From the Strat Guide:
Mayor Rating:
The Mayor Rating gives you another factor to balance as you mold your city. Their competing demands that can either limit your choices or expand them. To master public approval, know what factors into it, what you can get away with doing, what you should never do, and what it gets you. Mayor Rating a several repercussions: It acts as a Reward Trigger, and low levels cause riots!
Mayor Rating is a local effect that reflects your performance in areas Sims deem vital and within your control. It can either be a simulation effect (e.g., quality of schools) or a building effect (e.g., from Landmarks). For every residential tract of land in your city, all Mayoral Rating building effects and simulation categories that affect the tract are summed up to determine the local Mayor Rating. These are averaged to yield the global Mayor Rating. For Mayor Rating, both the local and global manifestations of an effect are important. Global Mayor Rating dictates (in part) the acquisition of Rewards, while local Mayor Ratings can inspire a riot.
There are three kings of Mayor Rating factors; short-term, long-term, and building (rewards). Each feeds into your Mayor Rating in a distinct way. Short Term Mayor Rating Factors:
Short-term factors arise out of transient events that attract your Sims' attention. These events send spikes of positive and negative opinion into you local Mayor Rating, suddenly (albeit temporarily) trashing your good reputation or making people forget their long commute and mediocre schools. One in particular can unexpectedly drop you into possible riot territory. Over time, the impact of these effects diminishes. Every month, short-term effects decay by about 25%.
Short Term Factors:
FIRE
Effect: -20
Radius: 128
A fire in a neighborhood makes everyone feels insecure even if you immediately put it out. A sudden outbreak of fires in a given area can be enough for riots to breakout in a borderline neighborhood. Minimize this by making sure such medium-to-low Mayor Rating areas are well watered and free of abandoned buildings.
FLORA ADDED
Effect: 25
Radius: 128
Placing trees with the landscape tool lets your Sims know you care and you're watching over them.
CIVIC BUILDINGS ADDED
Effect: 25
Radius: 128
Placing a civic building (High School, Police Station, etc.) in a neighborhood fills everyone with happy feelings toward their Mayor, for a while at least.
Long Term Mayor Rating Factors
CRIME
Range: +10 to -50
The level of crime on a given tract (number of crimes committed there) can affect the Mayor Rating of those who live there. You don't need to eradicate crime to get some positive Mayor Rating from this factor; you just need to keep it low. Depending on the actual crime level, you can earn 0-10 positive Mayor Rating Points for keeping crime low. Let crime get too high and the landscape changes. Once in negative territory, the effect of crime drags down your Mayor Rating at a constant rate until crime passes the threshold to "out of control". When crime becomes rampant, your Mayor Rating plummets toward -50.
AIR POLLUTION
Range: +1o to -35
The air a Sim breathes when he or she walks out the door reflects what he or she thinks of the job you're doing. Total eradication of pollution is impossible, so you won't ever see the full 10 point boost for 0 pollution. Keep it low (less than 400) to get 0-10 points for your effort. Let it get lower, and you could face a Mayor Rating reduction of as much as -35.
WATER POLLUTION
Range: +10 to -35.
Same as air pollution. Below 400 gives you 0-10 point bonus, and can get as low as -35 from polluted water.
GARBAGE
Range: +10 to -35
Same deal.
RADIATION
Range 0 to -50
Even a glimmer of radiation can tack on a -50 Mayor Rating. Placing a Toxic Waste Dump will automatically give you a Mayor Rating reduction.
RESIDENTIAL YIMBY/NIMBY EFFECT
Range: 0 to +3.
Many building have an area effect that impacts the desirability of Residential Land. The sum of all Residential YIMBY/NIMBY Effect points that touch a tract translate into a boost to the Mayor Rating.
SCHOOL COVERAGE
Range: -7 to +7
Any tract with no school coverage takes a -7 penalty to Mayor Rating. As long as a tract is within the coverage area of one age appropriate education building, it receives a +7 Mayor Rating.
HEALTHCARE
Range -7 to +7
Same as school coverage, but this applies to having at least one Healthcare building covering the tract.
COMMUTE TIME
Range: -7 to +7
Keep things flowing with short commute times and mass transit and you will get as much as 7 Mayor Rating points. Let things back up open the streets and it could cost up to -7 points.
