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Published 10.04.2016 | Author : admin | Category : How Can I Make Money

Since SimCity came out in March, there have been eight patches for the troubled city building game.
Were you annoyed by the cramped quarters you were given to build within in the original game? Were you annoyed by the pathfinding, which left your highways neglected while cars piled up on small roads and sims failed to find the shops opposite their house? The OmegaHQ is a new type of factory, which uses oil and ore to produce a mysterious new substance called "Omega", which everyone in your city loves. Lastly, there's the MegaTowers, Ballardian skyscrapers designed to contain everything a sim might need in a single vast, multi-tiered structure. That allows you to reach higher populations than in the base game, without using any more space. Much like the base game though, you'll enjoy the process a lot more if you don't think about it too much. These new specialisations radically alter the way your city looks, but they don't much alter the basic process of playing. You don't have to think about anything new, which is why your existing cities can push through the new content so quickly. As much as the patches have helped, there's still lots of frustration left in the simulation. More than likely, the technical limitation that's going to bother you is the final fault of the original game I still haven't mentioned.
I played a few hours, but decided to hold off against playing any more once all the AI and pathfinding issues started getting reported. Clicking on links in articles to retailers or publishers may mean we earn a small commission. So many games involve death and destruction that SimCity remains as much of a breath of fresh air today as it was in 1989, with the opportunity to lay the foundations of a town and nurture it to city status still captivating and time-absorbing. While other specializations arguably can make bigger profits, mining allows you to sell the goods to the global market and earn money a bit more quickly. Those eight patches made progress on the issue, but Cities of Tomorrow introduces elevated railways, skyways to connect MegaTowers, and drones, and each help keep sims indoors and off the streets. The Academy is a research center for unlocking new technologies, like wave generators, air scrubbers and those skyways. The effect is that a successful OmegaHQ will convert other industrial buildings to Omega franchises, and when you eventually start producing drones, residential and commercial buildings as well. It also allows you to build cities which look radically different than before, or quickly give your existing successful cities a new look.
The content it adds is beautiful, appealing to existing fans, and often successful as a brute force method of overcoming some of the game's original limitations. Yet even as you deal with the self-inflicted fallout of misguided decisions, the learning experience is hugely satisfying.
Even better, mining up coal allows you to have essentially free resources to keep your power plant alive, thus decreasing your hourly expenses.
If you aim for low and mid-wealth MegaTowers, your city will be marked by Blade Runner-esque black buildings and glowing neon. That feeling is doubled when there are mag levs wooshing around amidst your skyscrapers, or drones floating amidst your factory's purple smoke. Much like the street dwellers, MegaTower residents will still sometimes struggle to find the shops directly above their heads.
But for all the ways in which aims to take SimCity into the future, it remains tethered firmly to its past. It's no wonder that there was such a clamour for the recently released fifth major installment of the series - even though it introduced some significant changes to the formula.
If you aim for high wealth and build Elite MegaTowers, your city will look like concept art for an as yet unbuilt smart city. Your city's buildings and utilities still sometimes act in erratic ways, either due to bugs or a lack of clarity. First, it significantly increases pollution, not just in your city, but in the whole region.
When my city is full of recyclables, and I have lots of recycling trucks, and I have a factory designed to turn those recyclables into different materials, why is it not collecting or producing anything?


