spooky class.
Special Sims
Special Sim is Tou Tourist rist class.
Special Sims
C h a p t e r 1 1 : I c o n G l o s s a r y 191
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