TRAFFIC NOISE
Range -7 to +7
TAX CHANGE
Range: -25 to +25
Changing tax rates should be deliberate and thoughtful (unless you need a quick boost to Mayor Rating). Decreasing taxes = higher Mayor Rating, increasing them = lower Mayor Rating. Here's a short table with percentage Change in Applicable Tax Rate and its Mayor Rating Effect:
-20%\+25
-10%\+20
-5%\+10
-2%\+7
-1%\+5
+1%\-5
+5%\-10
+10%\-20
+20%\-25
ORDINANCES
Automobile Emission Reduction Act: -5 Mayor Rating
Nuclear Free Zone: +5 Mayor Rating
Power Conservation Act: -10 Mayor Rating
Youth Curfew Act: -10 Mayor Rating
REWARD TRIGGERS
Buildings that are triggered (at least in part by) Mayor Rating include:
Advanced Research Center: 54 MR
The Bureau of Bureaucracy: 30 MR
Cemetery: 42/46/50 MR
City Hall: 20 MR
City Zoo: 68 MR
Convention Center: 40 MR
Country Club: 55 MR
Courthouse: 33 MR
Disease Research Lab: 45 MR
Farmer's Market: 34 MR
House of Worship: 40/44/48/52 MR
Main Library: 37 MR
Major Art Museum: 45 MR
Major League Stadium: 30 MR
Mayor's House: 20 MR
Minor League Stadium: 30 MR
Movie Studio: 52 MR
Opera House: 52 MR
Radio Station: 30 MR
Resort Hotel: 52 MR
State Fair: 48 MR
Statues: 60 MR
Stock Exchange: 45 MR
Television Studio: 50 MR
University: 42 MR
GETTING INFO ON MAYOR RATING
-Check the Mayor Rating Indicator in Mayor Mode to see how you are doing citywide
-Query individual Residential structures to see what their particular Mayor Rating is. If it's low, look at some of the other listed factors like traffic noise, commute, crime, pollution, etc.
-Consult with your City Planner Advisor and see if there are any messages in the News Flipper from him.
-Make sure all Rewards and Landmarks are fully funded in the budget tool.
-Apply the Mayor Rating Data View to see where you're liked and disliked. If any of them are low turn on the data view for Crime, Education, Traffic, Health, Air Pollution, Water Pollution, Garbage, or Radiation to gain some insight.
-Do likewise with the Mayor Rating Graph.
-Check what your My Sims are saying about you in My Sims mode. From the strat guide:
Education has the following effects: -Lowers Crime -High EQ(Educational Quotient) attracts High Tech Industry -School coverage affects desirability -School coverage affects Mayor Rating Educational Quotient: A Sims intelligence is reflected by his or her EQ. EQ ranges from 0 to 200. Initial EQ for Sims is based on wealth level. Low wealth = 20 EQ. Medium Wealth = 40. High Wealth = 60. A Sims EQ drops every month the Sim is alive. No matter what you do, every Sims EQ drops 0.2 points per month or 2.4 points per year. Each variety of educational institution imparts to anyone within its area of effect an educational boost. Overlapping radii of the same kind of educational building do not increase EQ within it's coverage. Instead it averages the two effects. A few buildings affect the entire city because their area of effect is so large: City College, City Museum, Main Library, Main Art Museum, Opera House, and University. Also, not every educational building effects every citizen the same way. An elderly sim living near an elementry citizen receives only a minimal EQ boost from the school's proximity, while a young Sim receives the full effect. Here's a list: Building/Target Age Range: Elementary/20-50 High School/30-60 Private School/20-60 City College/30-80 Small Library/20-100 Main Library/20-100 City Museum/30-100 Major Art Museum/30-100 University/20-100 Opera House/80-100 Don't be confused by the ages represented on this table. They don't signify the age of the students themselves, but the average age of the family in the household. IMPORTANT: The key to maximizing educational investment is to place schools where they'll do the most good. To guide you in this desicion, activate the Resident Average Age Data View and observe the average age of various locations. The guide has many tables also that are useful in this regards, I will try to spell them out for you. Elementary Schools boosts EQ 5% for 20-30 age range and drops considerably after 30 until there's no boost at 50 and after. Local Branch Library boosts EQ 30% from 20-60, then slowly drops to 20% by age 80. High School boosts EQ low at 20-30, then builds dramatically to 5% by age 