Sadly, it lacks cloud-based syncing of cities, so you can't carry on a game between devices. Landscaping tools are omitted and the terrain is completely flat, which limits the opportunity to give your city a unique feel. Second, mining attracts uneducated and low-wealth workers, so your overall tax income will be less. That includes three levels of density for residential, commercial and industrial zones, a variety of ordinances to generate income, and 10 types of disaster looming to lay waste to your hard work. Mine shafts are dirt-cheap per hour, and because you don't need to worry about education, you don't need to build any schools. Thankfully, placing power lines and water pipes for your Sims can be set to automatically occur, eliminating one of the game's more fiddly aspects. Neighboring cities in the region can eventually take care of any educational issues your mining city may have. Positioning things on the landscape is achieved with an anchor point, which is dragged to put things exactly where you want them - and many other city-builders for iOS have replicated this technique. Megapolis HD (Free, Universal) shuns the zoning approach and expects buildings to be individually constructed. The city limits are heavily restricted at first; expansion is achieved by taking on quests that grow the population. Some goals seem natural, but some, such as placing a Japanese house and sakura trees, don't inspire a sense of freedom to create the city of your dreams. Taxes aren't automatically collected like in SimCity; you must tap buildings to do it, which resets a countdown timer to the next time money can be collected. Click the button in the very lower-right corner of the interface to open the data map views, then click the "Coal Map" or "Ore Map" button. The land will turn white except for any area that has your chosen resource, and you can plan your road network. Also, while you're in the data view, be sure to check out which direction the wind blows and where water is concentrated. One method is to ask neighbouring cities - computer-controlled or real online players - to gift them. If parts are unavailable, you can fall back on trusty megabucks: they're quickly acquired by spending real money on In-App Purchases. When placing a mine, you'll see a white circle around the footprint; this represents how much coal or ore is pulled up from the building itself, and you'll see the amount numerically as well. A mine by itself won't make you a profit however, and you'll have to get into the trading specialization as well.
Plop a trade depot near your mines (but not so close that you take up valuable mining space!) or near your city entrance (money is received in the budget when the global truck arrives at the Depot and global trucks have to traverse back to their origin before starting another trade run), then add a modular to store coal or ore. Its music is brighter and breezier than SimCity's groove, and it's the most cartoonish of these alternatives. You may want to add a modular to your mine as well to have another delivery truck at your disposal. Upon building a particular business, contracts can be taken out for it to supply things into the economy.
From then on, every time your Trade Depot collects enough resources, a truck can come to sell it outside of town. Items that can be added to your city are obnoxiously weighted towards making an In-App Purchase. The money will be added to your treasury; in the budget panel, the income will be reflected in the "Recent Transactions" pane.
The two most basic house types can be added using the in-game currency, but they take hours to generate more income.
The next house type generates income every few minutes, but it requires purple gems - City Story's version of Megapolis's megabucks - to purchase it at all. Optimizing this stage of export involves two things: First, making sure your mine has enough delivery trucks.
Only a certain number of industrial buildings can be added until the population reaches a threshold. To offer constant city re-development, buildings aren't fixed in place, but can be dragged to new plots.


A free version is available as a taster, and it's more palatable than most thanks to the absence of IAP. The Virtual City series leans more towards detailed infrastructure planning and resource harvesting, lending it a shade of old PC favourites such as Transport Tycoon, though erecting buildings is part of it as well.
It's more heavily structured by its level-based approach: after completing one, you'll often find yourself transplanted to another one to help raise its economic game.
Mining, and the air pollution it creates, significantly increases the rate of fires that may start in your town.
Because mining attracts uneducated workers, and because land value will be low, crime will be fairly prevalent too. Once key buildings - such as a mill and a bakery - are in place, you buy trucks and assign routes for them to carry resources along the chain. You'll need to place a fire station early (once your first mine is up), followed by a police station. There's also housing and public transport to consider, and refuse to clear, so a city isn't inundated with waste. After that, be sure to get a clinic operational, as the general health of your city will be low. Virtual City (iPad, ?2.99) is available in this full version, or in a free version, with a few levels as a taster, and the full game unlocked through IAP.
This game includes a sandbox mode, but that's developed on in Virtual City Playground HD (Free, iPad). It takes place on one landscape, and while it's more of a sandbox overall, the city limits are restricted at the start; goals have to be followed in order to raise capital to expand them. If you want to place them for completeness, that's up to you, but it's advisable not to educate everyone, else they'll seek employment in neighboring cities instead. It's not a bad thing to have one city in your region to be lacking in education; every city has its role! The backstory behind The Simpsons: Tapped Out (Free, Universal) involves an explosion at the nuclear power plant, leaving Homer to recreate Springfield.
With successful missions, he discovers fellow cast members and their respective businesses. A social element introduces a multiverse of different Springfields run by other players, which you can visit to take limited amounts of income from them daily. Characters can be assigned tasks to earn cash derived from their personality (Homer can lounge in the pool, or Lisa play the sax), though they take real time (in some cases, hours) to complete.
However, at that point, you'll be exporting so much coal or metal that your city will become extremely wealthy. Things can be hurried along by spending donuts, which are quickly acquired through not-so-delicious IAP. If it's your first town in the region, all this money can be gifted to other cities to help them get started with their development. There is a finite amount of resources, however; play a city long enough, and there simply will be none left. The Wizard of Oz Game (Free, Universal) roughly follows the film's narrative, and reuses imagery and audio from it. As such, you'll want to mine up as much as you can, and as fast as you can, once you have your economy stable enough to keep a profit.
Starting out in Munchkinland, you're tasked with growing the population to help you build the Yellow Brick Road so you can meet the Wiz and get Dorothy back to Kansas. In order to increase your wealth as quickly as possible, you should prioritize smelting metal and alloy, which will make you a larger profit than selling raw ore or coal alone. As such, when you can upgrade your mining HQ, the first modular you should add is the Smelting Division, which unlocks the smelting factory; this way, you can increase your profits enough to quickly reach the next upgrade requirement.
The Commerce Division mod unlocks the trade port, which allows you to sell and store more goods and ship via boat or train.




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