40, only to sharply decline back to 0% by age 60. City Museum boosts EQ very low until age 50, where is gradually climbs up to 3% by age 80. City College boosts EQ low at first, but right away start to climb slowly. It peaks at age 50 at 5% then sharply declines to 0% by age 80. Private School is the same as Elementary except takes a bit longer to drop off (age 40 instead of 30). University fluxuates. Starts well at 3% EQ boost for age 20, drops to 1% for ages 30-40 then shoots back up to 5% by age 50, then drops back off after age 60 until it gets to 0% by age 80. Major Art Museum boosts EQ slowly at first, giving under 1% boost until age 60 when it begins an sharp upward swing that doesn't end. By age 80, it's up tp 3% EQ boost. Main Library boosts EQ strongly, starting at 30% at age 20 and not declining until age 60, where it starts to drop off until it's at 20% EQ boost at age 80. Finally, Opera House EQ boost doesn't even start until age 50, when it climbs up quickly to 5% EQ boost by age 80. Do not increase funding over 110%. Any further increase after that yields only minimal changes in capacity. Increase education across the board by enacting the Pro-Reading City Ordinance. Educational Strategy: So what's the catch? As with most things, providing an optimal educational system requires a lot of Simoleons. As witha good mass transit system, forging a potent education for your Sims will be a major drain on your budget. So does this mean that raising your Sims EQ has to wait until later in the game, when your tax base is established? Not neccessarily. The desirability effects of educational structures work themselves to attract Sims to your town, increasing your tax base. You can micromanage your school funding levels to avoid paying for unused capacity. There is a third option, but it's a secret. You may prioritize your educational blessings on wealth level. For example, you could place all of your schools in low-wealth areas to dry up crime in your city's largest source of criminality. Or, you could place everything amongst your wealthiest Sims to speed the arrival of Commercial Office and High Tech Industry. 1) Ranges in tiles:
City College 5800
City Museum 5800
Elementary School 384
High School 512
Local Branch Library 512
Main Library 5800
Major Art Museum 5800
Opera House 5800
Private School 512
University 5800
2) No optimal population really, just optimal coverage.
3) From the data in (1) you can see that the museum has a large coverage area. So even though they may be on opposite sides of the map, the were probably in each others coverage range.
OK here's what developers look for as far as desirability. Remember the lower class of development is, the less they will care about these effects. But if you're looking for big business and wealthy residents to move in, you will need to provide all of it.
Residential Desirability:
Air Pollution-low
Crime-low
Education-high
Garbage-low
Healthcare-high
Land Value
Distance to other residential
Residential YIMBY/NIMBY effects
Radiation-none
Commute time-short
Commercial Desirability
Commercial Service:
Air Pollution-low
Crime-low
Garbage-low
Land Value
Distance to Commercial Office
Distance to Residential
Radiation-none
Traffic Volume-high
Commercial YIMBY/NIMBY effects
Commercial Office:
Air Pollution-low
Crime-low
Garbage-low
Land Value
Distance to other Commercial Office
Radiation-none
Traffic Volume-high
Commercial YIMBY/NIMBY effects
Industrial
Agriculture:
Air Pollution-low
Crime-low
Garbage-low
Land Value-low
Traffic Volume-low
Freight Trip Length-short
Slope-flat
Dirty Industry:
Crime-low
Garbage-low
Land Value-low
Radiation-none
Slope-flat
Freight Trip Length-short
Manufacturing Industry:
Air Pollution-medium/low
Crime-low
Land Value-moderate
Garbage-low
Radiation-low
Slope-flat
Freight Trip Length-short
High Tech Industry:
Air Pollution-low
Crime-low
Land Value-high
Freight Trip Length-short
Residential YIMBY/NIMBY effects
Slope-flat From the strat guide:
Rails:
-Traffic Capacity: 3,000
-Used by: Passenger Train, Freight Train
-Max speed: 150 kph
Rails are among your fastest transportation networks, matched only by Subways. Trips too long to take by any ashphalt network can be done with ease by Rails. There are drawbacks.
Rail is only accessable (for both entrance and exit) via Rail Stations. These come in two varieties: Passenger and Freight Rail. Only Residential Sims can use the former and only Industrial Sims can use the latter. To lend your Rails to both populations, build both kinds of stations, placing the adjacent to a Road or Street. TIP: There are benefits to building seperate Rail networks for passengers and freight. Keeping them unattatched prevents volume on one interfering with the other.
The other limitation of Rails is spatial. Rails cannot turn sharp corners like Roads. They must gradually curve. The downside is that they take up more room than Roads.
Passenger Rail:
-Available on: Rail-Transfer from: Walk
-Transfer from: Car,Walk
-Transfer to: Walk
-Creates Traffic: Yes
-Affected by Traffic: Yes
Passenger Rail is a fast and efficient form of mass transit, is great for long distances and intercity trips, but it's expensive. It is the only form of mass transit you can access by Car. It consumes more surface land that other mass transit due to its large stations (with parking lots) and mandatory wide curves.
Passenger Rail creates and contributes to traffic on the rails.
Freight Rail:
-Available on: Freight Rail
-Transfer from: Freight Truck
-Transfer to: N/A
Creates traffic: No
Affected by traffic: Yes
Freight Stations are conduits of trips beginning in Industrial Zones and only accept trips from Freight Trucks. Their reason for existence is to transport freight out of your city, so make their rails lead to a Neighbor or SimNation Connection.
Nothing transfers from Freight Train Stations; freight 'arriving' at a Freight Station by Rail is imaginary. We just assume it gets from the destination Rail Station in a neighbor city to its recipient when trucks dropping off at that station load up and return to the city. None of this occurs ub tge simulation.
Freight Rail traffic is slowed by and contributes to rail traffic volume.
Bus
-Available on Streets, Roads, Highways
-Transfer from: walk
-Transfer from: walk
-Creates Traffic: No
-Affected by Traffic: Yes
Bus is the cheapest form of mass transit, but it isn't the fastest or most efficient. Buses, like Cars, are dependent on the ashphalt network for their routing and are slowed by congestion and Road damage.
Buses are cheap and faster than cars, plus they use an existing network: Ashphalt. As an unexpected bonus, they don't contribute to the volume of traffic. This means several things:
-Getting your Sims onto Buses means a real reduction in traffic volume. This is visable in concentrated areas of low and middle wealth residentials.
-The reduction in traffic volumes raises Residential desirability and Mayor Rating.
-It also means a reduction in pollution generated on your roadways; Buses produce no air pollution and are the perfect environmentally friendly transport.
Here's what it says about transportation in general:
-If traffic builds on your streets, convert them to higher-capacity, higher-speed roads. However, the increased traffic volume this creates makes nearby Residential tracts less desirable and increases pollution.
-Add mass transit networks as soon and extensively as possible.
-Pass the Shuttle Ordinance when you can afford it and you have more than a rudimentary mass transit system. The more Sims you can get out of their cars, the better.
-Rails need gradual corners, so carefully lay them out.
-Build a dedicated Road and Rail(and later a highway) used only by your industrial zones to get to a nearby Neighbor Connection. The shorter they have to go for their freight trips out of town, the more desirable your zones will be.
-Never reduce road maintenance. The traffic problems potholes create are never worth the savings.
-Put a one-tile gap between mass transit stations to permit direct transfers from system to system.
-Build Seaports closer to your Industrial zones than the nearest Neighbor Connection or nothing will go to the Seaport.
-Because you directionally do trip planning, put mass transit stops between your origin and destination zones. For example, if the western part of your city is Residential and the eastern part of it is Industrial/Commercial, put bus stops on the eastern side of your Residential zones and the western side of your Industrial/Commercial zones. This puts transit stops "on the way" by default and increases the chances of a Sim using mass transit.
-Put bus stops in all three types of zones for the system to work. There must be stops for boarding and exiting.
-Provide several routes between your business(Commercial and Industrial) zones and the rest of your city and a mix of different transportation modes.
-Intersections slow traffic. Use long, straight roads.
Reply to this messageTop Power Plants
-Some power plants are actually rewards now, which means you have to earn them.
-The book insists you build near the edge since the inimical effects don't carry over to the adjacent city.
-Utilities, in addition to having an upfront cost, are now paired with monthly fees of upkeep that one must pay as well. Here is a list of the power plants in the game:
Name, Size in tiles, Initial cost (Monthly cost)
1. Coal, 4x4, $10,000 ($250)
2. Oil, 4x4, $17,000 ($600)
3. Natural Gas, $9,000 ($400)
4. Solar (reward), 6x6, $30,000 ($1,000)
5. Nuclear (reward), 4x4, $40,000 ($3,000)
6. Hydrogen (reward), 5x5, $100,000 ($10,000)
7. Waste-to-Energy, 4x4, $25,000 ($1,000)
8. Wind, 2x1, $500 ($50)
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Water Utilities
-You no longer need to build water pumps next to water. They bore into the ground, though are much more expensive to create.
-Water treatment plants don't need to be connected via water pipes any longer.
-Pipes have a 6 tile ranged effect, 1 less than SC3000.
1. Water Pump, 1x1, $1,400 ($350)
2. Water Tower, 1x1, $150 ($50)
3. Water Treatment Plant, 7x6 (HUGE!), $15,000 ($350)
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Garbage
-Much the same as in SC3000.
1. Landfill, varies, $50 per tile ($10 per tile)
2. Recycling Center, 3x2, $5,000 ($350)
3. Waste-to-Energy, 4x4, $25,000 ($1,000)
4. Neighbor Deal, N/A, N/A (varies)
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Fire
-Small fire stations have radius of 24 tiles, while large has one of 36.5.
1. Small, 1x2, $250 ($125)
2. Large, 3x2, $800 ($250)
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Police
- Small and large police stations have same range as fire.
1. Small, 3x2, $250 ($125)
2. Large, 3x3, $800 ($250)
3. Jail, 3x3, $2,500 ($450)
4. Federal Prison (business), 4x4, free (free)
(The size of the small station is not definite. The book claims it's 3x2, but I think the dimensions are actually 1x2 and 3x2 like the fire stations. Oh, and the police station pictured is only one story! No more towering police stations!)
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Health
-Two rewards also effect the health, but their overall effects are very small. 1. Medical Clinic, 1x2, $400 ($40)
2. Medical Center, 3x4, $1,200 ($100)
3. Disease Research Lab (reward, covers whole city), 5x6, $26,000 ($180)
4. Farmer's Market (reward, covers whole city), 3x3, $4,900 ($30)
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Education
-Many educational buildings here. Different buildings are applicable to different ages. If you don't provide buildings catered to the more elderly clientele, their intelligence withers away quickly.
Name, Size, Cost (Monthly)
1. K-8 Elementary School, 2x2, $300 ($400)
2. High School, 4x4, $1,050 ($750)
3. Local Branch Library, 2x2, $1,000 ($250)
4. City College, 4x3, $3,000 ($1,000)
5. City Museum, 2x3, $1,500 ($450)
6. Major Art Museum (reward), 3x3, $13,000 ($90)
7. Private School (reward), 3x4, free (free) *You can get up to 3 private schools*
8. University (reward), 12x10, $12,000 ($1,500)
9. Main Library (reward), 3x4, $19,000 ($130)
10. Opera House (reward), 3x4, $28,000 ($200)
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Roads
-Different types of roads. Each has a max speed and cars will actually change their speed depending on what type of road they are on.
-Roads can cross highways at angles now.
-Rails must gradually curve. No sharp turns.
Name, Traffic Capacity, Maximum Speed, Cost per tile (Monthly cost per tile)
1. Street, 100 trips/day, 31 km/hour, $5 ($.05)
2. Road, 1,000 trips/day, 46 km/hour, $10 ($.10)
3. Highway, 4,000 trips/day, 100 km/hour, $600 ($.50)
3a. Cloverleaf, $3,000 ($26)
3b. Side Onramp, $1,000 ($2) *this is the traditional SC3000 type*
3c. Overpass Onramp, $1,000 ($2) *Connects to roads parallel to a highway*
A little more (I'm not going to list costs this time unless requested):
Park and Recreation
-Lots and lots of opportunities this time!
1. Basketball Court, 2x1
2. Beach, 7x5 (includes parking lot)
3. Community Garden, 1x1 (book shows 4 varieties)
4. Gazebo, 1x1
5. Large Flower Garden, 3x3 (includes a pond)
6. Large Park Green, 3x3 (fancy walkways and fountain)
7. Large Plaza, 3x3 (planted trees and central fountain)
8. Medium Flower Garden, 2x2 (fountain included)
9. Medium Park Green, 2x2 (green space with trees)
10. Medium Playground, 2x2, looks more like a real playground)
11. Medium Plaza, 2x2 (plain, looks like it's meant for an office tower or urban square)
12. Open Grass, 1x1 ($40 per tile plus $5 per month, ouch!)
13. Paved Area, 1x1 (engraved pattern of tiles)
14. Playground, 1x1 (Basically the playground in 2x2 version, in a more condensed lot and rotated)
15. Ranger Station, 2x1 (?)
16. Skateboard Park, 2x1 (Neat!)
17. Small Flower Garden, 1x1 (extremely lush)
18. Small Park Green, 1x1 (Lamp, Bench, and a few small trees. Looks very nice!)
19. Small Plaza, 1x1 (includes tiny statue)
20. Soccer Field, 3x5
21. Softball Field, 3x3 (very nice, but excludes bleachers)
22. Tennis Court, 2x1
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Rewards
-There are now One-shot rewards, multiple rewards (over time, you are given more than one), and power plant rewards.
-I'm not listing every requirement for them. I can elucidate if requested.
-ALL rewards require a certain Mayor Rating.
One Shot Rewards
1. Advanced Research Center, 6x7 (need High-tech and University)
2. Bureau of Bureaucracy, 4x4 (39,000 pop. and good health/education)
3. City Hall, 3x4 (12,500 pop.) *A bit more austere then SC3000's, but I like it better.*
4. City Zoo, 8x8 (80,000 pop., 25 parks)
5. Convention Center, 6x9 (25,000 commerical pop., airport)
6. Country Club, 12x12, (2,000 upper-class pop.)
7. Courthouse, 3x3 (40,000 pop., city hall) *Has a more museum-like decor this time*
8. Disease Research Lab, 5x6, (56,000 pop., 3 hospitals)
9. Farmer's Market, 3x3 (3,000 pop., 600 farm pop.)
10. Main Library, 3x4 (34,000 pop., 5 well-funded libraries)
11. Major Art Museum, 3x3 (12,000 middle and upper class pop., 4 well-funded museums)
12. Major League Stadium, 9x8 (85,000 pop., minor league stadium) *yes, you have minor league!*
13. Mayor's House (the proverbial reward), 2x3 (500 pop.)
14. Minor League Stadium, 7x7, (22,500 pop., 16 recreational structures)
15. Movie Studio, 8x6 (110,000 pop. and television studio)
16. Opera House, 3x4 (48,000 middle and upper class pop., major art museum)
17. Radio Station, 3x3 (18,000 pop.) *Includes parking and transceiver tower*
18. Resort Hotel, 4x4 (50,000 middle and upper pop. in whole region, 4 cities in region, low pollution)
19. State Fair, 8x12 (3,500 pop., 1,200 farm pop.)
20. Stock Exchange, 3x4 (25,000 comm. office pop.) *Big box with Greek portico on front, kind of blah.*
21. Television Studio, 3x3 (65,000 pop., radio station)
22. Tourist Trap, 3x2 (40,000 pop. in region, 6 other regional cities, 4 connected to this city) *Small thing of stores and tables, nothing much*
23. University, 12x10 (15,000 pop., high education)
Multiple rewards (apparently, this is in a single city, not the whole region)
1. House of Worship, 3x3 (domed, no steeple)
For #1: 1,000 pop.
For #2: 5,000 pop.
For #3: 30,000 pop.
For #4: 120,000 pop.
2. Cemetary, 5x5
For #1: 2,000 pop.
For #2: 15,000 pop.
For #3: 60,000 pop. Private School, 3x4
For #1: 750 upper class pop.
For #2: 3,750 upper class pop.
For #3: 7,500 upper class pop.
Mayor Statues
For regular: 5,000 pop.
For impressive: 30,000 pop.
For magnificent: 60,000 pop.
For colossal: 120,000 pop.
Power plants
1. Solar, 6x6 (3,000 upper class pop.)
2. Nuclear, 4x4 (85,000 total pop., 25,000 city energy demand including deals)
3. Hydrogen, 5x5 (4,000 high tech pop., 30,000 city energy demand, including deals)
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Landmarks
-Costs money to place and money for upkeep.
-Effects Mayor Rating.
-Can deteriorate.
-Some produce pollution (and garbage) and deter residents...landmarks benefit commercial structures most.
-Doesn't require power or water.
-Locations noted in new landmarks.
1. The Alamo, 2x3
2. Amalienborg (Copenhagen, Denmark), 12x12
3. Alcatraz, 10x5
4. Bank of America, 5x3
5. Bank of China Tower, 4x4
6. Chrysler Building, 4x4
7. CN Tower, 6x7
8. Big Ben, 1x1
9. California Plaza, 8x6
10. Coit Tower, 3x3
11. Empire State Building, 8x4
12. Gateway Arch, 10x2
13. Faneuil Hall (Boston), 2x2
14. Great Pyramid, 8x8 (greatest effect on Mayor Rating)
15. Fernsehturm (Berlin), 3x3 (observation tower)
16. Guggenheim Museum, 6x4
17. Hagia Sophia, 6x6
18. Jefferson Memorial, 6x7
19. Hollywood Sign, 7x1
20. John Hancock Center, 6x4
21. Independence Hall, 2x2
22. Lincoln Memorial, 5x4
23. Living Mall (Taipei), 6x6
24. Palace of Fine Arts, 10x11
25. Rotes Rathaus, 4x4
26. Smith Tower, 3x3
27. Palacio Real, 6x6
28. The Sphinx, 2x4
29. St. Basil's Cathedral, 4x4
30. Taj Mahal, 6x6
31. Statue of Liberty, 4x4
32. Tokyo Tower, 6x6
33. Tower of London, 3x3
34. Washington Monument, 3x3
35. U.S. Capitol Building, 6x5 (still shaved off the wings of the building like SC3000)
36. White House, 6x6
Basically, there are three types of airports, a landing strip, a muncipal, and an international airport. You start out with a small version of them (they are not rewards, but you just buy and place them), but as the commerical and industrial traffic increases to a certain capacity, they have the ability to be upgraded to medium and then large version of themselves. Airports are also caps relief for commercial too. Here's a list of the demand cap relief for each type. Capacities match the cap relief numbers.
1. Small Landing strip: 10,200
2. Medium Landing strip: 13,100
3. Large Landing strip: 16,000
4. Small Municipal Airport: 28,000
5. Medium Municipal Airport: 34,100
6. Large Municipal Airport: 40,000
7. Small International Airport: 70,000
8. Medium International Airport: 80,000
9. Large International Airport: 90,000
Landmark Prices (monthly upkeep)
1. The Alamo, $65,000 ($130)
2. Amalienborg $70,000 ($120)
3. Alcatraz, $50,000 ($100)
4. Bank of America, $110,000 ($210)
5. Bank of China Tower, $180,000 ($300) *3rd most expensive*
6. Chrysler Building, $170,000 ($330)
7. CN Tower, $225,000 ($440) *2nd most expensive*
8. Big Ben, $75,000 ($150)
9. California Plaza, $50,000 ($100)
10. Coit Tower, $55,000 ($110)
11. Empire State Building, $240,000 ($470) *Most expensive*
12. Gateway Arch, $90,000 ($180)
13. Faneuil Hall, $50,000 ($100)
14. Great Pyramid, $160,000 ($310)
15. Fernsehturm, $85,000 ($170)
16. Guggenheim Museum, $95,000 ($180)
17. Hagia Sophia, $80,000 ($160)
18. Jefferson Memorial, $80,000 ($160)
19. Hollywood Sign, $30,000 ($60)
20. John Hancock Center, $165,000 ($320)
21. Independence Hall, $60,000 ($120)
22. Lincoln Memorial, $85,000 ($170)
23. Living Mall, $55,000 ($110)
24. Palace of Fine Arts, $90,000 ($180)
25. Rotes Rathaus, $65,000 ($130)
26. Smith Tower, $55,000 ($110)
27. Palacio Real, $65,000 ($130)
28. The Sphinx, $50,000 ($100)
29. St. Basil's Cathedral, $90,000 ($180)
30. Taj Mahal, $105,000 ($200)
31. Statue of Liberty, $85,000 ($170)
32. Tokyo Tower, $175,000 ($340)
33. Tower of London, $55,000 ($90)
34. Washington Monument, $70,000 ($140)
35. U.S. Capitol Building, $135,000 ($260)
36. White House, $70,000 ($140) |